In a world where powerful police states are constantly on the verge of bloody conflict, the influence of organized crime is omnipresent, science has run wild and Eldritch Abominations are on the prowl, one fiendish artifact stands above it all, the Skull Heart. This legendary artifact has the power to grant a young woman’s wishes. If she has an impure heart, which so far includes all who have ever tried to use it, even a selfless wish will be twisted in the vilest of ways. Seven years ago, the world was engulfed in the Grand War. Queen Nancy Renoir of the Canopy Kingdom found the Skull Heart and wished for peace, but found herself transformed into a fearful instrument of her twisted wish… a pale and lovely tempest, a beautiful nightmare – the Skullgirl! Three nations had to stop their war to team up to defeat the former queen – in the end her wish was granted, as an uneasy peace formed following her demise. Rumors have surfaced about the appearance of a new Skullgirl. In response, many have mobilized with varying intent: from the destruction of the Skull Heart to using the artifact to their own ends. Can this devastating cycle be put to rest or will history repeat itself? Welcome to the world of Skullgirls!
Skullgirls is the culmination of nearly a decade's worth of work from Mike Zaimont (project lead, proprietary engine designer, well known tournament player), Alex Ahad (creative director) and the talented developers at Reverge Labs. This six button, 2D fighter aims to garner a following among both veterans and newcomers alike with a plethora of great ideas. Standout features include but are not limited to holding down the start button in order to prevent accidental pauses and great button config options that allow you to customize your buttons whether you are in a match or the character select screen. Recognizable tools such as the huge "Marvel vs Capcom" super jumps are closer to the ground and pushblock is present. Chain combos, similar to those seen in Vampire Savior, assists, tag ins/outs, snapbacks, level 1/3 supers and alpha counters are also all central to the gameplay. There will be eight characters at launch but aside from sharing the same health ratings they are totally unique and all equipped with the tools to compete. A number of DLC characters are also going to be made from scratch as post release support. More info can be seen here and on the SRK Wiki. Free content and patches will also be added to the game: Spectator Mode, Internal move lists, Online Training Mode, 8 man lobbies and Youtube Uploads couldn't make it for launch but may(move list for sure) be added to the game in the near future. You'd be doing yourself a favor by checking this gem out.
Features original character portraits, >200 original illustrations and characters outside of the main cast. Endings are non canon. The Story Mode trailer can be seen here.
Skullgirls' online experience is built upon the "Good Game, Peace Out" GGPO networking library which most in the fighting game community recognize as a key tool for a smooth online experience. Unique to this console implementation of GGPO is the ability to personally adjust your delay settings before each online match just like the PC program. If you prefer, you can of course use the suggested settings that the game will offer you depending on you and your opponent's connection. Conveniently enough, opponent ping times are displayed so you won't have to guess what 3-4 "bars" actually means as has become the norm in the genre. Mike Zaimont gives us a great piece on GGPO and how it can enhance your online experience.
Infinite Prevention System
In most games, mechanics like hitsun decay or gravity scaling are used to prevent infinite combos and other problematic situations. In Skullgirls, if the game detects that a player is looping a combo, the hit-sparks will turn red and the opponent can break out of it with a burst by pressing any button. However, as long as the player does not loop, the combo can continue. Something as simple as st.lp+st.hk, st.lp+st.hk, st.mp+st.hk may look like a loop, but starting the third string with a different command (standing medium punch in this case) does not trigger the IPS and allows you to continue your combo. The end result is combo flexibility akin to Xmen vs. Street Fighter sans the infinities. Creativity is encouraged as a large pool of normals are offered by the classic six button setup and each character has two launchers. Bursts can also be baited with the right timing. You could theoretically cycle through all the moves for a character without ever running into the IPS once if you use assists and have a bionic arm.
Variable Tag Battles
Before the start of battle, each player has the option of picking one to three fighters. The damage output and health of your character(s) change depending on how many characters you and your opponent pick ala the ratio system of Capcom vs SNK 2. Picking one character will give you more damage and stamina in order to make up for the lack of staple team strengths like assists, DHCs and regenerating health. The advantage of the ratio system is that it allows a much wider range of match ups that can satisfy the tastes of "1v1" fighters (Street Fighter fans), "2v2" fighters (Tatsunoko/SFxT) and even Mahvel fans who love their "3v3" bouts. The chart below details boosts for all teams on the left side of the fight (including normally lopsided matchups like "1v2", "1v3" and "2v3").
Credit to worldjem7 from SRK for the ratio chart.
While each character comes with two preset assists, Skullgirls also offers support for custom assists which can be chosen at the character select screen by inputting the move and recording it instantly. Supers, jumps and normals/specials from post jump state are barred. Any ground action can be chosen such as throws, normals, command moves, dashes, directional charge moves and special moves. All assists have 3 frames of vulnerability at start so even normally invincible moves can't be spammed recklessly as assists.
Unblockables exist in many fighting games and they are an extremely, sometimes too much so, strong tactic that cannot be evaded if executed correctly. In Skullgirls, after a character blocks a high or low, they are protected for a tiny period of time from both high and low attacks. The protection is long enough that a player can successfully defend against the first attack and still be protected from the would be unblockable. This cuts down on nearly imperceptible unblockable mixups and pushes players towards footsies and pokes into combos.
You'll can enter this virtual practice chamber directly from versus mode or from the Main Menu when you need a quiet place to hone your skills. You will have access to hitstun bars which help you develop effective combos quickly and you can play with active hit/hurt box data for a better understanding of the roster's moveset potential. All the staples of training mode (infinite life, variable time, meter adjustments, etc.) combined with these powerful features are sure to help you take your game to the next level.
In order to shift the game’s focus from executing difficult moves to fighting strategically, Skullgirls uses simple inputs (quarter circles instead of 720s or pretzel motions). Changes have been made especially for the 360 motion, a nuisance since the first spinning piledriver. When the game detects an attempted 360 motion, it will prevent you from jumping, a relief to all current and would-be grappler fans. There is also a change to inputs that solves the dragon punch issue that makes for awkward slight pauses and mistakes while applying pressure. Walking forward and using a qcf.attack input unexpectadly leads to an annoying dragon punch while walking forward in many modern 2D fighters. Pressing half circle forward while walking in Skullgirls results in a normal fireball giving players a neat way to move forward while applying fireball pressure. A neat collection of fighting game lingo and terms is listed on the SRK Wiki(look below) for your convenience.
Building Super Meter
Players can build up the first bar of super meter by whiffing attacks, but only if they stay in place or are moving forward which helps to keep the flow of the game more offensive in nature. A new meter building feature is the increased amount of meter gained when you are caught in a large combo consisting of normal hits. Instead of being given "comeback" mechanics at the press of a button, the victim's meter gain will catch up with their opponent's gains if the combo is long enough.
Seventeen lessons each covering a range of subjects including footies, poking, blocking, mixups and more using differing levels of difficulty. You'll learn the fundamentals of most 2D fighting games here thanks to these drills. An unfinished, prototype version of one of these tutorials can be seen here.
Skullgirls features a powerful 3D engine that works behind the scenes to provide interesting new properties for the 2D face of the game. Characters are assembled from three layers (line, shading and color) and colored via a custom shader as shown in the E3 2011 art process video. They are illuminated by dynamic rim lights and per-pixel lighting generated by light sources in the environment and hit sparks from normal attacks, specials and supers.
The backgrounds themselves are 3D, although they use minimal geometry and high-resolution textures to retain a painterly look. Other distinguishable background details include numerous cameos by possible DLC characters (as spectators, in windows, as neon signs, etc.) and environmental impact caused caused by fights between you and your opponent (see shaking trees and falling leaves in Maplecrest). Skullgirls also boasts a massive number of animation frames with an average of 1400 frames across the cast; only the sprite work in the Third Strike series is comparable. The sprites themselves are also of an extremely high resolution. They're twice the size they are on the screen for filtering and zoom-in purposes.
A robust palette and recoloring system allows for a a wide range of pseudo "skins" and "costumes". Some of these are even references to other games, cartoon/anime, etc. A discussion of the coloring system can be found here. Colors are visible as you scroll through them in the character select screen and each comes with a button shortcut to save time in the future. Each character will launch with nine colors (plus some number of unlockables ones) and more will be made in the future. There are no plans for a color editor.
Reverge Labs has announced that Skullgirls' jazzy soundtrack is composed by multiple talented individuals such as Michiru Yamane, Vincent Diamante(who composed the Flower Soundtrack), Brenton Kossak & Blaine McGurty. Michiru was a lucky find who adds her own special feel to the game with tunes reminiscent of the widely known Castlevania games. The OST is now available on CDbaby, Amazon MP3 and itunes. Samples are available at the main site along with a piece on her acquisition. A custom soundtrack option is also available for the PS3 version!
Community & Guides:
The SRK Wiki built by dedicated fans has pretty much everything you would need to learn the game at an intermediate level or above. Use it and watch your game evolve quickly! Answers to more specific questions can be found in the SRK SG General FAQ or from excerpts (Part I, Part II, Part III, Part IV) from the SRK Q&A Topic. Even more information and other players can be found in the Shoryuken and Dustloop Skullgirl subforums. Also check out up and coming fan blogs/sites such as the Canopy Kingdom and Milktoast.tv.
Each and every Wednesday and Friday, Whiteboard Wednesdays and Fan Art Friday are posted on the Reverge Labs site. A compilation of past entries can be found here. They give you a look into the minds of the artists who work at Reverge Labs as well as the developing and artistically inclined fanbase respectively.
Salutations from Filia
E3 2011: Peacock character walkthrough
Parasoul, Reporting for Duty!
Exclusive Parasoul character walkthrough
Ms. Fortune Gets Her Head In the Game
Exclusive Ms. Fortune character walkthrough
Commencing Experiment 0-84 - Project Painwheel
Painwheel Walkthrough Part I
Painwheel Walkthrough Part II
Painwheel Developer Commentary
Nurse Valentine, Report to the O.R., Stat
Exclusive Valentine character walkthrough part 1
Exclusive Valentine character walkthrough part 2
Exclusive Double character walkthrough part 1
Exclusive Double character walkthrough part 2
Video Primer - This is a demonstration of many of the concepts discussed above
Skullgirls: Interview with Mike Z
Exclusive Skullgirls Interview Evo 2011
EVO Panel 2011 - Skullgirls: New Age of Heroines Part I (Parts II - VII can be found on official Skullgirls youtube channel)
SPECIAL! Inside look at Skullgirls![HD]
Exclusive General Game Updates Walkthrough Part 1
Exclusive general game updates walkthrough part 2
E3 2011: Art Style Walkthrough Part I
E3 2011: Art Style walkthrough part 2
Live from the Comboratory feat. Skullgirls
Fighterpedia Episode 7-It's Skullgirls baybee!
Crocodile-Your proofreading and watchful eye kept this OT from becoming a grammatical nightmare. Your help with the images is also greatly appreciated. This OT wouldn't be half as good without your input.
Ravidrath-For your awesome attention to this tiny little community on GAF. Thanks so much for providing the art and being so trusting. <3
El Sloth-You were the first guy to help me out when I was first designing the skeleton for the thread. You have no idea how much you helped me in the earlier phase of this OP's creation. Thanks a bunch, dude. :')
SkullGAF-You guys deserve big thank you for your support until now. SG wouldn't even register on GAF if it weren't for you guys who kept the hype alive.
LADIES AND GENTLEMEN.....SHOWTIME!
11/20/12 - We are Lab Zero Games!
11/20/12 - Skullgirls 1.01: Slightly Different Edition Patch Notes PS3 release today!
Forward-thinking and retro-minded, Lab Zero Games is an independent game development studio founded by the original team that brought you Skullgirls. Lab Zero intends to continue its critically-acclaimed work on Skullgirls as well as leverage its unique design and artistic sensibilities to develop new games.
1/30/2013 - Skullgirls PC update!
Unlocked three additional colors for each character(click link above)
Added eight DLC Character Color packs
Added in-game Move Lists
Added Tournament Mode to Versus menu
Disables in-match Achievements/Trophies to prevent gameplay interruption
Greatly expanded Training Mode
Added new Character Tutorials
Completely re-localized all existing tutorials in French, Italian, German and Spanish
Fixed a bug that rendered the North American and European/Australia-New Zealand versions incompatible in online play
Greatly improved GGPO performance when playing with moderate-to-high pings
Improved PS3 ranked matchmaking
Fixed X360 leaderboard ranking issues
Increased the speed of gameplay by 3%
Added 5 frames of input leniency to chained normals, as well as to normals and airdashes input during jump/superjump/doublejump startup
MANY MORE CHANGES AT LINK ABOVE
2/12/2013 - Skullgirls hits Japan on 2/14/2013!
Once we begin working on it we expect the project to take around four months to complete. As we get closer to release, we’ll have more information for you about the public beta, what new features you can expect, and much more.
And, like before, the PC version will be released on pretty much every digital distribution platform: Gamefly, GamersGate, GameStop PC Download, Origin, and Steam.
3/27/2013 - Skullgirls crowdfunding campaign on Indiegogo collects over $829,000 and funds 5 new DLC characters alongside eight new voice packs and seven new stages!
Famitsu says Cyberfront picked up Skullgirls and will publish it as a 1,500 yen ($16) PlayStation 3 game.
What a month. And what a night!
With one minute left to go, our Indiegogo campaign crossed the $825,000 mark, meaning that there will be a second fan-selected character developed! The tally ultimately settled at an auspicious $829,829 a few minutes after the campaign was over, as the final rush of contributions cleared Paypal.
4/28/13 - Eliza is our first winner of the two mystery vote characters!
DLC characters/stages/story modes: Five new DLC characters. Squigly, Big Band, fan voted character #1, Robo Fortune and fan voted character #2. Includes full story mode, stage and theme(new and done by Michiru Yamane) for each new DLC character.
Voice packs: "Republican Double" by Kaiji Tang, Female Announcer by Cristina Vee, "Salty Parasoul" by Erin Fitzgerald, "Drunk Commentator" by Joshua Tomar, "Valley Girl Painwheel" by Danielle McRae, "Saxploitation Big Band" by Rich Brown, "Anime Peacock" by Sarah Williams and "Real Soviet Announcer" by MikeZ
Extras: River King Casino and The Glass Canopy are two new bonus stages
5/14/13 - Skullgirls 1.01: Slightly Different Edition Patch Notes 360 release today! (hit the jump for the DLC colors/palettes)
The ultimate attack-from-disadvantage character. Because of her kinship with her parasite, Eliza can control her own blood. Each time she is hit she bleeds, MK style, and the blood stays on the stage. Certain specials and supers can then use it.
Eliza will probably have two modes: one where Sekhmet is inside Eliza’s body, with slow, powerful attacks; and another where Eliza anchors herself onto the Staff of Ra and Sekhmet herself becomes a faster, more mobile character with new abilities.
5/17/13 - Beowulf is the final of the two mystery vote characters!
After several months of delay, the 360 version has finally caught up to the PS3 version. The patch size besides the 6 MB title update is 270~ MB (Around half the PS3 size) since Microsoft has real time decompression. Peter Bartholow also noted that any future patches for the 360 version should be "less problematic" since they figured out the work-around. Since the 360 patch went live, the DLC colors are available to purchase now on PSN. this also means the DLC colors dated for 5/21/2013 should be solid and not suffer from another delay. Remember the DLC color prices are $1 per character pack and $5 for the whole bundle. You also get a bonus color for every character if you either purchase the bundle ($5) or buy all the character packs individually ($8). So don't forget to support Lab Zero when those colors launch!
5/21/13 - DLC Character Poll Results
Classic pro wrestling, including violence with his favorite folding chair. Dubbed The Hurting, the legendary piece of furniture could supposedly support a Gigan if one could fit on it.
Beowulf can set his chair on the stage for various effects. He can knock opponents into it, do elevated slams off of it, or just stand on it as a platform to alter the height of his ground attacks. It could also be like Captain America’s shield in that he can throw it, but it needs to be recovered to be used again. In addition to standard pro-wrestling moves like dropkicks and powerbombs, souvenirs from past victories may aid him in battle - after all, it’s only illegal if there’s a referee.
5/21/13 - Skullgirls headed to Japanese arcades via NesicaxLive
With the final two mystery characters decided we can now have access to the full data on character rankings from number one to number thirty. The data includes rankings from the first mystery character vote and the second.
Character Vote 1: Final Round
30.9% : Eliza
25.5% : Annie
24.3% : Minette
19.4% : Aeon
Total Votes: 11202
Character vote 2: Aggregate rankings via Instant Runoff
11038 votes : Beowulf
9439 votes: Minette
9415 votes: Annie
Online meetup and match-up discussion (XBL/PSN ID|Gaf handle|Region|Timezone):
Originally Posted by Ravidrath
We are stupidly excited for this, just because I can't think of a single other non-Japanese dev that can say they have a game out in Japanese arcades
XBL/PSN|Blank Card 520/Blank_Card_520|Rorshock 520
XBL/PSN|lyte edge/lyteedge2|South US
PSN|Platinum_Milk|Master Milk|South US|CST
PSN|Tizoc789|Tizoc|Middle East (Oman)|+4 GMT
PSN|Neo0mj|NEO0MJ|Middle East|+3 GMT
PSN|RADRAD1985|RADRAD|South Philadelphia, PA
XBL|OchiChernye|NinajHeartless|US East (New Jersey)
XBL|Jarlaxle|Jarlaxle|US East(Highland, NY)|EST
XBL|Matty aka Matty|Frank "Trashman" Reynolds|West US (San Francisco)|PST
XBL|SpamAge|ZXSythe|US East (NY)
XBL|Sloth112|El Sloth|Northeast US|EST
XBL|Dinosaur Toy|Kajima|Pennsylvania, US|EST
XBL|JUDDERMANG|Judderman|US East (NYC)|EST
XBL|Spirit of Jazz|Spirit of Jazz|UK|GMT/BST
Keep in mind we pay 33% to 60% more on the Aussie PSN (despite our dollar being worth more), so DLC stings alot.
I'm learning Valentine, then Painwheel, then Double.
Then everyone else.
The mechanics in this game are amazing. They had me at "custom assists". Although unblockable set ups grow hair on your chest so I will love my unblockables in Mahvel games.
So who's gonna be the "trenchcoat" character of this game?
Mike Z and Alex Ahad have plans for something like 30+ characters, but that is spread between DLC and future games. They are also thinking of ideas to add value like bundles with stages and such as a bonus for the character purchase. It'll still be cheaper than most retail fighters even if you download four or five DLC characters.
I hope character DLC isn't milked (if it exists). I know there is 8 characters but that character select implies to me there are going to be heaps of characters.
Keep in mind we pay 33% to 60% more on the Aussie PSN (despite our dollar being worth more), so DLC stings alot.
At the risk of starting what I'd prefer to avoid, I'm going to make a plea here to keep the discussion focused on the game (it's a fighting game so I'm not going to ask to keep it civil, that wouldn't be any fun). I'm eager to follow this but certain tangential discussions made me excuse myself from previous threads. That's all I'm going to say about that.
Kind of didn't keep up with it, but now that we've got a release date count me back in. Can't decide on a platform, kind of hoping gaf has a clear preference so I can side with that instead of having to formulate my own opinions on things.
Cant wait to play this, I made thread on skullgrils on CAG a while back and it seems like if it aint about deals, halo or COD it tends to get ignored. All my friends are on XBL, so Xbox it is for me.