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Skullgirls PC Beta Thread | Gettin' Squigly Wit It

After experimenting with Fortune for two days in her new form, my conclusions are:

1) Not being able to combo from j.MK into qcb+P is as big a nerf as qcb+P not causing a floor bounce. It has crippled her old easy BnB.
2) She is now ridiculously hard to combo with.
3) Beheaded mode now has no damaging combos, unless the head is in a lucky position.

Let me give you an example. VS most of the cast, you can do cr.HP, jump cancel, j.lk j.hp dash j.lk j.hp. Right? And then she can rejump to continue.

You do that timing on most of the mid or light characters and she's totally fine. It works 100%.

You do it on Filia and Fortune crosses herself up unless you delay the jump cancel.

Anyway, her new BnB is:

[Ground chain] x cr.HP, JC
[j.lk j.hp] DC [delay] [j. lk j. hp] land,
Rejump,
[j.lp j.hp] DC [immediate] [j.mk j.hp] x qcb+mk, land
[OTG st.lk cr. mp st. mk st. hp] x qcf+hp p p xx qcf+pp.

My preferred Skullgirls notation is the above: Each line represents a segment of the combo. A new segment begins when the character jumps or lands.
 
omg squigly :3 can't wait until the animation frames are finished

i1bgAsctL7Aq3.jpg
 

Azure J

Member
Oh man, Squigly's so awesome. I need to get myself a USB pad or maybe even a stick soon though.

Edit: Squiggly Battle Opera? I see what was done there. Also love the Sonic The Hedgehog geometric shaped flower that pops out of the ground when you use her coffin super on someone.
 

Onemic

Member
This game interests me now. How does it play like? How is the PC version? Does anyone think that the fan base will anywhere near that of what it was when it first released?
 

Ravidrath

Member
This game interests me now. How does it play like? How is the PC version? Does anyone think that the fan base will anywhere near that of what it was when it first released?

Plays a bit like MvC2, but the characters have a much wider variety of tools at their disposal since they're meant to be viable solo, too.
 
This game interests me now. How does it play like? How is the PC version? Does anyone think that the fan base will anywhere near that of what it was when it first released?
The fan base is growing, not waning. If you look at the game's tournament numbers, it is around KoF, TTT2, and P4A numbers. That is a very healthy place for a game like this to be. It is getting updates for the next year, so I expect the growth to continue.

The game plays like Marvel 2 with good character balance and with a smaller vertical.
 

mcmmaster

Member
The Casino stage theme isn't quite finished, but it's very nearly so.

Yeah I felt the song was lacking some definition when I just logged in, hopefully it will sound better as I gotta be honest... I much prefer the piano version than whats in the beta right now, heck I even digged the music that was in previously (song from the cut scenes in story mode) as it just seemed to resonate well with that particular stage.
 
I wish I wasn't so terrible at fighting games, I want to be able to play this so bad for the art. Will give it another go whenever it launches on steam.
 

Hubb

Member
Not sure if this counts as a bug

lG9yrbA8DsQQO


I don't believe that is how you annotate light punch. I am I huge noob though (honestly) and I may be putting my foot in my mouth.

EDIT: image didn't come through but here is the link http://minus.com/lG9yrbA8DsQQO

I wish I wasn't so terrible at fighting games, I want to be able to play this so bad for the art. Will give it another go whenever it launches on steam.

I'd be more then happy to pair up with someone else who is completely new to this game (and fighters in general) to practice with, without getting destroyed in seconds.
 
J

Jotamide

Unconfirmed Member
Does anyone have this problem of terrible slowdowns around 1 min into a match? It happens in every single match and it doesn't go away until I've gone back to the main menu. :/
 

alstein

Member
Just had a patch come out.


The fan base is growing, not waning. If you look at the game's tournament numbers, it is around KoF, TTT2, and P4A numbers. That is a very healthy place for a game like this to be. It is getting updates for the next year, so I expect the growth to continue.

The game plays like Marvel 2 with good character balance and with a smaller vertical.


It should do better than those games over the next year, as it is getting new content. The big issue may be PC version being superior to console leading for format wars. There's not a lot of stuff coming out in the next year that isn't going to be super-poverty. I could see Koihime Musou doing something because it's different, but that's unlikely.
 

Hubb

Member
Does anyone have this problem of terrible slowdowns around 1 min into a match? It happens in every single match and it doesn't go away until I've gone back to the main menu. :/

I haven't had that happen yet and I've been playing a good amount over the past 2 days.
 

Ravidrath

Member
Yeah I felt the song was lacking some definition when I just logged in, hopefully it will sound better as I gotta be honest...

As far as I know, once we get it where we want it, we'll get a higher quality render and stem tracks, and then use those to make the final mix.
 
So I'm having a problem with the DiscoShark Bnb; after doing the scorpion spear move, hitting LP causes a green escape flash, and I'm not sure what that is. For reference: http://www.youtube.com/watch?v=ir8cwR8f7dg&feature=youtu.be

I don't think it's a IPS thing, but I'm new to SG and not sure what I'm doing wrong with it. Sorry about the cropping and lack of sound, also.

... oops!

Can't be helped, the game is saying the combo is just a tad too extreme. You can shorten it and make it easier for yourself by just omitting the string with the medium punch and just finishing it with that last section or whatever you feel is appropriate for the situation. Now that I think about it though it may have something to do with Squigly's IPS glitch with her divekick at the moment, sometimes it progresses the combo a stage too far in a situation where it shouldn't. Mike's aware of the glitch and will be addressing it soon enough so hold your breath. In the meantime though just shorten the ender and you'll be golden.
 
Is there a place that lists the bugs that are known/fixed/to-do? Still having my confirm/deny buttons getting swapped depending on which menu I'm in.
 

Quesa

Member
Is there a place that lists the bugs that are known/fixed/to-do? Still having my confirm/deny buttons getting swapped depending on which menu I'm in.

Yeah, this keeps happening to me too. In general, the confirm button seems to be LP (whereas in most games it's LK) on my Hitbox, but that might just be because it uses a weird board or something. There's also the issue with alt-tabbing where it won't display anything but a still frame of the game unless you tab to another game.
 

alstein

Member
Just theory here, but I"m wondering if some of the online issue where performance gets worse as you play me might be due to a memory leak.
 

Goon Boon

Banned
Is there a release date/window yet? I already have the beta access which owns, but some friends are interested in knowing when the game is released because $36 is a bit steep.
 
If I recall correctly, the original plan was to launch the beta in June and the game in July. Seeing as the beta came out in July, I'm thinking August or September would be a good estimate. Maybe October.

I caved and got into the beta. Really fun game so far. I've already beaten Filia's story on Easy.
 
If I recall correctly, the original plan was to launch the beta in June and the game in July. Seeing as the beta came out in July, I'm thinking August or September would be a good estimate. Maybe October.

I caved and got into the beta. Really fun game so far. I've already beaten Filia's story on Easy.

If they wait until October they'll be releasing the game with both Squigly and BigBand. Though I don't know, even if lobbies make it into the beta next week as scheduled I feel like there's probably a lot more work that needs to be done under the hood of the game to get the online on par with the console version of the game. This isn't even considering the art side where we know that Squigly's story mode has yet to be completed, the higher end backers haven't had their NPCs implemented into the stages, Squigly's stage hasn't been incorporated into the game, and we have no idea how far along Yamane is with the composition of the next track.

If I were a betting man I'd set my sights on mid-late September for sure assuming they want to get the above content into the game by its release.
 
If they wait until October they'll be releasing the game with both Squigly and BigBand. Though I don't know, even if lobbies make it into the beta next week as scheduled I feel like there's probably a lot more work that needs to be done under the hood of the game to get the online on par with the console version of the game. This isn't even considering the art side where we know that Squigly's story mode has yet to be completed, the higher end backers haven't had their NPCs implemented into the stages, Squigly's stage hasn't been incorporated into the game, and we have no idea how far along Yamane is with the composition of the next track.

If I were a betting man I'd set my sights on mid-late September for sure assuming they want to get the above content into the game by its release.

I would concur with that bet, especially considering they would want to have Squigly + story + stage was done before they ship a new version for consoles. Hopefully, they could throw in the lobbies with that.
 
Although completely terrible at all fighting games I will be picking this up as I feel we definitely need to support any fighting game that comes to PC. Hopefully between this and MK9 coming to PC the trend keeps going.
 
Anything before November is fine. They could take their time and release with Big Band ready. It can't hurt.

So long as we beta folks have something to play and the game is tested to perfection.
 

Onemic

Member
Wow, I actually wanna buy this game now. I remember when SG first released I didn't find it interesting at all. That and I wasn't feeling the art style. Now that I've actually played the demo and not relied on really low res twitch streams to see it, the art is actually pretty good.

What was the issue that made people stop playing SG before the patch? Balance? Bugs? And is there gonna be a new patch when the PC version releases?
 

Ravidrath

Member
Is there a place that lists the bugs that are known/fixed/to-do? Still having my confirm/deny buttons getting swapped depending on which menu I'm in.

There's a thread on Skullheart, but it's probably best to report it to the e-mail address anyway, because your description might shed some light on it that another might not, etc.

Consumers are typically not very good at reporting bugs, so duplicates can help us get a bigger picture of the issue.
 
What was the issue that made people stop playing SG before the patch? Balance? Bugs? And is there gonna be a new patch when the PC version releases?
A combination of a less than great release date (too close to EVO for inclusion), seemingly getting abandoned on release (due to the devs losing their jobs and reforming as Lab Zero, long story), and when the patch was released, Microsoft were arseholes about it and spent six months "testing" it. This game has had shitty luck behind the scenes.

And yes, all the changes in the PC version will be rolled into the console version via a patch.
 

Ravidrath

Member
A combination of a less than great release date (too close to EVO for inclusion), seemingly getting abandoned on release (due to the devs losing their jobs and reforming as Lab Zero, long story), and when the patch was released, Microsoft were arseholes about it and spent six months "testing" it. This game has had shitty luck behind the scenes.

One of the most heartening things about everything lately is that people seem to be playing it a lot more, knowing that it has at least a year of updates ahead of it.
 

Jintor

Member
One of the most heartening things about everything lately is that people seem to be playing it a lot more, knowing that it has at least a year of updates ahead of it.

i can't express how handy it is to have it windowed on one screen so i can browse gaf on the other in the downtime.
 
One of the most heartening things about everything lately is that people seem to be playing it a lot more, knowing that it has at least a year of updates ahead of it.
There was a post in the EVO fundraiser thread, which (paraphrased) said that Skullgirls had the respect of the FGC and the devs supported the FGC, but they were looking for tournament numbers and a future for the game. Well, since then the future looking bright for SG, although tourney numbers are a work in progress. (meanwhile, the Melee fandom has a dev that doubled down on not supporting competitive play, while Melee getting the respect of the FGC... lol)
 
Okay totally (relatively) new to fighting games. I mean I've played a bunch, but just button smashing and stupid bullshit, now I'm trying to understand the actual mechanics of them, which is why I was excited for this as it claims to have the tutorial system to teach me roman blocks or whatever wonky stuff fighting games have added through the years.

Here's the problem. It never tells me what button does what. High kick + low kick or whatever? Great I got it. But I don't know what the fuck is high kick and low kick. I go to the settings menu and I get buttons 1 - 12. Awesome. Doesn't help. Surely I can google this right? I can't fucking find it. I get a message board with some dipshit telling me to google it ( http://forums.shoryuken.com/discussion/158345/skullgirls-is-not-pad-friendly ). Well fuck you too buddy. I just want to know what is what on my 360 pad, how on earth is that hard?

I understand it wanting to teach it solely in fighting game terminology so it doesn't have to go through and adjust it for every input known to man, but come on and at least tell me what this shit is.

I think this is mostly just general whining about the genre, but hell if I know.
 

Hubb

Member
Here's the problem. It never tells me what button does what. High kick + low kick or whatever? Great I got it. But I don't know what the fuck is high kick and low kick. I go to the settings menu and I get buttons 1 - 12. Awesome. Doesn't help. Surely I can google this right? I can't fucking find it.

Pretty new myself and I think I understand what you are asking. Basically get to the button configure page and depending on what kind of controller you are using test out the buttons.

I don't know if the release will change this, but I imagine it is very hard to account for every pc controller/stick/keyboard. Instead they just use buttons 1-12. So go to the configure page and for Punches, use Q,W,L (L/M/H) and Kicks A,S,D (L/M/H). That is just an example, you can set it up however you wish depending on your controller. How do you want your button set-up to be?
 
Since you're not using an Xinput controller, either a) buy a wired 360 controller, stick or fightpad, or b) go to the options menu, rebind all your keys and take note of what key you've set to what button.
 
I mean I could just trial and error it in the settings and just see what button is "button 8", but that seems so insane in 2013. There really isn't just a basic list or a picture out there that tells me what the default layout of the 360 controller is for lp mp hp lk mk hk ? I mean it came out on xbla, and I can't find anything like that?
 
I mean I could just trial and error it in the settings and just see what button is "button 8", but that seems so insane in 2013. There really isn't just a basic list or a picture out there that tells me what the default layout of the 360 controller is for lp mp hp lk mk hk ? I mean it came out on xbla, and I can't find anything like that?

You could just set it yourself? I mean, you don't need to know what "button 8 is", when it tells you to set LK just press the button you want to be LK and that's it.
 
I mean I could just trial and error it in the settings and just see what button is "button 8", but that seems so insane in 2013. There really isn't just a basic list or a picture out there that tells me what the default layout of the 360 controller is for lp mp hp lk mk hk ? I mean it came out on xbla, and I can't find anything like that?

By default it's X/Y/Lb for LP/MP/HP and A/B/Lt for LK/MK/HK. I think.
 

alstein

Member
Is it just me or is the patch downloading through Steam for this game a little wonky? I get plenty of 100% downloaded but still downloading.
 
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