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Skullgirls |OT| New age of Heroines

NEO0MJ

Member
No, which is why we made them free for Encore for a month after they were released, rather than setting up another voucher thing.

When I entered the store I didn't see them free? Maybe I missed it. Oh well, don't play the game much on PS3 anymore anyway.
 
This set between Khaos and Woofly is some of the best Skullgirls play I've ever seen. The mixups/resets are downright filthy between both of them and while Khaos' Fortune definitely steals the show on that front the stuff Wooly pulls makes me think hes just one of the most innovative Parasoul or Squigly players around.

https://www.youtube.com/watch?v=5apdrAlYJLs

anyone want to play on PS3?

Sure thing, I'll shoot you an invite.

Edit : GGs Beats, weird lag on that last match but an enjoyable set all the same.
 
That was brutal haha. Yeah, I don't know what was happening there. GGs though.

Against Big Band I think you just need to keep the pressure on, the key to mounting an offensive against the character is just making the best use of multihitting normals to break the armor. The multihitting moves are also much more difficult to parry as well. After that his reversal options aren't all that stellar and he becomes super vulnerable to the instant overhead shenanigans that everyone can lay down on him.

I just felt like you tried to play the matchup a lot more carefully this time around and you'd often put yourself out there at mid/far screen which ends up being the ranges that I'm most comfortable in, I can react to jump ins and can use AA grab to stop your approach. Get in my face so that I can't use AA normals comfortable and have to rely on unsafe things to push you back out.

Noticed you were going for a lot of frame traps with Filia with ending block strings with DP which, while an option you definitely want to make sure you keep in your backpocket, didn't seem to work out for you in most instances. If you want to keep using DP then consider combining the motion with your assist button in order to get both your DP and an assist that keeps that DP safe. DP Motion LP+MK would do the trick and potentially allow you to continue pressure afterwards because LP Up-Do doesn't have all that much recovery. If that doesn't do the trick consider switching to Drag N Bite assist instead.

--

Against Peacock hell if I know, the buff to HK Plane Bomb is sort of amazing and lets her create a wall of projectiles much more effectively than she could before and your team isn't really equipped to deal with it. If you had Big Band rush punch assist that would pretty much destroy the zoning game though because the thing hits full screen and has armor so, at the very least, it'd clear the projectiles on the field. Cerebella Lock N Load would also do the trick in clearing out forward projectiles and allowing you to move forward, both are seriously good anti-Pea/Double assists.

More than anything though I'd recommend doing more to diversify your mixup/reset game as there didn't seem to be much there outside of burst baits and airdash pressure. Your Squigly strings ending in the LK Divekick into low also didn't seem to pan out as much this time around either.
 

Beats

Member
Against Big Band I think you just need to keep the pressure on, the key to mounting an offensive against the character is just making the best use of multihitting normals to break the armor. The multihitting moves are also much more difficult to parry as well. After that his reversal options aren't all that stellar and he becomes super vulnerable to the instant overhead shenanigans that everyone can lay down on him.

I just felt like you tried to play the matchup a lot more carefully this time around and you'd often put yourself out there at mid/far screen which ends up being the ranges that I'm most comfortable in, I can react to jump ins and can use AA grab to stop your approach. Get in my face so that I can't use AA normals comfortable and have to rely on unsafe things to push you back out.

Noticed you were going for a lot of frame traps with Filia with ending block strings with DP which, while an option you definitely want to make sure you keep in your backpocket, didn't seem to work out for you in most instances. If you want to keep using DP then consider combining the motion with your assist button in order to get both your DP and an assist that keeps that DP safe. DP Motion LP+MK would do the trick and potentially allow you to continue pressure afterwards because LP Up-Do doesn't have all that much recovery. If that doesn't do the trick consider switching to Drag N Bite assist instead.

--

Against Peacock hell if I know, the buff to HK Plane Bomb is sort of amazing and lets her create a wall of projectiles much more effectively than she could before and your team isn't really equipped to deal with it. If you had Big Band rush punch assist that would pretty much destroy the zoning game though because the thing hits full screen and has armor so, at the very least, it'd clear the projectiles on the field. Cerebella Lock N Load would also do the trick in clearing out forward projectiles and allowing you to move forward, both are seriously good anti-Pea/Double assists.

More than anything though I'd recommend doing more to diversify your mixup/reset game as there didn't seem to be much there outside of burst baits and airdash pressure. Your Squigly strings ending in the LK Divekick into low also didn't seem to pan out as much this time around either.

Thanks! Hmm, I was mostly worried about his AA normals stuffing my approach, so I tried to stay away and wait for you to do something that I could punish, but that didn't work out all that well lol. Going to try to use j.MP more with Filia against Big Band and not give him so much breathing room. I'll give Drag N bite assist a shot as well.

Once you set up the wall of projectiles with Peacock I wasn't entirely sure what to do besides slowly make my way in. Her zoning seems much tougher to maneuver around with that buff. I tried timing my airdash to get through the small opening in the wall, but I ended up just getting hit most of the time lol. It didn't help that my assist was almost worthless in those matches too, but I'm planning to add Fukua to my team once she's in the main game, and I think her projectile assists could help in that matchup.

Yeah, I realized halfway through the set that I was trying to hit you with the same mixups/resets over and over. Sometimes they worked, but I think the fact that I didn't have many up my sleeve made it easier for you to not get hit by them. I'll have to try to come up with some new stuff.
 

Mr. X

Member
This set between Khaos and Wooly is some of the best Skullgirls play I've ever seen. The mixups/resets are downright filthy between both of them and while Khaos' Fortune definitely steals the show on that front the stuff Wooly pulls makes me think hes just one of the most innovative Parasoul or Squigly players around.

https://www.youtube.com/watch?v=5apdrAlYJLs



Sure thing, I'll shoot you an invite.

Edit : GGs Beats, weird lag on that last match but an enjoyable set all the same.

*Woofly

People might think you're talking about that dude with the dreads from that webseries.
 
I always feel like a fish out of water in fighting game threads.
Anyway I actually got to revisit this game in local multiplayer for the first time in quite a while which was good fun, I haven't keep that close an eye on how things had been progressing with this game so it was great encountering Big Band's various moves and animations for the first time, easily one of my favourites in this game.
Didn't expect as many new stages either which is also great for adding more music to an already stellar soundtrack, though this leaves me in one unfortunate pickle, my soundtrack is now outdated!

Basically I'm just here to say I appreciate the new (and free) content, seems pretty generous really.
 

Ravidrath

Member
Didn't expect as many new stages either which is also great for adding more music to an already stellar soundtrack, though this leaves me in one unfortunate pickle, my soundtrack is now outdated!

After all the music is done, we'll release an "append" disc on iTunes with all the new stuff.

Also, once we're completely done with all the rerelease stuff, I'm going to try and get the Digital Art Compendium and OST back up on the Humble Bundle store. The Humble Bundle OST gets updated every time we add a new track.
 
After all the music is done, we'll release an "append" disc on iTunes with all the new stuff.

Also, once we're completely done with all the rerelease stuff, I'm going to try and get the Digital Art Compendium and OST back up on the Humble Bundle store. The Humble Bundle OST gets updated every time we add a new track.

Excellent, how many new tracks are there across the board? maybe I'm just misremembering but I thought that there was at least one event track from Big Band's story that I don't recall hearing previously.
 

Ravidrath

Member
Excellent, how many new tracks are there across the board? maybe I'm just misremembering but I thought that there was at least one event track from Big Band's story that I don't recall hearing previously.

Don't really know... we keep adding extra stages and tracks, haha.

I don't think there's really any new event music, though? Just stage themes.
 
Don't really know... we keep adding extra stages and tracks, haha.

I don't think there's really any new event music, though? Just stage themes.

Guess I just didn't recall the one theme, going back through the soundtrack I think it was "a roll of the dice" that I was thinking of.
In any case I'll look forward to those stage themes when they're released, I've always got time for more Yamane.
 
Don't really know... we keep adding extra stages and tracks, haha.

I don't think there's really any new event music, though? Just stage themes.

No new non-stage music, but AFAIK:

Squigs update:

Casino
Rooftops Day
Rooftops Night

BB update:

Under the Bridge
(not done yet) Glass Canopy - the big gold second contributor stage

Eliza update

The Egypt-y tomb stage we've seen a concept of?

Beowulf update

Beowulf stage

So at least 7 new stage themes by the end of it all!
 
No new non-stage music, but AFAIK:

Eliza update

The Egypt-y tomb stage we've seen a concept of?

?

tBOoym9.jpg


Not sure where you saw an egypt-y tomb.
 

Ravidrath

Member
No new non-stage music, but AFAIK:

Squigs update:

Casino
Rooftops Day
Rooftops Night

BB update:

Under the Bridge
(not done yet) Glass Canopy - the big gold second contributor stage

Eliza update

The Egypt-y tomb stage we've seen a concept of?

Beowulf update

Beowulf stage

So at least 7 new stage themes by the end of it all!

Eliza's update will have two new stages.

Beowulf's update will also have Robo-fortune's stage, too.
 

Saikyo

Member
Is there news about the Nesica version? Lab zero know something about the other news character for UNIB console version? *wink wink*
 
With the release of Encore, Big Band and Squigly on consoles (mostly), you would think Skullgirls' curse would be lifted? You thought wrong!

Essentially, Marvellous has requested any red crosses to be changed to prevent confusion with the Red Cross, which includes Valentine's default palette.
 
With the release of Encore, Big Band and Squigly on consoles (mostly), you would think Skullgirls' curse would be lifted? You thought wrong!

Essentially, Marvellous has requested any red crosses to be changed to prevent confusion with the Red Cross, which includes Valentine's default palette.

I guess Marvelous is taking a "better safe than sorry" approach to it.
 

Ravidrath

Member
Added in-game shots to the Valentine blog post, so you can see it in-game. The change looks a lot better in-game than in the action shot, I think, and that's what the decision was based on.

I guess he thought it would be another Lab 8 thing.

Yeah, we're doing a lot of those these days.

I'd probably call Rooftops Assault a "new" stage because the work that went into it was pretty significant, and it got new music.

Fukua patch will also have a remixed stage, but it will get a new track, too.
 

Saikyo

Member
At least for pc the fans can still make oa mod with the original color hehe. Shame for consoles, I think blue crosses could be better for Val imho.
 

Ravidrath

Member
At least for pc the fans can still make oa mod with the original color hehe. Shame for consoles, I think blue crosses could be better for Val imho.

We tried it, but cooler colors completely washed her out, and it made her hard to see on some stages.

Without those bright accents, she doesn't pop at all.
 

Saikyo

Member
About color 4 and 11 of Parasoul, its gonna turn purple too or its simply gonna be all red now? Hope its the latter, dont want to lose Mitsuru color : (

Edit: Ok I am confused, for parasoul the problem is the cross on her shirt, not the armband? Ah ok.
 
About color 4 and 11 of Parasoul, its gonna turn purple too or its simply gonna be all red now? Hope its the latter, dont want to lose Mitsuru color : (

Edit: Ok I am confused, for parasoul the problem is the cross on her shirt, not the armband? Ah ok.

Yeah I'm gonna assume the cross necklace is what's gonna do it. Gonna be weird since Mitsuru's bow isn't purple, but I can dig that change if it means the rest of the color's fine.
 

hao chi

Member
I'm planning on putting effort into learning this game soon, so anybody that wants to body me (and hopefully provide some tips), feel free to add me. I'm probably going to go with a team of Valentine/Parasoul/Big Band, though I may wait a bit to add Big Band since I only have one Valentine combo, and zero for Parasoul.



PSN: hao-chi
 

Ravidrath

Member
I'm planning on putting effort into learning this game soon, so anybody that wants to body me (and hopefully provide some tips), feel free to add me. I'm probably going to go with a team of Valentine/Parasoul/Big Band, though I may wait a bit to add Big Band since I only have one Valentine combo, and zero for Parasoul.



PSN: hao-chi

These guys are very friendly and supportive, but I'd also recommend checking out the official forums at Skullheart.com.
 

hao chi

Member
These guys are very friendly and supportive, but I'd also recommend checking out the official forums at Skullheart.com.

Thanks. I actually have been reading around on Skullheart some trying to find combos and ideal assists. I plan on reading more of the threads there as I progress and I'll likely make an account as well.
 
Highlighting some neat Fukua/BigBand play that was just uploaded on Poccola's channel :
www.youtube.com/watch?v=Tq26Kp6cQao

Can't tell if its screen size / resolution but the whole transparency effect on Fukua's shadow special combined with an assist as large as BigBand's makes it really difficult to see and react to whether or not shes coming with an overhead or low in those situations, or at least that seems to be the case in the video. Haven't played against a Fukua in actual matches so I could be making a fuss over nothing.

I'm planning on putting effort into learning this game soon, so anybody that wants to body me (and hopefully provide some tips), feel free to add me. I'm probably going to go with a team of Valentine/Parasoul/Big Band, though I may wait a bit to add Big Band since I only have one Valentine combo, and zero for Parasoul.

PSN: hao-chi

+1 endorsement for Skullheart, it's probably easier to find a more diverse set of skill levels there too which can be important if you're just now putting effort into learning the ins and outs.

Feel free to add me on PSN though : DiscoShark
 
I've been looking through Parasoul's combos people are sharing in Skullheart forums. The napalm toss combo is hard and frustrating to pull off.

+1 endorsement for Skullheart, it's probably easier to find a more diverse set of skill levels there too which can be important if you're just now putting effort into learning the ins and outs.

Looks like I should quit while I'm ahead. Too lazy putting effort and time to get better at this game.
 
I've been looking through Parasoul's combos people are sharing in Skullheart forums. The napalm toss combo is hard and frustrating to pull off.

Use what works for you personally, the NapalmToss variation is fun but you'll find that fully optimized combos are only worthwhile if you can pull them off 100% of the time. The game as a whole definitely puts more emphasis on finding strings that end in opportunities to reset your opponent than anything else.
 
Highlighting some neat Fukua/BigBand play that was just uploaded on Poccola's channel :
www.youtube.com/watch?v=Tq26Kp6cQao

Can't tell if its screen size / resolution but the whole transparency effect on Fukua's shadow special combined with an assist as large as BigBand's makes it really difficult to see and react to whether or not shes coming with an overhead or low in those situations, or at least that seems to be the case in the video. Haven't played against a Fukua in actual matches so I could be making a fuss over nothing.



+1 endorsement for Skullheart, it's probably easier to find a more diverse set of skill levels there too which can be important if you're just now putting effort into learning the ins and outs.

Feel free to add me on PSN though : DiscoShark

Japanese players scare me. D:
 

Ravidrath

Member
Fukua patch submitted to Sony US and EU! If it's clean, I expect it'll be out next week.

SCEJ release should be submitted on Wednesday Japan time, along with the XBLA patch.
 
The Valentine colour change is for a perfectly good legal reason, and purple = poison so it kind of makes sense for her character. So it is not too big a deal.

It could be worse, at least you didn't throw any smiley faces into the game.
 

Broken Loose

Neo Member
Probably because Marvel never really took off there.

I think a big part is just that they don't reset. Marvel 3 mechanically was more combo-focused and anti-reset than Marvel 2 (in an effort to make the game more popular over there), what with invincible directional recovery, automatic throw invulnerability (after recovery AND on incoming), no meter scaling in combos, 2 assists per combo, unscaled level 3's, TACs, and so on. Japanese Marvel 2 players were usually Iron Man players who tried to go for the infinite as often as possible. This carries on in their Skullgirls play-- they just don't seem to think the rewards of a reset outweigh the risk of being blocked, or something.

I don't blame them. It's a weird concept to grasp until you're already entrenched in it. A lot of people watch these games and claim to be hardcore fans without ever even knowing what a reset is.
 
Nah, they're not amazing at assist-based games, and they don't really have a good grasp on Skullgirls in general. (In before Inuchiyo eliminates me at Evo)

Interesting, so this may be the reason many japanese players go solo.

I think a big part is just that they don't reset. Marvel 3 mechanically was more combo-focused and anti-reset than Marvel 2 (in an effort to make the game more popular over there), what with invincible directional recovery, automatic throw invulnerability (after recovery AND on incoming), no meter scaling in combos, 2 assists per combo, unscaled level 3's, TACs, and so on. Japanese Marvel 2 players were usually Iron Man players who tried to go for the infinite as often as possible. This carries on in their Skullgirls play-- they just don't seem to think the rewards of a reset outweigh the risk of being blocked, or something.

I don't blame them. It's a weird concept to grasp until you're already entrenched in it. A lot of people watch these games and claim to be hardcore fans without ever even knowing what a reset is.

Thank you for explaining
 
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