Skullgirls Suggestions Thread (Please read OP!)

Could we have Player Match like how MvC3 has it implemented?

By that I mean, the Host/Join system is pretty great but why can’t we do both at the same time? It would make it way quicker to find unranked matches.

That’s in the options.

Unless you mean online. But then again, I think it’s fine to leave it to one round when it’s a team match.

yeah i meant online. i just personally feel that team fights are over way too quick with just the one round. i suppose this may just be down to personal experience, and maybe they do last much longer at higher levels of play, but id still prefer all fights to use the same round settings, as opposed to it being different for 1v1 and team battles

I was wondering if you could also adjust the positioning of the HUD in addition to changing the size? The smaller versions are cool, but it feels like they’re a lot lower than the fully-sized version. Using the smallest HUD in training mode even has the # of meters you have left get blocked out by the training mode data(not that it matters too much, because of the different colors, but still).

[posting before I forget, if it’s in the game I’ll delete the post tonight]

-In 1v1 and all matches a “perfect” victory mark would be a nice touch along with a marquee that says “perfect” or the dark deco dapper equivalent. If they ever add a character that can drain health like ragna I figure they can add faux-perfects.

-On a much more important note, a tutorial that explains how to punish bad assist calls and the lengths to which you can punish an assist wouldn’t hurt. I’m sure one these days the tutorials will boil down to “go to the srk skullgirls wiki and watch some match vids ya lazy fuck”

EDIT: Character specific meters- Painwheel install meter and peacock’s lenny/fatman/236KK bomb HP meter.

So, I have a weird suggestion.

If the game does eventually get updated so that you can see your inputs in training mode, can you have it highlight inputs that are translated into a single move. Like, if I press down, down forward, forward, lp as fillia you’d be able to see all these commands, but everything from the first down to the last LP would be highlighted in… Id on’t know… orange or something, with the words (LP Ringlet Spire) on top of them. That way people will know exactly how their commands are being interpreted

in addition to all the training mode suggestions, consider adding kof style input macro editor for training mode. in kof2k2um, 98um, xi and ngbc there are options to program your own macros for training mode frame by frame.

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It’s already in the suggestions.

A code/menu option that makes fighters always hitboxes only. For fun.

The ability to see what your opponent is selecting as the ggpo delay, maybe what they see you ping as as well. There’s been some mentions in the GD thread that different ggpo settings could be the cause for poor gameplay.

Hey, to add on top of the whole programmed macro thing, how about some sample strings for mixup practice, like what the tutorial puts you through?

An option to see damage OUTSIDE of training mode? I am surprised it doesn’t appear below the combo meter, it’s really nice to see how much damage a combo does in a vs match exactly and it helps people who are looking for a BnB combo to try out.

As brought up in GD, a “reversal” indicator, perhaps with a snappy and appropriate SG specific name.

I have a tweak for one of the ‘official’ suggestions that could make it easier/possible to implement. Button checking on character select could prove difficult to implement since every button is already mapped to a function, why not just make it so that we can button check during the load screens? Something as simple as an onscreen indicator of what the button is mapped to when you press it and hitting back/select to bring up the button config menu. Maybe also make it so that if someone presses back/select during load the game will start a quick timer (like 5 seconds) to let them make adjustments instead of just going right into the match the instant it loads.

In keeping with the Skullgirls movie theme, I vote for it being caled “Plot Twist!”

Postmatch Options in Online/Unranked like in SF4.
After deciding on “Exit to Main Menu / Back to Char Select / Play Again”, one can still press ‘Back’ and rechoose. No time limit on choosing.

The very short timer right now makes it impossible to write things between matches which causes me to get kicked and being forced to recreate room + reinvite opponent every time I pose a question / give a tip / start a discussion / write GG / anything really.
Going back to char select to get at least a 70s timer is ~okay but still annoying.

Might it be possible to prevent Cerebella’s run from coming out when pressing throw? Or at least distinguish them more? I will be the first to admit my execution isn’t great, but I get accidental runs all the time when playing her.

Simple request (i hope)

Just because new players just don’t know and/or care Auto Adjust the GGPO Delay Setting when a match is found to the higher suggestion this way casual players who don’t know GGPO get the best experience out of it. If players are just hitting “OK” without looking at it at least they will have their delays the same

I posted something in GD which I probably should have placed here.

Short version is, upon personal investigation I have been finding out people are still extremely uneducated about GGPO. I feel the brief explanation under the setting menu comes off as a negative/optional setting. I’m suggesting a rephrasing of, and quite possibly a tutorial that explains GGPO a little better.