Skullgirls Suggestions Thread (Please read OP!)

Since combo videos highlight damage totals, would it be viable to have an option in the training mode to replace the life bars with large numbers? It may also be helpful to show a log of damage per hit and possibly show a graph to illustrate the effect of scaling.

A tutorial is also desperately needed for Ground Recovery. It took me a good while before I even realized that this was in the game.

http://wiki.shoryuken.com/Skullgirls/Game_Systems/Basic_Defense#Ground_Recovery

You know what I’d like to see? Weather Effects in the stages, like Wind and rain and snow, etc…

For being called the canopy kingdom, I never see any umbrellas or parasols being used for their original purpose.

Ticking sound. For the tension. ^-^

Also, option to rebind Start and Select. My start button is fucked so I can’t pause without using a 2nd controller.

Additional graphic filters that emulate early films and television pictures could also be considered. As an Easter egg, the effect could be exaggerated to the point where dialogue is replaced with silent film-esque intertitles, but this would betray the game’s 1930-1940s aesthetic.

Even though this sounds like so much work for so little this is too awesome

Black and white with film degradation would be awesome.

Needs more DiveKick!

Seriously though, I’d like to see Mike design a divekick character for this game.

In training mode, when a character is juggled or knocked into the air a great distance (for example, far enough to bounce off the end of the field), I’d like to see motion paths that estimate the trajectory of the defending character. I’d also like an option to allow active attack hitboxes to remain on the screen for a short period of time to better illustrate effective range without needing to pause.

I’d like to see Skullgirls have a trial mode for all the characters like the way UMVC3 and King Of Fighters 13 has for their characters to show potential combos that can be used in a fight. Personally, I feel that it would be a helpful tool in the long run especially for those who no nothing about fighting game forums or the like who need assistance with coming up with combos on their own. As their are a LOT of people who have never heard of Shoryuken or Dustloop, and I can admit that I was one of them, were it not for my friend who is a Veteran I wouldn’t be here right now.

simplest thing, make it so that hitting select when you pause shows the game screen like in guilty gear, i want to look at the art. should be simple to do hopefully

I could see two potential extensions of these ideas. Marvel vs. Capcom 3 trials feature assist attacks in its higher levels, so perhaps trials could include teams with predefined launcher types. For the community aspect, there could be a community server where users could upload their own custom trials for players to download and rate by difficulty, effectiveness, utility, and so on. Trends in strategy could be observed by noting popular combinations in frequently downloaded trials, which may also directly assist in balancing.

Minor menu complaint: Put the modes in the order from “most often used” - “least often used”.
Training should have the Training Room above the Tutorials (which don’t really get used after playing through them once);
Single Player should have Arcade Mode (which will probably played more often once Story is done) above the Story.

  1. Allow for additional shortcuts. Only 2 is allowed, but 4 would be perfect.
  2. Do not allow peacock to hold her “drop item” during supers (like megaman in mvc2, when you do a super while holding HP, it goes away)
  3. Change the assist calling to lk,mp and mk,hp and get rid of lp,mk and mp,hk. The reason for this, for example is when i press HK and want to call assist 1, I press lk, mp but it registers assist 2 because it is recognizing mp and hk first which is REALLY annoying for 3 person teams which I assume is the way the game will end up going.

It’s getting close to time for another thread purge.

Also, I talked to Mike Z about this thread, and he told me he checks it every so often, but can’t comment on the things in the thread. He told me a lot of things are already planned, being considered, or were rejected (again, he couldn’t comment on what, exactly) and that some of these ideas have helped.

Would it be bad of Mike to create a guide book for Skullgirls, even if it is a small one? Kinda like how SCV and UMVC3 has with character bios, potential combos, frame data and the like? Yes I know people will up and tell me that the official website has it, but personally I’d like to own a physical copy of something I’d like to have in my possession. It doesn’t have to come out right right now, but it can come out in the near future like around the time the new dlc’s are supposed to drop because that would be something I would like to purchase. Glad to know that Mike checks out the forums, shows that he cares about his game and the success that I believe that it deserves as it is a huge thing over here in Nassau, Bahamas.

Can plinking air dashes be less lenient? Especially for characters that can cancel their air normals into dashes like Valentine? Sometimes when I do J.HP > ADF > J. MP, I don’t get the J.HP, just a plinked air dash.

It’d make it less tedious.

That’s not a very good suggestion. I don’t use her, but I love that she can do that.

I would like to suggest that Cerebella’s Excellabella have a tiny bit less vulnerability so that it isn’t only a combo tool and a high risk/little reward prediction tool. I’d like to actually swipe someone out of the air when they come in spamming a move with a lot of range. If they are above me and can be grabbed, I’d like to grab them. Even if you just made it so only a single frame when the hitbox swipes up to grab them was invulnerable, I could use it. The arm itself I mean, not Cerebella; I’d like it if she was still vulnreable.

Let’s change this one up a bit. How about an option to enable/disable certain assist combinations?

Alright so I read through everything listed. here my Ideas:

  1. Classic Mode: as the game changes and new glitches or “broken” things are found, inevitably some of those things will be patched out. I want a mode thatretains all the old glitches and “broken” tech.
  2. Panties flashed (already listed, but as a joke) really should be a stat
    2.5 There should be an achievement/trophy based on panties flashed as well
    3.Pallet viewer and/or character viewing section should have a ***some ***indication of the panty color being worn (i.e. blowing wind or maybe just a swath of color to the side of the character) since I prefer that my characters not be waiting plain old white bloomers >_>. Since there are more colors on the way allegedly, this would expedite color choice when they come out or if I forget .
  3. This may be off the wall, but I’d like to see a dodge mechanic akin to red parries. Example: instead of push blocking to avoid a tick throw you can side step once during a block string (time it wrong or opponent continues comboing/does multi-hitting move that outlast dodge active frames and you get hit of course) if you actually want to stay close to your opponent while still potentially evading a dangerous situation.