Master Milk
Member
I thought they were coming out today, since they were mentioned in the patch notes.
Guess not.
u_u
Guess not.
u_u
We're supposed to be getting more than just the 3 extra colors.
I already play Double. Solo Double is ass though, so I need someone else.
Zero ten second combos spotted thus far, let alone twenty second ones.
Don't worry about. I'll wait till we get better matches. I've just been wanting to record footage with people besides Disco is all. Hopefully you'll eventually show me the stuff that you got you to top 300.must be team size select, oh well
uhh, no, don't upload that >_>
Of course it would be Pali lol. These guys are the 1% of the Skullgirls community.WELP.
http://www.youtube.com/watch?v=qig05hvB9QM
Don't worry though, Pali's the only one going to be using them.
Anyone up for some games against my mediocre Cerebella?
Don't worry about. I'll wait till we get better matches. I've just been wanting to record footage with people besides Disco is all. Hopefully you'll eventually show me the stuff that you got you to top 300.
Of course it would be Pali lol. These guys are the 1% of the Skullgirls community.
Having a cast is bad if Capcom, Namco or Netherrealm are not involved with your product. Don't let it bother you. We all want dicks for DLC, but some folks are beyond the reach of males or good game design....Man, I had almost forgotten that having an all-girl cast is bad to a lot of people on GAF, and that everyone thinks they know about art.
Then that other thread happened and reminded me!
...Man, I had almost forgotten that having an all-girl cast is bad to a lot of people on GAF, and that everyone thinks they know about art.
God... I've become the biggest debbie downer since this Summer started. It has to be the avatar. I need a new perspective.
I miss those avatars a bit too. I just like the source material for this avatar the most.I miss smiling Hsien Ko.
I miss those avatars a bit too. I just like the source material for this avatar the most.
Wanna play on PSN? I want to fight all the different posters that come in here. Platinum and Disco are basically the only people I've fought so far.
Wish I could, but the PS3 is preoccupied right now and I'm worried about the connection considering our different locations.
PS3 finally ordered. Soon I will have SG on both consoles! And a delicious patch.
You shouldn't be worried in the slightest really. The netcode for this game was improved dramatically thanks to the patch, I often find people with 150+ ping that I can now play with little to no change from someone Im playing with a ping in the 60s. It's fantastic.
I'm gonna have some night terrors tonight. If you ever see someone good pick Painwheel then turn tail and run.
Yeah, that shit was retarded. I literally had to fight four Painwheels in a row. Some of them used Double too... ugh. I can't stand Double, Ms.Fortune and Painwheel. Filia is all over me whenever I play with someone good, bu she doesn't get to me like these characters. It also helps that she doesn't combo me forever. I understand Alstein's gripes with the combos a little more now that good players are coming back to the game. It makes me want those three as far away from me as possible.Ha, talking about the Skullbat today right? Im kicking myself for not being able to make it but was house sitting and didn't have my PS3 on me. Knowing my luck next week is the week where Guitalex and Pali will show up as well, sighh~
Problem solved:God... I've become the biggest debbie downer since this Summer started. It has to be the avatar. I need a new perspective.
Problem solved:
I dunno why I didn't think of this sooner.Problem solved:
I felt humiliated after those games.GGs again Solar.
It's interesting because I really felt like you'd more or less learned how to deal with Filia's rushdown. You weren't falling for double overheads for the most part and you blocked the majority of my pressure strings that I threw out with the character. You're really decent at blocking her pressure but I still think you'd benefit from throwing out more Napalm Pillars to ultimately put an end to my airdash pressure all together. You're good at not cracking under pressure but ideally you shouldn't be dealing with unrelenting pressure with a character like Parasoul to begin with.
Peacock was another story. It's difficult dealing with a team setup in such a way that she has assists to throw out at both mid-long range (Double / Cerebella Lock N Load) and close range (Filia) as well. Especially in the Peacock v. Peacock matchup where the majority of it is determined by whether or not you can throw out more projectiles than your opponent having something to throw out while zoning was more or less the deciding factor in our matches. I'm reminded when I was trying to play my Peacock against Ciscokid's pre-patch Peacock/Double(HK Bomber). Prepatch he could throw out Hornet Bomber at any range and make use of its invincibility and lockdown at any point. My MK Bomber couldn't compete. Likewise in your case you don't really have any answer in this matchup to deal with something that can keep you back at Mid Range. You're forced in this case to try to approach and deal with me up close.
Lol'd
I felt humiliated after those games.
utterly humiliated
Probably because we are never on at the same time.You should watch me play Discoshark, then you wouldn't feel so bad.
And why have we not played together yet? Someday...
So the hidden pushblocking mechanic in Skullgirls has been revealed ... Absolute Guarding!
http://www.youtube.com/watch?v=lTc4VyjZBaQ
Basically you can block one of two ways, you can crouch block or you can stand block. The way this works is you activate the pushblock while you're in your standing or crouching block stance then you switch to the stance you weren't using to gain the absolute guard attribute for the duration of your pushblock. So if I am stand blocking and activate pushblock, I then move to the crouch block stance and hold it at that point. During the duration of pushblock this gives me the ability to block both highs and lows regardless of my stance. Definitely an interesting way to deal with pressure assists and something I'm pretty excited to incorporate into my game.
Was this seriously just discovered? This is awesome, but isn't it a little broken? It makes overhead mix-ups and stuff like that much less effective if your opponent knows what they're doing. That's a pretty big if though, lol.
Looks crazy, but learning it might prove useful for me. -_-So the hidden pushblocking mechanic in Skullgirls has been revealed ... Absolute Guarding!
http://www.youtube.com/watch?v=lTc4VyjZBaQ
Basically you can block one of two ways, you can crouch block or you can stand block. The way this works is you activate the pushblock while you're in your standing or crouching block stance then you switch to the stance you weren't using to gain the absolute guard attribute for the duration of your pushblock. So if I am stand blocking and activate pushblock, I then move to the crouch block stance and hold it at that point. During the duration of pushblock this gives me the ability to block both highs and lows regardless of my stance. Definitely an interesting way to deal with pressure assists and something I'm pretty excited to incorporate into my game.
I felt like my biggest problems were capitalizing off air combos. Connecting the st.LP or st.LK when my opponents hit the ground was the biggest problem. I think I improved a bit on making sure I confirm into a full combo using air LP and LK if you see my upcoming videos.Edit : GGs Solar
You were most successful with your play when you were able to initiate your Parasoul pressure or Peacock zoning but I feel like you're not really converting into a lot of damage off of your hits with Parasoul. As an example you were doing a fair amount of j.LP -> j.LK and while able to combo on an opponent if you tag them while they're on the ground its a lot more difficult to do so from the air. The better option in most cases is j.LP -> j.HP as it gives you the ability to easily combo airborne and grounded opponents equally. Gotta be careful with the ranges of your link combos midscreen as well as they can be pretty dependent on that, its why I more often than not go into launcher combos with Parasoul. The launcher itself gives you a better range of mixup options as well
Parasoul Mixup tree :
crHP jLP jLK jMP -> Cross Under -> Overhead / Low / Throw
crHP jLP jLK jMP -> Air Throw -> Blah
crHP jLK downMK jLP downMK -> back jMK
I uploaded a new video for anyone who is looking for Skullgirls matches.
http://www.youtube.com/watch?v=7_Rsf3kJhks
Skyking is an SRK regular iirc. Dealing with his Painwheel is about as fun as wrestling with wolverines, but recording myself and watching for mistakes makes me a better player in the end. Things heat up in the later videos when he switches to a team setup and I can compete much better. Still looking forward to getting some matches from Worldjem and Sosuke down the road as well.
Random note:
I wished MS would stop being lazy bums. Their certification process is holding back the DLC colors and I want my FLCL Valentine already...
Looks crazy, but learning it might prove useful for me. -_-
I felt like my biggest problems were capitalizing off air combos. Connecting the st.LP or st.LK when my opponents hit the ground was the biggest problem. I think I improved a bit on making sure I confirm into a full combo using air LP and LK if you see my upcoming videos.
Edit: My avatar has officially taken the OT by storm...
Finally have the PS3. And Skullgirls. Just waiting for my optical->RCA audio converter to hopefully come in by next week so I can have audio...
New tutorials are amazing too, btw.
Would anyone like to play some matches with me? I'll be on for about an hour or so.
Hey yeah, sure. If you're still around my PSN is DiscoShark, send me an invite.
You... don't have HDMI?
And glad to hear about the tutorials!
Do you find the character tutorials useful? Mike didn't think they would be, but Sony said they felt it would help make the game a lot more accessible to people.
Edit: GGs, DiscoShark. Thanks for waiting for me, and for the invite. Sorry for the lackluster matches, though. I haven't actually practiced any new combos or loops since the patch hit; I've just been coasting on what I knew beforehand for the past week or so. It was nice to play someone who knew what they were doing, and I'll try to use some of the stuff you used on me tonight.
You wouldn't mind sharing any other thoughts you had about our set, would you?
Getting quite frustrated, I've tried to download the patch 4 times now (a process which takes over 3 hours) and end up with the 80710723 error every single time. No problems when downloading anything else (including the much bigger DmC demo). I really want to play Skullgirls again and I can't. I've deleted it to try redownloading but does anyone have any other suggestions?
DevilDoneGood said:A PS3 Error 80710723 signifies a network/router error. Try going to SETTINGS > NETWORK SETTINGS > INERNET CONNECTION SETTINGS > (if wired, choose path 1. if wireless, choose path 2.)
1. WIRED CONNECTION > CUSTOM > MANUAL SETTINGS > AUTO DETECT > AUTOMATIC > DO NOT SET > MANUAL ( DNS1 : 208.67.222.222 , DNS2 : 208.67.220.220 ) > AUTO > DO NOT USE > ENABLE > X > X
2. WIRELESS > ENTER MANUALLY > ( ENTER SSID OR CONTINUE ) > ( CHOOSE SECURITY OR CONTINUE ) > CUSTOM > AUTO > DO NOT SET > MANUAL ( DNS1 : 208.67.222.222 , DNS2 : 208.67.220.220 ) > AUTO > DO NOT USE > ENABLE > X > X
Try Google next time.
Copy and pasted from one of the first results. If this doesn't work, there were other suggestions.
Sigh, did all the suggested stuff here and online and it's not working. It's only with Skullgirls patching away too. I deleted and redownloaded it fine, I can update other games but when I try it with Skullgirls it just errors when it nears the end.
Strange, never heard of anything like this - wish I could do something to help.
Maybe all the patches are on different servers, and for whatever reason your ISP is choking on the connection to that specific server? Is there a friend's place you could take your PS3 to and try to update from there?
Painwheel scares me. She scares me more than MvC3 Magneto, MvC2 Cable, Sasquatch or even Talbain. I'm taking everything you are saying to heart, but I kinda fall apart when she appears. It's like Mike Z secretly video tapes me at night while I bitch about stupid overhead left right fly mixups, armored light punches, insane air grab range and salt fueled install supers. <_<Agreed wholeheartedly on the DLC situation, stupid Microsoft keeping me back from Scanty Filia. D:
Watching the Skyking matches right now and there's no doubt he's a really decent Painwheel but I feel like maybe you're giving him a bit more respect than you need to? It's interesting because you maintained a lot more space in the Parasoul v. Painwheel parts than you did with Peacock v. Painwheel.
Random notes~
if a painwheel does jHP in a combo(the normal with super armor on it that pushes her forward) and doesnt cancel it into anything then they're most certainly going for an air throw.
Not a lot of teleporting with Peacock out of the corner, a lot of times its safer to simply teleport out of the corner against an aerial Painwheel than it is to get into their air space when they already have you cornered.
Also ... in this matchup I'd probably be more comfortable with Peacock / Parasoul rather than Parasoul / Peacock. The Napalm Pillar assist is going to be helping you far more than the item drop assist will and I think even in the situations where you had Peacock on point with Parasoul assist still alive you didn't really take advantage of everything the assist could offer you.
0:10 ~ 0:30 a lot of aimless jumping with Parasoul that isn't really accomplishing much I find.
0:43. Okay you switch to Peacock, great ... and then you start jumping at a range where she's not necessarily effective against you yet. You're not getting any significant amount of space by backdashing backwards or anything, you're just jumping back. This is the point of the match where you need to be either throwing out projectiles (air george), meeting her in the air with your air to air normals (jMP/jHP), or if you're uncomfortable just airdashing backwards to grab more space. Jumping backwards doesn't really accomplish much other than limiting what projectiles you can throw out to keep her back ... or use Napalm Pillar assist.
1:28 : Beginning of the match you jump backwards over and over and immediately corner yourself. Definitely want to avoid that. Parasoul and Painwheel can cope with a Painwheel that doesn't have assists backing her, there's no reason to be having an in flight Painwheel push you into the corner when you have the tools you have available.
2:10 Another DHC into Peacock, and another primed item drop. Great. But again I feel like the way you react to Painwheel immediately going forward is incorrect. Look, you're not denying Painwheel the air space where she's most comfortable. If you prime an item drop that means she is FORCED to move forward or otherwise be knocked out of flight, this is where you can take advantage of this by air throwing her or hitting her with j.MP.
Air Throw, Air Throw, Air Throw. Really. You don't do it evverrrrrrr.
Do you know of any other UK guys who play this game, Spanky? It just occurred to me that I can't name a single UK gaffer who plays the game so I kinda worry that it may be a bigger problem than it appears. I hope this is just a localized issue. Sounds like something only you are experiencing right now.
It probably is, which is why I'm trying to avoid the obligatory GAF tantrum. But I know no UKers, and all my frinds play fighting games very casually (i.e. drunk SFIV and Mortal Kombat) so asking them to learn something new isn't really in. It's a shame. The game is a good product.
Any date on the 360 patch?
No news to report on that yet, unfortunately - we are pestering Microsoft about it multiple times a week to try and speed things up.
They know that it's out on PS3 and that we're holding PS3 DLC until it's out on 360, at their request, so hopefully we'll hear something this week.
Motherfucking consoles. The bastards are holding up the patch, and the DLC on the other console?
Such bull
Yeah serious, going over all the hurdles these guys have had to go through to get the game out and continue to support it has been a serious eye opener. Makes me really wish fighting game companies would take the PC more seriously and start transitioning to that platform in earnest. Half hearted efforts like the still patchless PC version of AE from Capcom and absolutely nothing on the PC front from Namco only serve to hurt themselves I think. I'll definitely be out to grab the PC version of Skullgirls when I can.
... also I want my Filia colors! Stupid Microsoft! D:
Oh, so Mike wanted me to pass this on...
It looks like DiscoShark knows a lot about it already, but just in case...
http://shoryuken.com/forum/index.php?threads/skullbats-9-sat-dec-1st-2012.159942/
This is for SkullBats, the online tournament - Mike says it's really cool, especially now that online works so well worldwide, and there's no waiting, etc.
His hope is to get the word about this out so that more and more people join in.
Regarding the MS stuff...
My sincere hope is that they will improve for the next generation of hardware, and I've heard rumors that their policies will be a lot more flexible next time around. I'm certain they're very much aware of Steam and developers' preference for it, and they must know that it would be a huge mistake not to change their strategy for this the next time around.
My feeling is that they're stuck in a 2005, pre-App Store mentality, and it's logistically difficult to change course mid-generation because of some of the early decisions they made.
Also, like many others, the difficulty with patches is a direct result of their decision to make a 360 SKU without a harddrive. If the next system has one in every system, then hopefully this patch stuff will be a thing of the past.