Yet another fighting game, Skullgirls, to get your hands dirty with. It's a PSN/XBL arcade release. 2D graphics, 8 characters, you may play with one character or up to 3 in a team. Teams with 1 char can fight teams with 2 or 3 chars. Depending on how many characterss you have in your team compared to the opponents there will be health differences. It features GGPO for awesome online stability!
Are you gonna try this out? I am for sure, however, I feel that there are too many fighting games out right now. I'm losing my interest in SFxT since the overall experience wasn't that good and from having instant games the first week the waiting time has increased. I went back to SSFIV:AE which still has instant games. Tonight i will dig into Skullgirls though!
Release Q: What platforms will Skullgirls be available on?
A: Skullgirls is currently in development as a downloadable game for PlayStation Network and Xbox Live Arcade.
Q: When will the game launch?
A: Development of the game is well underway, and will be launching in early 2012.
Q: Will the game have DLC?
A: Yes. There will be paid DLC for characters, as well as free game updates.
The Game Q: What modes will Skullgirls have?
A: We’re not quite ready to divulge specific details yet, but there will be single player modes, online modes and training modes at launch.
Q: Are all the playable characters girls?
A: For now, yes. As DLC characters are released, playable male characters will be added to the roster, as well.
Q: How many characters will be in the game?
A: Around eight characters will be in the game at launch, with more coming as paid DLC in the months to follow.
Q: Will the game receive online updates and additions?
A: Yes, there will be free additions and updates.
Q: Will Skullgirls appeal to a casual audience or the hardcore fighting game crowd?
A: Skullgirls’ primary intent is to be a tournament-worthy fighting game, but this doesn’t mean it’s not accessible to newcomers. Easier special move inputs, robust tutorials and an AI designed to teach all make the game friendly to new players, and even help them join the ranks of the hardcore.
Development Q: Who is the lead designer on Skullgirls?
A: Mike “Mike Z” Zaimont is Skullgirls’ lead designer and programmer. He’s a seasoned veteran of fighting game tournaments, making him the ideal person to lead development on a new competitive fighting game. His deep knowledge of the genre contributes heavily to Skullgirls’ unique fighting mechanics.
Q: Who is the creative director on Skullgirls?
A: Alex “o_8” Ahad is Skullgirls’ creative director. Alex is an experienced artist and animator whose work has appeared in many publications, including the UDON’s Street Fighter Tribute and Darkstalkers Tribute books, Scott Pilgrim and Lava Punch.
Q: How long has the game been in development?
A: Engine development and pre-production have been going on since 2009, and full production of the game began in the fall of 2010.
Skullgirls is pretty fun and I hope it sells enough so we can get some DLC characters. Also japanese developers please take some notes on how Skullgirls & american developers handle certain elements of online play when it comes to using ggpo style netcodes.
I'm interested in this, but also hesitant, stuff like no in game move list is kinda weird (I know they intend to patch it into the game later on, but still ...) but since the price is so low I'll probably get it any way.
On April 11 2012 21:44 St3MoR wrote: i think i'll buy it when they reduce the price, people talking great about skullgirls
92 possible team combinations (not counting permutations and assist choices) animated at 60 fps with dynamic lighting on the hand-drawn sprites and individual character stories and trials made by a well-known tournament competitor for $15 is somehow not a bargain already...?
XBL version seems bugged when it comes to online game play. It just says "validate online play" forever, even if you go back and play story or arcade mode, that sign is still all over the screen. Very annoying.
cr.lk, cr.mk, st.hp, j.mp (let it all connect), j.rh, cr.lk, cr.mk, st.hp, j.lp, wait (as they recover and you cross them up in the air) j.mp on the way down (new combo) cr.lk, cr.mk into whatever new combo
Haven't tested it on everyone, if it's character specific, sorry! also it's a crossup reset so of course no go in the corner
For $15, this game is awesome. Supposedly there's something wrong with online right now but tbh I'm just going in on training mode for a while til I have some decent basic combos
A: Yes. There will be paid DLC for characters, as well as free game updates.
Dealbreaker. Microtransactions for characters that will probably be somewhat relevant at least at their release is unacceptable from a competitive point, since it pretty much equates to buying power. If this game was F2P, then I imagine it could be justifiable to some to have payed characters (but it would still be buying power), but for an already payed-for fighting game, something as central as character unlocks shouldn't cost even more on top of the purchase cost.
Edit: It says "Downloadable 2d fighting game" on that youtube-link provided, so I guess it's F2P.
On April 11 2012 20:40 Hokay wrote: Skullgirls is pretty fun and I hope it sells enough so we can get some DLC characters. Also japanese developers please take some notes on how Skullgirls & american developers handle certain elements of online play when it comes to using ggpo style netcodes.
Japanese developers supposedly have no idea how bad American internet is. Every time it's brought up to Japanese players for the first time they're really, really surprised.
A: Yes. There will be paid DLC for characters, as well as free game updates.
Dealbreaker. Microtransactions for characters that will probably be somewhat relevant at least at their release is unacceptable from a competitive point, since it pretty much equates to buying power. If this game was F2P, then I imagine it could be justifiable to some to have payed characters (but it would still be buying power), but for an already payed-for fighting game, something as central as character unlocks shouldn't cost even more on top of the purchase cost.
Edit: It says "Downloadable 2d fighting game" on that youtube-link provided, so I guess it's F2P.
DLC characters have been in almost every fighting game since DLC was introduced... And unless both potential dlc characters cost $20, SG is still way below the price of other comparable games.
Now I'm off to practice some painwheel so I can justify mashing on the cr.mp assist as much as I do
A: Yes. There will be paid DLC for characters, as well as free game updates.
Dealbreaker. Microtransactions for characters that will probably be somewhat relevant at least at their release is unacceptable from a competitive point, since it pretty much equates to buying power. If this game was F2P, then I imagine it could be justifiable to some to have payed characters (but it would still be buying power), but for an already payed-for fighting game, something as central as character unlocks shouldn't cost even more on top of the purchase cost.
Edit: It says "Downloadable 2d fighting game" on that youtube-link provided, so I guess it's F2P.
You download it over Playstation Networks or Xbox Live Arcade, but you pay for it, it was around 20$ for 1200 ms points in Sweden.
loving it so far... Valentine ftw! also i am a little worried about the price point for additional characters myself... i cant see me spending more for dlc then i spent on the actual game at launch
Holy crap Double. More specifically, Double's dp+ hk move as an assist. Peacock + that is sick. Probably a case of zoning characters being relatively stronger than they really are when a game is new, but damn it seems hard to deal with.
Her qcf KK super has good chip and nasty mixups, since she has that slayer dash that crosses through people, and she can cancel into it off of her DP for a possibly safe reversal into mixup (need to test more to see if this is actually safe on block). Her qcf PP super has full invulnerability as far as I can tell so it's a fantastic counter move. Her level 3 super can do it's full animation even against assists. DHCing into her Easter Island lvl 5 super is hilarious.
haha yah dude Ive been getting msg's after games "Damn that Double assist". I use with it to cover Painwheels mix ups. Then I've been using Painwheels c.mp assist to cover mix ups for Double.
A: Yes. There will be paid DLC for characters, as well as free game updates.
Dealbreaker. Microtransactions for characters that will probably be somewhat relevant at least at their release is unacceptable from a competitive point, since it pretty much equates to buying power. If this game was F2P, then I imagine it could be justifiable to some to have payed characters (but it would still be buying power), but for an already payed-for fighting game, something as central as character unlocks shouldn't cost even more on top of the purchase cost.
Edit: It says "Downloadable 2d fighting game" on that youtube-link provided, so I guess it's F2P.
It's a 15 dollar game, which makes DLC a little more swallow-able.
The fact that it's also good and not a broken turd like SFxT also helps.
the alternatives are waiting a year for four more characters and rebalances at another 15 bucks or we just get DLC characters as they get made every 3 months or so and rebalances as needed.
So what characters are you guys using? I'm just playing around with Filia right now, but I want to learn Parasoul and Ms. Fortune and make a team out of them if they work well together.
This game is amazing. My only gripe is that Peacock is bullshit, but other than that I think its really good. Right now I'm using Valentine/Cerebella combo.
Peacock/Double. There are so many easter eggs in this game, it's amazing.
When Parasoul beats Valentine, "Winners don't use drugs." lmao. and a 42 hit combo is "Meaningful." My favorite right now is that when Peacock does st.hp (her gunshot), she sometimes yells "Garbage Day!"
And after more games, Double's dp+rh xx qcf kk super is legitimately ridiculous. Although I don't have a clue what to do without meter as Double, so I guess it balances out.
Having real a real zoning character in a vs game again makes me happy. Even if I don't stick with her forever, having that playstyle finally represented again makes for some much needed diversity in gameplay.
On April 15 2012 21:50 Benecol wrote: How does teching work in this game? Tutorial doesn't explain and I didn't find explanation from SRK/skullgirls website.
Would like to know what knockdowns I can tech and what is the input of quickrise/roll and how to break "infinite" combo.
When knocked down, hold ← or → and press any button = Ground recovery
I'm not totally sure, but I believe you can press any button when you turn pink to do a Combo Breaker.
On April 15 2012 21:50 Benecol wrote: How does teching work in this game? Tutorial doesn't explain and I didn't find explanation from SRK/skullgirls website.
Would like to know what knockdowns I can tech and what is the input of quickrise/roll and how to break "infinite" combo.
When knocked down, hold ← or → and press any button = Ground recovery
I'm not totally sure, but I believe you can press any button when you turn pink to do a Combo Breaker.
I think it was on the Clash stream, but according to a day 2 tourney, it's 2 punches to break an infinite. The game basicially looks to see if a string of normal attacks happens in "x" iterations. Don't quote me, but I believe it's after 2 iterations, the third will trigger the Infinite Prevention System.
Other doodads that I didn't see on the site but are useful: Pushblocking is just like in Marvel, you can Alpha Counter by pressing forward + tag combination (MP+MK or HP+HK), you can DHC two level 3 Blockbusters. If you have 5 meters and perform a level 3 super, DHCing into another level 3 will work, despite having only 2 meters.
On April 15 2012 21:50 Benecol wrote: How does teching work in this game? Tutorial doesn't explain and I didn't find explanation from SRK/skullgirls website.
Would like to know what knockdowns I can tech and what is the input of quickrise/roll and how to break "infinite" combo.
You have to look at the ground when you hit it. Usually the first ground bounce will have a pink/red spark, meaning you can't tech. However, if the opponent is too slow to continue his combo immediately, you will usually bounce a second time which will give off a blue colored bounce. Once you see the blue spark, you can tech (I think it's two punches or two kicks + direction?).
Ok, thanks. Funny that they left such basic game mechanics out of the tutorial.
Really like the game. Haven't had this kind of "JUST ONE MORE GAME!" feeling in a while with any game I play Filia because she felt like the most basic character. Once I get better feeling of the system I think I'll try Cerebella.
This game is giving alot more trouble than SFxT or KOFXIII. This stuff people do continueing on the ground after an air combo (with no OTG), I cant figure out. I think its because there is no clear feedback of what im doing wrong, if my first medium punch in the air is too early it might mean I can't hit him again when im back on the floor, even though that was 4 moves earlier.
As far as I understand it, any air attack that isn't a knockdown attack should cause the opponent to land standing with 1 frame of hitstun that you can continue the combo from. If the air attack is too early and the gap is too large between it and the ground combo, the combo will drop. If opponent hits the ground first from the knockdown attack before being air hit again, they will either be OTGable (pink circle) and air attacks will OTG or if a OTG was already done (blue circle) a techable knockdown. Of note: There is no hit stun deterioration or increasing gravity in the game.
Not having proper dummy controls makes practising combos a little trickier than usual
On April 15 2012 21:50 Benecol wrote: How does teching work in this game? Tutorial doesn't explain and I didn't find explanation from SRK/skullgirls website.
Would like to know what knockdowns I can tech and what is the input of quickrise/roll and how to break "infinite" combo.
When knocked down, hold ← or → and press any button = Ground recovery
I'm not totally sure, but I believe you can press any button when you turn pink to do a Combo Breaker.
I think it was on the Clash stream, but according to a day 2 tourney, it's 2 punches to break an infinite. The game basicially looks to see if a string of normal attacks happens in "x" iterations. Don't quote me, but I believe it's after 2 iterations, the third will trigger the Infinite Prevention System.
Other doodads that I didn't see on the site but are useful: Pushblocking is just like in Marvel, you can Alpha Counter by pressing forward + tag combination (MP+MK or HP+HK), you can DHC two level 3 Blockbusters. If you have 5 meters and perform a level 3 super, DHCing into another level 3 will work, despite having only 2 meters.
That's not how IPS works. If you use the same normal to start a chain, IPS will immediately activate. Therefore, a combo like lp-mp-hp, lp-mk-hk would trigger it because lp starts two chains, but lp-mp-hp lk-mp-hp would not. This makes it so that you eventually run out of buttons to start chains in order to continue your combo, causing your combo to end naturally.
Figured out a new peacock combo, inspired by Cable
Now to find a way to link 3 supers...
Figured it out!
AHVBx3 yessssssssssssssssssssssssss
testing it on more characters, looks like it only works on ones with wide hitboxes like double. Dang =(
edit: Just noticed when Peacock does her st.hk, the football kick, she says "Laces out." It's like they made this character just to reflect every movie and tv show I watched as a kid o-o
On April 15 2012 21:50 Benecol wrote: How does teching work in this game? Tutorial doesn't explain and I didn't find explanation from SRK/skullgirls website.
Would like to know what knockdowns I can tech and what is the input of quickrise/roll and how to break "infinite" combo.
When knocked down, hold ← or → and press any button = Ground recovery
I'm not totally sure, but I believe you can press any button when you turn pink to do a Combo Breaker.
I think it was on the Clash stream, but according to a day 2 tourney, it's 2 punches to break an infinite. The game basicially looks to see if a string of normal attacks happens in "x" iterations. Don't quote me, but I believe it's after 2 iterations, the third will trigger the Infinite Prevention System.
Other doodads that I didn't see on the site but are useful: Pushblocking is just like in Marvel, you can Alpha Counter by pressing forward + tag combination (MP+MK or HP+HK), you can DHC two level 3 Blockbusters. If you have 5 meters and perform a level 3 super, DHCing into another level 3 will work, despite having only 2 meters.
That's not how IPS works. If you use the same normal to start a chain, IPS will immediately activate. Therefore, a combo like lp-mp-hp, lp-mk-hk would trigger it because lp starts two chains, but lp-mp-hp lk-mp-hp would not. This makes it so that you eventually run out of buttons to start chains in order to continue your combo, causing your combo to end naturally.
Hmm, then I encountered something weird. I've had IPS kick in just by hitting a launcher, LK, and repeated d+MK with Parasoul. Unless, each d+MK counts as the start of a new chain
On April 15 2012 21:50 Benecol wrote: How does teching work in this game? Tutorial doesn't explain and I didn't find explanation from SRK/skullgirls website.
Would like to know what knockdowns I can tech and what is the input of quickrise/roll and how to break "infinite" combo.
When knocked down, hold ← or → and press any button = Ground recovery
I'm not totally sure, but I believe you can press any button when you turn pink to do a Combo Breaker.
I think it was on the Clash stream, but according to a day 2 tourney, it's 2 punches to break an infinite. The game basicially looks to see if a string of normal attacks happens in "x" iterations. Don't quote me, but I believe it's after 2 iterations, the third will trigger the Infinite Prevention System.
Other doodads that I didn't see on the site but are useful: Pushblocking is just like in Marvel, you can Alpha Counter by pressing forward + tag combination (MP+MK or HP+HK), you can DHC two level 3 Blockbusters. If you have 5 meters and perform a level 3 super, DHCing into another level 3 will work, despite having only 2 meters.
That's not how IPS works. If you use the same normal to start a chain, IPS will immediately activate. Therefore, a combo like lp-mp-hp, lp-mk-hk would trigger it because lp starts two chains, but lp-mp-hp lk-mp-hp would not. This makes it so that you eventually run out of buttons to start chains in order to continue your combo, causing your combo to end naturally.
Hmm, then I encountered something weird. I've had IPS kick in just by hitting a launcher, LK, and repeated d+MK with Parasoul. Unless, each d+MK counts as the start of a new chain
No it's actually both. Your first two chains (or maybe just moves) are "free" and don't count toward IPS, apparently, so you were correct. I had been hearing conflicting information on the matter.
On April 15 2012 23:19 Medrea wrote: I saw my friend do the last boss of the story.
Its just a fucking wall you beat on -.-
Fighting game skills not necessary or relevant.
Yes, because the non-playable last boss is very necessary and relevant to a competitive fighting game.
Exactly, why do you think so many people dislike Marvel3? That stupid single player boss!
I know a lot of other reasons why ppl dislike mvc3 but w/e....
Only got to touch this once, but it does seem really fun. I find myself finding more enjoyment jsut watching this game. Kind of wished this was at EVO. Really surprised at the freedom and craziness of this game.
On April 15 2012 21:50 Benecol wrote: How does teching work in this game? Tutorial doesn't explain and I didn't find explanation from SRK/skullgirls website.
Would like to know what knockdowns I can tech and what is the input of quickrise/roll and how to break "infinite" combo.
When knocked down, hold ← or → and press any button = Ground recovery
I'm not totally sure, but I believe you can press any button when you turn pink to do a Combo Breaker.
I think it was on the Clash stream, but according to a day 2 tourney, it's 2 punches to break an infinite. The game basicially looks to see if a string of normal attacks happens in "x" iterations. Don't quote me, but I believe it's after 2 iterations, the third will trigger the Infinite Prevention System.
Other doodads that I didn't see on the site but are useful: Pushblocking is just like in Marvel, you can Alpha Counter by pressing forward + tag combination (MP+MK or HP+HK), you can DHC two level 3 Blockbusters. If you have 5 meters and perform a level 3 super, DHCing into another level 3 will work, despite having only 2 meters.
That's not how IPS works. If you use the same normal to start a chain, IPS will immediately activate. Therefore, a combo like lp-mp-hp, lp-mk-hk would trigger it because lp starts two chains, but lp-mp-hp lk-mp-hp would not. This makes it so that you eventually run out of buttons to start chains in order to continue your combo, causing your combo to end naturally.
Hmm, then I encountered something weird. I've had IPS kick in just by hitting a launcher, LK, and repeated d+MK with Parasoul. Unless, each d+MK counts as the start of a new chain
No it's actually both. Your first two chains (or maybe just moves) are "free" and don't count toward IPS, apparently, so you were correct. I had been hearing conflicting information on the matter.
Each d.MK is a new chain.
Try watching the Combo Stage in training mode and it might help it make more sense. You get a bunch of free things until you get into Combo Stage 5 where IPS starts and you can't reuse buttons.
From MikeZ on SRK: "Combo Stage" in the info box is useful for all this, btw. 1 = (optional) jump-in section (free) 2 = ground series (free) 3 = first air combo or 2nd ground series (watched) 4 = special case if they land before you do (watched) 5 = limited (watched, and if you start a chain with something you hit with at all during a watched section = infinite)
From Skullgirls twitter: #Skullgirls finally has a confirmed European / Australian release date on PSN - May 2nd, just a week away! Sorry to have kept you waiting!
I definitely don't understand the ranking system at this point. Yesterday I'm mashing on some ranked, check my spot, ranked 14. cool. Keep playing, keep the winning streak going, check back to see if it's gone up at all, rank 25. Odd. Guess other people were grinding it out too at that time, ok, makes sense. Today, check rank, still 26. I start playing a bit when I should be studying, win a few matches, then lose one. Think "Dang, wonder how many spots back that'll put me." Check rank, rank 3.
Hey guys, I just got this game and it seems to be glitching out on me...
During the last part of the first tutorial session, where you have to throw out enemies the goal is for you to throw them out in the way to put Peacock and Ms. Fortune into play. My problem is that when I throw out Painwheel (first char on stage) Ms. Fortune comes in, then Painwheel and so on. Peacock never enters the stage...
Is there some trick to it or what? Please help.
Edit: NVM, I skipped the introductory text twice where they show that you have 2 different moves for ring out...
On February 27 2013 05:44 Noocta wrote: Still waiting for the game to come to PC. I don't really like fighters where you play as 2 characters ( UMvC3, SFxT ), and I play on PC sooo...
KOF XIII is rumored for a PC Steam Release. That is kind of on the borderline for playing multiple chars though
On February 27 2013 05:44 Noocta wrote: Still waiting for the game to come to PC. I don't really like fighters where you play as 2 characters ( UMvC3, SFxT ), and I play on PC sooo...
KOF XIII is rumored for a PC Steam Release. That is kind of on the borderline for playing multiple chars though
I sincerely hope this happens. But still rather excited for SG, especially since I don't have the PS3 version =/
this fundraiser was pretty crazy before I went to sleep, it was at 750k. I woke up and it's 826k
Personally I only paid 30 bucks for a Steam code of the PC version.
What I don't really get that I tried to multiply the number of contributors with the price of their tiers and add up, and it was just less than a third of the whole sum. I tried this at around 600k and sum was just 120k.
A lot of people must have paid a lot more than their respected tiers
Personally, I'm hoping for Eliza since ABA is probably my favourite fighting game character to play, though I'm thinking at least either Isaac, Aeon, or Panzerfaust will win one and probably Stanley for the other one which is unfortunate for me D:
I think the game needs one more zoner, so I'm probably going to vote for Marie/Beatrix/Venus. Ultimately I'd like to see one of them + Isaac, Hive, Taliesin, or Minette.
I also suspect Stanley is going to get a lot of votes, which is a shame, because his description makes him sound like the absolute most generic character in the pool. Inspired by Slayer, Iron Man, and Cyclops zzz.
On March 28 2013 17:44 freelander wrote: What I don't really get that I tried to multiply the number of contributors with the price of their tiers and add up, and it was just less than a third of the whole sum. I tried this at around 600k and sum was just 120k.
A lot of people must have paid a lot more than their respected tiers
Also, some of the old tiers have been replaced, as they can only have 10 at a time IIRC, and you don't see the number of people who purchased the old ones, and there has been quite a few.
btw: F*** YEAH Skullgirls! Can't wait for the pc version =)
On March 28 2013 21:33 Cel.erity wrote: I think the game needs one more zoner, so I'm probably going to vote for Marie/Beatrix/Venus. Ultimately I'd like to see one of them + Isaac, Hive, Taliesin, or Minette.
I also suspect Stanley is going to get a lot of votes, which is a shame, because his description makes him sound like the absolute most generic character in the pool. Inspired by Slayer, Iron Man, and Cyclops zzz.
well I really agree with the zoning thing. At the moment we only have peacock, I don't really consider Parasoul as zoner, and the others are 5 rushdown and 1 grappler.
I don't really know who I will vote for, but there will be at least 1 zoner among them
I think the Steam beta came out a few days ago, correct me if I'm mistaken. Anyways I hopped right on it because 1, I'm a PC gamer, never owned an Xbox 360 or a PS3, and 2, fighting games are a completely new territory to me. So far I'm having a blast! ... despite getting my ass handed to me every single online game. I do however have 4 very proud victories when I was matched up vs someone my own skill level. Those games were thrilling btw, I hope the match making system fixes itself or something.
This is literally my first experience playing a fighting game, think of it akin to discovering Starcraft for the first time. It's really refreshing to try something new, especially after playing shit MMORPGs that get spit out every season.
So anyone else besides me try out the PC beta? I see that the last post was made several months ago, I'd like to see who in the TL community is playing SG on steam. I'd like to get some practice games going between newbies and vets in the Beta as well, cause really it's tough to try to break into a game when nearly every person (not even "ever other" lol) is locking you down in these crazy combos and crossing you up the second they see the opportunity to.
The PC beta interface wise seems kinda off to me. Small things like not being able to I click on the screen, not being able to easily config your keyboard for the game (big thing I'm sure), and although I said I wanted to play some practice games with people... I'm not even sure how to set up a private game.
I'm also thinking about heading out to a used electronics store to buy a fight stick. I remember seeing some at a local tournament and always thought how cool they were. I just hope they can work with the PC...
There's no way to play with someone beside ranked play for now. Lobbys are work in progress.
If you buy a fight stick, buy one for Xbox 360, they are compatible. Try to aim for the Madcatz ones if you want decent quality. Cheap fight stick tend to break pretty quickly.
On August 06 2013 00:23 Snuggles wrote: I think the Steam beta came out a few days ago, correct me if I'm mistaken. Anyways I hopped right on it because 1, I'm a PC gamer, never owned an Xbox 360 or a PS3, and 2, fighting games are a completely new territory to me. So far I'm having a blast! ... despite getting my ass handed to me every single online game. I do however have 4 very proud victories when I was matched up vs someone my own skill level. Those games were thrilling btw, I hope the match making system fixes itself or something.
This is literally my first experience playing a fighting game, think of it akin to discovering Starcraft for the first time. It's really refreshing to try something new, especially after playing shit MMORPGs that get spit out every season.
So anyone else besides me try out the PC beta? I see that the last post was made several months ago, I'd like to see who in the TL community is playing SG on steam. I'd like to get some practice games going between newbies and vets in the Beta as well, cause really it's tough to try to break into a game when nearly every person (not even "ever other" lol) is locking you down in these crazy combos and crossing you up the second they see the opportunity to.
The PC beta interface wise seems kinda off to me. Small things like not being able to I click on the screen, not being able to easily config your keyboard for the game (big thing I'm sure), and although I said I wanted to play some practice games with people... I'm not even sure how to set up a private game.
I'm also thinking about heading out to a used electronics store to buy a fight stick. I remember seeing some at a local tournament and always thought how cool they were. I just hope they can work with the PC...
Once they add lobbies, I'm down for playing. http://steamcommunity.com/id/elemenope I haven't played this game in awhile due to playing other games, but I'll probably be playing it a lot once they add in lobbies.
Got the game on steam recently but I haven't gotten in much playtime yet. I'm not that well acquainted with anime fighters, only played a little bit of Blazblue and some Guilty Gear a loooong time ago but I like the change of pace from SF4. It´s hard to find up to date information, both the srk and dustloop forums are practically dead for this game. Learning the hard way is still fun tho !
On August 06 2013 00:31 freelander wrote: edit: jesus, combos are pretty hard in this game (if you want to do optimal/close to optimal ones). I'm getting used to it though.
can you specify whats hard about combos in skullgirls? im not really into hard combos. played the shit out of sf4, so i am well aware of links and stuff, but now playing injustice and i love just hammering my combos in like half a sec before they even start
On August 06 2013 00:31 freelander wrote: edit: jesus, combos are pretty hard in this game (if you want to do optimal/close to optimal ones). I'm getting used to it though.
can you specify whats hard about combos in skullgirls? im not really into hard combos. played the shit out of sf4, so i am well aware of links and stuff, but now playing injustice and i love just hammering my combos in like half a sec before they even start
They have this infinite combo break system which like it says, prevents people from doing the same thing in a loop for as long as they can hold it. I have no clue if they have this in other fighters but I remember watching KoF and seeing the Karate guy do this same move in the corner over and over and the audience would chant in the background lol. So I guess to pull off those long combos they all have to be different alternating moves and such. This is just from my observation of streams and guides, a more experienced player could tell you more.
On August 06 2013 02:43 2stra wrote: Got the game on steam recently but I haven't gotten in much playtime yet. I'm not that well acquainted with anime fighters, only played a little bit of Blazblue and some Guilty Gear a loooong time ago but I like the change of pace from SF4. It´s hard to find up to date information, both the srk and dustloop forums are practically dead for this game. Learning the hard way is still fun tho !
SkullHeart would be the place to go, but unfortunately the forums just disappeared (lol). They're working on getting it back up, but until then you're best bet to ask anything is probably the Steam beta boards. AFAIK the Skullgirls wiki on SRK has good information - especially regarding the game systems - but as far as character data, Mike Z updates the game pretty much everyday, so I'm not sure if it stays up-to-date on that.
On August 06 2013 03:42 fishbowl wrote: SkullHeart would be the place to go, but unfortunately the forums just disappeared (lol). They're working on getting it back up, but until then you're best bet to ask anything is probably the Steam beta boards. AFAIK the Skullgirls wiki on SRK has good information - especially regarding the game systems - but as far as character data, Mike Z updates the game pretty much everyday, so I'm not sure if it stays up-to-date on that.
Thanks for the links!
It's actually kinda refreshing to try to learn combo's via trial and error rather than just looking them up online and memorizing them. It just means the combo's will need some fine tuning for max dmg as time progresses. It doesn't bother me as much because I like grinding in training mode
On August 06 2013 03:42 fishbowl wrote: SkullHeart would be the place to go, but unfortunately the forums just disappeared (lol). They're working on getting it back up, but until then you're best bet to ask anything is probably the Steam beta boards. AFAIK the Skullgirls wiki on SRK has good information - especially regarding the game systems - but as far as character data, Mike Z updates the game pretty much everyday, so I'm not sure if it stays up-to-date on that.
Thanks for the links!
It's actually kinda refreshing to try to learn combo's via trial and error rather than just looking them up online and memorizing them. It just means the combo's will need some fine tuning for max dmg as time progresses. It doesn't bother me as much because I like grinding in training mode
I feel the same way. It's pretty fun when you learn more combo's because then you start thinking about how you could string together with this combo and that combo. Right now I'm trying to figure out how to even begin to dish out those combos lol. Online play is just too tough to play for practice right now =(.
The best place to find players is #skullgirls on irc.mizuumi.net. Those guys are pretty good, though, and they're somewhat elitist because, y'know, poverty.
Time to see how much is different. Last I talked to someone at evo the combo system had been revamped in a major way. I have the same name on steam if anyone would like to play!
Bought it during the summer sale, played about 5 hours and thus far loving it. Its not like my mainstay fighting game(gogo smash!) but it is a nice change of pace. Im best with the Nazi girl.
love this game, just play nightmare arcade if i have some time to kill. i haven't been able to find many online matches, seems not too many people still play at the beginner levels
There was a pretty large sale a couple days ago and a few friends of mine from the LoL OT forum just picked this up. I streamed some last night and will probably continue to, but is there anyone here who still plays? (Note: I'm real terrible and am new to hardcore fighters)
I still play, but come to www.skullheart.com to find all the other people who still play! There are beginner forums with resources to get you started as well as matchmaking threads to help you find other beginners.
I bought it during the sale and have been really liking it. Don't play as much as I'd like because I feel awkward about facing the same person who destroys me over and over.