Skullgirls~

Some answers:
Normal->Special->Super always, except you can’t cancel during recovery of specials, only startup/active.
Filia UF+HK = overhead, but it’s 18f + jump startup at minimum.
There’s no window after blockstun or hitstun where you can’t be thrown. You’re vulnerable on the frame you recover (unless you jump, of course).
You can block anything in the air.
Pushblock push stops if you get touched by another attack; however, it shortens the blockstun of attacks that hit you during it, so after the pushblock finishes you can recover more quickly than you would from the last attack that touched you. It also negates red life damage, but you still take actual chip.
Meter builds on whiff normals, but not if moving backward. And you can only build 1 level, if you already have a level you never get meter on whiff.

I watched the Giant Bomb quick look EX and got really interested. CAN’T WAIT!

I demoed this in the booth at pax and talked to mike-z about its mechanics, and i have to say that this is probably the most intuitive yet least pandering fighter ive ever seen. I have the utmost faith that if were to get the right exposure, it could be very big.

thats a much better slogan than “fighting games just got sexy”

BTW

Please keep the block animation effect in. Thank you.

Skullgirls has the best blocksparks in fighting game history right now, fully agree.

Two things I’m curious about though

-With this unblockable prevention system, I’m wondering if anyone knows how long the window for negation is… is it just frame? Given the way it functions that seems to make the most sense, I just want to make sure to see if I can, for instance, stagger the low one frame after the overhead to create a “practical” unblockable, even if it’s not a literal unblockable.

-The infinite prevention system is pretty innovative, and offers a lot of freedom in the combo system obviously. But I’m worried with how quickly it activates that it might make finding optimal combos in this game simply finding the longest string of nonrepeating moves you can. Is that something your considering? Or is that even a concern at all?

the window for unblockable prevention was something like 12 or 14 frames iirc (the high and the low have to be that much apart or else you can block the next hit in the same stance)

I may be wrong, but I thought he said 7 frames on dustloop. I’ll see if i can find the post.

Edit: http://www.dustloop.com/forums/showthread.php?9000-Skullgirls&p=745746&viewfull=1#post745746 Here it is. 9 frames “generally”.

Also, pushblock also reducing blockstun seems rather silly to me, but we’ll see.

the game would be best compensated with:

Dash/Air Dash Effects
Collision Effects for the wall and ground
Super Jump Effects?

Jwong on SG

Annnddd the game just got a lot more popular.

Jwong dickriders inc.

now it only need the approval of tokido and daigo to achive the status of GDLK!!

heck yes, this game looks tight. Can’t wait tell this drops!

This game is like the American version of Vanguard Princess and I like it.

I am so hype for this game. Summer needs to hurry up and come. I can’t wait til they reveal the rest of the cast so I can get a basic idea of who I want to play. I’m kinda diggin Parasoul. She looks like she might be a versatile character with rushdown and zoning capabilities. And I loves me some versatility.

Aesthetically it just looks like a flash game. That’s my big problem with it. My second problem with it is that the gameplay looks like it’s based on the Magic series or auto combos, and how Doujin-looking games all ready play like that?

dunno how the game looks like a flash game
and the chain systems has been the norm for many years now, that doesnt mean that there arent links either, but surely you wouldnt know about that until playing it and lol at auto combos, what is that shit?

Since MikeZ is a fan of GG, I’m sure he will add links and counter hit specific combos even though its a chain system.

Yeah this so doesn’t look like a flash fighter. And I’ve seen flash fighters. Played a few too. Not particularly proud of it either. lol This game looks like a legit 2d fighter with very smooth animations. Animation kinda reminds me of Darkstalkers (One of my favorite fighting games. Miss that game. T_T) But yeah, game looks very solid. Wish I lived in the areas where it’s been play tested at. Hey MikeZ come to Tennessee!!! Heh I rhymed.

I hope you heard me, Mike Z