So I may be a bit naive here, and extremely long-winded, but doesn’t the fact that Pali’s combo utilized a full team + 5 meters mean anyway? People are expressing their fears that Skullgirls might become a combo-heavy ToD-fest ala UMvC3, but the “problem” with UMvC3 is that quest for damage efficiency lead to lopsided tiers and scummy tech. When Capcom pitched Marvel 3 to us, it was a game where killing a character in a single combo required an expenditure of resources of equal value to the life of the character you wanted to take out. I.e. “if you want to kill Wesker, you’ll need at least 3-4 meters”. Wesker’s life in that (extremely rough) example equals about 3.5 super meters.
Then the DHC glitch was discovered which threw all of that under the bus and the game was no longer “honest”. Now in UMvC3, the entire game is dominated by efficiency, but that efficiency has made it kind of janky. TAC infinites are efficient. Lightning loops are efficient. Sword shenanigans are efficient.Not wearing sunglasses is efficient. So that’s how you win in Marvel 3. The resource-to-result ratio is busted for certain characters and teams.
In KOF, ToDs are an integral part of the game to the point where everyone has their own anchor specifically for that purpose, with their ToD combos at the ready. KOF is considered “honest”, because the resources required to get those ToDs feels right. No one is going to throw out a ToD randomly at the beginning or usually even in the middle of a match, because they aren’t going to have the resources to support that combo unless something drastic happened at some point. No one says KOF is a “about long combos”, even though they’re extremely important.
That being said, Skullgirls is even more strict than KOF in terms of resources vs results. Using three characters, a full round of DHCs, and 5 super meters, Pali was able to do an extremely stylish combo that couldn’t actually kill a solo character. Given what we know about the systems in place, like how meter gain works for both attackers and defenders (Mike pretty much gained full meter from that combo), I don’t really see a problem here. It’s nothing like Marvel because Marvel allows and rewards high, inexpensive damage. Skullgirls allows and rewards moderate, expensive damage.
In doing that combo, Pali gave Mike enough resources to destroy his team many times over (5 bars + solo character damage is pretty serious). It’s almost like Pali paid Mike to do that combo. Not only was that all a perfect example of Skullgirls’ systems working as intended, it was just fair, honest gameplay.
For those claiming that the combo is just too long, I don’t think that’s reasonable. It’s like buying some legos, then complaining when someone builds a life-sized lego replica of Darth Vader. Legos were created with full knowledge that someone would be crazy enough to do that People who buy legos should be fully aware that their legos can do that, and that lego-crazy people exist in the world. It might make you feel bad that those people are better at Lego’ing than you, and maybe you’re tired or seeing those people do what they do, but that’s an unavoidable part of what I consider a sandbox mechanic, which is what Skullgirls’ combo system ultimately is. A combo sandbox. Just as intended.