Are you implying that Marvel players don’t like janky games? Marvel games are fun, yes, but only because of how janky they actually are. If they made Marvel a legit, non-broken game, no one would play it because it would no longer be what it has become to be loved as: crazy, over-the-top shenanigans.
I mean janky as in just crappy, and I don’t think marvel players like crappy games, which is something you implied by saying that marvel players don’t play SG cause SG requires pure skill, while marvel requires less
ignoring that you can’t really quantify how much skill a game takes, it doesn’t do SG (or its community of players) any favors for its players to bash other games to rationalize SG’s smaller playerbase.
I had no intention of this being a Versus Thread. As I said in the first post I’m curious as to why Marvel players aren’t into Skullgirls as they play similarly enough. And aside from that guy who trolled this thread because he was banned from the Salty Cupcakes stream for trolling, the most consistent answer is that they’re just not into it. It just doesn’t connect to them. Which I can understand. I’ll put it like this; if there was an indie fighter that played similarly to 3S and none of the 3S players were playing it I’d be making the exact same thread.
Here’s the question, if you make an indie fighter that played similarly to 3S but with less characters and a different artstyle then why should I be playing it? When I can be playing 3S?
Well going off of SG and Marvel, the indie title will be more balanced, the mechanics will make more sense, and the characters will be more fun to use so…
I got into VS. Series with Marvel 3 and I bought Skullgirls. Overall I would say the “feel” of the game was off, I think people talked around launch that the game has almost no input buffer on chains (so it feels like I have to have frame-tight timing just to get a chain off). Not sure if that was fixed in one of the patches or not.
I think MikeZ wanted to make an old-school doujin fighter, and he succeeded, at the cost of alienating a lot of new players. Here’s the thing about old-school fighters: they demand a shitload of time from you sitting in training mode to learn your basic combos. I’m talking combos that are too long to remember, have tight timing, different bnbs for different characters/body weight and for different parts of the screen. We’re talking hours to get basic bnbs down for one character.
So basically it’s like Guilty Gear XX. Fantastic game, but the learning curve is so high that most people just aren’t going to put the time in. Why should they? There are so many fighters to play with bigger scenes than SkullGirls.
I’m someone that played Accent Core on Ps2 in High School. I was happy to spend hours in training mode playing that game back then. Now? I’ll put that kind of time in for my favorite fighting game. Not every fighting game. Compare that to a game like Marvel 3–you can learn your bnbs in like 10 minutes and hypers deal most of your damage for you. Sure, Marvel 3 has its own problems. But you get a pretty good return on the time you put into the game, and then you can actually get into the meat of the game without worrying about dexterity tests.
With that said I’m looking forward to the DLC characters and will try the game again when they come. I want to see Mike Z make some more grapplers.
I don’t think I ever said he’s wrong for liking SF4, he can like whatever the hell he wants.
I just said his claims are unfounded because they are.
They’re just not true, or are super silly.
If he likes his 4-5 combos that are hard links that’s cool.
Just don’t say they take “less training mode” than a 15 hit chain, because that’s super subjective.
If he doesn’t like the game, that’s cool, just don’t give bullshit reasons.
Hell, I never even told him to play the game.
Hell, when’s the last time I promoted Skullgirls?
I play it, I love it, but I damn sure don’t shove it down anyone’s throats.
P.S. Insulting Vsav’s neutral game?
Nah, fuck that, NOW YOU’RE WRONG.
Please, PLEASE explain how Vsav’s neutral game is more bullshit than Alpha’s (lol) or ST Chun Li or Dhalsim or Sagat, or 3rd Strike parries, or SF4’s awfully skewed jump-in vs. anti air risk reward system plus all the moves and mechanics that shit on fireballs?
Get out.
EDIT:I JUST SAW PSYCHOJOUSH’S POSTS HAHAHAHAHAHAHAHAHAHAHAHAHAHA
The patch added a buffer on chains so you can input before they connect and it’ll come out once it does.
Old-school fighters didn’t demand training mode time, they were in arcades and people learnt the game while playing the game vs others. MvC2, GGXX, CvS2, ,3S, A3, KoF all on cab and you had to learn as you go on your own quarter.
“Old school fighting games” didn’t demand training mode, how could they demand training mode when training mode wasn’t even really a thing back then?
They demanded that you learned the systems mechanics without bullshit or getting by.
At least, that’s how I feel.
In a lot of older fighting games, if someone was way better than you, they could beat you with the entire cast because there were stratagems you could employ that they couldn’t defend properly against simply because they knew more.
Doesn’t feel so much like that anymore, especially with the inclusion of shit like xfactor and ultras.
But those are just my opinions, and I’m pretty misguided, so eh.
Depends on how old school we’re talking. By the time I started playing, most games had home versions on ps2, and IMO you need some training mode grinding just to make sure you can land a combo. Then when you get the arcade you learn what happens in a match. I have no idea how you’d start playing a game like MVC2/GG/BB without that. Imagine being a newcomer trying to start one of those games fresh and having to compete against people with years of experience. Better train up
Those reasons are certainly only your own opinion. Personally I don’t think having 8 viable characters is better than having 10 viable characters + 46 lower tier characters. MvC2 wouldn’t become more “balanced” by removing those 46.
MvC2 creates an atmosphere which is almost impossible to replicate. It has classic graphics, flashy effects, and iconic characters that most of us grew up with. Despite hearing “Magnetic Tempest!” and “Magnetic Shockwave!” thousands of times, it never gets old. Skullgirls characters are well-designed, sure, but they just don’t FEEL powerful.
I dont think many players will spend 24/7 searching for combos or training. This will be pointless.
Even during ps2 days online play wasnt established, so aside from learning the basics there was no need to learn all those combos. Seemed like overkill.
Even now with the launch of Injustice, a lot of casual players prefer to avoid online matches or play online only with people they know.
If sg appeals both to hardcore anime fans like bb and gg but also requires you to be a hardcore fighting game player to learn all that stuff, it will fare even worse.
I’ll maintain a casual approach to the game too. Which means i’ll have no problem getting demolished or ridiculed by experienced players in case they bother with me. I didnt buy sg to spend months of grinding
I see a lot of this, which makes sense because Skullgirls is explicitly designed to be a “less broken marvel.” But I think the main problem is that people just aren’t seeing the broken shit that actually happens in this game. The overall level of play isn’t super high yet, but even the high level play that exists is rarely put on youtube or streamed at the moment. The game is getting more attention now so that’s definitely changing, but for now people just need to know what to look for.
If you haven’t seen Guitalex’s Fortune/Cerebella bullshit then that’s something to look out for, too (on twitch).
The game may never be as frenetic as MvC2 but I don’t think any of the characters feel “weak” when played by people who actually know what they’re doing; it’s just that the community is pretty decentralized right now, so most of the offline footage isn’t up to par with what’s really going on. Thankfully the game has GGPO, but to a lot of ‘outsiders’ UFGT and CEO (Texas Showdown? NCR?) will probably mark the first time they’ve seen “real” high level (i use this term loosely) Skullgirls.
I think the main reason the game hasn’t taken off with the mainstream fgc yet is that it just failed to capitalize on its initial momentum. The 1.00 version of the game was flawed, the company fell ominously silent, and nobody really knew what our future was. We know all of that now: we’re getting at least five characters and a PC version over the next year. I think people are already paying attention to Skullgirls again, it’s just a matter of whether we can get more video content/streams online. The viewers are there, the players are there, it’s just a matter of getting consistent attendance numbers in more regions than just Socal and GGPO.