Hotdogs & Poprocks! ~ Skullgirls GD x 3!

I was in the venue for about 10 hours total (not including lunch break) And other than SkullGirls, all I played was one terrible match in the AE teams tournament. I played exclusively Peacock(qcf lk)/MF (preset dp) with one exception where I tried making it a team of three with Cerebella. I was getting pretty good by the end. at the station I was playing at it was 31 wins 9 losses, at the end I think, and it was 1/6 or something when I started. For anyone who was there I was the guy in the trench coat and Scott Pilgrim shirt.

Impressions: This game is possibly even better than I thought it would be. Peacock is one of the most fun zoners I’ve ever played, maybe even better than Cable. the homing drop being on the same button as the gun adds quite a bit of thought to her gameplan. Her jumping normals are awesome and varied (I especially like j.HK). She has lots of fun tools for every situation. My general mode of keepaway was qcb.HP(hold for final level) qcf.LK qcf.HK qcf.MK repeat as needed following up homing drops with HPqcf.HPx3 and supering on hit unless something interrupted that flow. The MF assist is as perfect for her as I thought it would be, as it quickly covers her most vulnerable angle. On the topic of assists, Peacock’s qcf.LK assist is a good one for any rushdown. It’s not as good as Cerebella-copter or other multi-hitters, but it does a good job of space control, lockdown and combo-enhancement. Now, on to MF. She has some really nasty tricks, as well as straight-up solid normals and good damage. The combos I used were very basic, but given even just a few minutes in training mode, I could get some more interesting ones. Her level 3 is very easy to combo into. I’m not too sure as to the use of the low rekka variation for mixups, as there isn’t a high one. EDIT: Just saw that there is one on the wiki; disregard the previous sentence After week one I don’t see how anyone could get hit by them. There might be use in combos, though, as you can hit with another set of rekkas otg after a low. In general, I think she’s a very solid character that I will probably play exactly until Big Band is available.
Other characters: Many people seem to complain that Cerebella is op. this is not true at all. I found Cerebella a lot easier to deal with than the likes of Filia and Valentine as far as getting in. Yes, she does a lot of damage, but so will everyone else once we start getting combos down. Valentine is new, so I’ll talk about her. She’s really cool. She’s an airdash character with very long range normals, a projectile, a throw that crumples and Dio Brando’s knife super from JJBA. What’s not to like? For all you Painwheel fans, the consensus seems to be that she’s the most difficult character to acclimate to, but once you do she’s really good. I saw her level three in action and that is dangerous stuff right there. Crazy combos, mixups and mobility.
General game system and analysis: SkullGirls does not feel as much like Marvel (2 of course) as I was hoping, but It’s just as good or better than my expectations. Compared to Marvel, the screen is much more zoomed in. It also doesn’t seem as fast and hectic as Marvel. In it you can see elements of Marvel clearly, but also elements of games like GG and 3S. There’s so much character variety in this game not even counting the ratio system that everyone that likes any 2D fighter should be able to find a playstyle in SG that fits them. The characters themselves all also have varied and well-crafted toolsets that make me very interested as to where the metagame will go. As a side note, the control scheme works perfectly. Assists, dashing, tagging, etc. feels right with the default config.

This game is awesome. Early 2012 can’t come soon enough. I was already going to buy this game and tell everyone I know that has ever played a fighting game to do the same, but having actually played it made me extra-excited about it.

I’m a little late to the fan art party. Still trying to practice my brush and ink.

Spoiler

http://i143.photobucket.com/albums/r158/Ragnorok64/uploadTeamHudle.jpg

I call it Team Huddle.

You have like only 6 reasons to play this team =]

For whoever asked, Justin played Filia (DP) + Fortune (DP+K) and Floe played solo Valentine.

Ok, playlist is set up here and there’s 10 parts added right now, with 26 more to go. Mostly one match per video, but I let it ride for two or more matches in some later ones. I’ll add the rest as they upload.

I love when Jwong plays rushdown characters.

[media=youtube]oQQQ4o27-4Y[/media]

Had a dream that Filia had a wall cling/wall dash like Strider.

Why can’t this be real? :frowning:

Spoiler

…HER THROW WORKS NOW! Awesome :smiley:

Glad things went well at Frosty Faustings. This game can’t come out soon enough :). Wish there was a bill accepter on my computer so I could dispense my life savings.

TAKE ALL MY MONEY!!!

-Tha Hindu

But how will you take your girlfriend out? :open_mouth:

Take her to play Skullgirls duuuh

Looks like Filia got an upgrade. Is that her normal causing ground bounce? Does it only bounce vs airborne?

I thought you read everything I posted. ;_;

So now that an updated Valentine has been made available,
can I ask what her specials/hypers are like? (at present.)
All that I’ve noticed thussofar is the throwing star and knife-super.

(Thought this was too general for Q&A, if not, can a mod please move it?)

I had busy, beer-filled day :[

Because I’m sure there are people chomping at the bit to see it, you can see Valentine’s win pose around 3:35 of the below video (though it is partially obscured):

[media=youtube]sEzXWGTGizo[/media]

At the end of the below video, we see Peacock hit Ms. Fortune with her laser super and time runs out halfway through. When the timer ended, Peacock was behind but once the super finished, she gained the life lead. It seems like it would be more “hype” and dis-encourage runaway if the above situation, and others like it that are to come in the future, would give the win to whoever ended with the life lead no matter what (Peacock in this case). Agree or disagree?

[media=youtube]ykCutypmWu8[/media]

Many thanks to those who took the time to make these videos. We all appreciate it.

I see Valentine is still lacking her other supers.

Is just the build at FF a little old? or is she not ready yet?

I love her smoke bomb tag out.

I like that the super will deal all the damage after the timer hits 00 during it.

Edit: Oh the health bar just goes down and it doesn’t count after the match over message? I’ll have to remember that.

Disagree, and that’s final. :^) Winner is who is ahead at time up. You stop being able to do things at that point, which means you also stop being able to block - awarding the winner afterward would lead to people firing off supers at zero seconds and being unfairly rewarded for landing it on someone who can’t move.

SG lets the attacks in progress do damage anyway, but just so you can see what “would have happened”…the only choice is to remove that feature or leave it. Although we should fix that Leader bug. :^P

(Also, it’s “chomping at the bit”.)