Community is community.
Health? The Skullgirls community seems to already be dwindling, if anything it would be the surge that this game needs to generate a huge audience. It’s the first real indie fighting game, recognition by more gamers can only be a good thing.
Edit; Also, a suggestion. Please, for the PC version let us type to talk if we’re playing PC to PC (or if it’s possible, PS3 as well I suppose). I don’t want to have to use a headset 100% of the time.
And if we’re being honest, some of us would like to use a headset 0% of the time. TTT would be excellent
I had an idea that might be nice.
How about in training mode, when you record input for a dummy, have an option to have him play back randomly?
This would be great for testing mix ups. Being able to record an input, and have it performed completely at random, would be a godsend for finding out what’s re-actionable and what isn’t.
Hey, I have a suggestion. How about Double’s level 3 not carry Ms. Fortune’s head around? It will deal 150% damage on a solo character against a team of 3. And that’s just against a team of 3; in a team of 2 it will do 195% damage.
It’s annoying because there’s no way the head will avoid most of the punishment due to the wall restriction; the head will always be in range of one of the early attacks, then dragged for the majority of the damage.
Wait, there’s actually a single fuckin special in this game which hits both head+body at the same time instead of getting flatout killed if it connects with the head at any point? Yeah, we should definitely fix that… :arazz:
There are like 4 specials that the head screws over. Kill the sarcasm.
Which specials screw the head over?
Is this “If the lvl 3 hits and the head is anywhere on the screen”, or does the head have to be in a specific place for this to happen?
The head is like 90% likely to get hit by either of the ground followup moves, hitting the head toward the next hit. If the head is off screen, I think it’s Andy Anvil’s hit that will hit it back in.
It’s very annoying, particularly because late in the combo the head will still take 50% unscaled damage, plus Fortune’s taking the fully scaled oneso it’s like it does 65% at the end of a fully-scaled combo.
Ugh, I wonder how much a solo Double will do against a 3-man team with headless Fortune in it? lol
Hmmmm… well, the purpose of the head is strategic play and positioning. You aren’t supposed to have it out 24/7, it’s not no commercially advertised “set it and forget it”. When playing Double, you COULD just knock her down, then call back your head until she blows the meter. And if she doesn’t, yeah you lose the head for the rest of the match, but they can’t use their supers as frivolously, or else you’ll bring out your head again.
I personally think there should be more Supers that can take the head (as well as Fortune) for 150% of the normal damage output, it would drive the strategy purpose of the head home.
Well I just figured out why it hits most of the time against me.
People will usually mash it or Hornet Bomber into it when the head is in the corner with the opponent. Just so happens Peacock’s followup will hit the head because it’s been dragged to the edge.
That answers a lot.
And yeah, Double can easily kill a 1v3 with just it, and a 1v2 with a short ground series into HB into level 3. But since she can’t follow up after the patch, it’s sort of pointless to fix that.
Now to work on my timings. Online lag making me drop combos doesn’t help avoiding the situation lol
Egret blockbuster
Double’s Car (although in all honestly, Cattelites should be the super of choice against headless Fortune for the sheer hilarity of it)
Valentine’s EKG flatliner (which will work correctly after the patch)
Valentine’s OTG scalpels (although it doesn’t even matter half the time; the first set of daggers will hit all, it’s the second OTG set that might maybe miss the body by hitting the head. The scalpels that will hit the head do 50% unscaled damage so the damage is even more)
Double’s level 3 (if the startup hit hits the head first)
So the head is getting hit when the body got hit first? Doesn’t seem that unfair. If it was happening on block that might be a bit much.
Oh yeah, I finally realized why it happens so often to me. It’s because of the initial head position when the level 3 happens. It’s just something else I’ll have to look out for.
It’s not unfair that it gets hit, but you should see the insane amount of damage it can do at the end of a combo when it’s fully scaled: does more damage than Parasoul’s, which is meant to work as such.
You’re kidding, right? Egret Bikes and Bandwagon actually get fucked by the head because the body doesn’t suffer hitstun as long and you only take 50% damage. In fact, any Double I’ve seen that used the car got completely destroyed afterward because the car hit the head for low damage and then left them open afterward. EKG is ruined by the head to the point where Valentine players are asking for Fortune nerfs. Are you living in bizarro world?
That was just miswritten by Zidiane. If you look up and see the context, the actual question is “Which specials are screwed over by the head”.
It’s that the hitboxes have a hit limit. The Swagon can only hit five times, so if it hits the head five times it uses up all five of its hits.
I have a suggestion about DLC characters. I think they should be made entirely playable, for free, in training mode. I was watching Maxamillian’s week of VF5, cause I’m kinda interested in that game, and he said the reason he dropped Skullgirls was because he found no one he really connected with. For people like him, who don’t want to play because they haven’t found a character they like, I believe the option to test out new characters before investing anymore money is the way to get those people to start playing again, and put more money into the game. I personally am going to be buying every dlc that comes out (unless I get really broke), but I think the option to try new characters out and fight against them online (even if they haven’t purchased them) is the way to go about this.
That’s easy to say as a customer but that is totally not going to fly in a business sense, as Mike Z has mentioned before when asked such a thing.
He was asked before for players to be able to sample characters in training mode?
edit: What I’m afraid of is the playerbase not expanding at all. The game only has 8 characters, and if you don’t like any of them enough, you won’t support the game after initial purchase. Lets say you don’t like the game: Are you going to care when dlc comes out? Not really, because you don’t like the game. Sure, they look cool in the videos, but so did the original eight. You have no reason to buy that character, who could be as thoroughly disappointing as the rest, or the color packs, for a bunch of characters you don’t use.
Let’s say that adding them to training mode is a horrible idea, and that it will cause no one to buy it: how on earth do you get people who picked up the game but weren’t impressed to buy more? Maybe a little character tutorial for each character, including ones that haven’t been bought? My point is that you need to give them something to spark their interest because if they weren’t initially impressed, they aren’t going to be buying characters anyway.