Author Topic: Skull Girls  (Read 38577 times)

Mr.Minionman

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Re: Skull Girls
« Reply #150 on: April 21, 2012, 07:21:27 AM »
I've been doing well with Painwheel and Cerabella. PW is freaky as heck, but it's soooo easy to confirm in combos. It's actually kinda a nice break from kof in that regard >_>

jinxhand

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Re: Skull Girls
« Reply #151 on: April 21, 2012, 05:45:46 PM »
Not unless you really want to test out a Coast to Coast connection.  I'm in PA.

Me and ole Dark Man Xxenace battled online for a quick FT10, and it ran pretty good, so we might be able to fight it out online...

I forgot you were over there... Man I'm jealous... I miss Maryland... :-(


I've been doing well with Painwheel and Cerabella. PW is freaky as heck, but it's soooo easy to confirm in combos. It's actually kinda a nice break from kof in that regard >_>

Yeah hit confirming is easier, but I think that's because the game is slightly slower, well it feels that way, kinda like a 3S deceitfully slow in terms of hit confirming; either that or it's more forgiving to players...

One thing that I do like about this game is that your combos have to vary based on the character you're fighting. It reminds me of Virtua Fighter kinda, minus the weight class, but then again I've read that some characters are more floaty than others, so there might be some sort of "weight" variation...
« Last Edit: April 21, 2012, 05:54:49 PM by jinxhand »

Saitsuofleaves

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Re: Skull Girls
« Reply #152 on: April 21, 2012, 05:51:37 PM »
There IS a weight variation.  Makes me hate Double as all my combos have to end hella short.
On 5/26, something that defined a generation shall make its rightful return.  #Toonamisbackbitches.  Prepare yourselves.  Bang.

jinxhand

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Re: Skull Girls
« Reply #153 on: April 21, 2012, 05:56:08 PM »
There IS a weight variation.  Makes me hate Double as all my combos have to end hella short.

Word up!!! I didn't hear or read about this, I just noticed it while playing... Thanks for the confirm...

Delta

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Re: Skull Girls
« Reply #154 on: April 27, 2012, 04:25:22 AM »
The game reached 50K copies/units/downloads.

Keep in mind it hasn't been released in Europe yet.

http://www.joystiq.com/2012/04/26/skullgirls-sells-more-than-50k-to-date-reverge-working-on-updat/

DarKaoZ

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Re: Skull Girls
« Reply #155 on: April 27, 2012, 08:19:35 AM »
^ Definitely hoping for DLC characters and stages. A better training mode would be amazing too.

In my case I'm playing this Solo, Parasoul only, really like the idea that I can do a huge amount of damage and not have to worry about using assists. 

jinxhand

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Re: Skull Girls
« Reply #156 on: April 28, 2012, 02:56:04 AM »
^ Definitely hoping for DLC characters and stages. A better training mode would be amazing too.

In my case I'm playing this Solo, Parasoul only, really like the idea that I can do a huge amount of damage and not have to worry about using assists. 

She seems to be one of the best characters to go solo with imo... Cerebella might've been a good pick for some, but just have her up against someone who's on top of their range game, and it's a wrap... With Parasoul, you at least have a chance of dominating with her range game, but she also has setups without the need of assists...

Real talk, I'm starting to like Painwheel... Her combos are fun to do...

DarKaoZ

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Re: Skull Girls
« Reply #157 on: May 03, 2012, 10:35:05 AM »
Yeah, Cerebella is scary, because she can Super me during my "block string" and it hurts like hell. I mean its not exactly a blockstring, the fireball can hit most super outs, but the grab super and Double Car Super are just impossible to block.

IMO Parasoul is a beast solo, she doesn't need assists at all to be good, her corner pressure and the ability to combo of any grab is just insane. Also her combos do a lot of damage, specially because you can easily reset the combo to do way more damage again.

jinxhand

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Re: Skull Girls
« Reply #158 on: May 07, 2012, 04:09:42 AM »
I personally can't wait til they release Big Band... I know Squigly and Umbrella are first at bat for DLC, but everytime I fight on Lab 8 I can't help but notice that duo, and wonder what his gameplay would be like (Carl? JJBA stand system? AH3 Lieselotte or AH3 Catherine?)...

The Fluke

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Re: Skull Girls
« Reply #159 on: May 07, 2012, 06:05:22 PM »
I played this game against a friend for the first time yesterday and it's actually pretty enjoyable. My first hand experience wasn't very positive, but atleast it is fun when playing locally.

I originally sat down and completed trials and spent some quality time in training mode. I did not really like the characters i tried, parasoul moves extremely awkwardly and peacock is just not my kind of character. Ms. fortune had potential, but didn't click. Later on i tried cerebella, and she feels comfortable enough. I think this game can grow on me, but i don't think it will ever be anything really special, just something fun on the side.

It looks and sounds better when you're actually playing it instead of watching videos.

Saitsuofleaves

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Re: Skull Girls
« Reply #160 on: May 07, 2012, 08:10:16 PM »
That's how most games are...it's why they're games.
On 5/26, something that defined a generation shall make its rightful return.  #Toonamisbackbitches.  Prepare yourselves.  Bang.

The Fluke

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Re: Skull Girls
« Reply #161 on: May 07, 2012, 09:23:20 PM »
Well, yes, but at the same time, no. Most recent fighting games have felt more enjoyable to me at first than skullgirls. Games don't have to feel awkward, but sometimes they do. In skullgirls case, it starts awkward, more so than mvc3 wich is very similar at entry level atleast. Less so than sf4, that i just didn't realise exactly how awkward it was untill i found better paced games (in my opinion).

Saitsuofleaves

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Re: Skull Girls
« Reply #162 on: May 07, 2012, 09:25:05 PM »
Oh, that's not what I meant lol.

I was referring to your last sentence.  Games tend to look and sound better when playing than watching.
On 5/26, something that defined a generation shall make its rightful return.  #Toonamisbackbitches.  Prepare yourselves.  Bang.

The Fluke

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Re: Skull Girls
« Reply #163 on: May 07, 2012, 09:59:19 PM »
ah, yeah. I was kinda confused whether your reply was about my main point or that sentence, i made a bad guess.

I must say though that i honestly mean that the game surprised me a bit. I didn't expect the sound of parasouls sweep for example, packed more of a punch than i thought it would. I don't have any other examples really, but that sort of thing does help a bit in making the game more entertaining.

Saitsuofleaves

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Re: Skull Girls
« Reply #164 on: May 21, 2012, 10:56:32 PM »
For reference, here's a tentative list of some of the changes the patch should entail (again nothing here is final):

-EKG Flatliner only hits the point character, and goes through assists (may or may not stay)
-Cerebella's anti-air grab has larger range
-HK Hornet Bomber no longer has invincibility and has techable knockdown
-Peacock's teleport has 3 more frames of recovery
-Peacock's lvl 3 is easier to input
-Painwheel's air Blockbuster damage adjusted
-Double's lvl 3 does less damage and has been sped up
-Valentine's lvl 3 has been sped up and the animation can be partially skipped by holding a punch button
-Napalm tears now scaled
-Fortunes head now goes flying when hit in Noms
-Excabella input on assist select is less precise
-Green Vial time goes down on additional hits
-IPS will now consider standing normals, crouching normals, and command normals to all be the same attack
-Training mode options are being worked on
-assists now take 120% damage rather than the original 106%
-tech window for grabs is now increased by 3 frames
-tournament mode (disables achievements and returns players to controller select screen on controller unplug as well as resetting controls to default)
-menu select screen allows you to go to the bottom selection by hitting up
-exit game no longer brings you to dashboard (I believe)
-fixed some crashing bugs
-Painwheel's Pinion Dash (down, down, K) is being changed to down, K (I believe that's the input) and activates once 4 kicks are input within 36 frames (I think that was the amount), also it's cancellable into some normals
-assists will have more mapping options
-PS3 ranks altered, US & EU PSN bug fixed
-more regions
-working on making pause menu not appear as an option in training
-Lobbies and additional online features will have to wait as the guy responsible for all that is working on the PC port
-ALL versions of Hornet Bomber are now techable, not just HK
-LK Bomber has invincibility into the active frames, MK as invincibility up to, but not into the active frames, HK has none (Exactly like Fortune's uppercut)
-Last hit of Double's level 3 now knocks the opponent the opposite way and is techable
-Last part of headless Fortune's Cat Scratch Fever no longer whiffs on smaller characters crouching
-Cerebella's Pummel Horse no longer misses on crouching Valentine
-Hitbox glitch has been 'fixed'. The best Mike could do was make them turn 8-bit instead of into hitboxes. Now makes the game look sort of like a Japanese porno, which is HILARIOUS to me. Almost unnoticeable in an actual match, Mike said.
-The tech window of Cerebella's Grab Bag air command grab (4 frames) hasn't changed at all
-Hitstun on Double's j. HP reduced from 37 frames to 27. Mike said this was a typo in the game's code.
-Double builds no meter while Catelites are out

Well, it's a good thing I stopped playing for a while before I got too used to everything, because DAMN.

I hope everyone has their reset game on lock because if it wasn't the future before, it's the only future now, you're gonna have to reset your opponent at least twice (probably being generous there) if you want a chance at a kill.
On 5/26, something that defined a generation shall make its rightful return.  #Toonamisbackbitches.  Prepare yourselves.  Bang.