Skullgirls~

The game looks awesome more than awesome in fact but I find the HUD to be kinda lacking and bland, is this set to change in the final release?

You know, now that you mention it, the UI we’ve seen thus far has looked kinda bland. I’m assuming the pause menu will be more robust in the final release. The Hub could use some neat 1920s-30s stylings.

Sent from my haxsung intercept using Tapatalk

The UI is probably just a placeholder for the final version.

peacock seems so full of references i was pausing the videos multiple times trying to catch everything

my only concern is that i’d like them to lower the volume on her run sound effect. her air dash sound effect is classic though.

Are we going to get an E3 Trailer, or no? I’m so hype right now I need MOAR.

Ragnarok those new videos of Peacock were great! She looks like a lot of fun. I hope to see Umbrella and Parasoul at E3.

Wait is Peacock’s Banjo slide a reference to Dante’s MVC:3 move? I;m surprised you’d be able to reference something so recent in the character animations.

The only thing detracting from this game is it likely having only 8 playable characters in a versus style fighter at release.

Then again, MvC2 was pretty popular suffering from the same problem. :wink:

Hope it does well enough to keep the animators busy adding new characters a long time after release.

In this UI I find the super bars particularly hard to see. I’m used to them being on the bottom, but even knowing they’re at the top, my eye simply can’t find them when I glance up. I guess this will come with experience, but I’m kind of hoping the UI changes a bit too.

I’m hoping they manage to add a few more than 8, since I think 8 is a tough sell for the non-hardcore. Even 10 is a psychologically “better” number than 8. But we’ll have to wait and see how much they were able to do with their resources.

To be a little more clear:
LK+MP or LP+MK call your second character. MP+HK or MK+HP call your third, if you have one. You can use whichever diagonal you find easier…for most people that’s LK+MP, but for some people it isn’t, so we allow both. And of course on a pad, you can shortcut the assist commands if you want to.
The assist command is only used for assisting - anything that changes character order (tagging, counter-in, snap out) uses the tag buttons.
If you don’t have a third, or your third is dead, all assist and tag commands refer to your second. You can also use them in concert with a special move motion - if you have QCT+P, then doing QCT+LK+MP will get you a MP special plus assist.
We spent a long time playtesting various setups for assist and tag, and in the end this was the most comfortable and easiest to adapt to. Making it separate buttons for assisting a-la MvC2/3 meant that if you choose to play a “team” of one, you would have two non-functional buttons and be sacrificing some of your attacks for nothing…and switching to six buttons just for that character setup is even more confusing. The tag command in six-button games has been vertical since XSF (that’s fifteen years!), so when we had assist as MP+MK/HP+HK people kept assisting when they wanted to tag. As much as I’d like to say players will adapt, it was still empirically true even after weeks of playing…so we stuck with that for tagging, and people had many fewer problems. And requiring three buttons for either command is unnecessary as well as sadistic. (^.^)

@bolded part: FINALLY. This is so annoying in MvC3… one of your characters is dead and you press the wrong assist and nothing comes out. Really dumb oversight on their part.

Interesting on the assist+special thing… what if you also have a QCF+K move? Which one comes out? Or, let’s say, you want to do QCF+LP plus call your assist… can you do QCF + LP, MP, LK and that will happen? Or will you get an EX move or some other unintended result?

If you have QCT+P and QCT+K, you can do QCT+LK~MP or QCT+MP~LK for whichever you want. You can call assists for 1f after specials start, but only if the first button of the call was what started the special.
Supers are 2P/2K, so if you do QCT+LP+LK+MP you get only a super, no assist.

Dante also had that move in DMC3 which was a WHILE ago, so it’s not that surprising if that is the case.

We want a release date! We want a release date!
I’m so xcite :smiley:

Peacock’s ‘guitar slide’ is much more likely to be a reference to I-No than anything else.

Well, it took a bit but now we got an official gameplay update. I wonder who would be next, the Canopy sisters or continuing the tragic Medici Crime war story where we get a glimpse into Miss Fortune and Squigly.

Also, noticed there is now a 3 member team feature. If Cerebella was an indication of how much damage she could do with her 3 bar ult. I presume the 3 member team won’t last long against a level 3 ultimate. So what advantage would a 3 man team offer aside from more warm bodies to defeat?

Cerebella doesn’t have a level 3 super, they are all level 1’s.
2- and 3-person teams have assists and the ability to tag, they can counter out, they regain red life while tagged out, and they can chain supers together. Single characters do lots of damage and have lots of health, but they sacrifice all that other stuff.

Still a 3 man team runs a lot more risks against a one man character than a 2 man team since the damage scaling hits even harder. The demo of Cerebella’s super grab shows just terrifying the finisher is against a 2 man team which knocked off 75% of the lifebar. I would hate to see what happens when the 3 man team gets hit by that ult.

Also Peacock’s ranged gives me somewhat Cable like Vibes, how would the system provide a means to avoid making simple projectile attacks overpowering?

Oh shit. Sup Alex. Good luck :smiley:

in the build i played at season’s beatings, 3 fillias was clearly better than one, even with the massive damage and health boosts. and that is the way it should be balanced anyway imo.

assists and dhcs etc are too good and they are too fun