hmm, maybe the combo scales if you do that certain move. That looked like a command grab so i’m gonna say that command grabs scale combos?
Damn if thats the case that is some harsh scaling.
Looks like volunteer moderation may be the new b-word around here pretty soon. 
(If you don’t know what the b-word is, don’t ask. We don’t mention the b-word anymore.)
I don’t see how that is possible.
Vulpes
1465
Will the lifebar colours stay the way they are? Don’t know how it looks like when actually playing, but as the last bit of the lifebar is mostly red and the regenerable life is also red, I had difficulties seeing the exact amount of life when taking quick glances at the HP bar.
Would prefer the colours to become more distinguishable, eg Lifebar mostly green with panning into yellow at end, regenerable red; or lifebar yellow with panning into red at end, regenerable grey; or whatever else. Red and red just doesn’t seem to go well.
E: Here, this illustrates my issue well. At a quick glance it doesn’t seem possible to depict whether Parasoul has 1/4th, 1/5th, 1/10th, 1/100th, whatever HP left.
Also are there any blocks on how similiar characters are allowed to look? I assume opponents can’t choose the exact same colour for their characters, but given the colour palletes I doubt that’s sufficient - particulary when assists are called in (those could really use some 1P/2P markers too imo, but that’s a sidenote) it becomes pretty confusing for any spectators, and while that’d undoubtedly be much less of an issue for the actual players, I can see myself losing track of who is doing what :\
I share the same sentiment on life bar color visual contrast and I totally agree on the assists being marked. In addition to markers, it’d help the players even more if the assists are always behind the primary characters and overlay with some shadow (small bit of darkening). This way, when both players’ assists collide (4 characters on the screen), it’d be much easier to tell which is an assist, and which player side it belongs to, and most importantly, which side you’re suppose to block (since you only block from the primary opponent character and not his assist).
Finally, I think Painwheel should gain resistance or damage output (maybe supers only) from her red life like Nova :3. She needs a buff.
Please let me moderate Ideas & Suggestions, I love reading game design concepts :).
I don’t really think we should talk about needing buffs yet, especially with a complex character like Painwheel.
If you saw the horrors I faced when fighting Dacidbro… you would not be asking for Painwheel buffs. She will be an execution heavy character, but the payoff is big.
Do you have that on video? I haven’t seen any good Painwheel players, even Mike Z lost when he used Painwheel at the tournament and had to go back to his classic rush-down team.
Mike Z was neither trying to win nor were any of the teams “classic” to him. He was just showing off.
For fuck’s sake, he wasn’t even using Cerebella.
You can watch them on toptiergaming youtube channel.
Dear Mike Z,
First off, I’m a huge fan of Skullgirls. I love how your bringing something fresh to the over-saturated fighting game market and I cannot wait for this game to be released.Anyway, I’ve been messing around with The Multiple Man Card*** in the Heroes and Heralds mode of UMVC3 and I’m loving the aspect of being able to rock solo characters. That being said, I like the ability of having a bit of extra hyper meter due to the setback of not being able to call assists (since assists can easily turn the tide of a game). Now I’m clearly no expert on game balancing nor am I an expert at the system of Skullgirls, but I think having an extra hyper bar or two for solo characters would be rather nice. Is this a feasible suggestion or am I crazy?
Sincerely,
Fan# 99999999999999999 aka Firebranded.
***Multiple Man allows for the character in the first slot of your team to be used 3 times (Think Mario having 3 lives and such). Basically you can’t use assists or Team Aerial Combo but you are granted extra hyper meter in return for the setback.
When did MF’s aerial head throw ground bounce?
Are there any other ground bounces in the game?
Has a seperate Story mode from arcade been confirmed for release? When the team is working on future DLC characters will we see as much of their gameplay during development as we have with the current chars during their evolution? By that I’m asking if we’ll have something like FNF displaying tests of additional DLC characters before their actual release
Anotak
1477
cerebella’s super did before it got nerfed i think
painwheel’s air attack grab move does while she’s in lvl3 mode
Mr.X
1478
one of her attacks does when charged up all the way I think too
evilben
1479
as one that refuses to play H&H im coming from a point of ignorance here but does the multiple man card make you do more damage? thats really the big pay-off for a solo character in skullgirls. they do massive amounts of damage. i know its early to start stating facts about the game, but in a lot of the videos we have seen so far, a solo character ends up winning (its at least 50/50 id guess) while this may change after the game is released and people really start learning it i think the general consensus is that solo characters dont need more buffs. if you are playing 3v1 you have approx 3 mistakes you can make before the solo girl TPKs you. a 2v1 you get approx 4.
also, let the game come out and be played for a while (read at least a year) before we start talking about changes.
SRKmind
1480
Well, the thing about the Multiple Man card is that you still have 3 characters. Just that it’s 3 times the same character. Also, I think the damage/health modifier is all the balance that team sizes need. If you gave them extra meter, it would be overkill.
IIRC, it was her s.HP that ground bounces uncharged, and causes sliding when fully charged.