Maidens of the Kaleidoscope

~Beyond the Border~ => Akyu's Arcade => Topic started by: _Zac_ on April 06, 2012, 05:29:52 AM

Title: Skullgirls
Post by: _Zac_ on April 06, 2012, 05:29:52 AM
Not sure if this was posted before, but I'm definitely getting this fighting game on April 10th on PSN and April 11th on Xbox Live. I love how the game looks and I highly recommend checking out some of the 60fps Gametrailers videos (http://www.gametrailers.com/game/skullgirls/14603) on it.

Every frame is hand drawn and the game is designed by one of the best Blazblue players (Mike Z). The game is also doing many things differently than most fighting games.

Damn I'm bad at hype. If anyone else is planning on getting this game let's get some room set up online sometime. My PSN is z121231211.
Title: Re: Skullgirls - Actually Has a Confirmed Release Date
Post by: Suikama on April 06, 2012, 05:39:35 AM
MBAACC, BBCSEX, Skullgirls, Persona 4 Arena, UNIL, Aquapizza...

so many new 2D fightan games *-*


long combos look rather difficult since I've only seen Mike Z pull of anything extensive looking and everyone else just seems to drop combos all the time
Title: Re: Skullgirls - Actually Has a Confirmed Release Date
Post by: Amraphenson on April 07, 2012, 01:45:24 AM
In built infinite protection, no simultaneous high-low unblockables with assists, assists can literally be any non-super move you want, versus can swap to practice mode and back at any time you want, god like art, everyone has unique everything, ninja nurses, absurdly bad yet good puns, anthropormized personification of cartoon violence BUT AS A PSYCHOPATHIC LOLI, yukkuris...jesus fuck this GAME.

BUCKETS. I CAME THEM.

get this fucking game
Title: Re: Skullgirls - Actually Has a Confirmed Release Date
Post by: Graph on April 07, 2012, 03:25:48 AM
Whoa, I remember seeing some of these character designs on Alex Ahad's site a few years ago.  And what a unique look it makes for a fighting game.  It's amazing to finally see it in action!
Title: Re: Skullgirls - Actually Has a Confirmed Release Date
Post by: Edible on April 07, 2012, 05:34:21 PM
Shit's awesome, I'm all over it.
Title: Re: Skullgirls - Actually Has a Confirmed Release Date
Post by: Nem on April 07, 2012, 06:58:08 PM
aLl glOrY tO tHe gReAt mOtHeR (http://www.youtube.com/watch?v=fkYluQmIwpI)
Title: Re: Skullgirls - Actually Has a Confirmed Release Date
Post by: lumber_of_the_beast on April 07, 2012, 09:50:13 PM
The game is also doing many things differently than most fighting games.
Such as?
Title: Re: Skullgirls - Actually Has a Confirmed Release Date
Post by: Suikama on April 07, 2012, 09:52:39 PM
Such as?
In built infinite protection, no simultaneous high-low unblockables with assists, assists can literally be any non-super move you want, versus can swap to practice mode and back at any time you want, god like art, everyone has unique everything, ninja nurses, absurdly bad yet good puns, anthropormized personification of cartoon violence BUT AS A PSYCHOPATHIC LOLI, yukkuris...jesus fuck this GAME.

BUCKETS. I CAME THEM.

get this fucking game
Also not being owned by CAPCOM is a big plus
Title: Re: Skullgirls - Actually Has a Confirmed Release Date
Post by: KrackoCloud on April 07, 2012, 11:45:41 PM
I am very excited for this game! I really like the art style.
Peacock is the coolest character ever.
Title: Re: Skullgirls - Actually Has a Confirmed Release Date
Post by: Nem on April 08, 2012, 02:50:53 AM
The game's tutorial is pretty decent. It's not like Capcom's trials where the game gives you an impractical combo for you to copy.

The tutorial for Skullgirls teaches you more than a combo. It teaches you how to play not just Skullgirls, but fighting games in general. The Skullgirls tutorial teaches people basic fighting game fundamentals like blocking against mixups, punishing, and hit confirming.

I'm thinking of running Parasolo and when she comes out, a Parasoul/Umbrella team.

(http://i.imgur.com/lmgfS.png)
Title: Re: Skullgirls - Actually Has a Confirmed Release Date
Post by: Suikama on April 08, 2012, 02:53:05 AM
The BlazBlue tutorial 'teaches' you basics as well but really poorly :V
Title: Re: Skullgirls - Actually Has a Confirmed Release Date
Post by: Omba on April 08, 2012, 09:34:15 AM
> Not from Japan
> No japanese voices
> No half-naked lolis(?)
donotwant.jpg

In all seriousness, this looks pretty interesting and I'll probably give it a try.
Title: Re: Skullgirls - Actually Has a Confirmed Release Date
Post by: Widermelonz on April 08, 2012, 09:50:51 AM
I think I'm the only one that thinks the BlazBlue tutorial was pretty damn good. It effectively taught a couple of my friends about mixups, meter usage, spacing, okizeme, etc.

Anyways, none characters in Skullgirls so far appeal to me. But this game still looks really solid, so I'll try it out for a bit before making a final decision.
Title: Re: Skullgirls - Actually Has a Confirmed Release Date
Post by: Grand Octopus on April 08, 2012, 07:38:57 PM
Been eyeing this up for a while, but after MvC3 I'm thinking that me and fighting games aren't a good match. Lack of in-game move lists is also a minor turn off.
Title: Re: Skullgirls - Actually Has a Confirmed Release Date
Post by: Gpop on April 08, 2012, 10:00:14 PM
I'm totally Peacock because GARBAGE DAY
Title: Re: Skullgirls - Actually Has a Confirmed Release Date
Post by: Amraphenson on April 09, 2012, 12:36:16 AM
You can do mixups with hard tags. hard tags.
also most characters seem to just have qcb, qcf, and dp as moves.

Also dat Double lvl5.
Title: Re: Skullgirls - Actually Has a Confirmed Release Date
Post by: _Zac_ on April 09, 2012, 02:03:51 PM
Been eyeing this up for a while, but after MvC3 I'm thinking that me and fighting games aren't a good match. Lack of in-game move lists is also a minor turn off.
I would recommend playing more than MvC3 before making such an assumption. MvC3 seems to be all "zomg super fast and flashy graphix" and is a lot more button mashy at low-level play than other fighters like Blazblue and Street Fighter. And most 2D fighters only have supers and specials in their in-game movelists because those are really the only unique button combinations characters have, unless they want to list "Fierce Punch" which is the "Fierce/Heavy Punch" button for every character.

Game comes out Tomorrow on PSN, get hype!
Title: Re: Skullgirls - Actually Has a Confirmed Release Date
Post by: Grand Octopus on April 09, 2012, 06:06:58 PM
I would recommend playing more than MvC3 before making such an assumption. MvC3 seems to be all "zomg super fast and flashy graphix" and is a lot more button mashy at low-level play than other fighters like Blazblue and Street Fighter. And most 2D fighters only have supers and specials in their in-game movelists because those are really the only unique button combinations characters have, unless they want to list "Fierce Punch" which is the "Fierce/Heavy Punch" button for every character.
I didn't really make it clear - MvC3 was the shoryuken that broke the camel's back rather than being the only fighting game I've played. I've been dipping in and out of them for ages with limited success and by now I'm semi-confident it's the genre itself that I don't get on with.
Title: Re: Skullgirls - Actually Has a Confirmed Release Date
Post by: An Odd Sea Slug on April 09, 2012, 06:12:52 PM
Honestly, MvC3 is a shitty game; I wouldn't use it for such a decision if I were you. All of Capcom's recent efforts in general have been questionable at best.

Gah, want to try this game so bad, but I still have yet to get an appropriate console...
Title: Re: Skullgirls - Actually Has a Confirmed Release Date
Post by: Gpop on April 09, 2012, 06:36:03 PM
It's funny, recently MvC3 isn't getting as much hate as before now, for two reasons:

1) A lot of people are actually finding the game to be hype as fuck now, and it's really fun to watch due to its fast-paced action and combos in the game are actually being expanded every day, so you usually see really nice plays every time.

2) With SFxT out, all the Crapcom haters have moved onto that game :V

Now, the game definitely isn't the best, due to it's REALLY beginner friendly gameplay (I think a little TOO beginner friendly), it's terrible x-factor comeback mechanic/system, and horrible balancing issues (ie. Wesker), though honestly, it's a bit more balanced that lolvanilla and loldarkphoenix.

But Skullgirls IMO looks like got that game beat. I'll probably pick this up, after seeing what others feel about the game (what I did with Marvel and other fighters, except Melty, never really thought about getting it but Suikama gave it to me anyways so :V). I love the customization for assists.
Title: Re: Skullgirls - Actually Has a Confirmed Release Date
Post by: Suikama on April 09, 2012, 08:48:15 PM
Early Skullgirls footage ahahaha (http://www.youtube.com/watch?v=8vXHRRI6qfE&feature=channel)
Title: Re: Skullgirls - Actually Has a Confirmed Release Date
Post by: _Zac_ on April 10, 2012, 12:14:43 AM
Lack of in-game move lists is also a minor turn off.
Whoops just realized what you meant by that. Don't let that detract you as they say that's going to be one of the first things they patch in.
Title: Re: Skullgirls - Actually Has a Confirmed Release Date
Post by: Suikama on April 10, 2012, 01:25:20 AM
Dat Cirno Peacock color :V
Title: Re: Skullgirls - Actually Has a Confirmed Release Date
Post by: Nem on April 10, 2012, 04:10:00 AM
Holy crap, two of the random items in Peacock's item drops are Ms. Fortune yukkuri heads and a WRYYYYY steamroller.

Ahad, you magnificent bastard, take my money.
Title: Re: Skullgirls - Actually Has a Confirmed Release Date
Post by: Stuffman on April 10, 2012, 04:12:15 AM
Early Skullgirls footage ahahaha (http://www.youtube.com/watch?v=8vXHRRI6qfE&feature=channel)

How long has Skullgirls been in development? I'm not surprised to see a ghetto alpha build, I remember seeing Peacock's character design along with a request for spriters like a million years ago on deviantArt, and was surprised to see Skullgirls again so many years later.
Title: Re: Skullgirls - Actually Has a Confirmed Release Date
Post by: Suikama on April 10, 2012, 04:49:08 AM
How long has Skullgirls been in development? I'm not surprised to see a ghetto alpha build, I remember seeing Peacock's character design along with a request for spriters like a million years ago on deviantArt, and was surprised to see Skullgirls again so many years later.
I think it was mostly a pipe dream of Alex's until Mike Z + others hopped aboard. I'm not sure when it happened but probably at around two years ago.
Title: Re: Skullgirls - Actually Has a Confirmed Release Date
Post by: Nem on April 10, 2012, 11:24:25 PM
Did any Skullmaidens on the PS3 download it yet?
Title: Re: Skullgirls - Actually Has a Confirmed Release Date
Post by: Edible on April 10, 2012, 11:59:48 PM
Did any Skullmaidens on the PS3 download it yet?

Downloading it presently.
Title: Re: Skullgirls - Actually Has a Confirmed Release Date
Post by: Suikama on April 11, 2012, 12:29:21 AM
You can get the movelists here (http://skullgirls.com/game/character-guides/)
Title: Re: Skullgirls - Actually Has a Confirmed Release Date
Post by: Nem on April 11, 2012, 12:44:52 AM
Tomorrow, I'm finally getting my replacement TV for the one my brother took when he moved out.

 :o AAAWW SHIET 
:getdown: LAUNCH PARTY ERRY DAY :getdown:
Title: Re: Skullgirls - Actually Has a Confirmed Release Date
Post by: Edible on April 11, 2012, 12:55:47 AM
You can get the movelists here (http://skullgirls.com/game/character-guides/)

The fact that the page is overloaded is deeply hilarious.
Title: Re: Skullgirls - Actually Has a Confirmed Release Date
Post by: Suikama on April 11, 2012, 12:59:11 AM
The fact that the page is overloaded is deeply hilarious.
i hyped skullgirls before it was cool :hipster:
Title: Re: Skullgirls - Actually Has a Confirmed Release Date
Post by: Edible on April 11, 2012, 02:38:39 AM
Dicked around in story mode for a few playthroughs.  Shit's good times.  Plays like someone took the best bits of cvs2 and the best bits of marvel and made a game out of 'em.
Title: Re: Skullgirls - Actually Has a Confirmed Release Date
Post by: Red Frost on April 11, 2012, 05:07:55 AM
Didn't take me long to fall in love with this (just learned about it yesterday when I saw this thread).  I remember hearing the name a few times a while back but I neglected looking into it.


Can't believe Michiru Yamane's doing the music... that's just too freaking awesome.  It's funny how I was listening to the Koumajou Densetsu II/Touhouvania II OST not even 30 minutes before looking gameplay vids up on Youtube.  I kept thinking "Wow, the music sounds so familiar, but I can't quite think of it."


Waiting for the download... it's a good thing I forgot to buy LIMBO way back, otherwise I wouldn't have been able to get it today.  I still want to play LIMBO, but I'm sick of playing catch-up when all these awesome things keep coming out.
Title: Re: Skullgirls - Actually Has a Confirmed Release Date
Post by: K on April 11, 2012, 09:21:59 AM
Played the shit out of this today. HAVIN' A GOOD TIME. Very very much worth the $15, especially considering the cost of other fighting games on the market these days.

While some of the surrounding system is a bit rough (no built-in movelists at the moment, player names aren't displayed anywhere, etc), the game underneath it is quite solid. The netcode is great, and although things start to get slightly problematic above 100 ping, it's nowhere near as bad as SFIV/MvC3/SFxT/CapcomInGeneral netcode,
To me, the game feels like a less ridiculous MvC, with 6 button goodness and some very slight CvS flavoring added to it. The flexibility offered in character/team selection (including customizable assists!) opens up a lot of potential.

Currently playing Peacock (Shadow of Impending Doom (H) assist) + Parasoul (Napalm Pillar assist). I really like how this team is working out. Good DHC synergy, good spammable assists (which don't get blown out like birthday candles like they do in Marvel), Somehow managed to claw my way up to #18 on the PSN leaderboards, but then again, it's only day 1. Of course, I started to fall down after I faced people who actually knew what they were doing. Also, Mike Z is still 2nd. Isn't it sad, Mike Z?

shoutouts to solo cerebella doing way too much damage
Title: Re: Skullgirls - Actually Has a Confirmed Release Date
Post by: Widermelonz on April 11, 2012, 09:43:54 AM
Currently playing Filia, Parasoul, and Double. The characters are still kinda "meh" to me and the artwork is okay I guess. On the other hand, the gameplay is looking to be really solid and the music is great too. So far, I'm liking this game.
Title: Re: Skullgirls - Actually Has a Confirmed Release Date
Post by: iK on April 11, 2012, 01:43:42 PM
Played this a bit, pretty severely disappointed by the influence of decades old video games and lack of influence of more recent revelations in the series. 6 Attack buttons seems almost completely superfluous when there are hardly any command normals in the first place, and the game doesn't seem to stand out as offering anything I can't get in other fighting games.

I'll stick with GG, BB, and AH, and apparently will have to shell out even more money to get the rest of the characters when and if they ever get made.

No Squiggly on initial version is so unhype.

Title: Re: Skullgirls - Actually Has a Confirmed Release Date
Post by: Red Frost on April 12, 2012, 06:56:09 AM
I think the tutorial broke my brain... and my thumb.  I just couldn't get that air combo that ends with Hairball and Gregor Samson, and the ground version took me 15 minutes to pass.  Now I'm starting to wonder if most people use the Analog Stick instead of the D-Pad for fighting games.  I quit the Tutorial and decided to try out Storymode with Filia, thinking fighting an actual opponent might do me good.  Took me 3 tries to get past the first match (Parasoul) and I only had a sliver of health left.  Next match was Cerebella, which was going okay for about 20 seconds... and then I got my ass handed to me in about 5.  And this is on "Normal".  Now I'm terrified to think about trying an online match.  I don't play a lot of fighting games, so I figured I wouldn't be very good (especially when I heard it was developed by a tournament fighter), but damn...  It's still fun, but I never thought I'd have to play another game set on Easy aside from Touhou.


I can't bring myself to be mad at a game that looks or sounds this good, either.  The sprites have a really nice comic-book look to them, and I love all the character designs.  Does Alex Ahad (or any other people who worked on the art of the game) have a personal web page or something (I think someone mentioned DeviantArt here, unless I misread something).  I'd really love to see some preliminary/concept art for the game.


EDIT:

Apparently I'm too stupid to use Yahoo... (http://oh8.deviantart.com/)
Title: Re: Skullgirls - Actually Has a Confirmed Release Date
Post by: Gpop on April 12, 2012, 04:48:33 PM
Now I'm starting to wonder if most people use the Analog Stick instead of the D-Pad for fighting games.

As a pad player, I use the analog stick all the time. Mostly because the quarter circles and z movements are A LOT easier with the analog (moreso with the half-circles). I find d-pads awkward to use.
Title: Re: Skullgirls - Actually Has a Confirmed Release Date
Post by: Edible on April 12, 2012, 04:50:27 PM
Now I'm starting to wonder if most people use the Analog Stick instead of the D-Pad for fighting games.

Most competitive-caliber players use sticks, really.  I greatly prefer the dpad but it's intolerable on 360, so...
Title: Re: Skullgirls - Actually Has a Confirmed Release Date
Post by: Gpop on April 12, 2012, 04:52:28 PM
Most competitive-caliber players use sticks, really.  I greatly prefer the dpad but it's intolerable on 360, so...
I only prefer sticks on...street fighter, and that's it :V Or any games that uses a six button layout because I find six button layouts for gamepads a little awkward, especially with where the heavy attacks are placed
Title: Re: Skullgirls - Actually Has a Confirmed Release Date
Post by: Edible on April 12, 2012, 04:53:52 PM
I only prefer sticks on...street fighter, and that's it :V Or any games that uses a six button layout because I find six button layouts for gamepads a little awkward, especially with where the heavy attacks are placed

So... you prefer sticks on Skullgirls, since it has a six-button layout? <_<
Title: Re: Skullgirls - Actually Has a Confirmed Release Date
Post by: Gpop on April 12, 2012, 05:04:38 PM
So... you prefer sticks on Skullgirls, since it has a six-button layout? <_<
Since it does I would say so. I haven't got the game yet. For most other games (melty blood, Marvel, etc) I'd use a gamepad, but it's also why I didn't get SF4 :V (don't have a stick)
Title: Re: Skullgirls - Actually Has a Confirmed Release Date
Post by: _Zac_ on April 12, 2012, 05:22:21 PM
I actually find the 6 button layout pretty tolerable. With the macro assists I don't feel I absolutely need a stick like I thought I would.

They made a big deal of Infinite Prevention System, but then I realized neither me nor any of my friends are good enough to activate it except by luck with Double's cat head spam super.
Title: Re: Skullgirls - Actually Has a Confirmed Release Date
Post by: lumber_of_the_beast on April 12, 2012, 07:08:40 PM
Most competitive-caliber players use sticks, really.  I greatly prefer the dpad but it's intolerable on 360, so...
Isn't that because most competitive-caliber players have spent a ton of time playing in arcades, where sticks are the only option?
Title: Re: Skullgirls - Actually Has a Confirmed Release Date
Post by: Edible on April 12, 2012, 07:12:54 PM
Isn't that because most competitive-caliber players have spent a ton of time playing in arcades, where sticks are the only option?

I think that's part of it, but sticks also provide a wider range of options for precise inputs, so there are technical reasons as well.

I'm more of a pad player myself, and I know some high-level players are pad, at least (I'm certainly not one of them).
Title: Re: Skullgirls
Post by: orinrin on April 12, 2012, 09:11:13 PM
I think that's part of it, but sticks also provide a wider range of options for precise inputs, so there are technical reasons as well.

I'm more of a pad player myself, and I know some high-level players are pad, at least (I'm certainly not one of them).
Guitar and flight stick master race. (http://www.youtube.com/watch?v=0PQlmCFZso0)
Title: Re: Skullgirls
Post by: _Zac_ on April 13, 2012, 01:46:05 AM
Isn't that because most competitive-caliber players have spent a ton of time playing in arcades, where sticks are the only option?
That could be a part of it, but I've played on a really good stick before and my execution improved tremendously after just a few minutes of practicing. Sticks (at least the top quality ones) are just better than playing on a pad.
Title: Re: Skullgirls - Actually Has a Confirmed Release Date
Post by: Red Frost on April 13, 2012, 05:43:50 AM
As a pad player, I use the analog stick all the time. Mostly because the quarter circles and z movements are A LOT easier with the analog (moreso with the half-circles). I find d-pads awkward to use.

I will say it's much easier on the thumb with the analog stick...  Part of the problem is that it's hard to tell what I'm doing if I use an analog stick on a 2-D game, so I opt for the D-pad.  It can be a bit awkward for some movements, but it's a little more reassuring if I can feel what I'm doing.  It just sucks when I can still feel it, 3 hours after I've stopped playing.


Most competitive-caliber players use sticks, really.  I greatly prefer the dpad but it's intolerable on 360, so...

I'm using a PS3 controller, but movement seems finicky sometimes (like accidentally making my character jump).  I sometimes wonder if the controller's wearing out (it's happened to the down button on my GBA) but I don't want to dish out $30~50 to find out it's not.


The game seems to put a lot more focus on defending than movement, so that might be something else that's throwing me off.  I never knew how to defend (or at least time it) when I played BlazBlue, but I was able to dodge or avoid attacks.  First actual fight in Skullgirls, I saw Parasoul block more attacks in one match than I have throughout my whole gaming career (involving fighting games).
... but I never got into fighting games very much aside from casual matches against family, so I really wouldn't know any better.   :derp:


Or any games that uses a six button layout because I find six button layouts for gamepads a little awkward, especially with where the heavy attacks are placed

Me playing the Tutorial: "Okay... Square... X... Circle...... Jump... wait, I forgot R1... or was it R2?  Square, X, Circle...... Crap.  WHY ARE THERE SO MANY BUTTONS!?"
Title: Re: Skullgirls
Post by: iK on April 13, 2012, 03:27:20 PM
The controls for this game are definitely more sensitive than other fighters. Play Blazblue or Arcana Heart and you'll see it's not just your controller.

6 attack buttons are still far outdated with the advent of command normals in a 4 button scheme that has proven better in recent games.
Title: Re: Skullgirls
Post by: Savory on April 13, 2012, 05:02:33 PM
My college was hosting a gaming tournament yesterday and I was surprised to see people playing Skullgirls.  I wasn't aware that it was out yet!  :derp:

I've actually talked to Alex Ahad some years back. He even did fanart of an old character of mine.  It was pretty amazing seeing the game in action. I sent him a message on DeviantArt last night giving him some congrats for his hard work.
Title: Re: Skullgirls
Post by: Gpop on April 13, 2012, 05:29:04 PM
Since I'm now a Video Gaming organizer I'll probably be using Skullgirls with other fighters in a tournament next year. See how that'll turn out :3
Title: Re: Skullgirls
Post by: Amraphenson on April 14, 2012, 03:34:30 AM
I use a Hitbox, which is effectively a stick except with four buttons instead of said stick, since I started my fighting gaming on PC, and that works out splendidly for me.

Loving Skullgirls so far. Rocking Filia, Double, and Valentine with Filia's cHK, Double's heavy 623, and Valentine's izuna drop as assists. Managed an ex DP from Filia into Double's car super then into Valentine's level 3 in ranked. Great way to end a fight. Still fiddling with assists though. Filia as point and Valentine as Anchor, though Double works too. Both have sexy level 5s to use.

Generic Filia ground chain, launcher, air chain, hairball, gregor samson super, use the wallbounce from Gregor Samson to link into Double assist, dash after, otg, then valentine assist is working alright but it's finnicky. :\ Might swap for Double's mortal kombat slide for better otgs.

Doesn't Skullgirls have 6 buttons + command normals? I distincly remember fHP for Cerebella and bHK for Parasoul.
Title: Re: Skullgirls
Post by: An Odd Sea Slug on April 14, 2012, 04:08:37 AM
The controls for this game are definitely more sensitive than other fighters. Play Blazblue or Arcana Heart and you'll see it's not just your controller.

6 attack buttons are still far outdated with the advent of command normals in a 4 button scheme that has proven better in recent games.

6 attack buttons are not 'outdated' by any means. It depends strictly on a particular game's mechanics. 4 and 6 button fighting games have both been around for-freaking-ever, so to claim something like this is downright nonsensical.

Here is a rundown why many if not most competitive fighting game players use sticks:

*More responsive than pads.
*More comfortable than pads (holding my fightpad claw style eats my wrist, and using my thumb is just too damn slow).
*More forgiving to mis-inputs (assuming one is using a Sanwa JLF which comes standard).
*Customization. I'm not just talking about making the stick look cooler. I'm talking of sticks with less throw, harder springs, less sensitive buttons, heavier weight, etc. In other words, sticks can be modded and fine tuned to an individual's needs, something you're not gonna find on a pad.

I play all fighters on stick nowadays, not only because of comfort issues, but I find that, after some practice, my inputs come out more consistantly on stick than on pad. I grew up playing fighters on pad, mind you.
Title: Re: Skullgirls
Post by: Suikama on April 14, 2012, 09:12:12 PM
Double butt assist is the OP haggar of the game :V

oh god desk (http://www.youtube.com/watch?v=A1SkdaAw0FI&feature=g-u-u&context=G25313f3FUAAAAAAAAAA)

Also Peacock seems pretty high tier :3


OH MY GOD ROAD ROLLA AHAHAHAHAHAHAH

i mean MUDADADADADADADADA
Title: Re: Skullgirls
Post by: KrackoCloud on April 14, 2012, 11:11:55 PM
Is anyone else reminded of Satori's theme at the beginning of the Skullgirls main theme?
Title: Re: Skullgirls
Post by: Suikama on April 14, 2012, 11:22:15 PM
Is anyone else reminded of Satori's theme at the beginning of the Skullgirls main theme?
Yeah it's right on for the first few notes :V
Title: Re: Skullgirls
Post by: YamaOfParadise on April 15, 2012, 12:10:15 AM
I'm probably going to pitch the money in the next few days to get it for the PS3. Who else has a PS3? (Y'all best have a PS3.)
Title: Re: Skullgirls
Post by: Amraphenson on April 15, 2012, 01:24:21 AM
mind games using Double's normals and anyone else's normals. Cerebella fHP and Double's HP. Different frame data, MIXUPS.
Title: Re: Skullgirls
Post by: Nem on April 15, 2012, 04:54:25 AM
Gonna be rocking a Peacock/Parasoul team. I've been holed up in training mode trying to discover BnB combos before I tackle online. So far, I've discovered a decent BnB combo with an evil corner setup/mixup with Parasoul.

Anyone on the 360 want to spar for a bit some time soon?
Title: Re: Skullgirls
Post by: Gpop on April 15, 2012, 05:46:17 AM
I'm probably going to pitch the money in the next few days to get it for the PS3. Who else has a PS3? (Y'all best have a PS3.)
I'm most likely gonna get the PS3 version, but we'll see.
Title: Re: Skullgirls
Post by: Amraphenson on April 15, 2012, 09:20:32 AM
After fiddling around, I find it odd how no one seems really bad at all. Everyone does what they do well. If anything...I'd say Ms. Fortune and Painwheel are finnicky to use, but once people start getting the frame traps and resets with Painwheel going + head tricks with Fortune, they'll probably be really good too.
Title: Re: Skullgirls
Post by: Nem on April 16, 2012, 04:33:58 AM
I think I just got my sweetest KO in all of my fighting game history.

I was facing a solo Fortune on her magic pixel, but my Parasoul died and I'm left with Peacock. This Fortune was laying down the pressure and kept me entangled in frame traps. Suddenly, without thinking, I did Peacock's bomb super to relieve pressure off me. With a ticking time bomb on the field, the Fortune player had to make a tough decision. His only options were to try to kill me before the bomb explodes, or retreat and risk getting chipped out by any of Peacock's projectiles. We both started backing away from the bomb, but as soon as he saw me moving back, he started his pressure again once I was at a safe distance away from the bomb. I did a pushblock and then BOOM. My pushblock launched him back into my bomb's blast radius!  :getdown:
Title: Re: Skullgirls
Post by: KrackoCloud on April 16, 2012, 06:18:33 AM
Seriously, Peacock has the best lines ever.

Against Double: "Here comes trouble!"
Against herself: "Of course you realize, this means war!"


... Also, is it possible to chain Peacock's 236.HP into Argus Agony? I seem to have trouble doing it after three shots but it seems like it ought to work.
Title: Re: Skullgirls
Post by: K on April 16, 2012, 08:11:00 AM
Everything goes into Argus Agony. Try doing it sooner, such as immediately after you fire the 3rd shot. Don't wait for the 3rd shot to travel across the screen.
Before that point, you should have plenty of time to confirm whether or not to go into the super,
Title: Re: Skullgirls
Post by: GuardianTempest on April 16, 2012, 08:27:35 AM
At first I thought this was some new fighting game made to be 'fresh' and 'new' and such, then I saw Mike Z.

Behold, REAL SOVIET DAMAGE!!

Also I keep noting that he plays a red grappler...Tager?
(I wanna make more BB jokes)
Title: Re: Skullgirls
Post by: Gpop on April 16, 2012, 04:17:52 PM
Haters gonna dance (http://www.youtube.com/watch?v=jkNQYyRR1S4)
Title: Re: Skullgirls
Post by: Amraphenson on April 16, 2012, 08:26:35 PM
Man, Parasoul's napalm pillar hides some dirty, dirty mixups. Playing around with a zoning team involving Fortune (DP assist), Parasoul (pillar assist), and Peacock (debating between HP and heavy item drop). DHC Parasoul's motorcycle super into fifth of dismember with a previously placed head for sexy full screen punishes and pickups.
Title: Re: Skullgirls
Post by: Suikama on April 16, 2012, 08:27:32 PM
I really hope Panzerfaust is a DLC char. Dude has a TANK FIST :V
Title: Re: Skullgirls
Post by: Edible on April 16, 2012, 08:37:01 PM
I really hope Panzerfaust is a DLC char. Dude has a TANK FIST :V

http://www.youtube.com/watch?v=U8SOeg73z-U

uh huh
Title: Re: Skullgirls
Post by: Suikama on April 16, 2012, 08:42:12 PM
http://www.youtube.com/watch?v=U8SOeg73z-U

uh huh
was and always will be the best fighting game char
Title: Re: Skullgirls
Post by: Stuffman on April 16, 2012, 09:17:22 PM
Trufax. First time I saw Blitztank I was like "this is my main, I don't care if it's broken tier or shit tier, this is my main"

Has there been any word of Skullgirls for PC?
Title: Re: Skullgirls
Post by: Suikama on April 16, 2012, 09:20:49 PM
Not yet, although I don't see why they wouldn't aside from lacking a good programmer to do the porting or something.
Title: Re: Skullgirls
Post by: _Zac_ on April 17, 2012, 12:47:13 AM
Also I keep noting that he plays a red grappler...Tager?
(I wanna make more BB jokes)
Actually he always plays a green grappler (http://www.youtube.com/watch?v=rbE3hZYbX2k).
(That video was funny to me until someone actually used that to argue why Blazblue sucks and is broken)
Title: Re: Skullgirls
Post by: Suikama on April 17, 2012, 12:55:46 AM
Actually he always plays a green grappler (http://www.youtube.com/watch?v=rbE3hZYbX2k).
(That video was funny to me until someone actually used that to argue why Blazblue sucks and is broken)
Both players are pretty much trolling
Title: Re: Skullgirls
Post by: Amraphenson on April 17, 2012, 01:37:35 AM
"if you escape you get grabbed, this game is ass"
lolwut?
Title: Re: Skullgirls
Post by: Suikama on April 17, 2012, 01:41:51 AM
It's funny because grabs are terrible in BB and Hazama generally shits all over Tager (as seen in the next few rounds)
Title: Re: Skullgirls
Post by: Amraphenson on April 17, 2012, 04:58:46 AM
Yeah, what was that matchup? 60/40 or 70/30 in Hazama's favor? Something ridiculous like that.
Title: Re: Skullgirls
Post by: GuardianTempest on April 18, 2012, 03:42:31 AM
Well the first match was hilarious. Too bad Trollzama's too much dexterity, I instead play Tsubaki because I can.

(We're getting off topic)
Title: Re: Skullgirls
Post by: Gpop on April 18, 2012, 03:51:05 AM
How about a general fighting game topic? :V

(I need a place to talk about my MvC3 shenanigans :V)
Title: Re: Skullgirls
Post by: Amraphenson on April 18, 2012, 08:05:08 PM
I'm all for a general fighting game topic.
toontown swag wagon is hilarious. argus agony is a great super. There really aren't any bad supers.
Title: Re: Skullgirls
Post by: Nat Tea on April 19, 2012, 07:49:52 AM
boop boop

according to this week's whiteboard wednesday, the first DLC character is squiggly??

get stance hype
Title: Re: Skullgirls
Post by: Widermelonz on April 20, 2012, 09:27:37 PM
Too bad Trollzama's too much dexterity, I instead play Tsubaki

Hazama is easymodo. His normals are damn good and easily hit-confirm into mostly the same optimal combos. His most optimal combos are on average easier than even Tsubaki's optimal combos.

Anyways, after spending some time playing Skullgirls, I decided I'm not going to continue with it; it just feels a bit too much like MvC2, which I did not particularly like all that much.
Title: Re: Skullgirls
Post by: Amraphenson on April 21, 2012, 06:52:50 AM
Hazama is easymodo. His normals are damn good and easily hit-confirm into mostly the same optimal combos. His most optimal combos are on average easier than even Tsubaki's optimal combos.

Anyways, after spending some time playing Skullgirls, I decided I'm not going to continue with it; it just feels a bit too much like MvC2, which I did not particularly like all that much.

the most difficult that his combos get are tking 214s. that says something.
Title: Re: Skullgirls
Post by: GuardianTempest on April 21, 2012, 07:44:49 AM
Guess it's just me, I can't seem to time the jump from D-combos and the one where he has to enter a stance. The best I can do is the simple one that ends with Falling Fang.
Title: Re: Skullgirls
Post by: Amraphenson on April 22, 2012, 04:21:26 AM
DOUBLE ASSIST AAAAH.
lots of people just using her for the assist though, and people forget snapbacks exist. :]
Title: Re: Skullgirls
Post by: Nat Tea on April 23, 2012, 05:14:18 PM
Put on your headphones, turn down your volume.

The voice actors of Parasoul and Peacock play as the characters they voiced. (http://www.youtube.com/watch?v=k5KyECTrAkE)

it gets really awkward.
Title: Re: Skullgirls
Post by: Suikama on April 23, 2012, 05:20:41 PM
it gets really awkward.
It can't be that b

welp
Title: Re: Skullgirls
Post by: Nat Tea on April 23, 2012, 06:32:12 PM
(http://i.imgur.com/6kVJr.gif)

NO FOOTSIES
JUST MIRACLES


http://peacockdancingtomusic.tumblr.com/

heads up
Title: Re: Skullgirls
Post by: Momijibot on April 23, 2012, 06:39:49 PM
it's really awkward.

Fixed that for you.

Also, for those who don't know, there's a whole series of these. I'm diving into the rabbit whole as we speak.
Title: Re: Skullgirls
Post by: Gpop on April 23, 2012, 09:58:24 PM
Put on your headphones, turn down your volume.

The voice actors of Parasoul and Peacock play as the characters they voiced. (http://www.youtube.com/watch?v=k5KyECTrAkE)

it gets really awkward.

What the FUCK was that?

"TAKE THE SHOT. TAKE THE GODDAMN SHOT"

Holy shit I love these two, but damn Erin can get such a maniacal laughter it's amazing.
Title: Re: Skullgirls
Post by: Suikama on April 23, 2012, 10:45:22 PM
Also more awkward moaning than an episode of Panty and Stocking
Title: Re: Skullgirls
Post by: Nem on April 24, 2012, 04:31:29 AM
"I see London, I see France! Hoo hoy!"
Peacock needs to have a chance of saying this when she witnesses a panty shot.

Squigly and Umbrella needs to come out soon, especially Umbrella since her design was based off the Morton salt girl. An excellent addition to my salt-inducing Peacock zoning.
Title: Re: Skullgirls
Post by: Amraphenson on April 24, 2012, 11:55:37 PM
that entire series of videos made me spill ALL my guts.
"dude have you looked at the website? I have no figure"
"just give me 5000 dollars after the fight."

"don't go in the truck! I did and look what happened to me!"

"take it pussy! take it!"

"*meow mix theme*"

"is liking orange juice rascist if I'm red?"

"paincock is my favorite saturday morning cartoon"
Title: Re: Skullgirls
Post by: Suikama on April 25, 2012, 04:07:17 PM
>Peacock's story mode
>Take out Skullgirl with ease both canonally and ingame with spam
>Skull Heart? Get that shit outta here
>Ultra Bro tier ending
>Peacock vs The World

Damn, Peacock confirmed for biggest badass of all badasses ever
Title: Re: Skullgirls
Post by: ふとくていなねこじょおう on April 28, 2012, 01:15:47 AM
>Peacock's story mode
>Take out Skullgirl with ease both canonally and ingame with spam
>Skull Heart? Get that shit outta here
>Ultra Bro tier ending
>Peacock vs The World

Damn, Peacock confirmed for biggest badass of all badasses ever

Was there ever any doubt about it?

Out of the story modes available so far I like Peacock and Filia's best.

And I desperately want Squigly to come out. I want to see how she plaaaayyyyssss~
Title: Re: Skullgirls
Post by: Amraphenson on April 29, 2012, 04:23:47 AM
Was there ever any doubt about it?

Out of the story modes available so far I like Peacock and Filia's best.

And I desperately want Squigly to come out. I want to see how she plaaaayyyyssss~

Stance cancels~
Title: Re: Skullgirls
Post by: ふとくていなねこじょおう on April 30, 2012, 12:40:19 AM
I have a question, is Skullgirls available for the PSP, or do you need an actual console to get it?
Title: Re: Skullgirls
Post by: lumber_of_the_beast on April 30, 2012, 07:03:07 AM
Console only. Might get a PC port at some point.
Title: Re: Skullgirls
Post by: ふとくていなねこじょおう on May 01, 2012, 02:40:19 AM
Ah, man!

I hope they do a PC port, I really want this game but I don't have the money to buy a console. ;_;
Title: Re: Skullgirls
Post by: Edible on May 02, 2012, 06:48:16 PM
PC port was just confirmed, so you're in luck.
Title: Re: Skullgirls
Post by: Suikama on May 02, 2012, 07:19:40 PM
o/
Title: Re: Skullgirls
Post by: ふとくていなねこじょおう on May 02, 2012, 08:09:49 PM
Omfg, yay!  :getdown:
Title: Re: Skullgirls
Post by: Amraphenson on May 02, 2012, 10:26:06 PM
BUYING THIS GAME TWICE AWW YEAH.
Title: Re: Skullgirls
Post by: lumber_of_the_beast on May 03, 2012, 12:13:36 AM
PC port was just confirmed, so you're in luck.
/me proceeds to get hype
Title: Re: Skullgirls
Post by: ふとくていなねこじょおう on May 03, 2012, 02:46:12 PM
I just wish they'd give us a concrete date. How long does it usually take for this kind of stuff to get an official release date starting from the inicial announcement?
Title: Re: Skullgirls
Post by: DX7.EP on May 03, 2012, 05:07:48 PM
Heard about PC port coming in, definitely getting that.
Title: Re: Skullgirls
Post by: Edible on May 03, 2012, 09:39:24 PM
oh man i hope there is a tf2 skullgirls hat
Title: Re: Skullgirls
Post by: lumber_of_the_beast on May 04, 2012, 01:32:27 AM
oh man i hope there is a tf2 skullgirls hat
i'd preorder eight times
Title: Re: Skullgirls
Post by: ふとくていなねこじょおう on May 04, 2012, 02:53:47 PM
oh man i hope there is a tf2 skullgirls hat

If there is one I hope it's Viceversa. It's the most obvious choice.

Either that or Samson. But...I don't think he counts as a hat... :derp:
Title: Re: Skullgirls
Post by: Amraphenson on May 04, 2012, 06:50:43 PM
Heavy with Vice Versa as a hat.
Title: Re: Skullgirls
Post by: lumber_of_the_beast on May 05, 2012, 12:22:59 AM
Heavy already has plenty of shitty hats, though.
Title: Re: Skullgirls
Post by: Amraphenson on May 05, 2012, 02:48:56 AM
Demo with parasoul's hairstyle. Or pyro.
DOHOHOHO.