Skullgirls/Game Systems/IPS Examples

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IPS Examples

Breaking down a complicated combo move by move offers a bit of additional insight to IPS. All of these combos are from older versions of Skullgirls, before Drama and other revisions to IPS were patched in, and are no longer possible.

  • Patch History: A complete history of changes from patches and updates.

Urichinan's 1.01 Example

Urichinan[1] returns to push the limits of IPS, even with the new 1.01 patch restrictions. The combo also shows off a tag in the middle of a combo and few techniques that IPS ignores completely:

This combo uses all of Parasoul's ground and air normals, tags in to Ms. Fortune, then uses her completely different set of ground and air normals for a 100% combo in a 2v2. IPS conveniently ignores the multiple tear explosions from Parasoul and repeated sections from Ms. Fortune's head.

The complete combo can be written as:

c.LK > c.MK > c.HP xx super jump, j.MP > j.HP > j.HK (land), s.MK > s.MK > s.HP > s.HP xx ← charge → LP, c.LP > s.MK > s.MK > S.HK xx ↓↙← + HP, tear explosion, j.LK > j.HP xx air ↓↙← + LP, tear explosion, j.LP > j.LK > j.MP, j.MK > j.HK xx air ↓↙← + LP, tear explosion, c.LK > s.MK > s.MK > s.HP, tear explosion > s.HP xx ↓↙← + LP > LP > LP, Ms. Fortune assist ↓↙← + HP (stagger), ↓ charge ↑ + LK, tear explosion x3, → + MP > → + HP xx tag to Ms. Fortune, headless HP xx headless ↓↙← + HP, run forward, j.HK xx air ↓↙← + HK, s.HK xx super jump, j.MK > j.HK, headless → + HP (miss), OTG c.MK > s.HK xx super jump, j.MP > j.MK xx ↓↙← + LK, headless → + HP, walk backward, headless MP > s.MK > s.HK, head bounce, xx →↓↘ + HK > HK, head bounce, j.LK > j.MK xx ↓↙← + LK, headless → + HP, s.LP > s.LP > headless MP > s.MK > s.HK, head bounce, xx →↓↘ + HK > HK, j.LP > j.MK xx ↓↙← + LK, headless → + HP, s.LK > headless MP > s.MK, headless HP xx ↓↙← + HP, ↓↘→ + HP > ↓↘→ + HP > ↓↘→ + HP xx ↓↘→ + PP

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

  • c.LK > c.MK > c.HP xx super jump - Stage 2 (first ground section, no stage 1)
  • j.MP > j.HP > j.HK (land) - Stage 3 (first air section)
  • s.MK > s.MK > s.HP > s.HP xx ← charge → LP - Stage 5
  • c.LP > s.MK > s.MK > S.HK xx ↓↙← + HK
  • tear explosion
  • j.LK > j.HP xx air ↓↙← + LK
  • tear explosion
  • j.LP > j.LK > j.MP
  • j.MK > j.HK xx air ↓↙← + LK - IPS is now watching all 6 of Parasoul's air normals.
  • tear explosion
  • c.LK > s.MK > s.MK > s.HP, tear explosion > s.HP xx ↓↙← + LK, LK, LK - The tear explosion doesn't break up this section.
  • Ms. Fortune assist ↓↙← + HP
  • ↓ charge ↑ + LK
  • tear explosion x3
  • → + MP > → + HP xx tag to Ms. Fortune - IPS is now watching all 6 of Parasoul's ground normals.
  • headless HP xx headless ↓↙← + HP
  • run forward, j.HK xx air ↓↙← + HK
  • s.HK xx super jump
  • j.MK > j.HK
  • headless → + HP (miss)
  • OTG c.MK > s.HK xx super jump
  • j.MP > j.MK xx ↓↙← + LK
  • headless → + HP
  • walk backward, headless MP > s.MK > s.HK
  • head bounce
  • xx →↓↘ + HK > HK - Although the head bounce hits first, this is still canceled from the s.HK and still part of the last section.
  • head bounce
  • j.LK > j.MK xx ↓↙← + LK
  • headless → + HP - An exact repeat section, but this doesn't matter for Ms. Fortune's head.
  • s.LP > s.LP > headless MP > s.MK > s.HK
  • head bounce
  • xx →↓↘ + HK > HK - If the →↓↘ + HK wasn't part of last the section, the second use of it as an independent section would trigger IPS here.
  • j.LP > j.MK xx ↓↙← + LK - IPS is now watching all 5 of the headless Ms. Fortune's air normals.
  • headless → + HP
  • s.LK > headless MP > s.MK - IPS is now watching all 5 of the headless Ms. Fortune's ground normals.
  • headless HP xx headless ↓↙← + HP
  • ↓↘→ + HP > ↓↘→ + HP > ↓↘→ + HP xx ↓↘→ + PP

Desk's 1.00 Example

Combo video champion Desk[2] 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). Additional uses of s.MP will not stagger again in this combo.
  • 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

Urichinan's Pre-Alpha Example

Many IPS rules were first shown in this combo by Urichinan[3]:

Unfortunately, some of Peacock's move properties have changed since this early version. This combo will not work in any 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 ↓↘→ + 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 ↓↘→ + LK for the first time in the combo.
  • (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 Infinity Breaker. 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 ↓↘→ + HK xx ↓↘→ + PP - IPS first watches c.MK. Hitting the opponent after the knockdown uses the one OTG for the combo.