Hotdogs & Poprocks! ~ Skullgirls GD x 3!

Supers like Cerebella’s Grab Super will deal full damage though right? No more hailmary FAB landing and watching the clock hit 00 before the final blow gives you the win?

Canned-animation supers that won’t kill you until the last hit (Cerebella’s throw, Peacock’s Lv3, Fortune’s Lv3, etc.) will prevent the clock from reaching zero during the middle of the super, but won’t stop it otherwise. Some other supers will stop the clock during them, though.

Been 1 week away from this forum and ive missed so much :o, Well im ready for skullgirls bought me a new screen 24inch 2ms samsung and psn card now if the game came out… Oh and that Valentine win pose<3<3<3

I hadn’t considered that you stop blocking at timeout; this would lead to problems. Probably not worth it to change it just for a side effect that MIGHT be “hype”. Thanks for even entertaining my “suggestion”/question though!

It’s much more “hype” if you are left guessing to the last second if they pulled it off, plus it just makes sense. At least in my opinion. I think the damage going over time is just so you can see if you won had that last attack got in.

Loving all the new footage, Valentine is looking pretty awesome now, especially love the smoke bomb tag out.

This guy is posting an absolutely massive amount of Skullgirls vids (24 as of the time of this post!)
[media=youtube]AQ4Np7Kb22k[/media]

Definitely check it out guys! Valentine EVERYYWHERE.

Thanks for taking the time to write your detailed impressions, especially since Peacock and Miss Fortune are the two characters I most want to try so far. It might sound weird but it’s actually going to be my first time trying to learn a 2D fighting game even though I’ve been playing them since Street Fighter II. So I don’t know if Fortune will be too tricky for me to pick up.

Also thanks to the guys who posted all the vids.

URGH. THAT WIN POSE. THANK YOU BASED NURSE.

About 30 videos up right now, 5 of them failed overnight, so I’m reuploading them now.

Playlist link

Update: All videos uploaded now.

i expect a huge amount of ratio-2 peacock/DP assist month 1 online when the game drops due to the ease of use/effectiveness ratio. looks really strong and if you have basic zoning skills youl be good with it in no time and it doesnt require any flashy combos really. remnants of team scrub here i come :slight_smile: peacock (forward bomb)/parasoul (dp) definitely the first team im trying

That chloroform throw is sooo good

I don’t have much to say that hasn’t already been said. I really hate trying to win in a game that I don’t know how to play but to say that that distracted from my enjoyment of it is very far from the truth. Here are a few things that I really enjoyed:

  • Air dash cancelling normals. Man, this is really cool. I knew it was possible but not until playing it did I see how it really feels. It opens up so much movement possibilities and really gives SG a unique feel.
  • NPC’s. They really add a lot to the stages. I especially loved the cathedral stage with the people sitting in the rows in the back. It gives it a really cool sense of scale.
  • Valentine’s air throw being the most brutal throw ever.

That’s all that is present in my mind. I was really happy to see a lot of people playing and watching, and we are all very appreciative of John for bringing it out. I can’t wait till it’s finally out!

team scrub? nahh lets go team duc keepaway. Cant wait to get this game!

[media=youtube]YFNsOpGu3FU[/media]

Ah the joy

Ah man you were the guy who never lost with his Peacock/Fortune team, lol. We finally remembered there were snapbacks but then I never combo’d into them.
WHOOPS OH WELL
Yeah I need this game in my life, it’s so much fun.
Also Valentine chloroforming Fortune’s headless body is amusing.

EDIT: Oh one more thing, maybe it was just me noticing, but whenever Parasoul used her s.HP (I think), the enemy flashed like they were getting hit by an infinite combo. Not really sure what was up with that.

Had a GREAT time playing yesterday! I was running Valentine/Bella or the other way around. Played about 30 matches. Valentine was so much fun to play and I agree with Konkrete, dash cancelling air normals is awesome, especially her multi-hitting ones(MK and HK come to mind). It really gives you this sense of freedom/power. Her throws are siiick. Also, I played against many solo characters and although it was pretty scary when they got an offense going I didn’t feel that they were overpowered. Only sad part is that now I have to wait to play it again.

HUGE THANKS TO JMCROFTS AND REVERGE FOR BRINGING THIS GAME TO THE MIDWEST!!! <3 U GUYS!!!

One thing I noticed. I know it’s deinfitely not the final UI, but the switching to training mode option being the first thing you highlight when pausing definitely caused me to do that for one match. My only complaint. That and I suck.

One more thing, I’m sure it was designed like that on purpose, but it could be a graphical bug. Was it weird that I could see the background a little bit through painwheel’s skin?

That’s something that can be done with palettes, every color band has the ability to add transparency, in Painwheel’s black/pink color she’s meant to be see-through a little bit.

Okay, I was just making sure.