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So are all these characters in the game?
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# ¿ Jan 5, 2012 07:09 |
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# ¿ Apr 28, 2024 06:30 |
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Anatharon posted:I can't help but notice that 4 of the characters have near identical sihllouettes whenever people comment on the varied and flavorful art. Are you talking about the actual in-game art or the website art because the the former is completely different per character
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# ¿ Jan 6, 2012 05:27 |
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Mr Wind Up Bird posted:Does Parasoul's "take the shot" super work pretty much like Hawkeye's gimlet in MvC3? Although it doesn't look like she can use it in the air which is kind of a bummer. I'm pretty sure that super is instant after the flash and causes crumple on hit but can be punished on block. Also, to my knowledge Ms Fortune's head is only interactable if she's on screen, either on point or as an assist.
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# ¿ Jan 15, 2012 00:02 |
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She has completely different animations based on whether she's shooting it at you or she's lobbing a stationary one.
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# ¿ Feb 9, 2012 21:04 |
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Friendly Friend posted:The next reveal has got to be the release date. Next reveal will be all the potential DLC characters.
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# ¿ Feb 18, 2012 09:13 |
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PalmTreeFun posted:Is this game gonna get some pre-release hype? I don't want it to flop because everyone forgets about it when it comes out. (Psychonauts) Uh, there's been a huge amount of pre-release hype and Psychonauts is generally regarded as one of the best games of all time.
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# ¿ Mar 9, 2012 02:30 |
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I'm 90% sure everyone interested in fighting games will be picking it up day one, if it helps you out.
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# ¿ Mar 9, 2012 02:34 |
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They should send prerelease copies to all the big streamers and get a bunch of tournies going on around release day.
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# ¿ Mar 11, 2012 23:53 |
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Illumination posted:I'm really bad at fighters and as such don't like playing them all that much, but this game looks great and I'm really compelled to pick it up. As it stands, Skullgirls probably has the best tutorial system across the genre to help you improve.
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# ¿ Mar 13, 2012 23:28 |
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So exactly which people from the Persona 4 comic dubs ended up contributing to the game? There are something like four or five, aren't there?
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# ¿ Mar 24, 2012 10:27 |
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Sharkelberry posted:I want to be able to get in to this because the mechanics sound rad, but I can't get past the art style. It looks to me like a 15 year olds Deviant art page after reading the first two "How to draw manga" knock off books. You might be due for an eye exam.
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# ¿ Mar 31, 2012 22:12 |
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I would've thought the characters are too small for you, Cabbagepots.
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# ¿ Apr 1, 2012 03:28 |
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Jamesman, I think, if you're referring to him talking about links and cancels.
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# ¿ Apr 1, 2012 04:01 |
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Are we sure it's releasing on the 11th?
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# ¿ Apr 3, 2012 22:33 |
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Should there be a new thread for release?
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# ¿ Apr 4, 2012 02:41 |
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AXE COP posted:One thing that concerns me after watching these videos is that the infinite prevention system seems way too sensitive. There was like 5 or 6 different moments in that video where they could burst out despite not being in anything even mildly resembling an infinite. It doesn't resemble an infinite because it stops it before it gets obvious.
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# ¿ Apr 7, 2012 04:44 |
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Stick a one pixel black border on those before you buy them. Classiness!
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# ¿ Apr 9, 2012 22:21 |
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When do games usually get released on XBL?
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# ¿ Apr 10, 2012 11:51 |
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SpaceBees posted:Is that how it works with all spikes and OTGs in this game? You can tech out of the knockdown before you can OTG them after a spike? You only get one OTG in a combo, then they can tech when they get knocked down no matter what. It's to balance anything that would hit you on the ground working as an OTG, I'm pretty sure. I'm not sure how it works with groundbounces and restands, though.
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# ¿ Apr 11, 2012 06:37 |
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Buy it twice, they need the money so that the things you're complaining about actually get in the game. The movelist was pushed to a later patch because other things were better to get in before release -- on the UltraChen stream the other night he specifically mentioned the pre-match UI showing your ping to your opponent and letting you adjust the GGPO settings was one of the things they felt were more important to absolutely get in before release. 'You can download and print a movelist but you can't download and print an options menu.' Other things that are going to be in an upcoming patch: input display in training mode (he wanted it to be similar to the display when you pick a custom assist instead of scrolling arrows) and lobbies (they had a special mode that they really want in but was tied to the lobby code and delaying lobbies was better than trying to completely separate the mode). But patches and DLC are only coming if the game sells enough to justify continuing work on the game, so again - if you want post-release support pick up the game. They're a small company, they need it.
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# ¿ Apr 11, 2012 09:59 |
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You can set up whatever buttons you want to your controller - it's in the options.
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# ¿ Apr 11, 2012 11:58 |
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quote:Update about the 360-online problem: So hold onto your hats, 360 users, it'll be coming.
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# ¿ Apr 11, 2012 14:35 |
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Did you tweak the GGPO delay?
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# ¿ Apr 12, 2012 07:20 |
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Dementedghost posted:If there was one thing I would add to fighting games, it would be a slow mo practice mode, to get the timing just right. If it was slow-motion it would have different timing, though?
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# ¿ Apr 12, 2012 08:00 |
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....The sissy buttons?
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# ¿ Apr 12, 2012 10:08 |
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The main difference between Capcom charging for DLC characters and Skullgirls doing it is that Skullgirls is an indie game that actually needs the money to justify future development. I mean, Mike Z said it outright on the Ultrachen stream the other night - all future patches and support are sadly completely contingent on the game making enough money to justify it. On the plus side, I think they said that DLC characters would be playable in training mode no matter what, so at the very least you can try characters to see if you like them before buying them.
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# ¿ Apr 12, 2012 16:51 |
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AXE COP posted:Wow seriously? That owns. It might be a scrapped thing because it was like months ago during development and not any official stance, but I do remember hearing it before. It definitely would be awesome, though.
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# ¿ Apr 12, 2012 17:00 |
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darealkooky posted:So wait, you just looped the exact same thing three times in a row and IPS didn't kick in, either I still don't get how it works or Mike Z made his pet character even better then I thought IPS is only triggered by moves that start a new chain, and in that combo the move after each run-stop is different.
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# ¿ Apr 13, 2012 20:43 |
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https://www.youtube.com/watch?v=FCfjbwu3zsM Filia combo video!
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# ¿ Apr 13, 2012 20:53 |
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Jesus christ how low-rez is your TV? You probably just need to hook it up to your computer monitor or something.
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# ¿ Apr 14, 2012 18:33 |
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You're right, he uses the armor to absorb the burst. Details are in his transcript over here: http://biffotasty.blogspot.co.uk/2012/04/cerebella-cmv.html
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# ¿ Apr 15, 2012 22:59 |
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darealkooky posted:while we're bitching about things that don't matter why doesn't this game have taunts to show off the animation even more Not enough buttons. I would love taunts, though.
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# ¿ Apr 19, 2012 01:07 |
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That's a standard stick.
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# ¿ Apr 19, 2012 01:13 |
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This game has been out for a week. It'll take a while before people win/lose enough for them to be sorted correctly into matching skill levels, Rocketlex. A person with a 0/0 record could be new to fighting games or could have years of MVC2; the game has no way to know that until they've played enough matches.
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# ¿ Apr 21, 2012 01:26 |
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Skullgirls is very accessible, though? The combo system is incredibly intuitive and the tutorial system is very good at teaching the basic gameplay that nearly all games just pass over. What are you looking for in a game when you say you want accessibility? Do you want entry-level players to be able to win against other players of any skill level?
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# ¿ Apr 21, 2012 01:38 |
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It's "don't start a chain with a move you've already used." How deep is that?
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# ¿ Apr 21, 2012 04:18 |
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Which is odd, because you can tech assists if they're set to throw.
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# ¿ Apr 22, 2012 18:42 |
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That should be in bold with sirens in the OP or something.
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# ¿ Apr 22, 2012 23:49 |
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Hey, looks like we found the glitch Mike Z said they kept in!
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# ¿ Apr 25, 2012 03:23 |
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# ¿ Apr 28, 2024 06:30 |
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It'd probably look better if you added the static between the woman, avery, and the *A* face instead of it just having the straight cuts. But that'd make it even harder to chop down.
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# ¿ Apr 26, 2012 06:54 |