Originally published at
Kayinworks. You can comment here or
there.
I really really really am starting to hate this system. For those who don’t know, Skullgirls’ IPS stands for “Infinite Protection System” and is the system the game uses to make sure you’re not doing infinite combos. It does this by detecting looped sequences and ‘discrete’ parts of combos. If you do an ‘infinite’ the other player can hit a button to burst out of it.To quote Mike Z…
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.
“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.
Okay, so it stops infinites and dumb loops, right? Well, no. It really doesn’t help any problem at all, and makes certain problems worse. All it succeeds at is limiting the length of combos. Not to a reasonable length either, just enough to make sure they eventually have to end. What the system demands is very carefully planned and practiced combos with very few liberties. Adding an extra jab somewhere can lead to another part of the combo not working. It stifles mid-match creativity. It doesn’t even stop loops. As a Parasoul player, most of my combos have this segment…
… LP->MP->HP->HP->LP Tear Shot
LP->MP->HP->HP->LP Tear Shot(sometimes allowed when starting in the ‘free section’)
c.LP->MP->HP->HP->LP Tear Shot
LK->MP->HP->HP->LP Tear Shot
c.LK->MP->HP->HP->LP Tear Shot
It looks sometiming like
this. And you might go “That’s not too bad”, but then it gets included in a competent combo and you get
this. Desk shows another ‘loop’ with
Cerabella. You also get issues where the order of segments effect the IPS. For example (to make up a fake combo), something like, Launcher -> j.LP - .j.MP - j.HP relaunch j.MP - j.HP would trigger IPS, but j.MP - jHP relaunch j.LP - j.MP - j.HP would not. It’s a quirky, dumb thing that’s hard to keep track of mid match, leading to a reliance on pre-canned combos you read online, just like every other game.
So what does the IPS do for us?
Well, it makes sure combos end, like I said, but so does gravity, increasing pushback and hitstun decay. Does it do anything better? Well, for one it’s very deterministic. Gravity, hitstun and pushback are very “analog” and hard to track. IPS is super reliable, which IS a plus. But what else does it do?
*Promotes very long combos where players can continue until all their buttons are exhausted.
*Makes improving combos on the spot very difficult.
*Makes combo corrections for things like height and stuff very difficult since one errant move throws off the whole combo.
*Makes improvisation much harder in general.
*Makes memorization harder, since loops have to be ‘obfuscated’ from the IPS.
It really doesn’t have any positive qualities outside of it’s very clear, obvious deterministic nature. Everything else seems like a straight con. Funny enough, I still get messages from people when I complain about it saying that it promotes creative combos when that is so obviously not true. It has all the old problems of any old system, just slightly rearranged and much more rigid. It almost makes me wonder if these players are even good enough at the game to know what they’re talking about. “Lemme just copy combos like I always did but the devs tell me it’s more creative so imma think I’m bein’ more creative!” Okay maybe that’s being a little unfair, but whatever.
While the system sounds good on paper, in practice it seems like a hamfisted, awkward solution to a non-problem. Alas, Guilty Gear will continue to have the best combo system out of any chain combo based game. A shame too, because I like the rest of the game soooooo much.