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Other Fighting Games => General Fighting Game Discussion => Topic started by: Xxenace on March 04, 2011, 05:54:29 AM

Title: Skull Girls
Post by: Xxenace on March 04, 2011, 05:54:29 AM
new game

trailer: http://www.youtube.com/watch?v=Srasx1s69AM



early beta footage: http://www.youtube.com/watch?v=Q0KV4ZLwkAk




so what do you bros think
Title: Re: Skull Girls
Post by: Xxenace on March 04, 2011, 06:42:00 AM
here is a video with a more current build

http://www.giantbomb.com/quick-look-ex-skullgirls/17-3845/
Title: Re: Skull Girls
Post by: Shinra Shiranui on March 04, 2011, 07:31:42 AM
I really like how this game is coming along and will most likely buy it.
Title: Re: Skull Girls
Post by: Xxenace on March 04, 2011, 08:05:49 AM
I really like how this game is coming along and will most likely buy it.
yeah its nice to see something new come out
Title: Re: Skull Girls
Post by: jinxhand on March 04, 2011, 09:55:53 PM
I like the game overall, I just wish it all wasn't hair-based, or an all femme battle royale... I mean I'm not against these things, but Mike Z is trying to bring something different to the table, while at the same time using tons of clichés that are typical in fighters both foreign and domestic...

I do like how loops can be done, but once the flash turns red, you can break free... I'm just hoping there aren't loops or combo variations that override this sub-system... I'm also digging the fact that its not just air based, but the game works with those who are stuck in the ground footsie mindset-- but you can't really rely on one type of poke...

The movie-set motif is kinda cool, but somehow it seems borderline goth or pseudo film noir-esque...

Here's hoping that the matches don't get repetitive and dull though...
Title: Re: Skull Girls
Post by: solidshark on March 19, 2011, 11:55:52 PM
I can't help but say what most are saying: "Inspired by Scott Pilgrim comes Skull Girls." It looks good, though there's something about the animation that makes me like it and dislike it at the same time. As different as it is though, I applaud Mike Z for his efforts. Will probably get this.
Title: Re: Skull Girls
Post by: Xxenace on September 27, 2011, 01:22:01 PM
game has been delayed til early next year (http://skullgirls.com/2011/09/skullgirls-launching-in-early-2012/)
Title: Re: Skull Girls
Post by: MUSOLINI on November 27, 2011, 06:48:49 PM
who says skullgirls will have good online or even be a good competitive game? they said the same bout sf3tsoe, and ggpo on it sucks ass.
Title: Re: Skull Girls
Post by: derpsunagi79 on November 27, 2011, 07:08:58 PM
who says skullgirls will have good online or even be a good competitive game? they said the same bout sf3tsoe, and ggpo on it sucks ass.

its made by somebody thats a name in the fgc, it must be awesome obviously duuh

well shit the game has shit netcode, i mean no more kof13 right its a dead duck right, i mean for the last 15 years weve all been playing great online fighting games, no game has ever survived without faultless online play right, like tekken 6 sc4 sf4 bb mvc3, woe is me, time to move on to one of those great online fighters
Title: Re: Skull Girls
Post by: Saitsuofleaves on November 27, 2011, 08:29:02 PM
who says skullgirls will have good online or even be a good competitive game? they said the same bout sf3tsoe, and ggpo on it sucks ass.

its made by somebody thats a name in the fgc, it must be awesome obviously duuh

well shit the game has shit netcode, i mean no more kof13 right its a dead duck right, i mean for the last 15 years weve all been playing great online fighting games, no game has ever survived without faultless online play right, like tekken 6 sc4 sf4 bb mvc3, woe is me, time to move on to one of those great online fighters

You do realize the HUGE fallacies in your statement right?  And not the sarcastic ones, I mean how shitty your actual point is.
Title: Re: Skull Girls
Post by: MUSOLINI on November 27, 2011, 08:46:41 PM
who says skullgirls will have good online or even be a good competitive game? they said the same bout sf3tsoe, and ggpo on it sucks ass.

its made by somebody thats a name in the fgc, it must be awesome obviously duuh

well shit the game has shit netcode, i mean no more kof13 right its a dead duck right, i mean for the last 15 years weve all been playing great online fighting games, no game has ever survived without faultless online play right, like tekken 6 sc4 sf4 bb mvc3, woe is me, time to move on to one of those great online fighters

wtf you talking out? i madeapoint that they promised the best online for xiii, it wasnt true. they said sf3tsoe will have ggpo and unrivalled netcode, again not true. my point was even with ggpo for skullgirls, i havent played the game thus dont know if they will actually hold vallue. now what was your point to be exact? cause your posts didnt make a lot of sense to me.
Title: Re: Skull Girls
Post by: darkTown2 on November 27, 2011, 10:23:24 PM
i don't think his post made sense to him either.
Title: Re: Skull Girls
Post by: MUSOLINI on November 27, 2011, 10:53:33 PM
damn, now i started the skullgirls topic?
Title: Re: Skull Girls
Post by: Delta on November 27, 2011, 11:45:21 PM
I like Parasoul and Valentine, just wanted to say that :)
Title: Re: Skull Girls
Post by: Saitsuofleaves on November 27, 2011, 11:56:41 PM
damn, now i started the skullgirls topic?

Well that post you made certainly backfired.
Title: Re: Skull Girls
Post by: LouisCipher on November 28, 2011, 03:38:51 PM
Aesthetically it just doesn't appeal to me. I don't like playing as cutsie girls, call me sexist.
Title: Re: Skull Girls
Post by: MUSOLINI on November 28, 2011, 04:35:28 PM
i like using girls in fighters dominated by men. also the artstyle used for this game makes mb and ah look good, and you know, they dont look good. they might be good in gameplay though, but their not my style fighters. don't know if SG is more traditional or an airdasher, personally i couldn't care less tbh.
Title: Re: Skull Girls
Post by: Saitsuofleaves on November 28, 2011, 05:35:01 PM
And I do have a problem with SG, and it's that people are trying to push it TOO HARD.

Even if FG players are making it, it doesn't mean EVERY FG PLAYER is gonna like it.  It plays like a smarter MvC2 but if you didn't like that game, you're probably not gonna like SG, and I don't think a lot of people get that.  I hate when a game gets to a point where you play and like it because you have to rather than playing and enjoying it...just because you enjoy the game.
Title: Re: Skull Girls
Post by: Xxenace on November 28, 2011, 07:46:15 PM
And I do have a problem with SG, and it's that people are trying to push it TOO HARD.

Even if FG players are making it, it doesn't mean EVERY FG PLAYER is gonna like it.  It plays like a smarter MvC2 but if you didn't like that game, you're probably not gonna like SG, and I don't think a lot of people get that.  I hate when a game gets to a point where you play and like it because you have to rather than playing and enjoying it...just because you enjoy the game.
+1 much rather play a game to enjoy not because i haveto, then that becomes work instead of fun
Title: Re: Skull Girls
Post by: Xxenace on February 14, 2012, 09:13:36 AM
i see valentine being used a lot (http://www.gametrailers.com/video/exclusive-nurse-skullgirls/726811)
Title: Re: Skull Girls
Post by: Saitsuofleaves on February 14, 2012, 02:43:40 PM
Yeah...Valentine seems really good, but who knows after people get their hands on it at home.

Anyway the 8th character should be revealed by next week.
Title: Re: Skull Girls
Post by: Proto Cloud on February 15, 2012, 05:32:07 AM
I wouldn't mind getting my hands on her...
Title: Re: Skull Girls
Post by: Saitsuofleaves on February 15, 2012, 05:38:39 AM
I wouldn't mind getting my hands on her...

I'd avoid showing up with a cough though.  You don't want any reason to be put on that operating table.
Title: Re: Skull Girls
Post by: Proto Cloud on February 15, 2012, 05:40:00 AM
I'd die a happy man at least.
Title: Re: Skull Girls
Post by: Saitsuofleaves on February 15, 2012, 05:43:39 AM
I'd die a happy man at least.

But why not the other...4 females that aren't out to immediately murder you? 
Title: Re: Skull Girls
Post by: Proto Cloud on February 15, 2012, 05:52:55 AM
Because they're not NURSE NINJAS.
Title: Re: Skull Girls
Post by: Saitsuofleaves on February 16, 2012, 11:58:33 PM
Tonight on GameTrailersTV, the 8th Character shall finally be revealed.  Get ready.  10PM PST/1 AM EST
Title: Re: Skull Girls
Post by: Xxenace on February 17, 2012, 12:17:29 AM
Tonight on GameTrailersTV, the 8th Character shall finally be revealed.  Get ready.  10PM PST/1 AM EST
sweet
Title: Re: Skull Girls
Post by: Delta on February 17, 2012, 01:11:30 AM
Good, good. I'll (try to) be there.
Title: Re: Skull Girls
Post by: Saitsuofleaves on February 17, 2012, 08:23:04 AM
Double is the 8th character, full character walkthrough should be up within the next day on gametrailers.com.

She looks...interesting, that's for damn sure.  And she starts as a nun.
Title: Re: Skull Girls
Post by: Xxenace on February 17, 2012, 08:32:08 AM
i still dont know who i really want to main in this game i was thinking valentine and parasoul but i think para is a charge character and im really ass with them
Title: Re: Skull Girls
Post by: Saitsuofleaves on February 17, 2012, 08:35:42 AM
Para is a charge character.  But her charges are only...34 frames I believe.
Title: Re: Skull Girls
Post by: Xxenace on February 17, 2012, 09:33:43 AM
Para is a charge character.  But her charges are only...34 frames I believe.
yeah im horrible at reading frames  but im gonna guess the charge time is like a second and a half?
Title: Re: Skull Girls
Post by: Homies Over Shotos on February 17, 2012, 09:49:07 AM
Para is a charge character.  But her charges are only...34 frames I believe.
yeah im horrible at reading frames  but im gonna guess the charge time is like a second and a half?

Slightly longer than half a second.
Title: Re: Skull Girls
Post by: Delta on February 17, 2012, 07:14:43 PM
I like Double's nun design, but not so much her actual fighting self.

And yes, she reminds everyone of Arakune.
Title: Re: Skull Girls
Post by: Saitsuofleaves on February 18, 2012, 02:05:32 AM
http://shoryuken.com/2012/02/17/skullgirls-full-double-walkthrough-by-mike-z/ (http://shoryuken.com/2012/02/17/skullgirls-full-double-walkthrough-by-mike-z/)

Double's Walkthrough.  Notes.

-Gro...fucking...tesque
-Sub-Zero slide...interesting...
-Peacock Car Super = Shin Psycho Crusher.  Great, now I get to relive all the damn nightmares Shin Bison gave me in Street Fighter Alpha 3.
-Pseudo-Ouroborus...is everyone getting Orbs these days?  Strider is not amused.
-Level 3...wow.  THOSE CAMEOS.
-Level 5.  O_O  I have no words.

Also, the game is done, the only thing everyone is waiting for is a release date, so we're waiting on Microsoft and Sony to approve it I guess.
Title: Re: Skull Girls
Post by: Xxenace on February 18, 2012, 06:28:49 AM
dat gradius super
Title: Re: Skull Girls
Post by: LouisCipher on February 18, 2012, 06:45:52 AM
It's just another kind of head-swap. A little more interesting I'll give them that much. But aesthetically the game still doesn't do anything for me. I just never got into heavily-anime-based fighters. I do like Akatsuki Blitzkampf (the early versions) though.
Title: Re: Skull Girls
Post by: Saitsuofleaves on February 18, 2012, 07:08:19 AM
How is this anime based?  Unless having an airdash automatically makes a game anime based.
Title: Re: Skull Girls
Post by: Delta on February 18, 2012, 07:24:33 AM
Yeah, people thinks because it looks the way it looks , it's an uguu kawaii desu anime game, while probably the art is closer to the western cartoon/animations.
Title: Re: Skull Girls
Post by: Saitsuofleaves on February 18, 2012, 07:33:41 AM
You'd think Peacock alone would make that a dead giveaway.
Title: Re: Skull Girls
Post by: LouisCipher on February 18, 2012, 07:35:41 AM
The art never once reminded me of Western cartoons. I'm no artist but I can appreciate style and expressions and continuity of movement and blocking. And Skullgirls honestly does not look like a Western cartoon. It looks much more like Melty Blood or Under Night in Birth. And it's not just the style but gameplay-wise it just doesn't interest me.

With the exception of Peacock but otherwise I stand by my opinion.
Title: Re: Skull Girls
Post by: Saitsuofleaves on February 18, 2012, 07:39:40 AM
That much is fair enough.  I'd just rather not have people dislike the game just because it doesn't appeal to them visually.  But I'd also rather have people not force themselves to like the game even though the actual gameplay doesn't appeal to them.

It's pretty much this, if you didn't like MvC2 for any reason other than balance issues, then you won't like Skullgirls, simple as that unless you're hypocritical.  It was helped being made by a well-known MvC2 player who wanted a true spiritual successor to MvC2.  So it baffles me when I've seen others who I KNOW either openly trashed or just disliked MvC2, to say SG is the Second Coming of the Messiah.  Annoys the hell out of me.
Title: Re: Skull Girls
Post by: LouisCipher on February 18, 2012, 07:43:04 AM
I would agree with that. I never got into MVC2 because of the gameplay. The only games with Magic Combos that I like (in fact Love) are Kizuna Encounter and Real Bout 2.

As far as hype you have to chalk at least some that up to sheeple on SRK that are behind anything but won't actually buy it until they beg their parents for money.
Title: Re: Skull Girls
Post by: Saitsuofleaves on February 18, 2012, 07:55:59 AM
Meh, it's not just SRK, it's everywhere.  And it's not like SG doesn't deserve the hype, I'd just rather it not come from people who knowingly hate the very game it was based off of.
Title: Re: Skull Girls
Post by: jinxhand on February 18, 2012, 08:04:57 AM
Yeah, people thinks because it looks the way it looks , it's an uguu kawaii desu anime game, while probably the art is closer to the western cartoon/animations.

By definition, anything cartoony is anime, regardless of the country of origin... I'll just leave it there for now...
Title: Re: Skull Girls
Post by: Saitsuofleaves on February 18, 2012, 08:07:19 AM
Well if we consider anime in its most basic form as just a shorthand for saying animation, then yes, anything cartoony would fall under anime.
Title: Re: Skull Girls
Post by: Xxenace on February 18, 2012, 08:07:31 AM
The art never once reminded me of Western cartoons. I'm no artist but I can appreciate style and expressions and continuity of movement and blocking. And Skullgirls honestly does not look like a Western cartoon. It looks much more like Melty Blood or Under Night in Birth. And it's not just the style but gameplay-wise it just doesn't interest me.

With the exception of Peacock but otherwise I stand by my opinion.
you know the artist for scott pilgrim did all the art for this game right

edit: wait a sec im wrong alex ahad on did a guest comic
Title: Re: Skull Girls
Post by: LouisCipher on February 18, 2012, 08:23:23 AM
Well if we consider anime in its most basic form as just a shorthand for saying animation, then yes, anything cartoony would fall under anime.

Anime is more representative of a style. For examaple: Boondocks.
Title: Re: Skull Girls
Post by: Saitsuofleaves on February 18, 2012, 08:43:35 AM
I know, hence why I put the qualifier in the first part of the sentence.

EDIT:  http://shoryuken.com/2012/02/17/friday-night-skullgirls-mike-z-double-vs-redner-valentinefilia/ (http://shoryuken.com/2012/02/17/friday-night-skullgirls-mike-z-double-vs-redner-valentinefilia/)

FNF finally up.  One thing that got me, Mike Z in the Double Walkthrough said that the Cerebella butt slam was unsafe on block and that her Parasoul shot was easily ducked by crouchers (her horizontal one at least).  Then I watch as Mike Z proceeds to throw out the butt slam raw and then use the Horizontal Shots in blockstrings.

Also IT ALL DEPENDS ON YOUR SKILL, damn I miss the Street Fighter Alpha 3 announcer.  Love or hate that game, can't deny it was one of the best announcers ever.  TRIUMPH OR DIE!
Title: Re: Skull Girls
Post by: jinxhand on February 18, 2012, 09:49:27 PM
Well if we consider anime in its most basic form as just a shorthand for saying animation, then yes, anything cartoony would fall under anime.

Anime is more representative of a style. For examaple: Boondocks.

I was referring to anime in its original use as a French term which it was originally. The Japanese later on "took" it, and applied it to their art, and now we consider it a style because of that...

FNF finally up.

I was thinking Lupe Fiasco's label at first when I read this.. lol

Anyway, yeah I'm digging this game more and more... Sure, it has a Marvel feel to it, but it's not as "retarded" as Marvel is imo... I feel like this game has it's own vibe which sets itself apart from the Marvel games, aside from the art work...

I do wonder what this would look like if Jim Lee did the art work...
Title: Re: Skull Girls
Post by: Saitsuofleaves on February 18, 2012, 09:57:26 PM
Well it helps that Reverge is actually going out of their way to make sure every character's moves serve a purpose and we don't have shitty ones that do more harm than good ala MvC2 Strider Wall Cling.
Title: Re: Skull Girls
Post by: Xxenace on March 14, 2012, 04:12:02 AM
apparently this game is supposed to come out on the 4th of april
Title: Re: Skull Girls
Post by: Saitsuofleaves on March 14, 2012, 04:15:55 AM
In the great words of a mediocre player for a terrible NFL franchise, CAN'T WAIT.
Title: Re: Skull Girls
Post by: Proto Cloud on March 14, 2012, 06:54:37 AM
About time they announced the date. Need something to wash off the taste of SFxTK.
Title: Re: Skull Girls
Post by: Saitsuofleaves on March 14, 2012, 06:56:02 AM
Technically, it's still not official.  Reverge hasn't told us the date because they don't know the release date themselves.
Title: Re: Skull Girls
Post by: Proto Cloud on March 14, 2012, 06:59:03 AM
Dammit! I need something to hold me off until Final Showdown already.
Title: Re: Skull Girls
Post by: Saitsuofleaves on March 14, 2012, 07:09:05 AM
Dammit! I need something to hold me off until Final Showdown already.

I said technically, it could very well be official, it might not.  If it's not, I doubt it's going much further away than that.

Here, to sustain you, here's Fri...I mean, Tuesday Night Fights.

http://www.gametrailers.com/video/-belated-friday-skullgirls/728035 (http://www.gametrailers.com/video/-belated-friday-skullgirls/728035)
Title: Re: Skull Girls
Post by: Proto Cloud on March 14, 2012, 07:15:28 AM
Nah, I'm good on videos. I got about 100 Persona 4 videos on back up. My body is aching...
Title: Re: Skull Girls
Post by: Saitsuofleaves on March 14, 2012, 07:18:50 AM
But...it's Mike Z beasting with the Deadly Double.

The Head Orbs abuse was nice...confirmed for Clockwork main.
Title: Re: Skull Girls
Post by: Proto Cloud on March 14, 2012, 07:22:12 AM
I just watched it. Though I honestly can't tell whether this is going to be good or not. It's got a lot of fantastic ideas, but being produced by an American studio and the sheer possibilities with the system worry me. There's many ways it can go right as it can go wrong.
Title: Re: Skull Girls
Post by: Saitsuofleaves on March 14, 2012, 07:27:38 AM
Well at least it's only $15, so the price for getting it and it being meh is pretty low.

On one hand, I hate all the people dickriding the game just so they can act like "true" players or whatever, even if they've been known to absolutely hate Marvel-styled games or airdash fighters.

On the other hand, I hate those passing on it just because the visuals don't suit their fancy.

It's going to be an interesting release to say the least, but I think as long as you don't hate airdash fighters and the like, a try should be given, it will have a Demo like all PSN/XBLA games so...yeah, no excuse to not at least giving it a try for people in general.

I'll admit though I wasn't hyped in the least for the longest time, I think Valentine's moveset and Double helped a bit on my end.
Title: Re: Skull Girls
Post by: Proto Cloud on March 14, 2012, 07:31:06 AM
I'm still getting it definitely and I have been for a while because I love the art style, the crazy ideas, Mike Z and Michuru Yamane. On the other hand, I have no idea how this'll turn out in the long run. I just hope they're going to support it in the long run.

My hype has only died down because P4U is the game I never knew I wanted and is sucking my hype for everything else atm.
Title: Re: Skull Girls
Post by: Saitsuofleaves on March 14, 2012, 07:33:28 AM
Ah, don't you love that?  The games you never knew you wanted becoming a love affair.

Phoenix Wright series for me.  Now I know true evil and great justice.
Title: Re: Skull Girls
Post by: Proto Cloud on March 14, 2012, 07:44:38 AM
Tell me about it. I still get chills thinking about the final case in Trials and Tribulations. Man, Godot is such an awesome villain.
Title: Re: Skull Girls
Post by: Saitsuofleaves on March 14, 2012, 07:53:38 AM
Tell me about it. I still get chills thinking about the final case in Trials and Tribulations. Man, Godot is such an awesome villain.

Especially when Cornered hit...shit, that song alone should be considered the ultimate Comeback Mechanic (Kurain Spirit Channeling notwithstanding with Mia saving your ass every two seconds).

Still not my favorite Phoenix moment though.  I have one I put above that for Nick himself.

Cannot wait for AA5, I may hate Capcom for a lot of shit, but they generally handle the AA series very well.  Only two things that annoy me are how JFA was generally meh until the final case (though it made up for it, and T&T completely brought shit home) and them not localizing AAI2, though at least I can understand the reasoning for that.

It's one of only 3 Single Player game series that would make me drop any FG I'm playing at the moment in order to get on it, with ME being one (though that's done now so it's gone...fucking ending...GAH) and KH (though the games come out so infrequently it's never a problem).

Oh, and as for Skullgirls, I wonder if the in-depth tutorial will really pay off.
Title: Re: Skull Girls
Post by: Proto Cloud on March 14, 2012, 08:05:32 AM
I feel the same for JFA, that final case was insane, but I did enjoy the MasquedeMasque case and I also felt AAI1 wasn't all that good either, even if it had some great ideas.

I just hope that if they're going for a new one that they bring back Apollo and Trucy, they're a fantastic duo and I think they've done all they can with Nick anyway.

I really do hope that tutorial mode is worth it. I'm getting pretty sick of trial modes lately because they teach you the most pointless shit for the most part. SFxTK being the worst offender of all with plenty of pointless links and meter wasting combos and they never bother to demonstrate how it's done.

I honestly have to ask. How hard is it to teach players proper bnbs for once?
Title: Re: Skull Girls
Post by: Saitsuofleaves on March 14, 2012, 08:23:46 AM
Mask*Demasque was a pretty good case but only due to the characters, not so much the case itself, Luke Atmey single-handedly brought the word Zvarri back into people's vocabulary.  And yeah, AAI wasn't that great and didn't sell that well, hence why I said that I could understand Capcom's POV of not localizing it.  Giving Edgeworth his own cute assistant was a nice touch though, and like every other assistant, a good foil to him.

I would assume AA5 will indeed bring back Apollo and Trucy, though that might cause problems with those who were not amused at AJ's developments of things like Nick getting disbarred and...well Maya being completely absent other than a subtle line about the Steel Samurai DVDs.  But I doubt Capcom's going to make AJ non-canon so they kind of back themselves into that corner, since if we take the actual dates presented in the series seriously...Nick gets disbarred not too long after T&T (guess taking down Godot got to his head).

I do like AJ though, and seeing the fanmade case, Turnabout Substitution really helped with that.  Just wish Klavier wasn't so damn helpful in the actual game.  It worked for Edgeworth because he built up to that moment of being the prosecutor of Truth, and the fact that you still had to deal with Franziska for most of the game.  Took the edge off of most of the cases and takes away a lot of Apollo's cred.  Compare PW's fourth case to AJ's.  Klavier practically helped you half the case, and you still only won on a technicality and the reward is...putting the blame on a guy already in prison for Murder...hurray.  Another reason why I liked the fanmade Case 5 for AJ, it instantly upped his cred massively and gave him someone more evil to deal with than even Dahlia Hawthorne.

And yeah, we need a solid tutorial mode...well, not so much us but in general.  But it IS hard to teach proper BnB's because...well, most BnB's change over a game's lifespan, especially for more open games like a Marvel or a Skullgirls, or even SFxT (though yeah, those trials are pathetic).  The irony is, KOF has no excuse since most of the BnB's for characters carried over from arcade version AND SNKP is obviously competent enough in knowing its balancing and development that they release random vids every so often highlighting things like that yet their Trial mode is more about challenge than actual BnBs.

It's better to just have a general tutorial.
Title: Re: Skull Girls
Post by: Proto Cloud on March 14, 2012, 08:44:49 AM
It's rather irritating that Capcom won't release the much improved AAI2, just because 1 understandably sold badly. It also doesn't help that Ghost Trick tanked hard for being such a fantastic game.

The main reason why they didn't like AJ to begin with was just the lack of recognizable characters from the get go. You're obviously going to get people that just don't like change, when change is needed. I don't mind how the case turned out, because for one, AJ is even more novice than PW ever was and didn't have the benefit of having Maya call on the dead. Second, the whole point of the game was to expose the broken Japanese system of law. For better or worse. I thought it was genius, because it actually did impact the criminal justice system in Japan. Take that as you will, but it's the most important case technically in the PW universe.

I have no idea about no fanmade episodes, but I don't take things as fanon. Regardless, I'd like to see Apollo and Trucy grow up with their own trilogy.

Not really, they've obviously have had to have play-tested the game to some extent, there's no reason that they can't at least teach you simple ABCxxSpecial or ABCxxSuper or ABCBCAxxSuper. I can still forgive KOF because they haven't really done anything like it and I'm guessing by "trial" they thought "TRAILS". I dunno, at least they had the decency of teaching you at least one interesting concept per trial and giving you a demo of it. As for Marvel, there isn't any reason why they couldn't at least have tried harder in Ultimate. They still gave you no demos and more pointless and meter-depletion combos.
Title: Re: Skull Girls
Post by: Saitsuofleaves on March 14, 2012, 09:01:12 AM
Well who knows, with UMvC3 out with Nick in, and AA5's announcement, there could be enough outcry to get AAI2 localized down the line.  I'm not that into AAI, so I'm not that concerned about it as long as we get AA5.

And I understand WHY Apollo won like he did in Case 4 and how important that was.  I just wish he did it against anyone other than Kristoph who was already serving a Life Sentence, or make it so Kristoph got a lighter sentence or something the first time we got him.  It made his breakdown...stupid.  I understand the motivations for it but he was never practicing law again, so I doubt it would've been as personal.  And I think it's less about the new characters and more about Nick just being so jaded (even though we eventually find out he's pretty much the same on the inside).  It seemed so out of character for Nick, even being in his somewhat depressed state, to be a bit of a douche to Apollo and to be so vague so often.  I got used to it but I can still see the problems.

And no I don't consider Case 5: Turnabout Substitution to be fanon.  I just really liked the case and thought it was well done for the most part.  It's obviously not fanon for a couple of reasons, to which I won't disclose in case you'd want to see for yourself but yeah.  It just gave a great idea on the possibility of what would happen if Apollo had to ride solo through huge cases, no help from Nick (except random messages by phone), Trucy or Klavier.  Keeps you nice and sharp for AA5.

As for the trials, not having done anything like it isn't much of an excuse honestly.  It takes 5 seconds to see other Trial Modes, see what the fans didn't like, and how to adapt it to your game.  Okay, maybe not 5 seconds but it's not a hard thought process.  Marvel could've tried harder in Ultimate, but again Marvel is the one franchise known for having so much shit change over the course of a lifespan, even something as...abrasive as Marvel 3.  I didn't mind their trials too much, the only problem I had with them were the trials that used OBVIOUSLY useless assists.  Seeing combos having to use Wesker's Jaguar Kick assist makes my head hurt.

In any case, I'm certain they'll have the tutorial downpat, I'm just wondering if it will do good for those actually trying to learn.

Anyway, off to bed...I need sleep.
Title: Re: Skull Girls
Post by: Proto Cloud on March 14, 2012, 09:18:36 AM
The reason for his breakdown was basically keeping the status quo. He obviously didn't mind killing people if it had to do with keeping the criminal justice system the way he wanted it to be, probably due to special interests and I'm pretty it he did because he hated PW, seeing how calm he was getting convicted for it.

As for Case 5, I have ABSOLUTELY NO IDEA WHAT YOU'RE TALKING ABOUT. Honestly, you don't even link or anything talking like it's a matter of common knowledge.

Not really, because it "worked" in other games apparently. SNKP is only following the competition and they're not exactly the best listeners because they still hired GSS again for their netcode.
Title: Re: Skull Girls
Post by: Saitsuofleaves on March 14, 2012, 08:10:34 PM
Yeah, hatred of Nick does cause some epic breakdowns.  Honestly I dunno how they can top the ones already done.  Though it reminds me of another point...unfortunately we've become (or at least I have, but I assume it stands for everyone) accustomed to knowing who's the real villain quite easily.  There's no curveball they can really throw at us anymore.  I mean, everyone's been the villain, random people showing up, Chief of Police, Prosecutors, Dead People, even our freaking clients.  Unless the Judge or Maya/Trucy want to go on a killing spree...that doesn't leave a lot of options.

As for Case 5, Apollo Justice Case 5 : Turnabout Substitution - Promo Trailer (http://www.youtube.com/watch?v=QzlZEvOTd9c#)

There, the "trailer".  You can either download shit and play it yourself on there or just youtube a playthrough.  I didn't link anything before because there was five different things I could've, so I figured you'd just Google it or something.

Yeah...I should really not overestimate a company's ability to listen.
Title: Re: Skull Girls
Post by: Proto Cloud on March 14, 2012, 11:43:52 PM
It runs on Windoze, doesn't it? Dammit. I'll have to wait until I boot an OS7 on my Mac.

So does anyone know how the ratio system in the game works? It seems like playing this Marvel style seems to be the most appropriate, even with the really small cast.
Title: Re: Skull Girls
Post by: Saitsuofleaves on March 14, 2012, 11:46:21 PM
It has a Mac Version I believe.  Google the main site, I think it mentions it, I'd link it but I don't remember the exact site name.

And what about it?  Less characters = More Damage + More Health (well, adjusted ratio of health).  Nothing really crazy about it.

And we'll see, who knows.  But as I sort of expected the 4/4 date was taken down from the Marketplace.  The wait continues.
Title: Re: Skull Girls
Post by: Proto Cloud on March 15, 2012, 01:05:43 AM
Found it, didn't know you had an overarching game maker for this. Man, this fanbase is something else. It's a shame Capcom doesn't give a shit about anything that isn't SF or RE. They really could've made this a hit had they marketed it properly, just like they screwed up Monster Hunter over here.

I was asking because unlike CvS you only had more characters, but in this one you also get assists as well. I just wanted to know the specifics like, 4:3:1 or something like that. But I guess that isn't common knowledge, who knows?

Shit, worries me that it might not be until summer. Wouldn't surprise me seeing how retarded and lazy the XBLA and PSN schedules are. Gotta pay for better schedules nowadays.
Title: Re: Skull Girls
Post by: Saitsuofleaves on March 15, 2012, 01:13:14 AM
Well it's not the typical game.  It's a Visual Novel, not something that's easy to market at all.  If there's one sticking point against the AA franchise, it's replayability, or a lack thereof.  Can't play them more than once really.  It's a hard sell to those who haven't played the franchise already or don't understand VNs. 

It's not "common" knowledge per say, it's just yeah, the basics are simple enough to understand.  I THINK Mike Z or Ravi put up some specific numbers on the increases and such on SRK or Dustloop but I can't remember when or the specific numbers themselves.

And I wouldn't worry about it.  I think it will come out around that area, maybe a bit earlier.  It's like Mike Z says, due to how PSN/XBLA games are approved, you usually don't hear about the release date until a week or two before release outside of rereleases.  I'd expect to eventually hear about it in the next two weeks at the most, if not earlier.
Title: Re: Skull Girls
Post by: Proto Cloud on March 15, 2012, 01:19:53 AM
I really wouldn't call it a visual novel, since I've played those. It's really like a Point-and-Click adventure title of old and they never really advertised it as such, or even advertised it to non-gamers. It was a huge hit in Japan for just about everyone and they should've been smarter about their marketing, but the thing is that they only know how to market to core gamers and are baffled by niche releases. I got my dad into it by telling him how crazy the trials get and he loved it. Hell, there's a pretty hefty base of fans that are females that love it. I just hope the iOS release gets some traction.

I get it, it's just that I don't like how both Sony and Microsoft play favorites with their download services and how weak they are with their release schedules.
Title: Re: Skull Girls
Post by: Saitsuofleaves on March 15, 2012, 01:27:00 AM
Well it can be annoying to sell to niche gamers in the US because...well it's the US.  Just have to make the intentions known that it deserves the attention.  Getting a healthy word out, Nick being in UMvC3 (no matter how...awful he is in the game, though Cornered hits and the crowd gets hype), the iOS releases, the tag team with Professor Layton which can drag over some of those fans, I think it should be fine for the future.

And yeah, it sucks but I'm numb to Microsoft and their crap.  If I wasn't, i would've chucked my 360 out the window already.
Title: Re: Skull Girls
Post by: Proto Cloud on March 15, 2012, 06:23:17 AM
My only issue is that Atlus, XSEED and NIS America have turned this into a science with much less resources.

I forgive MS because party chat and better online. Also PS3's XMB is balls.
Title: Re: Skull Girls
Post by: Saitsuofleaves on March 15, 2012, 06:29:10 AM
True enough, true enough.  Either way, I'm just saying Capcom has done a lot worse with other games and series.  If advertisement and the lack of localization of one game who's predecessor didn't do that well over here are the only black marks...meh, I'll take it.

And...well I can't completely forgive them but meh, I have their system, what can I do?  I'm not paying for a PS3.
Title: Re: Skull Girls
Post by: Proto Cloud on March 15, 2012, 06:31:19 AM
I'm caving in to get it once it drops once more, I still have a weakness for Yakuza unfortunately.
Title: Re: Skull Girls
Post by: Saitsuofleaves on March 15, 2012, 06:43:19 AM
I don't...never got the hype around Yakuza.

Anyway, uh Skullgirls...yeah honestly, nothing much to say about it until we get a release date.
Title: Re: Skull Girls
Post by: Proto Cloud on March 15, 2012, 07:00:47 AM
You gotta play it for yourself. It isn't the best thing around, but if you liked Shenmue or any brawler really. It's basically the next evolution to that. Also the narratives to the games are pretty amazing for a brawler. 3 definitely had me by the balls for sure.
Title: Re: Skull Girls
Post by: Saitsuofleaves on March 15, 2012, 07:04:07 AM
I have Yakuza 1 actually, and I've beaten most of the game but...yeah, I was never THAT into it.  Would've beaten it, but it had that requirement that you had to have a shitton of money at a certain part of the game...and I was like...fuck that.
Title: Re: Skull Girls
Post by: Proto Cloud on March 15, 2012, 07:23:56 AM
If you get a PS3, you should really give 3 a shot. It's a damn fine game and it really adds a lot to the game. There's a lot of crazy beatdowns, crazy boss fights and fun side quests.
Title: Re: Skull Girls
Post by: Saitsuofleaves on March 17, 2012, 04:56:55 AM
http://www.gametrailers.com/video/friday-night-skullgirls/728226 (http://www.gametrailers.com/video/friday-night-skullgirls/728226)

All I have to say is...Official...Peacock...Pressure.

And I guess I can look into it or something, my dad has a PS3...
Title: Re: Skull Girls
Post by: Proto Cloud on March 17, 2012, 05:05:31 AM
Got dat Looney Tunes pressure yo.
Title: Re: Skull Girls
Post by: Saitsuofleaves on March 19, 2012, 07:40:09 PM
http://www.twitch.tv/finestko/b/312121218 (http://www.twitch.tv/finestko/b/312121218)

SG action starts at 2 hours, but I'd skip ahead to 3 hours for some real good matches.  Everyone gets good representation (except Valentine surprisingly enough), and Dacidbro showing the power of the Sentinel Successor.
Title: Re: Skull Girls
Post by: Saitsuofleaves on April 01, 2012, 03:57:10 AM
Double post for a reason...

RELEASE DATE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

4/11/12 Mark your damn calendars, that day shall be the end of the world as you know it.
Title: Re: Skull Girls
Post by: LouisCipher on April 08, 2012, 03:38:39 AM
I looked over the Wiki. Why is every special a QCF or QCB move? And why are the supers EX motions? That kinda' turns me off. I like the look of Painwheel though. But the aesthetics and now shallow controls turn me off.
Title: Re: Skull Girls
Post by: Proto Cloud on April 08, 2012, 05:12:19 AM
Because it's supposed to be like Marvel vs. Capcom?

How is that shallow? God forbid they don't put pretzel and bowl motions in a game... >_>
Title: Re: Skull Girls
Post by: FataCon on April 08, 2012, 06:01:19 AM
I looked over the Wiki. Why is every special a QCF or QCB move? And why are the supers EX motions? That kinda' turns me off. I like the look of Painwheel though. But the aesthetics and now shallow controls turn me off.

Cerebella has specials with DP motions and a super with a 360 motion.

Parasoul has charge b~f/d~u specials.

Regardless, execution barriers are not an indication of a fighting game's inherent depth; that's just your personal preference.
Title: Re: Skull Girls
Post by: Emperor Paine on April 09, 2012, 06:47:20 PM
I'll see everyone on 360 when this game drops.......tomorrow I think?
Title: Re: Skull Girls
Post by: LouisCipher on April 10, 2012, 09:02:56 PM
Has it dropped on PSN yet?
Title: Re: Skull Girls
Post by: Saitsuofleaves on April 10, 2012, 09:17:32 PM
Apparently it just has.
Title: Re: Skull Girls
Post by: LouisCipher on April 10, 2012, 09:18:27 PM
Fuck, now I gotta' reconnect my ethernet to the PS3.
Title: Re: Skull Girls
Post by: Saitsuofleaves on April 10, 2012, 09:19:27 PM
You would've had to anyway...
Title: Re: Skull Girls
Post by: LouisCipher on April 10, 2012, 09:20:50 PM
But I just had it connected, now I gotta' reset the modem.

Re-posting this: http://www.youtube.com/watch?v=45NQvmvPzdc&feature=player_embedded# (http://www.youtube.com/watch?v=45NQvmvPzdc&feature=player_embedded#)!
Title: Re: Skull Girls
Post by: Xxenace on April 11, 2012, 01:08:39 AM
skullgirls is pretty cool ready to try out parasoul/valentine tomorrow
Title: Re: Skull Girls
Post by: Saitsuofleaves on April 11, 2012, 01:22:29 AM
Ready to own all tomorrow. 
Title: Re: Skull Girls
Post by: LouisCipher on April 11, 2012, 02:11:43 AM
I'm digging Painwheel.
Title: Re: Skull Girls
Post by: Xxenace on April 11, 2012, 02:15:31 AM
I'm digging Painwheel.
but i thought you said the game had shallow controls :p
Title: Re: Skull Girls
Post by: LouisCipher on April 11, 2012, 02:35:23 AM
Like your mom in bed has shallow controls.
Title: Re: Skull Girls
Post by: Xxenace on April 11, 2012, 02:36:41 AM
Like your mom in bed has shallow controls.
really bro are we going there?
Title: Re: Skull Girls
Post by: LouisCipher on April 11, 2012, 03:03:42 AM
Like how I went in there last night.
Title: Re: Skull Girls
Post by: Xxenace on April 11, 2012, 03:15:44 AM
anyway hows the netcode?
Title: Re: Skull Girls
Post by: LouisCipher on April 11, 2012, 03:21:50 AM
Had one match on West Coast, ran fine. So far so good, and unlike a lot of fighters the filtering is absolutely perfect, total 180 compared to 3SOE, AND you can adjust the GGPO Delay before you start a match with a person.

It's so refreshing to see such commonsense and simple things implemented.

BUT The training mode sucks. You can't set the dummy to block or jump or whatever. Plus there's no movelist. Goody. Thank god for SRK forums.

Title: Re: Skull Girls
Post by: Xxenace on April 11, 2012, 03:30:39 AM
Had one match on West Coast, ran fine. So far so good, and unlike a lot of fighters the filtering is absolutely perfect, total 180 compared to 3SOE, AND you can adjust the GGPO Delay before you start a match with a person.

It's so refreshing to see such commonsense and simple things implemented.

BUT The training mode sucks. You can't set the dummy to block or jump or whatever. Plus there's no movelist. Goody. Thank god for SRK forums.


yeah i noticed that last part in the demo dont know what them dudes were thinking hope the patch that in soon like really soon
Title: Re: Skull Girls
Post by: Saitsuofleaves on April 11, 2012, 03:39:34 AM
They got one free patch, so you better hope it's in that.  If not, well too bad, you have to wait until Skullgirls sells enough to warrant them having to pay for another patch.
Title: Re: Skull Girls
Post by: solidshark on April 11, 2012, 04:08:45 AM
Plus there's no movelist.

Great on everything else, but even if there really is a first time for everything, that's the last thing I'd expect ANY fighter to omit, unless Mike Z was going for that really old arcade "discover it own your own" feel thats still negated by online guides.
Title: Re: Skull Girls
Post by: Saitsuofleaves on April 11, 2012, 04:22:03 AM
You mean online movelists pdfs that are already posted on the Skullgirls Official Site and posted all over SRK?  Yeah, one can wonder how such a lack of care can be taken there.
Title: Re: Skull Girls
Post by: Proto Cloud on April 11, 2012, 05:09:02 AM
So who's down for tomorrow night?
Title: Re: Skull Girls
Post by: Xxenace on April 11, 2012, 05:25:42 AM
mmmmm parasoul and dat delicious kneesocks alt
Title: Re: Skull Girls
Post by: LouisCipher on April 11, 2012, 05:43:15 AM
Had another match, I think the guy was East Coast but it was 102 ping. Had a few hiccups but my moves still came out.

I'm not feeling the gameplay though. I was never a fan of long Marvel combos and this game really favors that shit. If you have ratio 1 (1 character) versus ratio 3 (3 characters der) you're kinda' fucked and you absolutely have to know those long ass combos that do big damage or you just get lamed out. Unless you're a fighting game god I think you absolutely need to have at least a team of 2 to stand a chance.

I'm not pissed off about it though, it was only $15 and if it sends a message regarding netcode than it's for the better.

Of all the fighters I've played online this is just like GGPO Garou or KOF98 or the old Kaillera days (I never had a big problem with Kaillera as far as lag, I would just desync after 5-10 minutes) I just wish the gameplay was more to my liking... Fuck. No lie. But I would pay $200 for a version of 3S that played like this online, if it was just like offline or really, really fucking close than that's all I need. Fuck the world. Seriously.

Rant over.
Title: Re: Skull Girls
Post by: Delta on April 11, 2012, 08:25:12 AM
mmmmm parasoul and dat delicious kneesocks alt

Pics or it didn't happen.
OK seriously, i'm going to bed in a minute, but i hope to see some alts tomorrow, also i hope someone post a link to see them all.
Title: Re: Skull Girls
Post by: Xxenace on April 11, 2012, 07:12:00 PM
servers still aren't up on xbox >_>
Title: Re: Skull Girls
Post by: Saitsuofleaves on April 11, 2012, 07:16:03 PM
It's a problem on Microsoft's end.  Mike_Z is working getting them to fix it.
Title: Re: Skull Girls
Post by: Xxenace on April 11, 2012, 08:09:27 PM
It's a problem on Microsoft's end.  Mike_Z is working getting them to fix it.
he need to just go and tager buster everyone there
Title: Re: Skull Girls
Post by: Saitsuofleaves on April 11, 2012, 08:17:26 PM
It's apparently fixed.  Restart the game.
Title: Re: Skull Girls
Post by: Proto Cloud on April 11, 2012, 08:46:36 PM
Had another match, I think the guy was East Coast but it was 102 ping. Had a few hiccups but my moves still came out.

I'm not feeling the gameplay though. I was never a fan of long Marvel combos and this game really favors that shit. If you have ratio 1 (1 character) versus ratio 3 (3 characters der) you're kinda' fucked and you absolutely have to know those long ass combos that do big damage or you just get lamed out. Unless you're a fighting game god I think you absolutely need to have at least a team of 2 to stand a chance.

I'm not pissed off about it though, it was only $15 and if it sends a message regarding netcode than it's for the better.

How many times does it need to be stated that this is like Marvel? Also, if you're getting lamed out, you really need to step up your Marvel approach game, because this game has 2/3 for 1s.

Loving Valentine and Cerebella so far, but I can't seem to click on combos for Cerebella though.
Title: Re: Skull Girls
Post by: Emperor Paine on April 11, 2012, 10:35:28 PM
Haven't had a chance to fight online (on 360) Shyt just wouldn't let me connect.
I don't mind the game. Something else to play and hold me over while I wait for others.
I do look forward to fighting as many of you guys as possible on this game.
Title: Re: Skull Girls
Post by: Xxenace on April 11, 2012, 11:35:29 PM
well im loving this game so far has lots of things other fighting games needs though it's missing some of the more usual things most fighting games have
Title: Re: Skull Girls
Post by: sibarraz on April 12, 2012, 01:30:50 AM
The intro sounds a bit like this song

http://www.youtube.com/watch?v=Ll6LLGePYwM&feature=player_embedded# (http://www.youtube.com/watch?v=Ll6LLGePYwM&feature=player_embedded#)!
Title: Re: Skull Girls
Post by: Proto Cloud on April 12, 2012, 03:39:31 AM
well im loving this game so far has lots of things other fighting games needs though it's missing some of the more usual things most fighting games have

I have to say that at least it has a strong foundation. I hope it sells well because a sequel could make this into a serious contender. Right now with just 8 characters, weak tutorial and some omissions in the tutorial and movelist hurt this.

I would've at least liked to have had some bnbs to start off. Coming up with Marvel combos on a six button system is crazy.

On the note of that, I'm wondering why they didn't do it Marvel 2 style with LP,HP,LK,HK,A1,A2? Oh well. Handling assists as is, is a bit of a pain.

Also:
Part Time Skullgirl (http://www.youtube.com/watch?v=oJAfX2fSod8#)
Title: Re: Skull Girls
Post by: Delta on April 12, 2012, 04:38:27 AM
One question for those who got it:

Does the game have a good amount of Single Player content? I would be happy with an amount like BB to give an example, stuff like Story mode, Arcade mode, Gallery to unlock, etc.
I ask because my internet is shitty and usually my online is not good for fighting games.
Title: Re: Skull Girls
Post by: sibarraz on April 12, 2012, 05:02:51 AM
Has story mode, but honestly, is not that good

 hadn't seen gallery so far
Title: Re: Skull Girls
Post by: LouisCipher on April 12, 2012, 05:07:45 AM
The single player is pretty meh but honestly it's a $15 game that has kick ass online. I think you get your monies worth.
Title: Re: Skull Girls
Post by: Saitsuofleaves on April 12, 2012, 05:13:21 AM
Single player is Arcade and Story...which is pretty much a glorified Arcade Mode only with story.  But you know, it does its job, especially at making an annoying ass FGC boss.
Title: Re: Skull Girls
Post by: LouisCipher on April 12, 2012, 05:15:26 AM
Yeah, if this game retailed for $60 that kind of complaint would be justified. But it's a $15 game and so come on.
Title: Re: Skull Girls
Post by: Saitsuofleaves on April 12, 2012, 05:19:50 AM
Yeah, if this game retailed for $60 that kind of complaint would be justified. But it's a $15 game and so come on.

I barely care about single player IN $60 games.  When MK/BB stories become the rule rather than the exception, then I might start caring.  It might seem backwards, but hey, I get FG's to play with others, not the single player.
Title: Re: Skull Girls
Post by: Proto Cloud on April 12, 2012, 06:33:27 AM
I thought BB's story mode was pointlessly long. It felt like a visual novel I couldn't give a shit about. On the other hand, MK9's was basically the unofficial sequel to the first MK movie.

I have to say, I like this story mode because it doesn't wear out its welcome like BB does and is straight to the point.

Also you can do some nutty mixups with assists in this game. You can do some really dirty shit with Cerebella's 360 using the right assists.
Title: Re: Re: Skull Girls
Post by: Merkilo on April 12, 2012, 04:03:27 PM
What assists are you thinking?
Title: Re: Skull Girls
Post by: Proto Cloud on April 12, 2012, 07:24:20 PM
For example, I have Cerebella on point with Valentine on assist with her qcf+mk. Using her assist take some time to start up, so I force my opponent into a blocking situation and go into Cerebella's 360. Worked well on Xxenace. ;)
Title: Re: Skull Girls
Post by: Xxenace on April 12, 2012, 07:48:50 PM
For example, I have Cerebella on point with Valentine on assist with her qcf+mk. Using her assist take some time to start up, so I force my opponent into a blocking situation and go into Cerebella's 360. Worked well on Xxenace. ;)
>_>
Title: Re: Skull Girls
Post by: Saitsuofleaves on April 12, 2012, 09:03:50 PM
He's free though, that doesn't count.
Title: Re: Skull Girls
Post by: Emperor Paine on April 13, 2012, 04:17:22 AM
Poor Xxenace
Title: Re: Skull Girls
Post by: Saitsuofleaves on April 13, 2012, 06:09:48 AM
I wonder how many people here had to redo all of their BnB's after remembering that a decent amount of combos can be teched out of if you're not paying attention.
Title: Re: Skull Girls
Post by: LouisCipher on April 13, 2012, 06:24:27 AM
You can tech out?
Title: Re: Skull Girls
Post by: Saitsuofleaves on April 13, 2012, 06:35:19 AM
You can tech out?


When you ground someone in a combo, if you've ever noticed the sparks that come out, usually they're red.  However if you see a blue circle come from them, the opponent can tech out.  I had to completely rework my day 1 Filia BnB, I'm pretty much basing my entire game around resets now because I can't buy damage with her (though her resets and setups are filthy as all hell, and her air normals are sick).  Had to slightly change my Fortune one.  Double...well she don't give a crap, she has air loops for days.  Her slide just loses a bit of utility.
Title: Re: Skull Girls
Post by: Saitsuofleaves on April 13, 2012, 10:33:43 PM
I know, double post but...man, hurray for Cerebella having Run Stop loops.
Title: Re: Skull Girls
Post by: jinxhand on April 17, 2012, 07:27:18 PM
This game is so great!!! Aside from KOFXIII, VF5, and AH3, this is another console fighter I can literally play all day...

Despite the game only having 8 characters, there's still tons to do imo... I'm fine with 8 characters though, I grew up in the Karate Champ era, so I'm grateful as it could've been worse...

I know, double post but...man, hurray for Cerebella having Run Stop loops.

Yeah that's actually dope... I don't even play her, but seeing that made me want to goto training mode just to do it... There's already a Cerebella bandwagon though, and this just made it bigger...

I'm still rolling with Ms.Fortune/Valentine though... I might add a third, but I'm doing well with these two for now...
 
Title: Re: Skull Girls
Post by: Saitsuofleaves on April 17, 2012, 07:45:32 PM
Yeah, like I said, I'm doing Filia/Cerebella, or I guess Team Stock Standard or Team Medici, whatever you want to call it.

And I can't believe we already got Frame Data.
Title: Re: Skull Girls
Post by: sibarraz on April 17, 2012, 08:28:38 PM
Training mode really sucks
Title: Re: Skull Girls
Post by: Saitsuofleaves on April 17, 2012, 08:30:43 PM
Okay?  At least it's getting fixed in the future.  But hey, at least people will start learning on the fly more, which can actually improve how people play honestly.
Title: Re: Skull Girls
Post by: jinxhand on April 18, 2012, 08:45:15 PM
I grew up in the era where training mode was Vs mode... I'm content with what I've got so far... At least the devs are dedicated enough to admit their errors and attempt to make some sort of amends... Gotta respect stuff like that, 'cause that's hard to come by these days. Plus this will get cats to play in Vs mode more, either online or offline, and test their stuff out...
Title: Re: Skull Girls
Post by: Saitsuofleaves on April 18, 2012, 09:17:23 PM
Well at this point I'm nothing more than a training dummy for other people so I guess it evens otu.
Title: Re: Skull Girls
Post by: jinxhand on April 18, 2012, 09:44:18 PM
What system do you have it on???
Title: Re: Skull Girls
Post by: Saitsuofleaves on April 18, 2012, 09:55:53 PM
XBL.  Still getting my asskicked instead of the one time I made someone ragequit because I hit Filia's corner loop.
Title: Re: Skull Girls
Post by: jinxhand on April 18, 2012, 10:56:15 PM
Word up!!! Add me to your friends list... We should battle...
Title: Re: Skull Girls
Post by: Saitsuofleaves on April 19, 2012, 12:27:52 AM
Not unless you really want to test out a Coast to Coast connection.  I'm in PA.
Title: Re: Skull Girls
Post by: Mr.Minionman 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 >_>
Title: Re: Skull Girls
Post by: jinxhand 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...
Title: Re: Skull Girls
Post by: Saitsuofleaves 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.
Title: Re: Skull Girls
Post by: jinxhand 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...
Title: Re: Skull Girls
Post by: Delta 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/ (http://www.joystiq.com/2012/04/26/skullgirls-sells-more-than-50k-to-date-reverge-working-on-updat/)
Title: Re: Skull Girls
Post by: DarKaoZ 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. 
Title: Re: Skull Girls
Post by: jinxhand 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...
Title: Re: Skull Girls
Post by: DarKaoZ 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.
Title: Re: Skull Girls
Post by: jinxhand 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?)...
Title: Re: Skull Girls
Post by: The Fluke 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.
Title: Re: Skull Girls
Post by: Saitsuofleaves on May 07, 2012, 08:10:16 PM
That's how most games are...it's why they're games.
Title: Re: Skull Girls
Post by: The Fluke 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).
Title: Re: Skull Girls
Post by: Saitsuofleaves 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.
Title: Re: Skull Girls
Post by: The Fluke 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.
Title: Re: Skull Girls
Post by: Saitsuofleaves 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.
Title: Re: Skull Girls
Post by: VinnAleixoFM on July 01, 2012, 04:58:09 PM
LOL

http://www.eventhubs.com/news/2012/jun/30/skullgirls-pc-available-pre-order-gamers-gate-bonus-set-4-parasoul-color-palettes/ (http://www.eventhubs.com/news/2012/jun/30/skullgirls-pc-available-pre-order-gamers-gate-bonus-set-4-parasoul-color-palettes/)

They still don't give up to release for PC LOLOLOLOL

But it doesn't matter, I won't play because it's released in "wrong" date