Skullgirls while it is a very well made game, just doesn’t have a scene big enough to justify a spot at Evo. And like someone mentioned earlier. There are a couple of fighters with more active and supported scenes out right now. If anything I think DOA5 has the best shot at Evo 2016. Now maybe Skullgirl’s could make a big splash in 2015 and grow big enough to earn a spot at Evo, who knows?
I’m the opposite, for the most part I’m satisfied with the gameplay but the art style is horrendous for me. Don’t get me wrong, the actual work put into the gajillion frames is fascinating, but the actual art behind it is what I don’t like.
On topic, if Skullgirls ever gets popular enough by the masses, then it will eventually be on the evo lineup. Until then, you should show all your support and go to events to make that even remotely happen.
I think people who like less popular (or older games) should recognize the “esports” reality of Evo and the major tournament circuit and divorce themselves from it. organize your own events, do your own thing.
I am a big fan of skullgirls, been playing it for awhile (though I’m not very good at it.) It kind of rejuvenated my love for fighting games, but, as soon as I put my hands on USF4 I haven’t played much skullgirls, and that’s why I don’t think you will really see it being at a lot of events - especially EVO.
You did say 2016, and with the amount of love in that game and the updates they’ve been making.
I don’t think it’s totally out of the realm of possibilities.
Custom assists fix this. You have teams involving the same characters, but a position switch and a less used-assist turns one team into a completely different team. This means you spend less time learning matchup specifics, and more time playing the game.
Game is good, I see why people don’t play it, though.
Assists actually scare away non-Marvel players.
Aesthetic isn’t everyone’s cup of tea. For a while it was an all-girl fighter. A lot of players don’t want that.
Like any Vs. game, the game is very steam-rolly if you don’t know what you’re doing.
The game looks harder than it is. There’s a ton of systems that makes good defense and offense very easy to do, but it’s not apparent.
People are scared away by the reputation that precedes the combo system. Early on it was nuts. After the engine changes, BnBs take 5 minutes to learn.
The IPS still makes BnB’s and conversions a chore because you have to constantly keep track of what you started your combo with, what you used during the combo, and what you have left to start a chain with. It’s like trying to box while doing math problems. It doesn’t matter that they made the math problems easier, it’s still an extra thing to keep track of on top of everything else that doesn’t need to be there. And this isn’t even keeping track of all of the character specific/weight specific combos in the game, so now you need to do all of that but then also remember 3/4+ variations of the same combo so that you actually have a real combo against every character in the game. Better also hope your corner combos don’t vary too much from your midscreen combos, because that’s even more shit to remember.
The IPS system is terrible and is easily one of the biggest contributing factors, if not the biggest, that makes SG not fun to play. Cool, you prevented all infinites now and forever, but you did it in the most boring way possible that takes the least amount of effort into move balance.
IPS are fine to me. It prevents infinites while keeping the hitstun the same until the end of the combo. Histun decaying is terrible, specially if you are playing online. And since SG is a reset heavy game, finishing combos only happens when you want to kill or carry the opponent into the corner. Most of time I’m resetting or baiting a reversal after a conversion.
IPS also allows burst baits. Usually they are easy to foresee, but some early burst baits can really make you think twice before mashing reversals.
About SG popularity, I think the biggest problems are that this game is relatively new and don’t features any recognizable faces. There’s no Ryu, Sub-Zero, Wolverine, Superman or Devil Jin on the roster, and on top of that it’s a indie game, so it’s hard to attract the general public attention. When I mention this game to my friends they usually say “What the heck is school girls?”, but after I show it to them they say “Oh, it’s actually pretty cool”. This game haves potential to grow, it just needs more visibility.
Skullgirls made it so the same move over and over doesn’t work like it does in mvc 2 and 3 that would usually be pretty much tied to muscle memory. Which is also what makes ultra good too imo. At first I was all into tekken more because all the combos and for some reason now I like ultra’s stuff more. Actually, mkx/doa5 and ultra’s why I stopped playing kof and skullgirls, partially to blame I guess -_-
I can’t be salty then,since I actually…eh but. There’s too many…fighting games to learn and/or get a grasp on at the same time.
Ah damn now I see the problem. AH, I see it now. Learning a fighting game takes some dedication.
I wouldn’t mind seeing SG again at EVO but I guess it’s the community’s job to get it there. Remember, TTT2 just barely made it to EVO last year just because the Tekken community demanded it to be there
In the last major SG tournament at SoCal, I watched few matches
Prior to SG there was MKX. 15.000 viewers on stream, even more than SFIV. First round of SG starts a few minutes later and viewers drop instanly to 3500.
Not only that, on Twitch chat I read derogatory comments about the game, about the design and about the players, most of which were or looked very young
There were also advertisements about an anime game and comments were even worse!
But another problem was that all matches were so one-sided. 2-0 for every win with a lot of perfects. Only in top 8 and afterwards were some matches very close.
So game has a hill to climb before it can be accepted from the mainstream. A Japanese game would not have such issues since it would have support from Japanese players. But SG? No Japanese or major American players seem to support it for tournaments.
I’d be lying if I said I know a lot of the technical nuances. Gave it a chance some months ago and I don’t find the the game to be enjoyable and much prefer other games; it’s pretty obvious I’m not alone on that.
One of the most beautiful looking games out there and one of the most enjoyable for me to play. I played it a little bit when it had a scene here in my state, but I’ve been able to play anything competitive anymore because of school and people in my community don’t want to give me a ride, despite me offering gas money.
This game definitely deserves to be at EVO though.
Skullgirls does have an exceptionally young playerbase, I think 95% are in their teens or younger. It also hasn’t attracted many “big name” players. Like if Sako, Daigo, Tokido, Wong, guys like those played it then it would become more popular and probably be more viewed in streams.
Anyways I think it is the best modern fighting game, however getting into EVO is all about worldwide popularity. This is why SG will not be at EVO. It has done remarkably well though considering…
It is an indie fighting game
It is a western developed fighting game (other than MK most of these fail hard financially)
It is a brand new franchise with no history or familiarity.