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Skullgirls Beta Aug 5th Patch Discussion

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Here is the document that is updated every time a new patch arrives.
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This is not the thread for shit posting.
This is not the thread for bug reports unrelated to the beta.
This is not the thread for general SG discussion.
This is not the thread for asking questions that have already been answered elsewhere.
This is not the thread for posting random and suggestions without explaining why you think the change is necessary or worth investigating.

That's not to say that a change without explanation is a BAD change, such as someone randomly posting:
"Hey can we let Peacock cancel her first bomb toss into L/M/H teleport?"
"Can Fukua have two fireballs?"
"Can Valentine have a buffer window after Bypass?"

Those could / can be really good changes, but please explain WHY the change should be implemented and tested, or at the very least be prepared to explain yourself.

I'm going to be moving off topic posts to General Gameplay Discussion or their other relevant threads from now on.

This thread is for beta discussion.
Please take other stuff elsewhere.

Thanks!
 
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hmmmmmmm...

yeah I guess.

Oh well At least I can now punch the shadows. I've always hated that I would sometime do a MP. Brass Knuckle on a Fukua only to get tripped by the shadow just before my fist reached her face.
 
I wish it fully removed unbirthdays, I really don't like that they take away decision making. I'm really glad he made another pass though!
 
Patch makes the (Missile > Cannon > Combo) SO easy.
sMK + Assist + Missiles x Cannon and you've got your extension.
Here's an example.

Still very reasonable damage post patch but not hitting for 10,000 like this combo did before.
The easy conversions from missiles are much nicer than the damage.


Also here's the damage I was getting with Parasoul now using Bikes:

 
Btw for valentine players, i cant backdash airdash grab anymore, at least not consistently. what is the reason? i would like to know since with the new backdash airdash, fake overheads with airgrab would be better

I dont get it either

Also on painwheel new airdash height has j.hks both hits able to combo and hit crossup on sameside
 
i'm a little sad. I wanted to be able to use LK A Train Mid-screen with the aid of an assist to help convert off of it thanks to the new decrease on recovery frames but... it's not meant to be. I forgot that like out of all of the possible assists only a few kinda work with BB's wonky timing on his Lk A Train.

bleg...

But I love the new Head Drones, they are great!
 
Btw for valentine players, i cant backdash airdash grab anymore, at least not consistently. what is the reason? i would like to know since with the new backdash airdash, fake overheads with airgrab would be better

same.

Also don't get consistent Filia dash under ground-to-air sHP conversions anymore. It affects BnB which can be compensated for with different routes, but AA sHP jHP jLP will whiff on the jLP where it was really consistent before. :(

Fukua is something. I'd be interested to see L-Clone release + Eliza Axe assist, or H-clone release on uncombo for forced chickenblock into cmd grab not unlike bella sHP > MGR?
 
Guys, please remember to play the beta with an open mind.
Reason i said this is because of several instances where i asked for a match and i gotten undesirable answers + reasons.

So far i find the patch very interesting in regards to the character i am playing. i'll talk about it more tomorrow i guess
 
Just played 100 matches with MMDS.
Fukua vs Robo feels so nice because their damage is so low, it's great ;_;7

I wish everyone had garbage damage.

I'll come in with the hot feedback for later.

Mine is ridiculous, I love it.
 
I'm experiencing a beta-only training mode bug

when the select button is set to "both" (savestate + record/playback) a first select saves the state and gives me control of the opponent (pause icon in top right) but i can't record, pressing select more times just continually brings up the "pause" icon instead of the recording one. Anyone else experiencing this?

EDIT: I have also tried this in retail version with same teams, palettes and stage and it works fine there

EDIT EDIT: apparently it's happening for Mr Peck too so maybe we'll just @Mike_Z


EDIT EDIT EDIT: OOPS http://skullheart.com/index.php?thr...mmy-continues-playback-after-load-state.9053/

DISREGARD THIS MESSAGE
 
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So fukua people, what are you guys coming up with for air grab setups so far? Is there time to shadow after the knockdown?
 
so far I've mostly only been doing filia stuff so I can get depressed over what doesn't work anymore, and though pretty much everyone seems to already be saying it sucks I will confirm that yes it sucks. midscreen combos aside, any resets off otg c.lk s.hp dont work anymore because they are way too high. a lot of winnie's corner stuff doesn't work anymore either. I haven't had problems picking up off antiair s.hp yet but maybe its cause I only ever use j.hp adc j.lk instead of adc j.lp.

Dont really know anything about robo (but obviously she seems very good now, missiles are OD) but regarding fukua/double I feel like as point characters they will be more or less the same (puddle jail got nerfed which is fine) but as anchor characters they will be noticeably weaker. Double doesn't get to do as much with bar as she used to with monster's utility as a "make-things-safe" tool nerfed (and there's no real reason to hoard 5 bars for her anymore), and Fukua was just a ton of nerfs besides the shadow change, which while cool and makes me want to actually play the character, seems like you need an assist to really set up shadow stuff. Not that I think any of these changes are unfair or that double/fukua didn't deserve nerfs just my thoughts.
 
Messing around with Fukua. Her shadow setups seem super good. She can end in BFF and have time to call it, call assist, and crossup.

Combo ending in BFF: 5700
Followup M shadow loop (after assist+shadow hits): 2800
Combo ender after BFF mixup: 4300
Combo ender after M shadow loop: 4700

It's a lot better than it was, damage wise. Combo into BFF+followup hard-to-blockable+correct guess on m shadow loop hits around 13k, and will probably kill the same ration with a dhc. It builds a bar, so dhc means this general bff+oki+reset string works if you start at 2 bars.
 
I can't speak Japanese so I don't know what these tweets say, but maybe they help explain things?

Earlfriend says the nerf doesn't mean MikeZ feels annoying against 159man himself or the combo just because HE does.

Many JPN SG players showed respect for 159man's skill and effort to investigate the combo, and some took the jMK nerf as like disgusting mood on him.
They also didn't feel happy with the phrase "annoying" on the changes list, maybe as same as the nerf itself.

*Corrected the translation from the previous one.
 
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Is this the place to say this?
Can't get the latest endless beta, current endless beta is new with no previous history of installation on the machine.
Things I tested to make sure it's not updated and I'm not just incompetent:
- Can't do untaunted SSJ with taunt by holding P during superflash
- Can't hold Fukua shadow
- "Version Mismatch" on lobby

E:
I FORGOT TO MENTION, I'M ON MAC
 
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I wonder how much of a field day the guys who does the BnBs in the general compendium feel now that they will need to update some of those BnB's. For me this just means ending the BB BnB a bit more earlier :P
 
This change broke button dashing with Val off of backdash.
If you do LP+MP to airdash you will always get a jLP.
 
This change broke button dashing with Val off of backdash.
If you do LP+MP to airdash you will always get a jLP.
You cannot airthrow out of backdash airdash now, and sometimes if you dont let go of forward before pushing a button it doesnt come out
 
Val backdash > airdash > air throw is still possible but it looks like there's some sort of glitch here...

The throw comes out if you plink LP and LK but not if you press them at the same time.
Already tweeted this at Mike, hope it's fixed next patch.

Also experiencing j.LP if I try to do the airdash with LP+MP.
 
Parasoul sHP I'm getting -3 for 1 hit, and -1 for the second hit, not -2 for both as it says in the notes

I'm experiencing a beta-only training mode bug

when the select button is set to "both" (savestate + record/playback) a first select saves the state and gives me control of the opponent (pause icon in top right) but i can't record, pressing select more times just continually brings up the "pause" icon instead of the recording one. Anyone else experiencing this?

EDIT: I have also tried this in retail version with same teams, palettes and stage and it works fine there

EDIT EDIT: apparently it's happening for Mr Peck too so maybe we'll just @Mike_Z


EDIT EDIT EDIT: OOPS http://skullheart.com/index.php?thr...mmy-continues-playback-after-load-state.9053/

DISREGARD THIS MESSAGE

Umm, that thread doesn't really say what the solution to this is. Is there something wrong here? It's still busted for me over here and dunno if there's some solution I'm missing. Does this mean you can use the "Both" command to
 
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Umm, that thread doesn't really say what the solution to this is. Is there something wrong here? It's still busted for me over here and dunno if there's some solution I'm missing. Does this mean you can use the "Both" command to
I think jd just posted that thread to show it had already been reported.
Also, for a work around you can do the recording and savestate separately. So, record the input for the dummy you want, then do the savestate you want and then swap to both and it'll play the recording at that savestate. Not ideal, but it's something.
 
Playing this game since it's release back in 2012 and I kept my Dualshock 3 when moving from PS3 to PC. With the most recent patch we've recieved a new mechanic for a character I was playing on my team. Fukua. This new mechanic allows her to delay her shadows as much as she wants by simply holding the input. This is the same mechanic that Peacock has in her Shadow of Impending Doom. I've tried various times to step up my game when playing Peacock, but couldn't as this mechanic is way too hard to hard to pull off in controllers like the ones the consoles have. And the times I actually could, I'd get my fingers screaming in pain after a short ammount of matches. Due to that I ended up developing a small tendinitis, problem which was solved shortly after. I don't want to be forced to drop another character, so I'm providing this issue a possible solution (which I'm sure console players will support).

Using Peacock as an example, let's say I'm doing a combo that requires Medium Shadow of Impending Doom to be held for the full duration. Using the controller I mentioned above, my only way of doing this and not losing the capability of attacking with LP, LK, MP, or wasting a macro to use my left hand instead of my right one is to press MK with the side of my index finger in a hook-like shape and holding it firmly causing a rather annoying ammount of pain. However, what if I could just press the button for a few frames and leave it there, only to be pressed back again and drop the item for me? That would help me a lot health-wise. And what if I want the item to drop instantly? Simply implement the mechanic that Valentine and Cerebella have in their Dead Cross and j.HP respectively.

This change I'm proposing should affect at least Peacock's Shadow of Impending Doom and Fukua's Forever a Clone at the very least. Let's say I want Peacock to drop an item as soon as possible. Simply press the input extremely quickly to drop the item as soon as it possibely can. What if I want to decide when the item should fall? Press the input for a short amount of time and press back again later to drop it earlier than it's limit. But hey! What if I preffer the old controls? Simply hold as long as you want and stop holding for the item to drop as usual.

I think that this change is definetely achievable, and makes the game less healthily dangerous to play for consumers who mainly use console controllers. And maybe even players who use Keyboards or Arcade Sticks will like this implementation.

@Mike_Z
 
Let's say I want Peacock to drop an item as soon as possible.
Simply press the input extremely quickly to drop the item as soon as it possibly can.

What if I want to decide when the item should fall?

Press the input for a short amount of time and press back again later to drop it earlier than it's limit.

What if I preffer the old controls?

Simply hold as long as you want and stop holding for the item to drop as usual.
This seems really complicated for getting a bunch of different methods to do the same thing.
Getting a fast but not too fast Shadow is really hard with this.

If you hold it for a little bit too long at the start now it's on release instead of on second press.
If you hold it a little bit too short at the start now it's on second press instead of on release.

In the heat of a high level match, worrying about these kind of things will get you killed and feel frustrating.
 
I'm alright with removing the ability to use Big Band's j.MKx2 only once per combo. I never used j.MK loops in the first place. I only use it for optimization, with cancelling the lag of j.MK with j.HP to follow up with a jab. But I feel like, after using it once, j.MK kind of becomes useless. It only does 400 damage, the same as j.LP. I know it is a great move considering its fastfall properties and the ability to crossup, but I just feel like there needs to be some compensation for taking away some of Big Band's optimized damage output.
 
jMK [1]'s use after using spin is: Extend > jLK jMK sMK.
That's a useful restand that gets you into sMK without putting in a light before to waste Undizzy. (?)

I'm not saying removing jMKx2 loops is good or bad or anything but just to play devils advocate that's what I think jMK[1] is used for when you're not doing jMK[2] loops, so I wouldn't call it entirely useless.

The overwhelming negative response to the removal of jMK loops pretty clear.
 
He still does plenty of damage and now you're not giving the opponent ridiculous amounts of bar from jMK2 or watching the annoying combos.
You can optimize with assists and brass links and it's even better off for -you-, the big band player, than the opponent.
You still get jMK2 once and that allows for some cool setups by fast falling from it, so utility didn't disappear over losing repeated reps, aside from no longer being able to put your opponent to sleep.

jMK2 as a loop was good for squeezing out a fair amount of damage that could kill (if you didn't drop it) all while giving your opponent a LOT OF METER. Like a LOT.

jMK1 still remains a great button and really doesn't need anything to change about it, IMO.

Here's Band/MBomber in this beta, this isn't hard and easier versions still do ridiculous damage.

High damage routes that are meterless and end in knockdown that used jMK2 loops take the biggest hit, so teams that spent their meter elsewhere (offense/pressure) and didn't care about the opponent's meter are the teams that suffer from that. Band/Axe basically. And sev played that and didn't really utilize the jMK2 loops because they weren't worth the tradeoff, IMO. Her routes are unaffected.

Doing fast damage up front into resets never used jMK2, so a major part of his gameplan on hit on many teams is also unaffected.

I would think.

okay bye
 
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