Desk Takes on Skullgirls – An Introduction to Infinite Prevention Desk Takes on Skullgirls – An Introduction to Infinite Prevention
Desk is well known for finding ways to exploit fighting game systems. Today, he takes on Skullgirls and it’s infinite prevention system. Can Desk... Desk Takes on Skullgirls – An Introduction to Infinite Prevention

Desk is well known for finding ways to exploit fighting game systems. Today, he takes on Skullgirls and it’s infinite prevention system. Can Desk get around the system and find an infinite combo? No! Or at least, not yet. He can, however, produce an incredibly damaging combo within the system’s constraints.

This Cerebella combo does an amazing 11,174 base damage off of a j.HK in the corner. It starts at one meter, but builds one and uses two for a double Diamond Dynamo finish. As Desk performs the combo he explains how the infinite prevention system works and why the combo doesn’t trigger it. It’s still not enough to kill a character in one touch though. Perhaps he will find an even more powerful combo in the Cerebella CMV he is working on.

An excerpt from his official blog post about the video can be found below.

It’s a little weird at first but when you get used to it, it starts to feel (to me at least) a little like a mini-combo-puzzle game in which you have to hold back certain moves that you know you’ll need later on. Also, the fact that moves can actually be repeated, only not alone, or to start chains, feels a little odd, but after a short while it all starts to make sense.

This is something I really want to blog about a bit more but after I’ve spent a decent amount of time with 1/2 characters. I’m learning along with everyone else at the moment and I’m not sure if I’m approaching it in an optimal way just yet. Hopefully the combo example and the in-video notations are a good, early example of how the Infinite Prevention System works (or rather, how to stop it kicking in).

Source: Desk