Skullgirls Suggestions Thread (Please read OP!)

Something like a 3-day-trial would make a lot more sense than “unlimited access in training mode”.

I don’t see why “unlimited access in training mode” is a bad idea, but whatever gets more people playing the game and buying it’s content.

Because, like I said before, you’re looking at it from a customer perspective. Mike Z, at the end of the day, has to do what’s in the best interest of his company as well. And no company is going to want to let you be able to play a new character gratis as much as you want before you even bought them. And if you’re going to do a trial thing you’ve got to do it in a way that won’t let people game the system somehow and just use it as much as they want anyway.

And, yeah, this has been brought up multiple times even before the game came out and Mike Z’s responded to it a bunch.

Putting the movelist for dlc characters in game without having to buy the character would at least let people know if it’s a charge character or whatever else which might help decisions without giving people a reason to not buy (which training mode will, since they can just train for free at home and play the character in tournaments). If you could combine it with a sprite viewer (or whatever you’d call it) to show how the character moves and attacks visually that would be pretty neat.

I really think if someone honestly tried all 8 characters (that are very diverse mind you and you get customs assists) and didn’t enjoy any of them, then that person just isn’t going to enjoy the game.

This.

He just didn’t like the game mechanics. He had said before that he found the combo system difficult, he was just saying stuff about the characters to placate people from continually asking him about it.

But I like the system. However, I know that if Cerebella wasn’t in the game I wouldn’t be playing it. I’ve tried all the other characters, and don’t like any of them enough to play the game for more than a week or two at most. It’s entirely plausible for someone to not have their “Cerebella” in the game yet.

Basically some people will just training mode with the the characters for free all the time and then go play the DLC characters at tourneys without ever paying for it. If there is any conceivable way to abuse it, people will do it.

… ohhhh. I hadn’t thought of that. Well, thank you for explaining, rather than just saying “it’s not a good idea”. I get all my training online, I barely use training mode so I thought it would be nice. Well, how about a few trials for each character and the move list? Or can that be abused somehow?

The problem with ‘Trials for each character’ is that it usually means you can just play them. You won’t succeed the trial, but why would you? When the Trial is “Hit with her QCF P move” you can instead do a 50 hit combo using everything other than the QCF P move and practice that for ages. It’s essentialy a training mode without training mode options (so, like, current training mode).

In the trial modes in this game, the tutorials, you aren’t allowed to do anything but what they tell you to do.

That’s wrong.

It’s the case for the universal ones because… it’s necessary. “Block 3 mixups” would just become … strange … if one could use abilities.
Blocking 3 mixups with Squigly won’t teach me anything about the character though (unless Squigly needs to block by holding forward :looney: ).
“Do QCF P” and then nothing other than QCF P actually has an effect would be an extremely strange Tutorial.
And this isn’t currently the case either. In the combo tutorials (eg the hitconfirm tutorial, Ch.2 L.3), I can use every normal and every special.

Hmm… my memory fails me, then. Alright, I’m fine with giving curious players who weren’t going to continue supporting the game nothing to spark their interest in game again. If it can’t be done then it can’t be done.

It’s actually kind of notable because the first Parasoul 100% was done by a guy who hadn’t even bought the game, using the combo tutorial for Parasoul as a ghetto training mode.

How about the ability to display numerical notation in training mode, seeing as that’s probably the most used notation system for this game?

Also, how about an option to display a larger amount of inputs? As in, you can pause the game, and see five times as many inputs instead of the standard amount that fit on the screen.

Would it be possible to extend the ‘8-bit’ solution to the hitboxes bug into a low memory requirement mode for PC? Might be useful to account for different system specs.

You mean like, running the entire game in 8bit? :rofl:

Is there anyway to make it to where you can tell if you have a vial loaded up or not? I usually forget when I DHC. Maybe below the life bars?

In one of the new character designs, I would like to see a jumping H air to air have no multiple hits and instead have a ground bounce effect.

I think on a low combo heavy hitter, basketballing an opponent on the ground would look really cool and make air to air combos more rewarding than the marvel style overhead>land>combo>launch repetitions.

Don’t make me do that again Pali.

Back on track folks~