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Skullgirls adds parrying to endless beta on PC for Big Band

Posted by Catalyst
December 1, 2013 at 8:06 p.m. PST

Updated: We've updated this story to properly reflect that the parry implementation was for Big Band only.

In the latest patch notes release for Skullgirls, Mike Z mentioned a new change, noting that they're adding parrying into their game, but only for a single character, Big Band.

Here's a quick rundown of the new mechanic and how it works, hit the jump to read everything about the new patch.

Big Band
- Taunt can now be held by holding down Punch. It was still set to Kick before, whoops.
- Add effects on tag out.
- First pass at some sounds from Vince! Honk honk!

There was something else I added to him... hmmm....

Oh yeah!

ARE YOU READY TO PARRRRRTYYYY?

Parries!
Let's see if I learned anything from 3s...
- Tap F or D on the ground, or F in the air to parry attacks.
- High and Mid moves must be parried high, low moves must be parried low. There are no moves that can be parried both directions on the ground. Obviously you can't parry throws or hit-grabs.
- Parrying a move that does block damage takes the block damage as red-damage. Parrying a move that does not do block damage takes 1/3 the move's regular damage. You cannot die from parrying, but it will reduce you to 1 HP.

- Parrying an attack counts as it hitting you, so moves like EKG Flatliner or Double's Lv3 will continue after being parried.
- Attacks can be entered during parry-freeze and will come out after it, like normal.
- You can't parry during the forced hitstop after a superflash. If you want to parry a super you must do so before the flash.
- YOU CANNOT MOVE, JUMP, OR BLOCK during the entirety of a successful parry animation. You've gotta either counterattack or continue to parry, Slick.
- Much of the parry timing and mechanics are taken from 3rd strike, with tweaks:
-- Tapping the stick gives you 6f of parry time, with a maximum 10f total time if the stick is released within that 6f.
-- Pressing any direction after inputting a parry cancels it, including inputting another type of parry.
-- Cooldown after input is 22f, and you cannot input the same type of parry within that cooldown period.
-- If buffered during hitstun/blockstun/wakeup, the maximum parry window is 7f instead of 10f. (I should probably make this 3f!)
-- If buffered during a successful parry, the parry window is 14f.

There are probably massive bugs with parrying, particularly in moves that were not designed to be interrupted after they hit. Let's see what you can find! (^.^)

General
- Squigly's Silver Chord and Tremolo now properly give meter in all the ways they are supposed to. Thanks Jason S for pointing it out.
- Fix controller-screen hang on startup! It was getting confused with asking about patch notes behind the controller select screen. Thanks to various people mentioning it only happened the first time for each build!
- Fix crash on 999 hit combo, heh. Writing an invalid value to save data. Thanks Kumquat!

Source: Skullgirls endless beta PC Steam page. Tip from Havocm, Ashxu and multiple anonymous readers.

Comments

Zentsurugi said on December 1, 2013 at 8:08 p.m.

Parries! I gotta try this out!!!

#1
Smorgasboard said on December 1, 2013 at 8:10 p.m.

Will we be seeing custom combos, roll canceling, combo breakers and fatalities next?

#2
Mike_layZee said on December 1, 2013 at 8:10 p.m.

(This user was banned.)

#3
ForTheViolence said on December 1, 2013 at 8:14 p.m.

I agree.

#4
The_Greench said on December 1, 2013 at 8:14 p.m.

Is this real??!

#5
mvegetam said on December 1, 2013 at 8:27 p.m.

It is polarizing.. You are a blind if you don't see that.. Why?

You answered that yourself .. It doesn't play like other street fighter games

#6
AngryAssassin said on December 1, 2013 at 8:28 p.m.

I believe they mean that parrying is polarizing in the sense that if you can do it well it really sets you apart from those who can't do it. It can create a skill gap that some players have trouble getting around. I look forward to trying this out.

#7
Darklurkr23 said on December 1, 2013 at 8:29 p.m.

So what the hell is the point of a parry if it DOESN"T reduce all damage? I might as well just block the damn thing

#8
LordProsper said on December 1, 2013 at 8:33 p.m.

I'm not sure if I like that. Skullgirls was just fine without parries.

#9
shelcod said on December 1, 2013 at 8:42 p.m.

parries help seperate the losers from the pro's. Games like Injustice could really use a parry like mechanic to help punish those who spam projectiles.

#10
TheOGB said on December 1, 2013 at 8:44 p.m.

Wait

Did they JUST add this? I was playing like an hour ago and this wasn't in the patch notes. O_O

#11
Mike_layZee said on December 1, 2013 at 8:45 p.m.

(This user was banned.)

#12
ashxu said on December 1, 2013 at 8:49 p.m.

THIS IS BIG BAND ONLY

#13
Catalyst said on December 1, 2013 at 8:51 p.m.

The patch notes didn't say anything about it being Big Band only. Perhaps it's an oversight, but Big Band's name isn't even mentioned in these notes, and if that were the case, I assume they would mention it.

#14
caruga said on December 1, 2013 at 8:53 p.m.

It's a Big Band-only change. Although it's more Mike Z's mistake then Eventhubs, since he didn't actually write that.

#15
ashxu said on December 1, 2013 at 8:57 p.m.

If you followed the development of Big Band you'd know that Parries for Big Band was a planned feature, not to mention on the patch notes it was placed under Big Band (dnaB giB is Big Band backwards, durrr). Eventhubs reordered the notes to put Parries on the top which makes it look like it's in it's own separate section.

#16
ShinAkiraDesu said on December 1, 2013 at 8:57 p.m.

i have no idea the reasoning behind this. mike z, i know you are reading these, whats in yo mind when you decided to add these. i'm not saying its a bad thing, i just would like to know

#17
Rizhall said on December 1, 2013 at 8:57 p.m.

It is Big Band only. For some reason, they reordered the patch notes and put parries on top, but in the actual notes, it's under Big Band (or dnaB giB in this case)

#18
Jason said on December 1, 2013 at 8:58 p.m.

Because parrying lets you recover faster than blocking so you can punish stuff.

#19
Catalyst said on December 1, 2013 at 9 p.m.

Ahh, perhaps I got this wrong then. Let me check over things, thanks for pointing it out.

I've followed the dev process and knew they were adding it to him, just assumed they opened it up for everyone, considering the depth of this entry. Backwards name threw me off, lemme update the story as it looks like you're correct.

#20
ShinAkiraDesu said on December 1, 2013 at 9:04 p.m.

welp, i feel stupid cause i thought this whole parry thing was for the whole cast. but either way,why just bigband?

#21
Mike_layZee said on December 1, 2013 at 9:07 p.m.

(This user was banned.)

#22
marcushamster said on December 1, 2013 at 9:10 p.m.

I don't think it's a good idea adding parries, IMO. It made sense on SF3 because of its simplicity in its combo/fighting mechanics. It's already risky enough parrying high and low attacks, but now try executing this against variable six-button combos, like in MvC games.

#23
Baby_Astaroth said on December 1, 2013 at 9:20 p.m.

I really wish they would update this game on 360 so I don't always have to play on PC.

#24
AceZTeller said on December 1, 2013 at 9:27 p.m.

He is designed mostly with inspiration coming from Q, a character who relied on parries in his game, the game this mechanic derives from.

#25
HooliganComboFTW said on December 1, 2013 at 9:32 p.m.

Parries is not gonna be a universal thing for Skullgirls last time I checked. Most likely a unique feat for a small group of characters like Big Band,

#26
Roge9 said on December 1, 2013 at 9:33 p.m.

We going to have Skullgirls moment 37?

#27
MaverickHunterX said on December 1, 2013 at 9:41 p.m.

I'm not surprised if there are more beta players than the commercial version. It will be stupid if all characters will have the parry mechanice, but it's fair with Big Band since he's a very big target and even though I haven't used the character I bet it's hard to dodge while playing as him due to his massive size.

#28
LordProsper said on December 1, 2013 at 10:36 p.m.

Oh phew, I thought they added it in for everyone.

#29
HooliganComboFTW said on December 1, 2013 at 10:38 p.m.

Big Band parries in action.

http://www.youtube.com/watch?v=OgjkBA...

#30
caruga said on December 2, 2013 at 1:41 a.m.

Looks like #22 has been... big BANNED.

#31
BlackRain said on December 2, 2013 at 4:18 a.m.

Think of it Horatio Caine-Style and it's even more awesome :D

#32
ButterKnife said on December 2, 2013 at 4:54 a.m.

The people arguing that parries will be overpowered don't play Skullgirls.

Skullgirls isn't like SF3 where you can parry one obvious jump-in attack and reverse momentum. Skullgirls is a lot faster and more loose. It'll be totally useless against this games rushdown characters. It's like trying to parry in Marvel.

I can only really see it being used against people like Peacock or Squiggly, who don't come at you like crazy hobos.

#33
Utils said on December 2, 2013 at 6:22 a.m.

It's nice to see Skullgirls get some press on this site. I wouldn't mind seeing more Skullgirls love.

Regular coverage like you do with Killer Instinct, do it!

#34
JIHADJOE said on December 2, 2013 at 6:40 a.m.

^
They've always given coverage to Skullgirls. Heck EH even posts when MikeZ changes the friggin background.

There just isn't too much happening with Skullgirls to see it on the front page every day.

#35
GodPride said on December 2, 2013 at 7:43 a.m.

Parry makes a lot of sense in this combo heavy game if the reward is big enough. It'll take some genuine skill to pull off.

#36
jme said on December 2, 2013 at 9:18 a.m.

Not saying its unfair or anything, but it bugs me how 1 characters gets a feature or an ability thats seems like a universal thing. Like how they gave C.Viper EX moves in marvel but didn't EX moves to Ryu, Chun Li, Akuma, Morrigan, Felicia or Hsien Ko

#37
calypsx said on December 2, 2013 at 11:51 a.m.

All the characters play extremely different in Skullgirls, also Big Band needs it far more than others because he is more accessible to being hit with overheads due to his hitbox.

It makes this character unique and it would make the other characters like Fortune or Filia even stronger than they already are.

#38
Evil_Gotenks said on December 2, 2013 at 2:01 p.m.

Seems strange for the parry to receive damage from moves that don't do block damage but get red health from moves that do block damage... Surely it should be no damage on both accounts or the other way round

#39
spambot said on December 2, 2013 at 5:41 p.m.

For all those saying that parries are useless if it doesn't negate all damage.
For one it still leaves you at an advantage for a successful parry.
Second it doesn't completely invalidate the projectile zoning game, which would only hurt what limited zoning this game has. Plus you don't die from parrying even if you have 1hp left (like hitting fortune's head) so its still a viable option when you are low and you can still get those evo moments if it comes down to it.

#40


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