Skullgirls/Game Systems: Difference between revisions

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Hitting an opponent with an infinite combo allows the defending player to break out of the combo with a unique Infinite Escape attack. An infinite combo uses a repeated sequence of the same attacks and can deal 100% damage to the defending character. When the Infinite Prevention System (IPS) detects an infinite combo, hit sound effects and impact effects change and any attack input by the defending player will execute the Infinite Escape.  
Hitting an opponent with an infinite combo allows the defending player to break out of the combo with a unique Infinite Escape attack. An infinite combo uses a repeated sequence of the same attacks and can deal 100% damage to the defending character. When the Infinite Prevention System (IPS) detects an infinite combo, hit sound effects and impact effects change and any attack input by the defending player will execute the Infinite Escape.  


All characters have identical properties for their Infinite Escape: 10f of invincible start up, 23f active frames, and 28f of recovery. The Infinite Escape can start the frame after an IPS triggering attack lands. The defending character is invincible during the the entire Infinite Escape and can take any available action at the end of recovery frames if the Infinite Escape hits or is blocked. If it does not hit, the recovery frames are vulnerable and there is an additional period of recovery as the character falls slowly to the ground and lands standing.
===Infinite Escape===
All characters have identical properties for their Infinite Escape: 10f of invincible start up, 23f active frames, and 28f of recovery. The Infinite Escape can start the frame after an IPS triggering attack lands. The defending character is invincible during the the entire Infinite Escape and can take any available action at the end of recovery frames as long as the Infinite Escape hits or is blocked. Under normal circumstances, both characters will recover on the same frame after a blocked Infinite Escape [http://shoryuken.com/forum/index.php?threads/questions-answers-thread.146958/page-47#post-6433013] If the defending player preforms an Infinite Escape after a projectile triggered If it does not hit, the recovery frames are vulnerable and there is an additional period of recovery as the character falls slowly to the ground and lands standing.


The IPS looks at combos for reptition in smaller sequences or loops. Many of it's rules are shown in this example combo by Urichinan:
===Infinite Detection===
<i>I'm not sure why people think this IPS is complicated [...] the rules are still simple to explain - "don't start a chain with something you already hit with, and your combo is always legit." You get 2 free sections before moves are even counted toward this limit (your first and second chains) and one more free section where moves are kept track of but the limit isn't enforced yet (the entirety of your jump if you're in the air, or your next chain if you aren't). That's it.
You can determine exactly whether or not a combo is possible just by writing it out: "Did I already use s.LP? OK, can't start another chain with that." And if something doesn't work, the hitsparks change color and you immediately know which move caused it. You also immediately know why, because the ONLY THING that would cause it is you having used that move before.</i> [http://shoryuken.com/forum/index.php?threads/questions-answers-thread.146958/page-15#post-6083763]
 
<i>"Don't start a chain with something you've already hit with" is the only rule. The exception is your first jumpin sequence, first ground chain and first air combo.</i> [http://www.dustloop.com/forums/showthread.php?12730-General-Discussion-The-4th-Detonator&p=1243843&viewfull=1#post1243843]
 
- Mike_Z
 
* IPS reads combos in as smaller sections, chains, or loops as they happen. It offers the most freedom to the attacking team during the first seconds then becomes increasingly strict as the combo continues.
* Any attack will start a new section. The section continues through any chain combo of normals, a cancel into a special move, or a cancel into a Blockbuster.
* Leaving the ground with a jump, leaving the ground with a super jump cancel, landing on the ground, and preforming a link in a combo all start a new section for the combo.
* The first air dash cancel in a combo will not start a new section for the combo. Any air dash cancels after the first start a new section.
* Similar to air cash canceling, Painwheel's <b>Flight</b> can be used once in a combo before it will start a new section. 
* Blockbusters will never trigger IPS. Infinite Escapes can be preformed while getting hit by a Blockbuster if something else triggered IPS first.
* Ensembles count as their own section. IPS will remember an Ensemble attack if the Ensemble character becomes the point character before the end of the same combo.
* A {{#motion:throw}}, if used in a combo after a {{#motion:stagger}} or {{#motion:crumple}} stun, counts as its own section and cannot trigger IPS. Infinite Escapes can never be preformed during a throw's animation.
* Continued use of a normal move with <b>Chains Infinitely</b> in a combo can only trigger IPS on the the first hit.
* Some attacks, most notably Parasoul's (air) ↓ + MK, have special rules for IPS.
* When a team goes under 20% health, it does not get 5 levels tension and immunity to the IPS. [http://shoryuken.com/forum/index.php?threads/questions-answers-thread.146958/page-2#post-5964587]
 
====Combo Stages====
The Practice Room's combo stage counter counts up from 0 to 5 for the attacking team during a combo, showing the player when IPS increases the restrictions for the combo. The IPS effecively ignores the combo for the first free sections. The IPS remembers all attacks used in a combo starting with the first watched section. After a combo reaches the maximum combo stage, the IPS continues to watch and remember every attack and can trigger for the Infinite Escape. Starting any additional section with a move that was previously used in a watched section will trigger IPS. [http://shoryuken.com/forum/index.php?threads/skullgirls-gd-keepin-it-classy-in-medici.158403/page-23#post-6805952]
 
* 1: <b>Free</b>: Optional section for a sequence of jump-in attacks.
* 2: <b>Free</b>: First ground section.
* 3: <b>Watched</b>: First air section or second ground section.
* 4: <b>Watched</b>: Optional special case section if opponent lands on their feet after stage 3.
* 5: <b>Limited</b>: Maximum stage, same as watched and can trigger an Infinite Escape.
 
====Pre-Alpha Example====
Many IPS rules were first shown in this combo by Urichinan[http://www.youtube.com/user/wozscreamer]:




<youtube>qmoqIYzba38</youtube>
<youtube>qmoqIYzba38</youtube>


Unfortunately, some of Peacock's move properties have changed since this early version. This combo will not work in a release version of the game.


The complete combo can be written out as:
The complete combo can be written out as:


j.MK, j.HP xx air dash, j.MP, c.HP, s.HK xx qcf+LK, s.MP > s.HK xx qcf+LK, walk forward, s.MP (lander) > s.HK xx qcf+LK, walk forward, s.LK (lander) > s.MP > s.HK xx qcf+LK, walk forward, c.LK > s.MP > s.HK xx qcf+LK, walk forward, c.LP > s.MP (lander) > s.HK xx qcf+LK, s.MK xx super jump, j.MP, j.LP > j.MP, s.LP > s.LP > s.MP > s.HP xx qcf+MP, wall bounce, knockdown, c.MK > s.HP xx qcf+HK xx qcf+PP
j.MK, j.HP xx air dash, j.MP, c.HP, s.HK xx ↓↘→ + LK, s.MP > s.HK xx ↓↘→ + LK, walk forward, (land) s.MP > s.HK xx ↓↘→ + LK, walk forward, s.LK (land) > s.MP > s.HK xx ↓↘→ + LK, walk forward, c.LK > s.MP > s.HK xx ↓↘→ + LK, walk forward, c.LP > s.MP (land) > s.HK xx ↓↘→ + LK, s.MK xx super jump, j.MP xx air dash, j.LP > j.MP, s.LP > s.LP > s.MP > s.HP xx ↓↘→ + MP (wall bounce), OTG c.MK > s.HP xx ↓↘→ + HK xx ↓↘→+PP
 
Breaking this up into what the IPS considers sections gives the following:
 
* j.MK > j.HP xx air dash, j.MP - Stage 1 section (jump in section), ignored by IPS, ending when the attacking character lands on the ground. The first air dash cancel in the combo does not start a new section, allowing Peacock to get 2 air chains in the free jump in stage.
* c.HP, s.HK xx ↓↘→ + LK - Stage 2 section (first ground section), also ignored by IPS. Linking after the qcf+LK starts a new section.
* s.MP > s.HK xx ↓↘→ + LK - Stage 3 section (second ground section), and the first watched by IPS. IPS watches s.MP, s.HK, and qcf+LK for the first time in the combo. Infinite Escape will not trigger in a watched section.
* (land) s.MP > s.HK xx ↓↘→ + LK - Stage 4 section (special case with opponent landing on feet), also watched by IPS. Using this special case allows Peacock to start a chain with s.MP one extra time. As an exact copy of the last section, this section quite conveniently doesn't limit any additional moves for the combo.
* s.LK (land) > s.MP > s.HK xx ↓↘→ + LK - Stage 5 section, and the first fully limited section where IPS can trigger an Infinite Burst. IPS watches s.LK for the first time.
* c.LK > s.MP > s.HK xx ↓↘→ + LK - IPS first watches c.LK. Starting a chain with a new move then using watched moves for the rest of the section allows Peacock to loop a sequence of watched moves.
* c.LP > s.MP (land) > s.HK xx ↓↘→ + LK - IPS first watches s.LK.
* s.MK xx super jump - IPS first watches s.MK. This single move section ends with the super jump cancel.
* j.MP xx air dash - IPS first watches j.MP. This single move section ends with the air dash cancel.
* j.LP > j.MP - IPS first watches j.LP.
* s.LP > s.LP > s.MP > s.HP xx ↓↘→ + MP (wall bounce) - IPS first watches s.LP and s.HP. All of Peacock's normal moves that chain into s.MP are now watched. The defending character goes through the wall bounce before hitting the ground for a normal knockdown.
* OTG c.MK > s.HP xx qcf+HK xx ↓↘→ + PP - IPS first watches c.MK. Hitting the opponent after the knockdown uses the one OTG for the combo.
 
====Desk's Example====
Combo video champion Desk[http://www.youtube.com/user/biffotasty] first attempted to explain IPS with this video:


Breaking this up into what the IPS considers loops gives the following:


* j.MK > j.HP xx air dash, j.MP - The 1st loop, ignored by IPS, ending when the attacking character hits the ground.
<youtube>A1SkdaAw0FI</youtube>
* c.HP, s.HK xx qcf+LK - The 2nd loop, also ignored by IPS, ending with a non-cancelled special move.
* s.MP > s.HK xx qcf+LK - The 3rd loop, and the first watched by IPS. IPS sees s.MP as the opening move of the chain and the loop ends with a non-cancelled special move. Even if there was an infinite detected here, the Infinite Escape will not trigger on the third loop.
* s.MP (land) > s.HK xx qcf+LK - The 4th loop, starting with s.MP, ending with a non-cancelled special move. s.MP will trigger infinite detection if used to start a loop for the third time.
* s.LK (land) > s.MP > s.HK xx qcf+LK - The 5th loop, starting with s.LK, ending with a non-cancelled special move.
* c.LK > s.MP > s.HK xx qcf+LK - The 6th loop, starting with c.LK, ending with a non-cancelled special move.
* c.LP > s.MP (land) > s.HK xx qcf+LK - The 7th loop, starting with a c.LP, ending with a non-cancelled special move. This sequence shows IPS does not care about landers.
* s.MK - The 8th loop, a lonely s.MK. This single move loop ends with the super jump cancel.
* j.MP, j.LP > j.MP - The 9th loop, starting with j.MP, ending when the attacking character hits the ground.
* s.LP > s.LP > s.MP > s.HP xx qcf+MP - The 10th loop, starting with s.LP, ending with a non-cancelled special move. The defending character enters a normal knockdown after the ground bounce.
* c.MK > s.HP xx qcf+HK xx qcf+PP - The 11th loop, ending the combo. This starts with c.MK, using the one OTG hit for the combo.




<i>I'm not sure why people think this IPS is complicated [...] the rules are still simple to explain - "don't start a chain with something you already hit with, and your combo is always legit." You get 2 free sections before moves are even counted toward this limit (your first and second chains) and one more free section where moves are kept track of but the limit isn't enforced yet (the entirety of your jump if you're in the air, or your next chain if you aren't). That's it.
The complete combo can be written as:
You can determine exactly whether or not a combo is possible just by writing it out: "Did I already use s.LP? OK, can't start another chain with that." And if something doesn't work, the hitsparks change color and you immediately know which move caused it. You also immediately know why, because the ONLY THING that would cause it is you having used that move before.</i> [http://shoryuken.com/forum/index.php?threads/questions-answers-thread.146958/page-15#post-6083763]


<i>"Don't start a chain with something you've already hit with" is the only rule. The exception is your first jumpin sequence, first ground chain and first air combo.</i> [http://www.dustloop.com/forums/showthread.php?12730-General-Discussion-The-4th-Detonator&p=1243843&viewfull=1#post1243843]
j.HK, s.MP (stagger), j.HK, s.MK > c.HP xx super jump, j.HP, s.LK > c.HP xx super jump, j.MK > j.HP, c.LP > c.HP xx super jump, j.MP > j.MK > j.HP, s.LP > c.HP xx super jump, j.LK > j.MP > j.MK, c.MP > c.HP xx super jump, j.LP > j.MP > j.HP, s.MP > c.HP xx →↓↘ + LP+LK xx ↓↘→ + PP, OTG c.MK > c.HP xx →↓↘+LP+LK xx ↓↘→ + PP


- Mike_Z
Breaking this up into what the IPS considers sections gives the following:


Additional IPS facts:
* j.HK - Stage 1
* Blockbusters get ignored by IPS. Infinite Escapes can be preformed while getting hit by a Blockbuster if something else triggered IPS first.
* s.MP (stagger) - Stage 2 (first ground section)
* Infinite Escapes cannot be preformed during a throw.
* j.HK - Stage 3 (first air section)
* Continued use of moves with Chains Infinitely as a combo can only trigger IPS on the the first hit.
* s.MK > c.HP xx super jump - Stage 5
* Flight mode starts/ends loops for the IPS.
* j.HP
* When a team goes under 20% health, it does not get 5 levels tension and immunity to the IPS. [http://shoryuken.com/forum/index.php?threads/questions-answers-thread.146958/page-2#post-5964587]
* s.LK > c.HP xx super jump
* More stuff here- updates needed [http://shoryuken.com/forum/index.php?threads/questions-answers-thread.146958/page-47#post-6433013]
* j.MK > j.HP
* Regarding the combo stage counter: [http://shoryuken.com/forum/index.php?threads/skullgirls-gd-keepin-it-classy-in-medici.158403/page-23#post-6805952]
* c.LP > c.HP xxx super jump
** 1 = (optional) jump-in section (free)
* j.MP > j.MK > j.HP
** 2 = ground series (free)
* s.LP > c.HP xx super jump
** 3 = first air combo or 2nd ground series (watched)
* j.LK > j.MP > j.MK
** 4 = special case if they land before you do (watched)
* c.MP > c.HP xx super jump
** 5 = limited (watched, and if you start a chain with something you hit with at all during a watched section = infinite)
* j.LP > j.MP > j.HP - IPS is now watching all 6 of Cerebella's air normals.
* s.MP > c.HP xx →↓↘ + LP+LK xx ↓↘→ + PP
* OTG c.MK > c.HP xx →↓↘+LP+LK xx ↓↘→ + PP


[[Category:Skullgirls]]
[[Category:Skullgirls]]

Revision as of 14:20, 16 April 2012

SkullgirlsSGEncoreLogo.png
Skullgirls#BasicsSkullgirls#Game ElementsSkullgirls#CastSkullgirls/Game SystemsSkullgirls#Fun StuffSkullgirls/Strategy TacticsMvC3HeaderButtons.png

This guide section, and it's subpages, describe the Game Systems in Skullgirls. Knowing the details may give new Skullgirls players an understanding of how to improve their gameplay. Players with experience from other fighting games may want to understand the similarities and differences between Skullgirls and the fundamental gameplay in other fighters.

  • Glossary: An index of move properties and a general fighting game vocabulary reference.

Fundamental Systems

Character Ability Systems

  • Movement: Walking, Dash and Run, Jumping, Air Dashes
  • Basic Attacks: Normal Moves, Command Normals, Normal Throws, Special Moves
  • Basic Defense: Blocking, Pushblock, Ground Recovery, Throw Tech
  • Advanced Attacks: Ensembles, Tag Outs, Outtakes, Blockbusters, Stunt Doubles, Blockbuster Sequels
  • Combo Mechanics: Notation, Chains, Cancels, Links, OTGs, Landers, Character Size and Weight

Unblockable Protection

Defending characters get a brief period of unblockable protection after successfully blocking any attack that forces a specific block direction. This protection lasts for the duration of the attack's hit stop, lasting between 4 and 12f for most attacks. During this brief period all attacks requiring a change of block direction will get blocked automatically. The fearsome left/right and {{#motion:high / low}} unblockable setups, common to many 2D fighters, will not guarantee a successful hit as long as the defending player can block the first hit. At worst, these tactics will require the defending player to make a 50/50 guess.

File:SG unblockable.png
Cerebella guards high against Painwheel's j.MK, then automatically blocks Ms. Fourtune's c.HK custom Ensemble.

The Infinite Prevention System

Hitting an opponent with an infinite combo allows the defending player to break out of the combo with a unique Infinite Escape attack. An infinite combo uses a repeated sequence of the same attacks and can deal 100% damage to the defending character. When the Infinite Prevention System (IPS) detects an infinite combo, hit sound effects and impact effects change and any attack input by the defending player will execute the Infinite Escape.

Infinite Escape

All characters have identical properties for their Infinite Escape: 10f of invincible start up, 23f active frames, and 28f of recovery. The Infinite Escape can start the frame after an IPS triggering attack lands. The defending character is invincible during the the entire Infinite Escape and can take any available action at the end of recovery frames as long as the Infinite Escape hits or is blocked. Under normal circumstances, both characters will recover on the same frame after a blocked Infinite Escape [1] If the defending player preforms an Infinite Escape after a projectile triggered If it does not hit, the recovery frames are vulnerable and there is an additional period of recovery as the character falls slowly to the ground and lands standing.

Infinite Detection

I'm not sure why people think this IPS is complicated [...] the rules are still simple to explain - "don't start a chain with something you already hit with, and your combo is always legit." You get 2 free sections before moves are even counted toward this limit (your first and second chains) and one more free section where moves are kept track of but the limit isn't enforced yet (the entirety of your jump if you're in the air, or your next chain if you aren't). That's it. You can determine exactly whether or not a combo is possible just by writing it out: "Did I already use s.LP? OK, can't start another chain with that." And if something doesn't work, the hitsparks change color and you immediately know which move caused it. You also immediately know why, because the ONLY THING that would cause it is you having used that move before. [2]

"Don't start a chain with something you've already hit with" is the only rule. The exception is your first jumpin sequence, first ground chain and first air combo. [3]

- Mike_Z

  • IPS reads combos in as smaller sections, chains, or loops as they happen. It offers the most freedom to the attacking team during the first seconds then becomes increasingly strict as the combo continues.
  • Any attack will start a new section. The section continues through any chain combo of normals, a cancel into a special move, or a cancel into a Blockbuster.
  • Leaving the ground with a jump, leaving the ground with a super jump cancel, landing on the ground, and preforming a link in a combo all start a new section for the combo.
  • The first air dash cancel in a combo will not start a new section for the combo. Any air dash cancels after the first start a new section.
  • Similar to air cash canceling, Painwheel's Flight can be used once in a combo before it will start a new section.
  • Blockbusters will never trigger IPS. Infinite Escapes can be preformed while getting hit by a Blockbuster if something else triggered IPS first.
  • Ensembles count as their own section. IPS will remember an Ensemble attack if the Ensemble character becomes the point character before the end of the same combo.
  • A {{#motion:throw}}, if used in a combo after a {{#motion:stagger}} or {{#motion:crumple}} stun, counts as its own section and cannot trigger IPS. Infinite Escapes can never be preformed during a throw's animation.
  • Continued use of a normal move with Chains Infinitely in a combo can only trigger IPS on the the first hit.
  • Some attacks, most notably Parasoul's (air) ↓ + MK, have special rules for IPS.
  • When a team goes under 20% health, it does not get 5 levels tension and immunity to the IPS. [4]

Combo Stages

The Practice Room's combo stage counter counts up from 0 to 5 for the attacking team during a combo, showing the player when IPS increases the restrictions for the combo. The IPS effecively ignores the combo for the first free sections. The IPS remembers all attacks used in a combo starting with the first watched section. After a combo reaches the maximum combo stage, the IPS continues to watch and remember every attack and can trigger for the Infinite Escape. Starting any additional section with a move that was previously used in a watched section will trigger IPS. [5]

  • 1: Free: Optional section for a sequence of jump-in attacks.
  • 2: Free: First ground section.
  • 3: Watched: First air section or second ground section.
  • 4: Watched: Optional special case section if opponent lands on their feet after stage 3.
  • 5: Limited: Maximum stage, same as watched and can trigger an Infinite Escape.

Pre-Alpha Example

Many IPS rules were first shown in this combo by Urichinan[6]:



Unfortunately, some of Peacock's move properties have changed since this early version. This combo will not work in a release version of the game.

The complete combo can be written out as:

j.MK, j.HP xx air dash, j.MP, c.HP, s.HK xx ↓↘→ + LK, s.MP > s.HK xx ↓↘→ + LK, walk forward, (land) s.MP > s.HK xx ↓↘→ + LK, walk forward, s.LK (land) > s.MP > s.HK xx ↓↘→ + LK, walk forward, c.LK > s.MP > s.HK xx ↓↘→ + LK, walk forward, c.LP > s.MP (land) > s.HK xx ↓↘→ + LK, s.MK xx super jump, j.MP xx air dash, j.LP > j.MP, s.LP > s.LP > s.MP > s.HP xx ↓↘→ + MP (wall bounce), OTG c.MK > s.HP xx ↓↘→ + HK xx ↓↘→+PP

Breaking this up into what the IPS considers sections gives the following:

  • j.MK > j.HP xx air dash, j.MP - Stage 1 section (jump in section), ignored by IPS, ending when the attacking character lands on the ground. The first air dash cancel in the combo does not start a new section, allowing Peacock to get 2 air chains in the free jump in stage.
  • c.HP, s.HK xx ↓↘→ + LK - Stage 2 section (first ground section), also ignored by IPS. Linking after the qcf+LK starts a new section.
  • s.MP > s.HK xx ↓↘→ + LK - Stage 3 section (second ground section), and the first watched by IPS. IPS watches s.MP, s.HK, and qcf+LK for the first time in the combo. Infinite Escape will not trigger in a watched section.
  • (land) s.MP > s.HK xx ↓↘→ + LK - Stage 4 section (special case with opponent landing on feet), also watched by IPS. Using this special case allows Peacock to start a chain with s.MP one extra time. As an exact copy of the last section, this section quite conveniently doesn't limit any additional moves for the combo.
  • s.LK (land) > s.MP > s.HK xx ↓↘→ + LK - Stage 5 section, and the first fully limited section where IPS can trigger an Infinite Burst. IPS watches s.LK for the first time.
  • c.LK > s.MP > s.HK xx ↓↘→ + LK - IPS first watches c.LK. Starting a chain with a new move then using watched moves for the rest of the section allows Peacock to loop a sequence of watched moves.
  • c.LP > s.MP (land) > s.HK xx ↓↘→ + LK - IPS first watches s.LK.
  • s.MK xx super jump - IPS first watches s.MK. This single move section ends with the super jump cancel.
  • j.MP xx air dash - IPS first watches j.MP. This single move section ends with the air dash cancel.
  • j.LP > j.MP - IPS first watches j.LP.
  • s.LP > s.LP > s.MP > s.HP xx ↓↘→ + MP (wall bounce) - IPS first watches s.LP and s.HP. All of Peacock's normal moves that chain into s.MP are now watched. The defending character goes through the wall bounce before hitting the ground for a normal knockdown.
  • OTG c.MK > s.HP xx qcf+HK xx ↓↘→ + PP - IPS first watches c.MK. Hitting the opponent after the knockdown uses the one OTG for the combo.

Desk's Example

Combo video champion Desk[7] first attempted to explain IPS with this video:



The complete combo can be written as:

j.HK, s.MP (stagger), j.HK, s.MK > c.HP xx super jump, j.HP, s.LK > c.HP xx super jump, j.MK > j.HP, c.LP > c.HP xx super jump, j.MP > j.MK > j.HP, s.LP > c.HP xx super jump, j.LK > j.MP > j.MK, c.MP > c.HP xx super jump, j.LP > j.MP > j.HP, s.MP > c.HP xx →↓↘ + LP+LK xx ↓↘→ + PP, OTG c.MK > c.HP xx →↓↘+LP+LK xx ↓↘→ + PP

Breaking this up into what the IPS considers sections gives the following:

  • j.HK - Stage 1
  • s.MP (stagger) - Stage 2 (first ground section)
  • j.HK - Stage 3 (first air section)
  • s.MK > c.HP xx super jump - Stage 5
  • j.HP
  • s.LK > c.HP xx super jump
  • j.MK > j.HP
  • c.LP > c.HP xxx super jump
  • j.MP > j.MK > j.HP
  • s.LP > c.HP xx super jump
  • j.LK > j.MP > j.MK
  • c.MP > c.HP xx super jump
  • j.LP > j.MP > j.HP - IPS is now watching all 6 of Cerebella's air normals.
  • s.MP > c.HP xx →↓↘ + LP+LK xx ↓↘→ + PP
  • OTG c.MK > c.HP xx →↓↘+LP+LK xx ↓↘→ + PP