Ok then I’m calling it: 8 + unlockable Boss equals 9, hence “around 8.”
Marie’s design reminds me a lot of the enemy character “Persephone” from Castlevania: Portrait of Ruin
http://media.giantbomb.com/uploads/0/238/543004-persephone.jpg
Note the skull vacuum.
I imagine Annie playing like Eko from AH3 using her bunny like she does Kazu.
If she gets a Disneyland super I am all up in there.
If I wasn’t dreaming Valetine was a worker at ASGL and then betrayed then going to the SG side.
if i had to hazard a guess id bet they will handle the game like the later SF2 games did. all characters were selectable and the ‘boss’ just changed on who you picked. (well in sf2 it was bison unless you chose bison) but im pretty sure mike also said somewhere that he dislikes unlockables.
another character Vitale Medici, the head of the Medici family (mafia) and Cerebella’s foster father. i dont think there have ever been pictures of him.
heh, never mind then… its been a looooong time since i played sf2 and even longer since i did arcade mode on it…
Corkscrew’s name is Ileum, Corkscrew was a placeholder name.
COURIER IS CRUISE CONTROL FOR COOL
I wanted to make sure the capital i would not be confused for an L because it has happened in this situation several times already.
Since Skullgirls is all about bringing about unique fighting styles to the table, it makes me wonder how Annie and the triplets would play out if they are ever included as DLC. They could both feasibly have a ms. fortune-esque fighting mechanic, “shadow puppet” or w/e its called. So it begs the question: How will they vary the characters? It is really exciting, in my opinion.
Annie has her rabbit doll, which seems to be a core part of her character, judging from her sole pieces of artwork available. We have yet to know whether it is “alive” or can be controlled.
See/Speak/Hear No Evil - Triplets are three characters, which certainly possess the possibility to be controlled as three separate entities. (btw are they boys or girls? hmm)
It’ll be interesting to see what choices the skullgirls team make to bring new and fun, yet innovative, fighting styles to these characters (if they even do).
I have no qualms when characters have similar play styles, as long there is an element that varies one character from another.
Example: Why use a watered down Magneto, when you can just choose Magneto (in reference to Ironman, mvc3 :P)
Just some thoughts
Guess what, you have three pair of strikes on your stick! =]
Weeeell, this is first impression but it’s hard to imagine how you can implement such s scheme…
One character attacking per button would be simply an aesthetic difference though, there would have to be some unique underlying mechanic to make it a truly different kind of playstyle and not just a graphical difference. Perhaps something simple such as chains only being possible by attacking with one triplet at a time (that is, no button push can gatling into itself, LP/LK is Triplet A, which can only combo into MP/MK Triplet B, or HP/HK Triplet C and so on). I don’t know how one could actually make this interesting to play, but I’m sure they’ll find a way.
When you think about it, fighting game characters are just hitboxes with different values on their attacks and a sprite/model place on top. They can look like anything you can imagine, this lends alot of potential creativity to fighting game characters which is why I’m constantly disappointed by a sea of bland humanoids and shotoclones we see (Arakune was a breath of fresh air in this case). This is definitely something Skullgirls has in it’s favor and the art style lends itself to this. I’m eagerly anticipating what Double is capable of, hopefully she isn’t just Mokujin/Seth or something and has her own moveset, or perhaps she’s just a training dummy/boss/gauntlet type character?
Whoa, ramble mode: off. :blah:
This would be very interesting, imo. 1 triplet leading into another triplet for combo extension. Perhaps making so that each triplet has their own unique ranges, and forcing the player to use a particular triplet, depending on distance from player. You are right though, will take a hell of alot of work to get right.
Quoted for the truth, my friend.
the no evil kids would almost be perfect for a stance character, one fights while the other two support/follow and you can change which one is on point to get different properties and what not.
There was talk that one in center is leader. Even if this isn’t true, the fact of them having non-symmetrical formation casting a shadow on free-to-switch theory.
And I personally will add some freakin’ transformer for stance character. 3-in-1 can be used some other way.
Holy crud at panzerfaust and big band,me want
I hope Marin is a Skullgirls character :[
I’m getting a Touhou vibe from her (maid, gray hair, etc.).
What’s the name of the girl with the lavender hair next to LeDuc in the Lab stage? I remember reading her name, googling it, then only finding two links (one was the SRK general discussion where I read it on, the other was Dustloop’s forum).
In one of the Giantbomb pictures, Parasoul and Umbrella have a bodyguard that I think looks different from the regular soldiers.
Any members from the Medici Mafia besides Dahlia? There’s Vitale Medici in Cerebella’s profile, who I assume to be the leader.