You know that once you reach terminal velocity, you stop accelerating, right? Are you suggesting that the characters are accelerating and travelling at terminal velocity at the same time? Even with exaggerated physics, it’s not possible.
Who gives a flying fuck.
It’s a fucking fighting game. Arguments over physics make no logical sense. You don’t like the mechanic, fine, drop it and move the fuck on, stop trying to make asinine arguments based on shit that doesn’t even remotely matter.
Wow, dude. Calm down. Someone brought something up, and I got into a discussion with him about it. That is what a forum is for, isn’t it?
They fall at different speeds because hit stun effects characters of different weights differently lol. Basically you need more than one combo in this game. U need the anti double or anti fila combos
psn {popnlocker} tweet me {@13thpower}
Are you serious ROFL
[sigh] I’m saying that you’re mistaking falling faster for accelerating. Unless you can give me numbers that clearly show this instead of a subjective “well it looks different.” And to clarify, and also to be a pseudo-prick (I’m too nice to be a prick), the net force, and thus net acceleration, would also be different since the objects have both different masses and different surface areas; its the reason why parachutes work-greatly increased surface area and minimally increased weight . So essentially, even if they weren’t traveling a terminal velocity, it’s perfectly logical that they accelerate at different speeds. I’m doing my best to just give simple examples, but you just had to convolute/misinterpret my post. Dude, you’re really just trying too hard to find problems with this game. Chill out and just play the game or bow out and take a break from it. Not being a dick, just very serious. Taking a break can be very helpful.
EDIT A: Forgot to say that the reason drag would decrease the acceleration to zero at different rates is because of the mass/surface-area ratio. Higher mass= harder to slow down and higher surface area = easier to slow down. Double when getting hit in air has a small hitbox. High mass(largest in game) + low surface area from being balled up= very fast falling/accelerating compared to other characters
EDIT B: would this be a good time to post this

EDIT C: I need a Painwheel (or Cerebella) version of that pic
I actually haven’t played Skullgirls for ages. The crashing online was somewhat off-putting. When that gets fixed, I’ll probably start playing it again.
I haven’t actually looked as Skullgirls’ code so I can’t say for certain how jumping and falling and whatnot works in this game. However, from my small amount of game development experience, I’m assuming that there’s a set gravity for each character. Then, when a character jumps or is launched, they gain vertical speed. Then, each frame, the gravity amount is subtracted from the character’s vertical speed until the character reaches the ground again. That’s how I was taught to make jumping physics in school, anyway.
You are right. Mass and surface area both how objects fall. However, the only thing that changes is when the object reaches terminal velocity. Things with low mass and high surface area will reach terminal velocity extremely quickly, while things with high mass and low surface area will require more time to fall to reach terminal velocity.
In Skullgirls, it is quite clearly observable that the inconsistency between the falling speeds of the characters is not to do with terminal velocity, but to do with the rate at which they accelerate.
If you are annoyed by my constant ramblings about physics, sorry. Arguing over the internet and nitpicking the physics of various media are both things that I enjoy, and if you don’t care to see either than you can always use that handy ignore function.
Since I’m bored I’ll continue. If time is effected then other aspects must change as well for net force to remain constant. Drag would affect both acceleration and jerk(change in acceleration as well) as well since acceleration and speed going from around 9.8m/s^2 and 0m/s respectively to 0m/s^2 to whatever the terminal velocity of the character is.
Terminal velocity is just the speed they are at when acceleration reaches 0 due to drag. Drag increases with surface area tangent/perpendicular to direction. In Skullgirls weight is determined by the size of the characters (mostly). Since higher weight characters are also the larger ones, BUT that doesnt necessarily mean larger surface area. I went in the lab and looked at the air hit stun animations of the six heaviest characters. The top three heavies all had very small horizontal surface areas due to being curled up in some position, while the other three had slightly more relaxed positions which resulted in a higher surface area.
While I COMPLETELY believe it was unintentional, it seems consistent to me.
And I, and others have admitted that the overall physics can be inconsistent (air combos and juggles), we also said that these things are best considered exaggerated physics and are pretty good balancing and aesthetic factors(practically does away generic combos)
P.S. I have no problem with you discussing physics, just dont make it seem like this is a horrible game horrible physics (you were really making it seem like you practically hated the game because of one thing you didnt like)
I don’t doubt that the heavier character’s terminal velocity would be much greater, because the increase in mass would be much more significant than the increase in surface area. However, there’s a consistent problem with what you’re saying which I have tried to explain have but I have obviously failed in doing so. In the real world, if you were to plot the height above the ground against time of an object launched into the air, what you would end up with is something resembling a parabola. However, if an object were falling from a height where it would be able to reach terminal velocity, instead of the graph looking like half of a parabola, it would look like that at first but then it would become a straight line because the object has stopped accelerating.
In Skullgirls, although I don’t desire to actually plot a graph of the character’s heights, I would wager that if you were, it would look like a parabola (with the heavier characters having thinner parabolas than the lighter characters). This implies that the character has not reached terminal velocity, and thus terminal velocity can’t be a factor.
However, since I don’t have proof of my claims I guess this argument can’t actually go any further. The only way to know would be if someone asked Mike Z exactly how the jumping and falling physics work.
If Cerebella holds HP while airborne, Vice-Versa will hold its hands flat and arms outwards, enabling Cerebella to glide. However, considering that both Cerebella and Vice-Versa are solid compounds of muscular fabric/tissue more than capable of supporting the body weight of two elephants as dictated in the opening of her story mode, the following formula dictates that it must weigh at least 412.86 kg which is *easily *more than aluminum or any cloth material used in hang gliders. My immersion is being ravaged by this inconsistency within the physics of the game universe and engine, and I also fail to see how it positively affects the skill ceiling of the game (not being a Cerebella player). As noted in paragraph D-98 of the attached PDF, 16 frames of Cerebella’s flight animation consists of her clearly gaining altitude at a greater than 90 degree angle, which is completely impossible without a minimum 57-meter running start. Furthermore,
What if you dropped the parabola itself out of an air plane? Also what is the mass of a forum post?
Sigh. I guess an intelligent discussion about physics is impossible here.
I already stated that I dont mind talking bout it so long as you dont just rag on SG because of little things like that. Something like that shouldnt detract from the validity of the game.
Your discussion consists of dozens of reasons why you’re ignoring 99% of the ways the game physics differs from real life followed by dozens of paragraphs of pointless bitching about a single way the game physics differs from real life. Double jumps, fireballs, air dashes, immortal cat ladies, ACME portable holes, transforming monsters, wish-granting devices, soldiers that can jump 200+ feet vertically from a standing position, hit points, yadda yadda yadda. Close thread.
Please stop. I’m trying to make actual points about gameplay/design here, but you’re hurting our side of the argument by throwing out easy to refute “That’s not how it works in physics” arguments. Whether you like the different fallspeeds staying different during hitstun or not, we should all agree that the mechanic should be evaluated on the basis of which implementation gives us the best game.
Whenever I try to bring up the physics of a work of fiction, there’s always that guy that’s all like “Hey, but everything else defies physics as well so why are you even complaining?” I’ll explain my reasoning briefly. When you are creating a work of fiction, you possess and “artistic license”, if you will. Double jumping, fireballs, air dashes were all conscious decisions made with that license, and I have no problem with that. However, since game developers usually aren’t physics students, they tend to occasionally make these decisions unintentionally. The only time when I will point out a flaw with physics is when I believe there’s a good chance the developer’s didn’t actually know they were defying physics. In other words, I believe it’s possible that the development team did not know that all objects fall at the same speed, regardless of mass. Does that make sense?
I disapprove of this character specific combos (unless they make sense in context) because I find them to be unnecessary and I don’t think that they add anything to the game. I thought I had already made this clear, but I guess my discussions of physics were so controversial that everyone just ignored everything else I said.
To be fair, character specific combos make sense. In an extreme example, doing a 3 hit combo on a baby and then the same combo on Mike Tyson will net you different results. Mass Matters…also your ability to actually fight back.
I agree that in a realistic situation, mass would matter. For one, you would need more force to move them. Assuming that a launcher is hitting with the same amount of force every time that you use it, lighter characters would be launched higher than heavier characters.
Well man it’s a video game, applying realistic physics to someone else’s creations and world brought to ‘life’ is a buzzkill no matter how you look at it.
That’s something you talk about when you’re sitting at the dinner with a bunch of your bros waxing nostalgia about games in your younger years, it didn’t have much of a place in this thread.
Man… this thread.