Skullgirls Suggestions Thread (Please read OP!)

Suggestion for Training Mode: Have a “hard-to-blockable” choice for dummy blocking.

What i mean by that is have it so that the dummy always blocks the 1st hit high/low/mid, but after 12 frames, for x amount of frames, the dummy will continue blocking the way it was blocking when it was first hit, and after that, it’ll autoblock all 3 ways and in both direction.

the idea behind it is to help the player get the timing down for hard-to-block setups. If they’re too slow, the dummy will autoblock the following attacks. if they’re too fast, unblockable protection will still be kicking, but if they time it right, the dummy gets hit.

I wonder if since there’s a tutorial where they defend mixups, the ai from that could be grafted onto training mode somehow. Same with the mixup offense.

Being able to map assists to right analog stick directionals would be immensely helpful for playing on ps2/3 style pads if that would ever be possible. Like if one hemisphere was assist 1, and the other was assist 2, or something like that.


It would also be the first fighting game on Linux ever (to run natively anyway, emulation or WINE doesn’t count, though I’ll happily take an official CodeWeavers port of the game with a full online mode :smiley: ).

some suggestions, i apologize in advance if these have already been mentioned… i also apologize for these suggestions taking place so close to patch meaning that even if they were given the green light they probably wouldnt be able to be included:

the dhc autocorrect is annoying fr me personally for instance in my painwheel bnb i often do her ground super into doubles lvl 3… well when at midscreen i KNOW that it will result in a crossup situation… so my “natural” intuit is to do doubles lvl 3 in a reverse direction… ie the correct direction since i will have switched sides… but because of the autcorrect… i have to input doubles lvl 3 as if it were a car super… this is annoying as it basically requires more concentration on my part than just naturally going with what i know… im used to it now… but i still find it very annoying. also, in doubles case again… if i do a dash and crossup my opponet and then immediately cancel into super… ill get out the wrong super everytime… ie i have to do the super as if i didnt crossup f i want to get the correct version… this is rather offputting as well… we’re all fighting game players… we can generally tell “in our own offense” if we’ve crossed up the other player and making te correction for the crossup manualy is easy and just feels more natural to do the correct motion for the correct side.

having said that the autocorrect is a god send in certain situations… though im having trouble thinking of one just now.

anyways a workaround for this could simply be to hold down ANY button or perhaps just one of the two buttons used to activate the super… which will “lock” the motion then just do the normal motion and it will be the super for the side you started from no matter what… this will still allow the supers to autcorrect themselves its just that the motion will be locked and best of all it gives the player the CHOICE of whether he wants to use the dhc lock or not. win win for everyone imho.

if for some reason that doesnt work then just have it be an option that is selectable at button config… ie autocorrect blockbuster on/off

then we as the players get to choose what option we like better and since tourny mode forces button config anyways that would be a perfect place to put it.

another suggestion: (2 fold)

since pause screen is a bitch to work out to get it to go away… how about just a much smaller window for it… after all it is just mainly the center of the screen we want to see and we can position the character in the middle and a much smaller pause screen off to the side allowing the player to see the center of the action paused, easily, of course i want this so that i can take a look at still hitboxes as its a bitch to see them on most of the backgrounds when running at full speed.
which brings me to my next suggestion… how about a stage that is completely white? so that we can see those hitboxes. instead of having to pick the classroom and having position our character perfectly to get a slightly white background ( depending on what hitbox we want to see) we can just pick the “white stage” or hitbox viewing stage.

and finally my last suggestion:

when im currently viewing hitboxes, every once in a blue moon they will go all 8 bit and become very easy to see… can we get that as an option for viewing hitboxes? basically this all stems from the fact that currently its really hard to see every frame of a hitbox and every different color.

and a suggestion that i dont think will ever make it in but its worth it to ask:

a slow mode like sf4 replays where the game does everything super slow… basically making it easier to see every individual frame both inside and outside the hitbox mode.

also just wanted to say that the stuff you guys have already included in the new revamped training mode is well… just freaking awesome… 1 hit jumps, save states, ridiculous record and playback options PUSHBLOCK ON WHATEVER HIT I WANT!

shit is seriously to godlike… its the primary reason why i support this game… a dev that knows whats up and tries there best to make those things happen. brigs tears to my eyes… this is by far the best training mode for tournament players ever in a fighting game.

a virtua fighter frame viewer and better hitbox viewing options would literally make it PERFECT… which is something i never in a million years thought would be even close to accomplished by any company… so kudos for being so damn good.

  • edit… one more thing. about that autocorrect stuff… this same annoying thing happens when i crossup people with painwheels fully charged j.hp. ill obviously cross them up and blatantly be on there opposite side yet have to flight cancel as if i was on the side i started from… this is super annoying as it means that im getting that damned hitthrow instead of a flight cancel. i personally want the old way of the motions back, and it isnt just because of things like the aforementioned example… its also because i DONT want my opponent getting easy mode autocorrects when i crossed them up… i want them to make an honest decision… im crossing you up… so you should have to reverse your directions. autocorrect dp’s in sf4 are generally hated for just this reason… in sg its different… i dont mind my opponent getting out an autocorrcted /special… i do mind that there controls dont get crossed up.

but the painwheel stuff is more annoying for sure. i guess the rule is that its the direction that the point character is facing rather than there direction relative to the opponent… which is why doubles crossup dash and painwheels charged j.hp cancel on crossup the way they do… im just here to say that it is rather annoying for me and i suspect other players to have to deal with this new autocorrect technology confusing our inputs.

-dime

The DHC direction is based on the direction your character is facing. So if you are still facing the way you started you will DHC that way.

I think that was left out because of the way the game handles custom assists, the same way it’s rather hard to do painwheel’s charged attacks as an assist. However if the game handles the pre-selected assists differently, specifically if the game recognizes that preselected assist 1 for fortune is medium fiber uppercut rather than the input DP+MK, I would assume having a preselected assist that registers as the move “teleport->fake” rather than having to do the input “214+K>P”.

I think there were other problems with this also, giving custom assists the ability to do follow up actions is probably a pain in the ass, especially with rekka characters (ms. fortune).

Secret code palettes are a waste of time with the current accessibility of the internet. Everyone on the planet had unlocked the ones included with the initial release of the game within hours of them being revealed.

When the only way to get codes was off your friend who happened to buy the latest games magazine it was fun, but when all you need to do is log onto GameFaqs from your phone they become a little redundant.

blah blah blah, don’t be a debby downer.

I don’t want them because they’re hard or secret, I want them just because.

I didn’t list fucking reasons.

The reason they were so easy to figure out cause Ravi kept dropping hints, if he kept shut about it the fun of everyone putting code after code would of at least lasted a week instead of a day

I vote no on codes, simply cause they are boring… And as other people have stated redundant. If they actually did something cool… Cool. But there isn’t much “cool” they could they could do on fg’s that the dev would actually support… In this case cool would be like a free character with no hints…just a happy surprise. I don’t personally like looking at things and seeing a “locked” icon…

It annoys the shit out of me tbqh

It probably annoys most people.

-dime

Can I suggest adding more stages to fight on? I really like the art and atmosphere and want to see what else then can do. Probably new stages for the new characters that are coming. But that is if I can suggest…

If I remember correctly, they want to ship each new character with a new stage.

Is it possible to make it so you’re in training mode while waiting for somebody to join your room or waiting for a ranked match while online?

That way I wouldn’t have to read a book in the downtime, because who wants to educate themselves when they could be playing videya games.

Now that is flipping awesome.

I was just wondering if it was possible to add an audio cue when you get a player for an online match. When I’m waiting for a match I am usually doing something else while listening to the music. I would like to be able to know if a match has come up with out having to check the screen every 5 seconds.

Read the list of what’s in the patch.

Because that’s already in the patch.

oh sorry. I have read the patch notes but i only focused on the stuff that really made me excited. I just noticed the sound thing when i “tried” to play online today.

The changelog for the patch includes a training mode feature that allows the opponent to burst after 0-10 infinite hits. In addition to this, I’d like to see an option in the future that has the opponent burst after a fixed amount of time after the first infinite hit.