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Posted

But Platinum already had a Nia palette, didn't she?

Posted

I was thinking more along the lines of GUNBUSTER for one of the Murakumo units or something :)

(I love putting that name in Capital letters)

Posted

I don't follow this thread much, so I'm likely mondo late, but did anyone else notice that there is now an indicator that tells when you use an SMP moves more than once in a combo?

http://vimeo.com/channels/427023/53733240

In the video, Bullet flashes blue when Arakune uses 6b a second time.

Posted

Yeah, that thing has been around since the 1st location test and if you hit the opponent with the same SMP move twice, they'll be able to tech immediately after getting hit the 2nd time.

Also, DIEBUSTER Nono Nu would be kinda cool.

Posted
Yeah, that thing has been around since the 1st location test and if you hit the opponent with the same SMP move twice, they'll be able to tech immediately after getting hit the 2nd time.

Also, DIEBUSTER Nono Nu would be kinda cool.

That brings a lot of closure to what moves have it and what doesn't (obviously), just saves time speculating.

Posted

Yup, we don't even need the frame data to tell which moves have SMP or not. Although being able to tech immediately after getting hit by the same SMP move twice will deter people from using it again in the same combo at all, unlike in the previous games where you could get away with using the same SMP move twice as long as it had a reasonable SMP rate.

Posted
Yup, we don't even need the frame data to tell which moves have SMP or not. Although being able to tech immediately after getting hit by the same SMP move twice will deter people from using it again in the same combo at all, unlike in the previous games where you could get away with using the same SMP move twice as long as it had a reasonable SMP rate.
Instant teching is a strictly less flexible system though. You could have done that in the old system with a really bad SMP which leaves room for more mild ones. All or nothing is a step down.
Posted

Yup, they took the all-or-nothing approach. Blame the people that learned how to exploit the previous SMP system lol. For me it means that Mami finisher with Plat in the corner is a no-go, so there goes her oki. Well that's unless j.236AAA knockdown is strong enough to allow a Bubble oki setup.

Posted

Arakune generally has really steep SMP penalties on his moves, what with loop-phobias and all, so no changes for me. :)

Posted

The only change I know of for sure, is that the tech penalty when you do an SMP move kicks in immediately. I doubt they made all SMP moves cause instant tech. That or they'd have to completely get rid of SMP on Tsubaki's D moves during mugen.

The biggest thing seems like for people that end combos by using an SMP move again.. Either for oki, or to let them land a super with guaranteed damage..

Posted

The instant tech on Plat's Mami is guaranteed as seen here.

Dunno if that's an universal thing for all SMP moves or not, I'll watch some more videos and try to confirm (unless someone knows already lol).

Posted

They probably changed what moves have SMP to work better with the new system. I dunno if there's enough footage out to say precisely how the system works outside of a handful of attacks.

Posted
The more SMP gets applied to this game, the more I feel like SG's combo system makes perfect sense.

How does it work? I've never played the game and how is it (better?) different than SMP?

Posted
How does it work? I've never played the game and how is it (better?) different than SMP?

Basically, there's no hitstun/untech proration. Instead, if you use an attack in a combo, then later on in the combo if you use it again at certain points, the opponent can burst out of the combo for free. Eventually you run out of attacks to use at those certain points, thus forcing you to end your combo.

So basically its the same basic notion of trying to keep you from being repetitive and loop-y. Except it isn't all mixed up with a traditional proration system at the same time, making it less confusing to deal with.

Posted
The more SMP gets applied to this game, the more I feel like SG's combo system makes perfect sense.

I am not really fond of the IPS, or at least of its current form. In theory prevent loops, but in practice still allows patters that are very similar, also what is considered a loop is quite arbitrary, and with the changes on the IPS it would be more arbitrary.

How does it work? I've never played the game and how is it (better?) different than SMP?

To say it in a simple way, the IPS keeps track of every normal and special that it has been used during a combo, so when you use an attack a certain number of times on the combo, lets say as you do on a loop, the IPS is triggered allowing you to do a burst that allows you to escape from the combo.

The SMP is similar in that there are certain moves that can trigger the SMP proration value if done more than once on the combo, but in functionality they are different, since not every attack can trigger the SMP, and the proration value is different from attack to attack and characters, in theory not every attack with a SMP proration value would make that the opponent able to escape immediately of the combo, and what the SMP does is shorten more heavily the hitstun, while the IPS allows you to burst.

Posted

At face value, that literally seems like what they did with CP's SMP system.

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