Skullgirls~

http://shoryuken.com/f2/brief-history-shobu-project-why-skullgirls-no-longer-needed-part-1-a-253644/

I apologize, I was going off the comments made in recent videos by Mike Z and whoever the other person was about all the coding being scrapped once Mike Z showed up and starting a new and other comments about its past development.

Every single thing you just mentioned are in this type of game, it just isn’t the same as in SF because it’s much faster paced and the movement is so much more versatile. With the higher pace it’s much harder to observe all of this taking place, but rest assured that it’s there. If you actually took the time to play one of these games until you’re good at it you might understand and get some pleasure from watching matches of said games.

Get ready for everything bad ever said about F/UC.

Exactly, its like another “layer”. Althought its not my cup of te and I prefer less frantic gaming, I will buy it in support when it comes out for XBL.

I probably won’t play it much if at all, but I will buy it to support it.

Am I the only one that thinks its weird that you can go from air comboing an opponent and then ground them again?

Also Cerebella was slapping Filia tits in her throw. lol wtf.

Delicious

training mode with infinite supers, the combo is not valid since it use more than 3 supers

I’m pretty sure meter goes up to at least 6 though… maybe more.

That’s why there are so many effective dedicated zoning characters in this kind of games.

Now, I love them, they are a different and exciting flavor of game, but you really should stop repeating this same stupid shit every time the topic comes up.

I really digging the art style. It kinda reminds me of the Scott Pilgrim style mixed in with a little hint of BlazBlue and other anime fighters.

you can build meter mid-combo though

Has anyone ever considered that a character just might not be good and nothing else? :coffee:… besides didn’t everyone hate BBCT because of how dominant some of the keepaway was? Honest question, I never played CT, busy with good games.

Keepaway could be good or terrible in this game, but it depends on how well they can do their job, all high mobility means is that keepaway needs stronger tools to be viable.

yeah, because its stupid pointing out when some one is wrong :rolleyes:
and yes, there are a good amount of dedicated zoners on this games that are goodon their games

3 levels for what we saw on the video

true, but then again we dont know how fast or what is the amount of levels the supers involved on the combo need

If you give more movement options that are stronger for offense, the ground game gets weaker. What at first looks like extra complexity takes away complexity from somewhere else. So while he’s an idiot because he compares these games to party games, yeah, spacing, zoning and especially footwork aren’t as prominent as in ground based fighters.

All of those can be prominent of the game allows it, it’s not an engine thing.

ahahaha oh wow
this reminds me of shit like winback saying characters in arcana only have 1 viable arcana each, fucking wizardry

though at least he wasn’t judging a game’s cast/gameplay balance before more than 2 characters were revealed. that takes a special kind of retarded.

so i heard ground footsies that random srk members can understand is the only thing important to a fighting game

spacing and zoning are equally important, i can give you that the ground work can be seen as less important yet not absent, but saying that the spacing and zoning are less prominent on fighting games with more movement options is foolish, remember the movement options arent only avaible to the attacker, also many times this movement options are there because the zoning and spacing options are stronger on these games

Those extra movement options weaken zoning. Why are dedicated (truly effective) zoning characters quite rare in games with tons of mobility options such as KOF or Guilty Gear? I can give you the answer: because those options are a bit too good at avoiding zoning (keeping a character at a certain zone of the stage). You mostly see some effective examples of keepaway/runaway (not the same thing as zoning).

(good) Games with emphasis on ground game offer more in-depth spacing, since you have more options available than when hyper hopping / IADing in high mobility games. And of course deeper ground game since you spend more time on the ground.

Just to make it clear again, I’m not against these games (after all, Accent Core, KOF '98 and recently AH3 are among my favorite fighting games), but you guys need to accept that ground based fighters offer an emphasis on some aspects that are weakened in more “dynamic” games (while these dynamic games compensate by strengthening other aspects, such as mobility, and offensive options), which is why some people prefer them.

Anyways, I’m done derailing this thread, game looks interesting.