About this movelist business - why is it such a big deal?

I’m honestly surprised at how big a fucking deal people are making out of this business.

I mean, there are literally people out there who are claiming that people will not buy this simply because it doesn’t have a movelist. As though people will look at reviews for the game, go “oh, this looks pretty fun, BUT WAIT, there’s no movelist, nope not buying now”. Who the hell does this? Hardcore players don’t give a shit about minor shit like that. Casual players like a lot of my friends don’t really give a shit either, they just want to get into the game and play.

I mean, honestly, in terms of including features that’ll help sell the game, the right choices were obviously made.

Potential complaints:
“There aren’t many characters.”
“Well, each character is extremely unique and very different from each other.” (In fact, personally, if you had, say, 30 characters that were as unique and different as these characters, I would be overwhelmed by choice).

“It looks hard to get into.”
“Well, there’s a tutorial mode to help teach you the fundamentals. After that, if you want to get into Skullgirls, or any other 2D fighting game, really, you’ll be more than prepared to at least get by.”

“The computer AI is hella hard!”
“Well, would you rather have challenging AI that actually teaches you how to respond to mix-ups and pokes without reading your inputs or foregoing charge times, or an anemic AI that cheats all the time and ultimately teaches you nothing about playing with other people?”

“There’s no online lobbies.”
“They’ll be patched in. In compensation for this delay, it turns out that the netcode is better than pretty much every other fighter out there, except maybe SCV.”

“The artstyle is weird and/or very cheesecake.”
shrugs

“There’s no movelist.”
“You can find that online. And it’ll be patched in later”
“But I want it in the pause menu nooooooow”
“Is that really going to prevent you from buying this game?”
“Yes, because I’m a nitpicky asshole who has his priorities all wrong when evaluating a fighting game.”

Seriously, whose decision to buy a fighting game hinges on whether there’s an in-game movelist or not? Such asinine assertions and expectations from a game that’s already delivered so much for only $15. What do these guys want, some blow and a high-class hooker at a Marriott as well?

There is one very big problem for casual players: The AI is brutal compared to most other current fighting games, which makes going through story mode a pain in the ass if you’re new to the genre.

However, the movelist “problem” is not a particularly convincing reason to skip the game.

Yeah, that’s a legit complaint for newbies, so I will add that.

As a casual fighting gamer they might perceive the lack of an in-game move list as this game being bad. I mean, if you’ve never been to SRK or watched a stream, but just saw this game and the art looked cool and read some reviews about how you have to look up the move list on your own, that’s a little daunting. And if they couldn’t even put in a move list, what else is missing?
As people who follow fighting games it’s not that big of a problem, but you have to think about it from the perspective of someone who only buys fighting games on a whim just because it looks cool.

By the way, does anybody know of a comprehensive move list for the entire cast I can print out? The Wiki pages are great and all but:
A) Because of my jacked up router I can either supply interwebs to my xbox or my laptop, not both
B) I don’t want to print out 8 pages filled with shit I don’t need to know, like backstory or character weight or pictures
C) Not all of the moves are printed yet: Cerebella has a move that reads “Unknown input”

Im on my way to work right now and I’d love to have something for me to print out when i get back. If not, I can just type it up myself, should only take like twenty minutes at most.

A move list takes about two seconds of research and only matters in the very beginning of learning a character.

Casuals got a story mode, they should be happy.

Would a casual player like a movelist (which previous has been incomplete for almost every big game) or a tutorial/training mode that actually helps you understand fighting game mechanics across all games?

It’s obvious why they put effort into one and not the other.

The move list isn’t a problem. The game tells you how to find it. But I will put them here anyway
ARCADE STICK

PS3

XBOX 360
All you need is Adobe reader to open these.

Anyone who says not having a command list is a sign of the game being bad is a dumbass. If your friends have that opinion remind them the game was created by a what is considered a very small team and a very small budget by industry standards.

It’s not a big enough deal to make a thread about it.

Apparently it is.

The board’s opinion on this may be a bit skewed, because this doesn’t matter as much to the people who are hardcore fighting fans… you know, the type of people who would be on this site anyways because a) they’re going to go online to check out other people’s combos anyways, and b) they’re going to be more likely to go to the lab and experiment to figure things out.

For the person who got this game because they heard that this game has a wonderful tutorial mode that teaches you how to play the game (as opposed to how to do moves), this sucks. Not everyone knows what ‘standard fighting game inputs’ are because not everyone plays these games as much as the majority of us on SRK. QCP+PP is intuitive to try for us, but maybe not for the person learning these games.

Not having a in-game command list (when it’s basic S.O.P. in fighting games today) is kind of ghetto but I don’t think it’s something to get too worked up about since they are patching it in. They *are *patching it in, right? Plus it’s only eight characters and looking through the command list PDF right now doesn’t seem to be a whole lot to memorize (compared to some games like BlazBlue or Guilty Gear, games that do have in-game command lists and I still forget shit sometimes).

Agreed. Alot of the FGC thinks they know people with a thin grasp on Fighting Games, but they don’t even know the half of it. I have friends that try to pick up fighting games and can’t even perform a simple A-B-C chain or hadouken, even with me showing them several times. Within five minutes they’re either clearly bored or begging for me to put in Halo. They love to ask me “WHICH ASSIST IS BEST?” for every character without even knowing what it is and then never use an assist the entire match. When you have a friend pick up a fighting game for the first time, you can tell within five minutes whether they “get it” or not.

What Im trying to say, I guess, is that you can only do so much for somebody trying to learn these games. The kind of person who ABSOLUTELY NEEDS a movelist is probably the type of person I listed above that really won’t get much enjoyment out of the game in the long run anyway.

Spoiler

http://i.minus.com/ibhT6sj6deB4Vw.png

Thanks Dark, thats really convenient! I’ve already saved Gamerguy’s movelist to my desktop. Its really cool but it takes quite a bit of time to load. I can copy this information quickly and easily.

Ninja Edit: Whats up with the “LP+LK” between Peacock’s two level one supers and her level 3?
Ninja Edit 2, Valentine edition: Oh cool, just realized i can save the entire image as a whole. Thats REALLY badass, i thought I had to save each box individually

Yeah I don’t know why its like that. Its straight from the SG devs though. They made it themselves/

You need to do a throw, then before she starts smacking the bag, you input the level 3.

Ah, I see. Thanks

It’s apparently big enough for SRK to make a post about it on their front page with the insinuation that this game was somehow rushed.

In favor of the complainers, not having an in-game movelist is pretty damned lazy & clumsy. Especially for a cast this small. Of all the work that goes into a game like this, it really would have been much to throw something together?

What mildly modern fighting game does not have movelist?

Tbh not having a move list doesnt bother me all that much.The cast is quite small and its not like they each have a million moves so its very easy to remember.