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Skullgirls |OT| New age of Heroines

:)

Natch Potes for you lot:

Interested in that new Encore Performance animation. :eek:
I'm not the biggest fan of that Parasoul change. I'm a big fan of animations and inputs matching up on characters. It feels really intuitive that way. Holding back so you can swing your Umbrella forward for the low just feels awkward. You gotta be doing something unspeakable with your pad or stick to turn a forward motion into a charge motion.
 
The Skullgirls IRC is currently discussing whether the current recovery spark or a "you just got reset" spark would be better for helping new players without negatively impacting on the game.

My own opinion is that the reset spark is better as you don't want an indicator of when to mash DP (which is how most casuals would use it).

I personally agree with SolarPowered on the Parasoul change by the way, but for a different reason: Parasoul has two other command punch normals, and they are both forward. Now she has two which are forward and one which is back, which makes me kinda sad. :( I need consistency!
 
Really dislike the Parasoul change as well, bring back the forward input!

I like the recovery spark, I just see a reset spark as unnecessary because you already have an indicator for that by looking at the combo counter. If the point of this is to help about newbies get back into neutral then I think this is the best way to do so short of adding teching directions ala mvc3/guilty or just an outright burst. If that means people will mash it out when they see that they can then so be it, it's not like I'm not mashing air gregor samson during common reset points in combos anyway.

:p

~

New NPCs!

20130725154059-npclineup2.jpg



... and 30 missing Patron Saints!

Ravidrath said:
We've still missing around 30 NPCs, and this is holding up the production of background characters and the two bonus stages, the River King Casino and the Glass Canopy Ballroom.
So if you're a Patron Saint and haven't sent you character in yet, please do so as soon as possible!
To help spur the Patron Saints on and generally delight everyone, here are a few more of the completed NPCs!

I envy the people who can forget they paid $1k+ for something.
 
~

New NPCs!

20130725154059-npclineup2.jpg



... and 30 missing Patron Saints!
Less fantastic and out of the world compared to last week's but grounded is good too. The one on the far left looks like a British Shaggy that got bitten by a radioactive spider. Something straight out of Venture Bros. The black and white girl could make a good looking FG character aesthetically.
http://www.twitch.tv/eightysixed

Said that recovery sparks are probably staying and that they changed Parasoul's f.MP back to normal again.
He also said he'd like to up level 3 damage. Very good stuff as far as I'm concerned.
 
Those NPCs are looking pretty nice.

I'm not the biggest fan of that Parasoul change. I'm a big fan of animations and inputs matching up on characters. It feels really intuitive that way. Holding back so you can swing your Umbrella forward for the low just feels awkward. You gotta be doing something unspeakable with your pad or stick to turn a forward motion into a charge motion.

Also I can't think of a single command overhead in existence that's not with forward.
 
Parasoul's F+MP being changed to B, eh... I can live with it but I don't really like it much.

They changed it back in today's patch.

MikeZ said:
7/26

General
- Button config is now saved in a separate save file from game data.
- Can now back out of controller choice screen with Select.
- Return some 2D stages to the actual 2D art instead of a 3D render. Still a work in progress...

Gameplay
- Lengthen Stunt Double (alpha-counter) window during bursts from 10f->30f.
- Recovery spark a bit more visible.

Painwheel
- Shorten flight->flight delay to fix j.MK xx fly j.MK xx fly j.MK.

Parasoul
- Revert Coulé to F+MP. That was short!
 
Is it just me or the online is getting worse since 2 or 3 patches ? I have more problem finding matches now than last week,, with many, manu "error getting connection information".

It's getting very very boring. -_-
 
Good games last night, Disco. Those were some of the toughest matches I've fought in a while. I can't wait until we have lobbies so things can go smoother. Man, if you guys had seen some of the stuff we were doing last night you eyeballs would fall out your sockets. Let me just say Painwheel is definitely back in business.
Fuck you.

She is, but fuck that Drag n bite assist man, it's all over the fucking place.
I'm gonna tell you right now... silver chord is like her day one babby stuff. There are things she can do that will make my hair go salt n pepper must faster than I anticipated.
 

GuardianE

Santa May Claus
I'm gonna tell you right now... silver chord is like her day one babby stuff. There are things she can do that will make my hair go salt n pepper must faster than I anticipated.

Drag n Bite feels like a tracking, autocorrecting, higher priority Shopping Cart assist.
 
Personally I've never used Silver Chord assist, I'm usually running Cremation for high low Fillia mixups. Unless it's a Peacock team.

Double not having crossup dash is making me want to quit the character right now, sort of depressing.

Wavedashing is neat though.

I hope they revert that, it was an interesting part of her.
 

Beats

Member
Are lobbies going to be able to have more than one match going on at once?

Personally I've never used Silver Chord assist, I'm usually running Cremation for high low Fillia mixups. Unless it's a Peacock team.

Ooh. I've been using Silver Chord assist mostly, but I tried Cremation for a couple of matches and I'm liking it quite a bit. I'm still trying to figure out how to play Squigly well though.
 
MikeZ said:
7/29 - Patchnotes
General
- I LIED LAST TIME, THIS build has the new online socket stuff. So your online should improve now. Heh.
- Enable triple buffering; vsync option coming soon. (FYI the console versions both have triple buffering, we just missed it on Windows.)

Gameplay
- Projectiles from attacks no longer add stun again if the attack already added stun (Peacock/Double j.HK = 30, Peacock s.HP = 30, etc).
- Minimum damage scaling on all Lv3s is now 45%, and Lv5s are now 55%. Fixed Double’s Lv3 to not deal 7k under this system...it now does about 5k by itself, but 3.7k fully scaled (by far the most of any fully-scaled Lv3).
- Training mode Slow Motion is now its own option rather than a Select Button choice.

Squigly
- MASSIVE amount of clean frames added. Please don't report any missing frames or errors yet (back throw, s.LK, Whip Stance movement, Tremolo all have missing frames).
- Final vulnerable and hitboxes for all stand and crouch attacks, j.LP LK MP MK, all jumps.
- "Paper" color has been re-used for flower stems, so all her unfinished frames are now green. This is not a bug. (^.^)

Other
- If you live in LA, you should consider visiting the Wildlife Learning Center:
We went today and I loved it! They have a bald eagle, Fennec foxes and the cutest owl you will ever meet.

The Wildlife Learning Center reference is obviously a nod to Regina becoming playable sometime in 2014.
 
The level 3 damage scaling change is welcome. Now they feel meaty and useful no matter what number of people you or your opponents are using.

Oh, and I also learned how to incorporate some nice follow ups into my post b.HK combos. I'm like a drunk Parasoul tournament player now. I'm doing them real intermediate combos lol.
Drag n Bite feels like a tracking, autocorrecting, higher priority Shopping Cart assist.
Yeah, that assist is no joke. I find it much scarier than silver chord. Squigly is really an assist machine, though. All the multi hitting assists, silver chord and the DP make her super well rounded for support.

Not to mention the camera panning opera tune of hers...
 
Does anyone have a video of the Squiggly assists in use? I'm thinking about swapping Parasoul out for her.

Does Squiggly get the tracking ground spike move as an assist?
 

Beats

Member
Squigly's finished(?) Whip animation looks great.

Does Squiggly get the tracking ground spike move as an assist?

You can get the tracking part if you charge her stance fully with that move, and then tag her out. Only works once though (Kind of like Dormammu's Liberation assist I guess?).
 
is brian still being stalled by people not knowing what they want?

and more importantly, has mike done whatever he has to do so brian can make mine? i don't think i saw it on the to-do list
 

Ravidrath

Member
is brian still being stalled by people not knowing what they want?

and more importantly, has mike done whatever he has to do so brian can make mine? i don't think i saw it on the to-do list

I think we got all the palette stuff in, but that's not going to be in the first patch.
 
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