Saturday, 14 April 2012
So, Skullgirls has a system which is designed to prevent infinite combos. Here's how it will affect howcombos are put together.
Quote from Mike Z
"Don't start a chain with something you've already hit with"
Fairly straight forward, and exploiting the system to get the maximum amount of hits is a tricky but fun challenge. There's an in depth write up over at the SRK wiki, so be sure to check that out because I don't think I could comprehensively explain it here since I've only been playing a day and I also need to go and get more clips for the Cerebella CMV :)
[Note: you get 2 free chains in your combo before IPS is even active, everything talked about here applies to combos that go beyond that point]
It's a little weird at first but when you get used to it, it starts to feel (to me at least) a little like a mini-combo-puzzle game in which you have to hold back certain moves that you know you'll need later on. Also, the fact that moves can actually be repeated, only not alone, or to start chains, feels a little odd, but after a short while it all starts to make sense.
This is something I really want to blog about a bit more but after I've spent a decent amount of time with 1/2 characters. I'm learning along with everyone else at the moment and I'm not sure if I'm approaching it in an optimal way just yet. Hopefully the combo example and the in-video notations are a good, early example of how the Infinite Prevention System works (or rather, how to stop it kicking in).
Transcript: [the notations in bold show the first time a move is considered 'used' and after which point, can no longer be used alone or to start chains]
j.HK, st.MP [stagger], j.HK, st.MK-crHP xx j.HP, st.LK-cr.HP xx j.MK-HP, st.LP-cr.HP xx j.MP-MK-HP, cr.LP-cr.HP xx j.LK-MP-MK, st.MP-crHP xx j.LP-MP-MK, cr.MP-cr.HP xx dp+LP+LK xx qcf+PP (ground bounce), cr.MK-cr.HP xx dp+LP+LK xx qcf+PP
You can see by the time the first super is activated, Cerebella no longer has access to any jumping normals (since they have all been used already, either alone or to start chains). Hitting with any of them would, at that point, make IPS kick in and effectively end the combo. Also, most useful ground normals have also been 'used up' and repeating any of them would make IPS kick in too.