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Skullgirls |OT| New age of Heroines

Ravidrath

Member
What do people do if they already have 1.01?

We need to wait for the transition to go through before we can ask those questions, but I believe it will just re-download the entire remastered version automatically and replace your existing game with it.

Again, we're in uncharted territory here. Only like two other companies have done what we're about to go through, I think. :p
 

Beckx

Member
Platinum Games' Masaki Yamanaka (director, Anarchy Reigns, art lead, Mad World) tweeted some Filia fan art today. I'll link it here shortly.

Edit:

https://twitter.com/platinumgames/status/400899855796547584

@platinumgames 8h
Our very own @PG_yamanaka did some @skullgirls guest art! What do you think? http://www.platinumgames.co.jp/#!/modal_?from-platinumgames=0112 … pic.twitter.com/4Ay88vFPPR

BZAiCleCIAAGut6.jpg
 

NEO0MJ

Member
Platinum Games' Masaki Yamanaka (director, Anarchy Reigns, art lead, Mad World) tweeted some Filia fan art today. I'll link it here shortly.

Why tease us with such an amazing piece of fan art if we can't see it in detail ? :(
Does he have a place where he posts his art?
 
I'm a backer, but am just now getting to play the game because I'm finally not stuck with a piece of shit launch macbook (2006). Instead I'm now on a 13" rMBP.

I'll just repeat what has been said many times before: holy shit this game is beautiful.

Edit: Oh, also all this art is fantastic. Kamitani's in particular, love his work. Between Muramasa and Skullgirls I'm in 2D heaven.
 

alstein

Member
Also, was there a salty cupcakes stream on Friday?

There was, it just started super-late, morso than usual.

Really unhappy about A Train no longer being an assist, I understand why, I just wish Lab Zero could work some magic to make it so. (or at least keep it in the PC version- though here I understand why they don't do it)

Just sad the PS3 can't have enough RAM- makes me want a Skullgirls 2 even more now.
 
Had some matches in the Real Game today and I really am not understanding how Squigly is supposed to work on point. :\ She doesn't have a fireball, her divekick is not really that good, the game is too fast paced for real footsies...

Is she just an assist character or is there some major component of her game that I'm missing?
 

zeemumu

Member
Had some matches in the Real Game today and I really am not understanding how Squigly is supposed to work on point. :\ She doesn't have a fireball, her divekick is not really that good, the game is too fast paced for real footsies...

Is she just an assist character or is there some major component of her game that I'm missing?

Mid range seems to be her specialty.
 
Had some matches in the Real Game today and I really am not understanding how Squigly is supposed to work on point. :\ She doesn't have a fireball, her divekick is not really that good, the game is too fast paced for real footsies...

Is she just an assist character or is there some major component of her game that I'm missing?

You want to make use of your mobility (double jump) to get into a range where they're vulnerable to jHK -> Divekick to begin your pressure. Against better players you're going to want to be careful with when and where you throw out your j.HPs as they can leave you open to any sort of DP from a huge range. Once you've begun your pressure you just alternate between overheads, lows, stance cancels into divekick or whatever in order to make it work out for you. Having a stocked level 2 charge makes it so that any stance cancel based pressure is made much stronger
 
Mike asked on skullheart if the beta changes are ready for the real game : http://skullgirls.com/forums/index.php?threads/poll-are-the-beta-changes-ready-for-prime-time.947/
The results are almost even between yes and no. What must incredibly boring is how people are predicting the apocalypse each time a change is made to the game. Having shorter combos is good for me as I don't have time to learn long and optimized combos. I already play with short combos and more resets, because I feel it makes the game more fun this way, so I voted yes.

I don't understand people complaining about changes and how this will stop fans from playing the game. For me it's the changes that keeps me playing the game. I am not a very good player since I can't put enough time in it, but each time I see an update I want to try it and even if I play one hour, I actually play the game. Yesterday I organized the weekly in my town and most of us didn't played since the last time we met... Because we didn't have much time, but also because UMVC3/SF4/KOF are not evolving anymore outside of our own matches. I think changes are something great for a fighting game.

I am the only one ? :eek:
 

alstein

Member
Mike asked on skullheart if the beta changes are ready for the real game : http://skullgirls.com/forums/index.php?threads/poll-are-the-beta-changes-ready-for-prime-time.947/
The results are almost even between yes and no. What must incredibly boring is how people are predicting the apocalypse each time a change is made to the game. Having shorter combos is good for me as I don't have time to learn long and optimized combos. I already play with short combos and more resets, because I feel it makes the game more fun this way, so I voted yes.

I don't understand people complaining about changes and how this will stop fans from playing the game. For me it's the changes that keeps me playing the game. I am not a very good player since I can't put enough time in it, but each time I see an update I want to try it and even if I play one hour, I actually play the game. Yesterday I organized the weekly in my town and most of us didn't played since the last time we met... Because we didn't have much time, but also because UMVC3/SF4/KOF are not evolving anymore outside of our own matches. I think changes are something great for a fighting game.

I am the only one ? :eek:

The folks who are saying no are generally the folks who do the optimal combos now easily, and have a pretty large competitive advantage (if they have some other skills to back them up, some of the no voters I've played- they're pretty much go for their combo until someone dies types you see in every game) Keeping your competitive edge is a reason behind many of the votes (or reducing the competitive edges of others)

A couple might actually quit, because there are plenty of games just as friendly to that type of player, but it would improve the game for everyone else.

I love the fact SG changes the way it does- I kinda wish MikeZ would be more radical, but I think I have a minority opinion.
 
No more long combos. Lower the entry barrier for new players. Simple. I'm all for the changes to go in with BB, although before that is a bit unneccessary.

EDIT: My goodness, he added in a full octave to play using Big Band's trumpet. And it will cut the music out if you play it for too long. ...

I love this game.
 
I am not sure being radical would solve the problem.
The main issue from my point of view is how mike is thinking globally about the problems of Skullgirls by studying other games and therefore avoiding more problems - VS - people that only plays skullgirls or do not know many fighting games or their mecanics, and so don't understand the choices that are made or why their requests are not answered.

I mean, if almost everyone knows how IPS works and why it's in the game, it's because the infinites are a well understood problem, and because the team educated the players via blog posts and streams.
Maybe with a bit of education and explanation, people would tolerate a bit more the changes. The only problem is the lack of time because it needs a lot of writing and skills in vulgarization. I love to do this for readers of my FG blog and would enjoy doing this for SG, but I have to admit it's long and hard to do and it would require explanations from Mike to start with, so more work for him (and I mostly write in french, my english sucks, that does not help).
 

alstein

Member
I am not sure being radical would solve the problem.
The main issue from my point of view is how mike is thinking globally about the problems of Skullgirls by studying other games and therefore avoiding more problems - VS - people that only plays skullgirls or do not know many fighting games or their mecanics, and so don't understand the choices that are made or why their requests are not answered.

I mean, if almost everyone knows how IPS works and why it's in the game, it's because the infinites are a well understood problem, and because the team educated the players via blog posts and streams.
Maybe with a bit of education and explanation, people would tolerate a bit more the changes. The only problem is the lack of time because it needs a lot of writing and skills in vulgarization. I love to do this for readers of my FG blog and would enjoy doing this for SG, but I have to admit it's long and hard to do and it would require explanations from Mike to start with, so more work for him (and I mostly write in french, my english sucks, that does not help).

I agree, some people's input should be more valuable. I'd take say, Duckator's input 100 times more useful than say, my own. You do need input from the pot monster class as well- because sometimes top players can adjust to something but others can't (Valle combos being one instance of this) That said, not all top players give good input, and some give biased input.

The changes have been explained pretty throughly.

By radical changing, I mean an increased willingness to try more stuff, not necessarily change stuff for the sake of change. SG is pretty radical in its change attempts as is- it's had a big role in changing the game from kusoge status to a game that killed off the PS3 for me.
 

Kioshen

Member
prettypicture.jpg

This is the most tasteful swimsuit pic I've ever seen.

All this guest art is godlike

Oh man that drawing is really good and surprisingly in good taste considering the source material. I so want a wallpaper out of that :(.

I am not sure being radical would solve the problem.
The main issue from my point of view is how mike is thinking globally about the problems of Skullgirls by studying other games and therefore avoiding more problems - VS - people that only plays skullgirls or do not know many fighting games or their mecanics, and so don't understand the choices that are made or why their requests are not answered.

I mean, if almost everyone knows how IPS works and why it's in the game, it's because the infinites are a well understood problem, and because the team educated the players via blog posts and streams.
Maybe with a bit of education and explanation, people would tolerate a bit more the changes. The only problem is the lack of time because it needs a lot of writing and skills in vulgarization. I love to do this for readers of my FG blog and would enjoy doing this for SG, but I have to admit it's long and hard to do and it would require explanations from Mike to start with, so more work for him (and I mostly write in french, my english sucks, that does not help).

Changing the IPS is changing the core of the game. V 1.0 needed to tweaked, SDE started in a nice direction and Squig's ED strike me as a nice balance for now. It still allows combo flexibility while giving a low enough ceiling to encourage resets in a reasonable time frame. Like two to four reset spots in a combo.

You can't go change the core mechanic of a fighting game all the time. It needs time to settle down and be figured out. I should read on the changes a little further to properly understand where MikeZ wants to go with it but to me it seems a little overzealous.
 

Mr. X

Member
The poll isn't even. There's 2 yes votes but disagree on when to add it that total ~52% along with 14% who don't care if it changes or not.
 
Changing the IPS is changing the core of the game. V 1.0 needed to tweaked, SDE started in a nice direction and Squig's ED strike me as a nice balance for now. It still allows combo flexibility while giving a low enough ceiling to encourage resets in a reasonable time frame. Like two to four reset spots in a combo.

You can't go change the core mechanic of a fighting game all the time. It needs time to settle down and be figured out. I should read on the changes a little further to properly understand where MikeZ wants to go with it but to me it seems a little overzealous.

I don't think changing the IPS like the beta is changing the core of the game. It's still skullgirls, the IPS works the same, there are just restrictions, and they are not as stupid as BlazBlue for example. You can still be creative and do shiny things, but you can't do them as long as before.

What I actually like in the beta version with limited combo is the fact that the game forces me to play smarter by shortening my combos to force me to transform them into resets at the end, a thing I was not doing in the Squig version as I was going for full damage, DHC, combo max damage, and... Well nothing special because I could not figure where/when I had to stop or reset. é_è

I suppose it's because I am aging and playing a lot of games at the same time, but I am bored of learning long combos. I don't feel something special anymore by doing long combos, I enjoy more a short burst repeated a lot of times. I just want less execution and more occasions to show my opponent I am smarter than him, even if this adds a risk for me and it comes back to my face. I'll learn the hard way how to not letting this happends again, and try again, and then win. Well maybe. :p
 

alstein

Member
That is exactly how I feel, and my interest in SG grew with the reduction in long combo crap.

I do feel nice though when I can occasionally land swag with Peacock, I wish I could do the Salty Cupcakes combos though.
 
Well, the only thing I have to say about the subject is that unless they somehow patch those changes to the console versions too they should wait until Big Band is ready to add them to main version. I mean, even though the PC version has become the main one I don't think it's a good idea at all to make them still outdated even when the patch for Squiggly is finally out.
 
Well, the only thing I have to say about the subject is that unless they somehow patch those changes to the console versions too they should wait until Big Band is ready to add them to main version. I mean, even though the PC version has become the main one I don't think it's a good idea at all to make them still outdated even when the patch for Squiggly is finally out.

I agree with this. If there's a way to make the console version not be behind, even if only for a little while, that seems like the best option. The beta will always be around for the newest stuff.
 

TheOGB

Banned
I thought it'd be fine to add with Big Band as well. For me, Skullgirls is in the sweet spot between combo length and technical skill required. I can pull off some decent length combos, and I'm getting better at resets, so I feel pretty good about being able to adapt to the new system.
 

Beats

Member
Just finished reading through that thread....lots of hostility in there. lol

Mike should wait till Big Band is done before making big changes again though. I'm cool with the direction he wants to take the game in.
 

Anony

Member
i just started playing (PC version):
visually speaking, anyone notice that it looks a little off when it's upscaled
going from 720p to 1080p, the edges look off, not sure how the devs are doing the upscale
thinking of using the injecting method and playing around with the filters if anyone has tired it before
 

Ravidrath

Member
Just finished reading through that thread....lots of hostility in there. lol

Mike should wait till Big Band is done before making big changes again though. I'm cool with the direction he wants to take the game in.

We're still deciding, but the big concern is that changing the game again in a major way in the middle of tournament season would be a bad thing.
 
We're still deciding, but the big concern is that changing the game again in a major way in the middle of tournament season would be a bad thing.
I think it's better to do it now rather than wait - Evo will be here eventually. Plus, assuming Skullgirls 2 is in the works, it's best that you experiment all you can with Skullgirls so you can get the system perfect for the next gen.
 

Mr. X

Member
We're still deciding, but the big concern is that changing the game again in a major way in the middle of tournament season would be a bad thing.

Go for it. Get people familiarized with the new system as soon as possible because waiting til Big Band is just even less time before the tournament season goes into full swing or concludes with EVO. If these changes feel like they are sound and going to hold up for a long time coming, do it.
 

CrossRhythm

Neo Member
Right but you end up leaving console people in the ditch.

On the other hand, is it realistic to think about skullgirls as a tournament game? There's a highly dedicated fan base but they've never bothered to show up for tournaments.

Maybe skullgirls success should be defined in ways other than tournament hype.
 
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