SG Q&A Thread - Launch Party April 10-11th

Short hops: No. They sort of never came up, since this is more airdash-y so you can control your jump height other ways. Plus, standard short hop is an input that’s extremely difficult for newer players, and it requires characters to have way more jump startup to account for letting go of Up in time.
Parasoul counter - the chances of Parasoul’s moveset changing at this point are exactly zero unless it’s to fix a bug. (^.^)

In other words, you did some crazy motion that ends up reading as DP+HP, so instead of saying “Do s.HP” my assist gives itself F,D,DF+HP? As a concept it’s fine, except that it allows for option selects that I’m not sure I want (such as the one that prompted this question). However, implementing “that input means end up in state ‘s.HP’ so just go to that state for your assist” is straightforward, and you only have to store the target state. Implementing “give myself a motion” adds a huge amount of complexity, for example the fact that there IS no “F,D,DF+HP” stored anywhere since a whole bunch of different things can match that motion…
Besides, with our current system I could still make F,D,DF+HP a motion that leads to a state which picks between s.HP with head and sneeze with no head…this is what I had to do for s.HP/c.HP already. But like I said, I haven’t done that for sneeze because I don’t want this particular thing in there anyway. (^.^)

I’ll be going to NYCC myself with a few of my friends on Friday. Will skullgirls be there on friday because honestly that’s one of the main reasons I’m even going?

Is there any chance in the future to give existing characters more supers to choose from, like 3rd Strike and SSF 4? Would it be easy to implement as DLC or would that be more suited to a sequel? It would be cool if the all the characters eventually had 2 or 3 level 1s and maybe a couple level 3s to choose from. Anyway, keep up the great work i am extremely hyped for this game and eagerly await the day you remove the money from my hand.

Maybe let people pick sneeze as an assist but have no assist when they have a head? She could just come out and taunt or something(or you could give her a DP HP with head that is just a command taunt of her sneezing lol, just to give people access to sneeze assist without changing the way anything else works.)

This made me laugh pretty hard. In 3s, everyone has 3 supers but you only get to use 1 per match. In AE everyone has 1 super and 2 Ultras, but you only get to use one of the Ultras. In both of those cases there is usually one better choice and you rarely see the other choices utilized (Shippu, Aegis, etc).

In SG, everyone has at least 2 Lv1s and a Lv3. I could certainly add a mode where we make your super bar longer, make everything a Lv1, and force you to choose so you are unable to use all three supers in the same match, but why would I do that? (^.^) I’d rather balance the supers. (May as well also automatically grant you Max Level when you have 20% health left, and have the infinite prevention system stop applying to your character…)

Generally I’m against forcing people to choose stuff like this - the fact is that the “choice” is usually an illusion because once the best option is figured out there really isn’t a choice anymore, so all it really does is artificially lengthen the period of discovery by making people stumble around for longer. It also becomes harder to balance, because what if nobody really plays S-Groove during playtesting? In addition, since you are removing options from characters, it sometimes shifts the balance of matchups in ways I don’t entirely agree with since you force worse characters to choose to do without a useful option.

Whatever happened to this tune playing at the character select screen? I freaking loved it! For that matter, what happened between seeing the first version of the character select screen and the current version? I don’t remember if there was any footage of SG from events after the first time we saw it, but HFA didn’t seem to have one in the build he was streaming.

I liked the cheesy 20’s slang. I hope it carries over.

As for the music, its still in the game. You could hear it in the Fortune video.

Well, that came out of nowhere. >_>

Speaking of the announcer, in the latest videos, he seems to just say “Take 1!” and then it starts. Is that final?

Making sure this isn’t buried :frowning: I would LOVE to see Skullgirls as a UFS set.

Yeah I’m hoping for some Skullgirls OVAs in the future.

Does Squigly still have the four or five stances she had in her concept art? I’m really, really excited for Squigly, and can’t wait for her reveal.

I see. I didn’t mean take away all their supers and only give them one. Everyone would still have 2 Level 1s and a Level 3, just that eventually over time, they could pick their 2 Level 1s from a few choices. Like choose between a big damaging super or a fast punishing super, or w/e else the character would need/be capable of.

And yes I realize that the choices in these cases are usually illusions, but after seeing all the work and dedication that you guys have put into the game, I think that you guys could balance multiple supers much better than most of the games out there.

But yeah I see your points. Obviously you’d know better than me lol. Still buying the game :slight_smile:

Choice vs ratios - ratios are included because I noticed one of the biggest things people LIKED about CvS2 was that they could play just one character if they only liked one. We did a lot of work to try to balance them better, but the only want to really know is to try.
It’s my hope that, if the choice eventually becomes illusory, the ratio system will be meaningful like the Groove system was in CvS2 as opposed to the Ratio system there. In other words, some characters were good in A, some in K, some in N, but universally R2/R1/R1 was the best team makeup. You saw a decent variety of grooves, but not of ratios.
So obviously I’d love if it you can play anything you want and be competitive, which would mean we really nailed it…but since that’s unlikely in the long-long-term I’d prefer it to end up that some chars are good solo, some are good on teams of 2, some on teams of 3, rather than that a team of 2 (or 3, or 1) is always the best choice.

I hope that me being candid about the fact that none of this stuff is even remotely predictable helps rather than hurts. (^.^) I could go all community-rep and say “Yeah, you can do anything you want and it’ll be competitive, and that’ll still be true in 2 years!” but nobody here should still be believing that crap.

And if people don’t go to this, come hang out with jmcrofts at Season’s Beatings, and be sure to come say hi to me at the modding table. If you’re lucky (meaning I’m not busy… which I will be) you might even get to play a few matches with me! XD

Now for a question: are any of these NYCC/SB matches going to be recorded?

Hey mike can you charge partition with parasoul? Any kind of urien type tactics she can use?

I don’t think there’s any of that but charges in this game are really short. I think he said 30f. >_>

E: Ah. Well I was close. :slight_smile:

35f.

[LEFT]It was a lot harder to make Peacock’s eyelaser thing useful than just making the laser bigger. Plus it wasn’t necessary for her playstyle, TBH.[/LEFT]
[LEFT]It may find a way in, you never know.[/LEFT]

GG’s mods!

Q: Was there ever any further work on giving a one-person team a way to use/regain red life in any way? I had this weird idea that I wanted to bounce off of you. It’s way late in the game’s dev cycle to implement it, but I’m talking with a friend about making a doujin fighter and wanted some feedback (and maybe you could use it too).

Red life on a one person team gives you several options:

  1. A command that causes a sliding knockdown and gives you a small percentage of red life back, but also costs a meter. Kind of like a universal healing super?
  2. Inputting a DHC command with a one-girl team allows you to sacrifice all of your red life for a super xx super cancel, BUT the second super has a very large amount of life scaling? This could be imbalanced as hell, but is kind of interesting.
  3. Sacrifice red life to do a guard cancel.
  4. Sacrifice red life for a roman cancel.
  5. Just defends to gain back a small tick of red life!

For options 2-4, you would need some sort of alternate use for red life to balance this out. For instance, options 1 and 4 would be pretty cool together. All four would be WAY too many options and commands.

Mmmm, MOTW… :smiley: Oh, sweet memories…

Anyways, I got a question too. Is speed of meter gaining alters for various team sizes? Because teams needs DHCes to keep damage on par with single char, which means they need more meter. Or is this disparity is just one of single char’s pros to balance lack of options?