Skullgirls GD, Keepin' It Classy In Medici -- Now out in EU/AU!

well, thats good to hear that they are aware of the problem and will fix it… hopefully sooner than later, this could really affect australian sales, but theres not that many people here so… whatever i guess.

i guess im going to be stuck in t-mode for the next 3 months… going to come out super saiyin.

-dime

Maybe, but I generally do get a laugh out of people making dumb posts like that.

Yep, we know, I noticed it when I was #1 yesterday. Right now it’s only your own tier on PS3 because we had to write it ourselves and that stuff is really hard to test. >.< It WILL be fixed. You could always random unranked.

[edits]

Yes, tutorials don’t cover: Pushblock, IPS/burst, alpha counters, ground techs. We know, we had a choice of what to include and chose fighting-game-useful things like mixups over just-this-game-useful things, they’ll get added. Each tutorial takes forever to get nicely polished, because you absolutely can’t have a tutorial put a new user into a situation they can’t understand. >.<

HOWEVER, burst and ground tech opportunities are easy to tell without an option in training mode. If you see red hit sparks and hear that weird bloop hit sound, they can burst. If there is a red bounce mark on the floor, they can’t tech that landing at that point. If there is a blue bounce mark, ever, they can tech at that point. A red knockdown is followed by a blue bounce if they don’t get hit. If there is no bounce mark, they can’t tech.

Remember though, people put videos up of escapeable “infinites” in BlazBlue months after it came out, and that game DOES teach you and have auto-tech options…so some people will just never get it. :^)

We let the damage happen after time out, on purpose, but it doesn’t affect the result of the match. Parasoul still won, you can tell cuz Valentine blew up. This is because there are always times where people say “OH THAT WOULD HAVE KILLED YOU!” so…we let you see if it would have killed you.

Parasoul’s jump Hard Punch is ground techable and so is the setup you just mentioned. B or F+any button when knocked down will tech, so you aren’t ever gonna be waking up in the corner into two tears. See the bit above about how to tell what’s techable.

Yea I hope they patch in a region for Australia. I played a match yesterday with someone from the US and it was slow mo. I still won though lawl.

You guys got any day one videos and stuff? I’d love to do a round up to post on the front page.

[media=youtube]u2vPzR1SRDI[/media] This one! Seeing vids from him and Nini warms my heart.

SRK did a large round-up of day one videos on the front page.

Fuck, someone beat me to it. That’s what I get for being out of the office for work all day.

holy crap I just got done playing at least 4 straight hours of SG…FUCKIN AWESOME! and that is straight from the heart, no FG obligation or pride to sound like a hipster or whatever, but pure awesomeness. I feel the old schoolness of the past fighters in this little gem. everything feels so fluid, i’m a pad player but I actually feel good about practicing and my fingers don’t hurt trying to do combos lol.

…Ok. I just learnt that you can rebind the Assist buttons to any two buttons you want. This pleases me greatly and this should improve my Solo Valentine play, Least, I hope it will.
Means I don’t have to do some funky claw grip when I go for supers!
Yay for features that make the game easier for me :D!

Although, I must say, the game needs to kind of mention that you can do it. The only reason I found out you could do it was because I glanced at the skullgirls article on the front page, and then when I realized you could do it, I spent a little while on the page trying to work out how you can change the two button presses. I ended up basically rebinding my whole controller in the effort of trying until I finally worked it out.

Fortune’s head will break Val’s EKG super at any point during it. Just a heads up.

It’s sooooo annoying when that happens! Totally head wrecking.

If you catch 2 characters at once with it you’ll only get about half hits before it suddenly decides to drop too.

Do you mean that the opponent can control the head and make it do stuff while in the EKG super?

If so, that seems like a genuine oversight/glitch.

No, your EKG dashes through the head and hits it. EKG can’t finish it’s full animation on the head, so it drops the move.

Nope. If Valentine makes contact with something else before she gets to the point character, be it Fortune’s head or an assist or an Egret or Lenny, she will stop. This is on purpose to make Valentine have to think a bit, because of how easily useful that super is to tack on anywhere. Use Scalpels or her Lv3 instead - I’m very against “fixing” this. (^.^)

I’d like to thank Mike Z and the rest of Autumn Games for ruining my life. With the release of this game I will be glued to my 360 for so long that I won’t be able to amount to anything in life. Time to sleep then more Skullgirls :).

-Tha Hindu

As you should be, I really actually like it this way, despite the annoyance - every time I throw it out and it drops I feel I should be keeping my eye on the game better than just tossing it out.

Also, since I haven’t chimed in on the point yet, give my kudos to the net code guy. God damn silky smooth.

You mean…Ponder? :^) (Or Inkblot, I dunno which is which anymore.) The “works at all” is our wonderful helper, the “smooth” is GGPO.

I don’t think I’ll ever be able to beat Marie in arcade mode.
I want to at least unlock a color >_<.

Well you’re all very good then.

Also, how is the rank calculated on the leaderboards? Win to Loss ratio?