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

Sony money, or so the theory is. But this is the wrong forum for this.

What didn’t you like? Overall I thought it made some fair points. Every review is subjective but the front page review at least demonstrated an understanding of fighting games.

Good shit haunts.

Burst is only if infinite prevention system gets activated, you see really obvious red hitsparks, press any button

I finally got around to watching the game’s intro. I’m going to throw this out there Mike, if your team make those character movie posters available as real posters I would buy every one several times over. Having the Peacock one would look great on my wall

1up is the best review so far.

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[LEFT]Competitive players will be more than pleased with Skullgirls’ gameplay system, and it teaches beginner players things about the genre they wouldn’t have learned otherwise without attending tournaments or digging through pages of forum posts. The learning curve is perfect as it isn’t inaccessible to newer players, but it also doesn’t feel dumbed down and avoids alienating experts.[/LEFT]
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[LEFT] Bigger developers should take notes, as Skullgirls is an incredible value. The game is doing the entire genre a favor by acting as a blueprint for what should be expected from developers when releasing a fighting game. There is no excuse now for wonky button configs, lackluster tutorial modes, or sub-par netplay**. If a PSN/XBL downloadable title can knock it out of the park on all fronts there is no reason these features shouldnt be standard in other fighting games moving forward.[/LEFT]
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Skullgirls isn’t perfect but with more characters on the way and many of the issues mentioned above being addressed via DLC, in time I’m confident this will be one of the most attractive fighters on the markep**[/LEFT]

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There’s so much stuff in this game that makes me wonder “if a small company and a hand full of developers put THIS in a fighting game, why the hell is it not in blockbuster titles?”.

Really good shit on the game, I’m enjoying it. Sometimes I wish hitstun were a little higher on things, it feels like combos randomly drop a lot of the time, but that could just be me day 1 sucking. There isn’t any sort of hit stun scaling in this game, right?

Like for instance with Cerebellum, after a launch, I’m trying to go for j.LPxN into a restand when they hit the ground, then st.MP > command grab, but it’s so random if the st.MP links after all the j.LPs.

Soooooooooooooo apparently someone already registered canopykingdom.com, but through dev’s article found out that I’m already running a blog.

Not entirely sure what to do / how I want to go about this.

reviewers seem to be taking away points for the lack of lobbies/spectator mode and no in-game move list

they still like the game but it dampens they’re enjoyment

Hey Mike/Ravidrath are you guys gonna include AI options in training mode in the future?

gotta create a button to cancel waiting for an opponent, because it does get…lengthy at times

about that 10th color code: I think its the konami code. but where do we enter it at?

the runback is starting soon, skullgirls is up first

Can’t you just cancel it with the back button? That’s what it is for everything else in the game.

What’s your notation for the combo that ends with nomnomnom? Is it dependent on the head’s position?

I’ve tested the Konami code in every possible situation and it hasn’t done anything. Unless it’s something silly like you have to be in the options menu looking at the settings while the music volume is at 50%.

Assasin whatever your name is, type your question here.

Im watching The Runback and solo Cerebella is insanely good :eek:

Yes she is.

So we should be expecting Squigly cough cough in about 3-4 months right?