Thanks for the edited versions tataki
The only thing that worries me about this game is that they have shown a lot of interest in creating a lot of DLC characters. I don’t really mind DLC characters myself and it’s perfect for home use, but once you get outta the house then it becomes a problem. I’m sure if a tournament organiser wanted to run Skullgirls, he would have to make sure to download all necessary characters. This is fine when there are about 5 DLC characters, but when there have been people saying they have many many concepts for future characters then it just makes me wonder what direction they’ll take with it.
From my perspective it would be fine to release about 5 or so DLC characters to bulk up the character list a bit and keep the game fresh and then use all of those other ideas in creating a sequel. Double the roster size, add new features, rebalancing, disc release, good price etc etc, the whole fighting game deal we are used too now. I just don’t want to see tournaments getting complicated because of an over-abundance of DLC.
EDIT: On a different note, was there anything good in the stream that i should look over it?
Mike Z said his engine is very open and the way he has it coded, he can change anything he wants and it would possible to apply those change as a patch. That eliminates the need for the “sequel” where you have to buy a new game when he can just release it as a giant patch instead that includes “more characters, features, rebalancing”. It seems he’s taking the BBCS model for DLC but to the next level.
DLC characters: We’re not sure how much they’ll cost individually and not sure if at some point the characters will be packaged together.
Hey guys, thanks for tuning in last night. The stream went very well and, of course, we had a lot of fun playing it. I am very busy at home so I don’t have much time to sit down with it aside from the stream but I did figure out quite a bit last night. Ratio 3 Cerebella 100% = . Please check out the stream archive:
Stream Archive:
Part 1: http://www.twitch.tv/toptiergaming/b/294457639
Part 2: http://www.twitch.tv/toptiergaming/b/294462266
Favorite/ Follow the stream please guys to get updated on events and know when we are streaming. The game will be at Wednesday Night Fights tonight so if you are going to that please make sure to take some time out to play the game and give Mike Z your feedback. Also, myself and the rest of the stream team will be bringing the streaming equipment along. Hopefully they let us stream there tonight so we can give you guys a great show along with a lot of sexy and steamy information pertaining to Skullgirls with the Based Jew himself, Mike Z .
Please like this post since I’m an achievement whore and want that damn trophy for 10,000 likes :D.
-Tha Hindu
Wild speculation time!
Skullgirls releases on Dec 31 at 11:59PM with a cast of 8 original characters, just in time for Russian Christmas.
Worked into a drunken frenzy from money and Deviantart fangirls, Reverge releases 4 new DLC characters one at a time. A typical new character patch might come with the character, a new stage, and new music that you have to pay for and some balance changes or bonus features that you don’t. Example: Valentine + extended tutorial mode patch. Leduc + vitcory screen/win quote patch. Maybe taunts are DLC character by character like in Heroes of Newearth.
Everyone plays Skullgirls at Evo and it’s totally out of control.
After another month or two, Skullgirls is now a freemium game. Download the original 8 character release do whatever you want for free. If you want to play vs people online or get any of those sweet new features they’ve added all you have to put in some money in, like Team Fortress 2. Good thing you can now buy all 4 DLC characters at once in a pack at 50% of the price of buying them alone.
Tyrannosaurus Rex character + Reptar the Dinosaur Palette = ALL MY MONEY!!!
-Tha Hindu
Only time will tell.
Good chance anyone who brings their PS3 to the tournament will have all the characters downloaded–assuming they want to win and not be surprised by novel bullshit. Furthermore, it’ll probably be the most hardcore players who have everything downloaded who’ll bring a Skullgirls set-up to a tournament.
Or maybe when they reach about 5 characters DLC, you can buy them all in bulk for a lower price than buying them individually. Same at 10 chars, 15, and 20. This also includes any new features and all that. I think this is the better idea. It can even have new names to it so players know immediately if the game has every character. If you have the latest patch, and all the DLC chars, you have the “Maxed Edition” or some crap.
http://www.youtube.com/watch?v=hOrtljRwl-o&feature=player_detailpage#t=1507s why doesnt this combo trigger inf detection
http://www.youtube.com/watch?v=hOrtljRwl-o&feature=player_detailpage#t=904s also what
If he did one more rep of that combo it would have triggered. The infinite detection gets stricter as the combo goes on, since he started the loop at the very beginning of the combo the game let him get away with it for a little bit.
In the second clip, the filia player could have blocked after the burst. Mike might have to confirm this, but I’m pretty sure when you burst you’re completely invincible up until the first frame you can block.
For that first one, it’s probably too short to register as a loop with only 2 reps, the 3rd rep wasn’t completed. I bet if it was he would have been able to burst.
Are you "what"ing the baited burst? Mike said that that IS possible, just unlikely. And since you don’t have a burst meter, it just means you have to burst on a move they can’t block out of. Look at when he bursted, he did it right before Cere landed from her move so she had no recover, it was a bad burst.
That I didn’t know
Also, I noticed the right side player CONSTANTLY got grabbed by Cere’s anti-air throw when a new character would come in after KOd one. Was that given actual grab status, or did they just not know you could block it?
In almost every fighting game that’s had some kind of “burst” system, there was almost always a way you could bait the burst and punish afterwards. Only games where I think bursts were completely safe are in Tatsunoko vs Capcom and the MK games that have breakers. That aside, these “burst baits” weren’t always guaranteed, but they were possible. Seems like in Skullgirls, it would be difficult to bait a burst, since you’ve gotta know when your combo is going to initiate the infinite detection, and if you’ll be safe enough to block said burst and have enough time to punish.
Good stuff, regardless.
I read somewhere (probably this thread) that if the burst whiffs, then the character is vulnerable on the way down.
Gameplay-question:
Your character just died and have you have another one jumping in, is there a way control which side of the screen you come in on? It looked like Cerebella could anti-air grab you, or throw a mix-up if you decide to attack, and if she can combo you from the anti-air grab, you enter losing a large chunk of your new character’s life (assuming no dropped combos, etc).
MvC3 example – I don’t think these situations are good for the game: http://youtu.be/Zj5051cEpIY?t=7m39s
Game design discussion: does it help the game to have the player who just took out a character to continue having the momentum in the match, i.e. getting a free mix-up on an entering character?
If an infinite escape touches someone, blocked or hit, you recover even and the victim is invincible until they can block. If it whiffs, they are vulnerable after the active frames, and can’t block as they fall either.
Cere antiair grab is a throw on the first frame. And there’s something in the works to get around that tactic.
the burst can be baited in TvC.
Anyway to get a damage reduction on cerebella’s showstopper super.
So could you theoretically force a whiff by whiffing your own invincible move at the right time, then super cancel that move to punish? For example do the peacock bomb corner loop and cancel to qcf+LP on the last mp that makes it burstable, then cancel that to beam. I guess even then they could just wait to burst afterward and it would essentially just be a reset.
Also if you were able to figure out an infinite entirely out of projectiles from outside of the burst’s range could it just be burst safe?
I’m not certain I really understand the design philosophy behind Parasoul. Yes, she can set traps, but they seem to be largely…useless? Maybe they add small amounts of damage when activated by a combo, but I don’t see them serving their intended purpose of screen controlling very well at all. They just kind of hang around and serve little use to zone…but this IS alpha and maybe folks just don’t understand how she’s supposed to be played? Honestly, the only character that seems not to be rushdown-oriented is Peacock, and even SHE can do that well.
Mike, could you maybe spill some thoughts on this? I was hoping for a very Venom-esque character with Para but I’m just not seeing that. I actually have a few ideas that I feel might make her more interesting if you’re interested!
I don’t think anyone who has touched the game yet really knows how to fuck with her. She’s more of a mid screen / range character who can use the tears to her whim. As is though most people are trying to figure out how she combos before they sit down and figure out traps and the like.
I mean outside of say Aoko in Melty Blood and Venom in GG, she doesn’t resemble much anyone else so [I imagine] it’s hard for people to adjust.
Of course the bitch has got my name written all over her, I swear to god . One friend in particular was working on her as a contractor and he had to stop for a second to just reaffirm that:
“Yeah, this is Chibi character. Completely.”
GIMME GIMME