Skullgirls Encore DJ / AD Refresh Mechanics
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- Опубліковано 26 січ 2017
- The implementation of this refresh system is cloned directly from Marvel vs Capcom 2.
In Marvel 2 some characters had multiple jumps, and in those cases it would subtract "1" from the jump counter and refresh all of them when you jump again next. - Ігри
this also applies to other limited air options like air bypasses and shurikens.
I think I watched Mike explain this and I didn't get it then, but you explained it perfectly.
Nice
Dear Liam, what's the background music in this video?
So smart
How did you hook into the memory of the game? Do you have like a dev kit for Skullgirls, or did you program it yourself?
Probably a dev kit
OHHH is this new? I never knew this if its not
This has been since before the game was even released.
Will ground backdash refresh the jump?
Good question!
I checked and it looks like it does. (Valentine's only, because hers makes her airborne of course)
A few other things that refresh it are Fibber Upper follow-up, Updo and Fenrir.
But Hornet Bomber, and Drill of my Dreams (Grounded) don't refresh it.
I can't think of anything else that launches you airborne that's not a jump.
Thanks a lot for testing! Really cool stuff, and awesome how you managed to hook into the memory like that.
Painwheel can do 2 air.Fly's per jump, so if you get knocked into the air, no more flying, same thing.
But doing a grounded Fly will refresh it without needing to actually jump again.
You can fly once in the ground and twice in the air. I guess it counts like 3 in a row. You can fly-cancel moves in the air two times like normal, except that you can only fly-cancel Air Buer once.
first