I seriously need an arcade stick because my thumbs hurt like hell after playing this game
And I have so many games I don't know which ones to play and which ones not to play.
excuses
even though I have exams and shit I still play Skullgirls with the Oceanic SG steam crew, not like the game takes 40 minutes for each session so a first to 10 is sufficient, then back to work.
[QUOTE=Griffster26;42674370][video=youtube;iIYtj39eiWg]http://www.youtube.com/watch?v=iIYtj39eiWg[/video][/QUOTE]
I think I'am gonna have a seizure.
Apparently I'm lagging so hard at times that my controller just says "Fuck this" and stops working.
[QUOTE=OHNOES;42672142]I seriously need an arcade stick because my thumbs hurt like hell after playing this game[/QUOTE]
You probably should never try an arcsys fighter with a pad then :v: one of the new characters in the newest blazblue has a super combo that's a 720+720+1080.
I'm so good the game can't even handle me and just quits the round to save my opponent the shame.
[t]http://i.minus.com/il3GTOUWp9wYI.png[/t]
I only played a bit of the singleplayer and I already like this way more than SF4.
It's hard to go back to SF4 after playing faster FGs. I play 3rd Strike a fair amount and it's just so much more fluid.
Also the urge to parry.
[Quote]Halloween Skullgirls ... look it's a scary uh, just look.
October 31 - mikez
Lobbies
- Fixed some UI issues with the lobby. No more perpetual glow on the countdown.
- Queen of the Hill should be better at matching up people fairly.
- Possible fix for insta-quit matches after laggy startup. Check it, person from Skullheart!
General
- ART GALLERY! It is not translated into Japanese yet, and may have errors in other languages, but there ya go.
[edit] Ooookay, apparently the act of making this build public gets rid of the art gallery file. Time to figure out why THAT is...
Boo, or something.
[/Quote]
wow I was supposed to post it
I even stylize it to resemble the original post
here
[quote=MikeZ][U]Halloween Skullgirls ... look it's a scary uh, just look.[/U]
1 NOVEMBER - MIKEZ
[B]Lobbies [/B]
- Fixed some UI issues with the lobby. No more perpetual glow on the countdown.
- Queen of the Hill should be better at matching up people fairly.
- [B]Possible fix for insta-quit matches after laggy startup.[/B] Check it, person from Skullheart!
[B]General [/B]
- ART GALLERY! It is not translated into Japanese yet, and may have errors in other languages, but there ya go.
[edit] The file should be up now. I didn't do anything else...spooky.
Boo, or something.[/quote]
[img]https://pbs.twimg.com/media/BX_KoTlCAAEdvVO.jpg:large[/img]
Not the character I would have chosen for that game but still.
[QUOTE=Crimor;42730306][img]https://pbs.twimg.com/media/BX_KoTlCAAEdvVO.jpg:large[/img]
Not the character I would have chosen for that game but still.[/QUOTE]
I don't know man... it's just... a bit hypnotic... you know?
just a fix and stuff for the main game
[quote=MikeZ][U]11-2 Skullgirls Patch Notes[/U]
2 NOVEMBER - MIKEZ
Short one today:
- Added text for the Art Gallery in other languages besides English.
- Added a potential fix for a thing that can't happen.
(The Beta update is much more involved.)[/quote]
and a just a little bit something for beta
[quote=MikeZ][U]11-2 Skullgirls Beta Patch Notes[/U]
2 NOVEMBER - MIKEZ
[B]General [/B]
- Same as the Real Game, added text for Art Gallery in non-English languages.
Thank you for your feedback on the last IPS experiment. Welcome to the next one! Gotta keep ya on your toes...
[B]IPS Experiment #3! [/B]
- Regular normal IPS, only watches chain starters.
- Undizzy* is back, limit is the same 350; counts down a bit faster (35f from 350 -> 0). Still resets to 0 on ground tech, still carries over on death/snap.
- Undizzy does NOT drop to 350 if it is above 350 when your combo ends. If you leave it at 500, it counts down from 500.
- There is an Extra Undizzy Count, which starts at 0 at the beginning of a combo. Hitting with an IPS-watched move will add half that move's Undizzy to the Extra Count, and the Extra Count is added to all moves from then on.
An example:
(stage 3) LP->MP->HP, (stage 5) LP->[B]MP[/B]->[B]HP[/B], LK->MK->HK.
The 2nd [B]MP[/B] will add half of its' undizzy (20 / 2 = 10) to the Extra, and therefore it does 30 instead of 20. The 2nd [B]HP[/B] will add half of its' undizzy to the Extra (30 / 2 = 15), so the total is now 10+15=25, meaning that HP will do 55 stun instead of 30. The following LK->MK->HK are all new so they do not ADD to the Extra, but each move has the Extra added to it, so LK = 15+25, MK = 20+25, and HK = 30+25.
tl;dr - You can still do loops without immediately triggering IPS, but it is advisable not to. The more normals you use that aren't IPS-watched, the longer you can go. Combos are probably shorter. People will probably whine, but it might be a different kind of whining from yesterday!
* =[I] Fine, we'll call it Undizzy again.[/I][/quote]
Too many updates to handle!
[quote=MikeZ][U]Skullgirls Patch Notes 11-3[/U]
3 NOVEMBER - MIKEZ
Another short one:
- More Art Gallery fixes.
- Stage 3 Pummel Horse no longer grants another free Stage 3 chain after it.
- Command throws now properly count as part of the chain they were used in if they combo, rather than as a separate chain. Whoops.
- Marie 300% fight is always 99 seconds. (^.^)
Next Experiment is up in the Endless Beta![/quote]
[quote=MikeZ][U]Skullgirls Endless Beta Experiment Notes 11-3[/U]
3 NOVEMBER - MIKEZ
Same fixes as the Real Game, plus the next Experiment!
For those of you who thought it was a "different game" in previous Experiments,
[B]WELCO
METOT
HENEX
TLEVEL [/B]
This one is pretty heavy-handed. I know the reactions I expect.
[B]Standard Stuff [/B]
- Assist combo-start 50% scaling / CH bonus damage, this stuff is probably staying since there haven't been many (if any) negative reactions to it.
- IPS same as normal.
- Undizzy 350, 350->0 in 35f instead of 90f, does NOT return to 350 if you were above it at the end of your combo, instead will count down from whatever it was at. Undizzy bursts work as normal.
[B]The Draconian Experiment [/B]
- You are only allowed 5 chains, starting at Stage 2. Starting a 6th chain will trigger IPS.
- A counterhit grants you 2 additional chains for that combo; an assist counterhit grants you 1 additional chain. These do not stack since only one of those can be a counterhit.
- DHCing gives you at least 2 chains after the super, even if you have used all the allowed ones before it.
- Valentine's green poison grants 1/2/3 additional chains for the followup combo depending on poison level. You must combo off the poison hit for this to apply.
- Elegance has been dispensed with in favor of seeing how this is received.[/quote]
[QUOTE=Ellis :P;42732529]I don't know man... it's just... a bit hypnotic... you know?[/QUOTE]
geeee i wonderrr whyyyyy
Patchnotes erryday, I'll just post the beta this time.
[quote=MikeZ][U]Skullgirls BETA Patch Notes 11-4[/U]
4 NOVEMBER - MIKEZ
[B]General [/B]
- Marie 300% now accepts the infinite time setting of the 1v1 time option, if you really MUST try to completely beat her. The fight is set to 99 seconds otherwise. (This applies to the main game too, good luck.)
- Title bar now says Skullgirls Beta, in case you are confused which one you ran like I sometimes am. (^.^)
[B]Gameplay [/B]
- 1v1 rounds are now Downs, as in Vampire Savior! [I]HHHHYEEEEEESSSSSSsssss...[/I] After you hit the floor when you are KO'd, your life will come back and you can hold forward or backward to tech on wakeup. The opponent can move freely the entire time, though...
- Teams rounds (if you change the number of rounds for Teams) are now Downs also. I probably won't keep this, but it's pretty hilarious. :^P
- Extended the Counterhit visual effect for an additional 10 frames. Hopefully it's more noticeable now.
[B]Experiment #5 - yesterday's chain-limit combo length but using Undizzy [/B]
- Assist combo start, CH bonus, IPS all the same.
- No more chain limit.
- Undizzy limit is now 200; starts adding undizzy at Stage 3; can go above the limit.
- A counterhit will subtract 100 undizzy from whatever they currently have, and an assist counterhit will subtract 50; yes, if they have 0 you can start a combo with negative undizzy (shown with little +'s around it in Training Mode because the - in that font is invisible); it will reset to 0 if it is negative when they recover.
- Val's Lv2 green poison will subtract 50 undizzy when the syringe hits, and Lv3 will subtract 100. Remember, the syringe itself adds 20. :^P Lv1 poison does nothing.[/quote]
Don't mind me, beta patchnotes again
[quote=MikeZ][U]Skullgirls BETA Patch Notes 11-5[/U]
5 NOVEMBER - MIKEZ
[B]General [/B]
- Another possible fix for round-start weirdness online, both starting with a round complete and maybe also occasionally the game just ending after Showtime!
[B]Experiment 5-B [/B]
- Increase Undizzy to 250. Otherwise, same as yesterday.
(Didn't get to do more with Downs yet, so the announcer still says "Take 1" and you still get a Perfect if you win with 100% life but have lost a round. It'll all get taken care of soon enough.)[/quote]
[QUOTE=Crimor;42730306][img]https://pbs.twimg.com/media/BX_KoTlCAAEdvVO.jpg:large[/img]
Not the character I would have chosen for that game but still.[/QUOTE]
What does that mean? Filia is coming to Undernight InBirth?
Yes. She's a guest character.
Filia's probably my favorite character because she's pretty different than most of the characters. Everyone else is some type of trained badass, and Filia is just some random schoolgirl with a parasite.
[QUOTE=Boba_Fett;42809154]Filia's probably my favorite character because she's pretty different than most of the characters. Everyone else is some type of trained badass, and Filia is just some random schoolgirl with a parasite.[/QUOTE]
and thighs
Are there unlisted moves present in the game? I was playing as Filia, when I pressed something that made the special attack sound-effect, but she just whipped the opponent with her hair. Since I was fighting Marie, it's very likely it could have been a special grab of some sort.
I noticed that an AI Peacock did something very similar. The special effect sound played, and she swung a spiked bat and said some line I've never heard before. I can't fully remember it, but it was some type of baseball reference.
Both of these have left me stumped. They're certainly not documented in the character movesets.
[QUOTE=Boba_Fett;42815542]Are there unlisted moves present in the game? I was playing as Filia, when I pressed something that made the special attack sound-effect, but she just whipped the opponent with her hair. Since I was fighting Marie, it's very likely it could have been a special grab of some sort.
I noticed that an AI Peacock did something very similar. The special effect sound played, and she swung a spiked bat and said some line I've never heard before. I can't fully remember it, but it was some type of baseball reference.
Both of these have left me stumped. They're certainly not documented in the character movesets.[/QUOTE]
[url=http://wiki.shoryuken.com/Skullgirls/Game_Systems/Advanced_Attacks]That's the Outtake (called snapback in other games).[/url]
[b]Big band is now in the beta.[/b]
I tried looking at his move list and the game crashed.
[QUOTE=Ganerumo;42823824]I tried looking at his move list and the game crashed.[/QUOTE]
Same. I also died laughing at his victory animation.
[QUOTE=Ganerumo;42823824]I tried looking at his move list and the game crashed.[/QUOTE]
That's because his movelist is incomplete. What he has for now has been sent in an indiegogo email.
[quote]An early version of Big Band is now playable in the Skullgirls Endless Beta!
He's incomplete, of course - that's the point. And there may be flickering, because he's bigger than the game was initially designed to handle.
Big Band's movelist hasn't been added to the game yet, so here's what he's got at the moment:
Specials:
Brass Knuckles - (C)B,F+P
Cymbal Clash - j.QCB+K
Giant Step - QCT+K
Beat Extend - QCB+P, B<->F repeatedly on hit
Supers:
Super Sonic Jazz - QCT+PP (improved after a successful Taunt)
Taunt:
Bagpipe Blues - D,D+2K *This motion is temporary.[/quote]
Also added to OP.
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