and yet you fail to understand them since you believe that zoning spacing and ground work are weaken on this games and arent as important as the games with less mobility
If you ever seriously played a fine ground based game such as ST you’d know what I’m talking about I guess.
I hope this comes out on PSN and PC.
Hell, even retail if they can pull it off. I’ll buy it either way, cause this seem to be the only download game worthy of being bought.
I’ll like to bring my thoughts on this. I for one agree that when complexity is added, it does effect another area of complexity one way or another. How it should be approach can be varied, I try to approach it as a learning opportunity and a chance to evolve.
MikeZ on the subject of the 100% combo, and a few other things.
http://www.dustloop.com/forums/showthread.php?9000-Skullgirls&p=959638&viewfull=1#post959638
Meter currently goes up to 5. Severin’s quoted post covers the rest of it.
All code, script, and gameplay design currently used in Skullgirls is from after I was involved with the project; the earlier engine and gameplay work was scrapped since I already had my own engine. I don’t mean to slight the effort put forth by the people no longer involved, as there was significant work done for the previous codebase and there was even an early build/demo. However, aside from character design, the current Skullgirls is completely different.
MIKE:
Please give me some Parasoul, or something with that hot freaking killer nurse!
PLEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEASE
:lovin: :lovin: :lovin: :lovin: :lovin: :lovin: :lovin: :lovin: :lovin:
I show what I’m allowed to show. The scars on my neck ensure that I will do only that. (^.^)
God damn it.
I’ve been waiting years for that bitch.
After watching your demo on GiantBomb MikeZ, I’m interested.
I’m excited to try this out.
cant wait to see peacock in action. love that old timey cartoon look <3
i played this a ton at season’s beatings and i’m still hype
fuck mvc3 its ass it doesnt even feel right and all the freedom is sucked out with the resets and whatnot i dont want to play that shit i wanna rush down with fillia
Did they add those Particle fx for the dashing and the moves?
Is this going to be on PC/Steam?
xbla & psn
::shameless plug:: Hey, so come to PAX East and play SG! We’re at the Autumn booth, and you can even use your own stick if you want to.
In the vein of mIRC’s posts without the vitriol, I am admittedly curious to see how strong Mike_Z and friends end up letting keepaway be. I <3 playing lame.
It’d be pretty cool as a steam game.
So I tried this today at Pax, and I have to say that I really enjoyed it, and the fact that that you can choose between 2 or 1 characters to fight with is pretty cool. Also, it might be that I was playing someone with even less fighting game experience than I have, by a large margin, but it seemed that choosing a team over a strong individual was the better way to go.
Also, saw Justing Wong at the MadCatz booth. Sick.
Just got back from PAX and had some decent amount of time in with Skull Girls, and I must say I enjoyed it every second. The game is really gorgeous and I love how you can customize the assist, pretty dope stuff. Oh and <3 Fillia definitely going to main her. The wait for this game will be painful…
dicked around with this game alone/with a buddy for an hour or two at pax. cool beans! i got kicked off the te (press) setup multiple times lol; didn’t know i could my own stick or else i would have hogged a less trafficked station. a systems guide or a list of bnb’s would also have been nice, but i’m already asking for too much as it is. w/e
some non-comprehensive observations/musings (other pax attendees, feel free to correct misinformation):
normals whiff cancel to specials, which whiff cancel to supers. is this always the case? dunno
filia can iad REALLY LOW to the ground. her jump normals can be canceled into airdash at any point in their animations, even on whiff. attacking during airdash makes you fall ala marvel. you can airdash with 2p and iad with [7]/[9]~2p
does filia 9~hk instant overhead? would have really liked to test that in particular
cerebella (sp?) = potemkin lol
crouch + throw = low jab. it seemed there was a sizable window after blockstun where you couldn’t be thrown? didn’t really test. not sure if such a window exists after hitstun for that matter
no faultless defense implies you can block anything in the air?
there is pushblock. not sure how punishable it is or its actual mechanics in general? what can you figure out in such a short time anyway.
whiff meter building with normals exists. it seemed meter didn’t build when you ran away though (is there any negative penalty? decreased meter gain rate?). a couple character distances away, you could build meter whiffing after 8/9 jump but not 7 jump. to be fair, rushdown probably would give you much more and generally be more effective anyway
but yeah. i rather enjoyed the game. would love to actually break it down sometime