Skullgirls Suggestions Thread (Please read OP!)

Combo stage affects the IPS. Makes it so that the normally free jump-in and ground combo are watched, basically. Limits your combo options.

Have a suggestion I’ve been sitting on for a while (kept forgetting to bring it up).

Can we get an “Intermediate” setting for rooms? It feels like there are gaps too wide between what is and isn’t covered between Casual and Expert. “Intermediate” for those people who mop the floor with casuals, but aren’t quite pro’s yet. Also, maybe a change in wording for the casual setting, or adding another option? Because casual could mean anything from “guy who plays every Thursday” to “tournament player who doesn’t want to use his main team”.

I have an idea.

How about we grin and bear it as we’re getting comboed and pay attention to the incoming reset?

That may just be me.

First suggestion was posted in Patch thread, because I didn’t quite realize it belonged here:

I think, since some people aren’t realizing the differences between a perfect and a non-perfect, the win icons should be reverse-colored (black icon with a white surrounding). It probably would be very easy to do, and it would stay on the screen (should someone’s attention be distracted momentarily at the final moment, or not hear the announcer).

Also, do many people get time outs? I never thought I’d say this, but I kinda wish the time moved a little faster so that timeouts were a realistic possibility. I’d like to see the characters time loss animations a little more often, since your art fellows worked so hard on them; the only time I see them is during a connection failure and back in pre-launch, when Mike Z forgot to turn on sparring mode and the time ran down. My matches rarely go below the 75 counter (down from 99), and only on very rare occasions does it go low, the lowest ever being 39. It seems like you’d need two chickens fighting each other playing keep away to get a time out.

personally im not for the timeouts i dont want the game to turn into SF x T. i have had them from time to time, not super often, but im sure certain types of teams end up with timeouts more often. i had a match recently where the timer ran out in between a chain he had just started on me where the next hit would have killed me. i won by the smallest margin it was crazy. closest timeout ever.

Timeouts happen frequently when you have some kind of FG experience but no Marvel/etc one. When both players know how to block but don’t know any combos (beginner level), it’s very easy to timeout (I had timeouts in almost every game when I started).
Also note that after the patch it’ll be more likely to have your damage get blocked, so at the very least let that play it out a bit.

My damage won’t be blocked from the patch, I’m using my patch combos (I’ll lose 125 damage per maximum midscreen, 9000~ dmg combo). Most of my matches end, either win or lose, in the 70’s. I’m not saying reduce it by half, but speed it up just a little.

Maybe I’m just too aggressive for this game to ever see timeouts? I don’t even know what some of their timeout animations look like. 'sides, this game won’t end up like SFxT in that regard, the combo times are about to be reduced a great deal (which will reduce the number of time outs I see anyway from 0 to less likely than 0).

i have an idea. if it wouldn’t be too much of a hassle (game design wise). i think a cool little homage to MvC1 and MSH would be for the name of the super to appear across the screen if it was used as the deathblow in a match. like Gregor Samson or Diamonds Are Forever would come in all stylized and glowing in lights like an old matinee feature, which would fit in nicely with skullgirls whole blockbuster theme

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Not seeing timeouts is a good thing.

I’m just saying, I’d like to see one once in a while. I’ve had hundreds of matches, and not one time out. How many man-hours where put into the time out animations for each character? I feel wrong about not seeing them more often since actual work and creativity was put into them.

Like, for example, SSF4. That game has a non-rushed clocked, the time feels healthy, but there is still a time out every once in a while. It’s not a** concern**, like SFxT is, where one in every 4-8 matches is a timeout.

Anyway, there’s my opinion. No need for further discussions.

Well, they do get displayed if you go through the tutorials. That’s where I first saw them. Outside of those though, a timeout is rare.

if you play a zoning point character on a trio vs trio it’s not that uncommon.

Well, I took skullgirls to a meet and was both surprised and dissapointed. I was surprised because I played someone and he name dropped you. Apparently he(the name eludes me atm) was a rival of yours (plays peacock double and was at CEO). He specefically mentioned your fortune and that you two were pretty much 50/50. He was nice enough to give me tips on how to play peacock…while bodying me. I was disappointed because…he was the only one I played. We talked about the future of skull girls, and while he was much more morbid than I, we both agreed that the patch needs to happen soon to “save” the game. I use quotes, because those of us who love this game will keep playing it and keep it alive, but there are those(perhaps the majority of players) who drop it because of the very few things that are lacking in the current build.

What made it worse was that after two hours of alternating between training by myself and playing this dude, I decided to take a break and play marvel 2. Suddenly people are coming from around the room and I played probably around 20 matches (2 out of 3, loser gives up controller).I was happy to be playing a “niche” game I love, but it was the wrong niche game.

I still have hope that this game will become a gem, perhaps even a classic. But I don’t want this game to lull, only to be resurrected 20 years from now by some youngsters that are into retro games. I know Mike and the rest are putting their all into this, but this is starting to get to me…

I think you mean Lee, his PSN/XBL is Smilaxx. Sadly I haven’t played him in months, and when he’s online recently he’s playing P4A.

I’ll be honest; the game needed a good training mode. Without it, you can only practice some things; not practice safe strings, not practice different setups for your combos… the hitbox viewer is AMAZING, but it would’ve made it easier for people to seriously get into the game if they could practice it in the down time.

Hell, I’ve found a fuckload of stuff for Fortune, but it would’ve been easier to find things like safe strings or better setups and counters with a better training mode.

Balance issues aside, I mean.

Yeah, he tried to get me to play P4A. I’ll get to it eventually, but I’m one of the few people who thinks that story in fighting games matter. And since I haven’t finished P3FEZ or even started P4(or bought for that matter), I have to sit this out for the time being.

And I agree about this being a great game. SG, SF3, and MVC2 are currently my favorite 2d fighters.

OH! A highlight of the night is that I saw aquapazza being played. It looks really good and pretty fun, but the pacing doesnt match the graphics imo. It looked slightly slower than SSF4 and seemed to focus on spacing and pokes more than combos(which were pretty short), but many moves were so ridiculously flashy that it seemed off. But, it’s very pretty and smooth. The animations are extremely fluid; however, some cancelable moves made movements look twitchy at times.

SG looks better and more fun overall though =P

Not entirely sure about Skullgirls becoming a gem for future generations. I’m not sure if that’ll work with downloadable games like this. If we can get to the point where there’s a disc sequel, then yeah.

This. Who would ever use a command to kill a character for his opponent in a competitive match, especially when there’s always a chance that the combo will drop? Long ass combos or not, wait it out.

What sucks is that at this point (imo), it feels like no matter what Reverge does SG will always get limited interest. Game mechanics near perfect? X needs to be balanced. Balance near perfect? Needs more characters. More characters included? Too many anime women. Add more males to the cast? Fuck it, I’ll just play MVC3/P4. It’s pretty frustrating.

Not really the place for it… but I dislike MVC3 and P4A. Never understood why people liked the former, can’t see how people like the latter (maybe it’s just new…? with those summon things, which seem reminiscent of Jojo, which is happening right now with the HD remix and the All Stars).

Also, was that thread about future character movesets get looked at like a second suggestion thread? I was looking through it again, and there were some cool ideas people had.

The only real argument i could hear from peeps and not think they are just being biased pricks is the excuse that the cast needs to be bigger and more characters/playstyles introduced.

Not having a character you mesh with is a real complaint that i can understand and fully agree with. Everything else is just biased opinionated lazy talk.

Sg does so many things right (and come patch it will, huge roster not withstanding, be perfect) that i suprememly fail to see how so many people just dropped it and called it bad… It boggles my mind that a hot turd like mvc3 goes so far with motherfucking trenchcoat warfare, yet sg and its polished backgrounds, awesome music and fantastic online play to those less than 600-700 miles away, does so badly.

People would rather play laggy trenchcoat teams than use a chick in a good connection.

I do think the premise of sg is pretty wonky and downright stupid… But the play and mechanics more than make up for it in my mind.

-dime

Will it be okay to release character trailers for upcoming DLCs? I loved those trailers, especially Cerebella, Double, and Valentine’s! Continuing the trailers would also help promote Skullgirls.