Post #1 · Posté à 2011-09-11 04:48:41am il y a 13.1 années
Dark Coz | |
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"It's pronounced See-OH-Zee" |
Last updated: 2012-04-08 11:33pm
Features
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Gameplay vids below.
Keep in mind that GGPO first debuted in Capcom's Final Fight: Double Impact, and also used in Capcom's Street Fighter III: 3rd Strike.
This downloadable game is looking good so far. Will cost $15 (1,200 MSP on XBLA)for the full version.
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Quote: from Wikipedia
Infinite Detection: One of the most important design decisions in Skullgirls is a unique infinite detection system. This decision was made in order to make sure to maintain balance with each character. If the game detects that a player is performing a loop, the game will change the color of the hit sparks, and the opposing player can end the loop with a single button press. However, as long as the player is not performing a loop in their combo, they can continue to combo as long as they are able.
Ratio System Tag Battles: Before the beginning of the match, players are able to choose a "ratio" of characters. Players are able to choose from playing as one, two, or three characters. Single characters do more damage and have more HP, but lose the strategic advantages of character assists and the ability to regenerate health while offscreen. Teams with two or more characters have less HP and do less damage, but are able to take advantage of assists and different playstyles.
Custom Assists: Skullgirls will feature an element that will be a first for fighting games. Players will be allowed to choose any one of a playable character's attacks to use as an an assist by simple input of the attack's motion in a game menu. Each character also has their own preset assists to choose from. Players can choose any attack type with exception of super moves. These include: throws, normal attacks, dashes, and any special move.
Easier Inputs for more complex motions: In order to shift the game’s focus from executing difficult moves to fighting strategically, the game features simplified inputs.
For example, if a character has any moves that require to move the joystick in a 360° motion, the game will be able to recognize the motion, even if the input was not placed as fast as is required as in other similar fighting games. This makes executing these moves easier for the majority of unexperienced players, and allows them to potentially try out new characters that were beyond their skill level in other titles. This simplicity also prevents the character from jumping while performing the 360° motion, which is a common occurrence for many players.
Super Meter: Skullgirls allows players to build meter in the usual manner of hitting the opponent, as well as whiffing attacks. However, unlike other games in which any missed normal move results in gained meter, the player must be moving towards the opponent. If the player is moving backwards and attacking, meter will not be gained. Additionally, this only works if the player has less than one bar; in order to gain more than one bar players must connect with the opponent.
High/Low Unblockables: High/low unblockables are a common, extremely useful tactic in other tag style fighting games. In Skullgirls, however, after a character blocks a high or low hit, they are protected for a period of time from being hit by a low attack or an overhead, respectively. The protection window is small enough as to not have an effect on regular gameplay, but allows players who correctly guess the correct attack to defend themselves from what would otherwise be an unblockable attack.
Netcode: Skullgirls uses GGPO (Good Game, Peace Out) netcode. It is one of the first dedicated console titles to be using the code.
Ratio System Tag Battles: Before the beginning of the match, players are able to choose a "ratio" of characters. Players are able to choose from playing as one, two, or three characters. Single characters do more damage and have more HP, but lose the strategic advantages of character assists and the ability to regenerate health while offscreen. Teams with two or more characters have less HP and do less damage, but are able to take advantage of assists and different playstyles.
Custom Assists: Skullgirls will feature an element that will be a first for fighting games. Players will be allowed to choose any one of a playable character's attacks to use as an an assist by simple input of the attack's motion in a game menu. Each character also has their own preset assists to choose from. Players can choose any attack type with exception of super moves. These include: throws, normal attacks, dashes, and any special move.
Easier Inputs for more complex motions: In order to shift the game’s focus from executing difficult moves to fighting strategically, the game features simplified inputs.
For example, if a character has any moves that require to move the joystick in a 360° motion, the game will be able to recognize the motion, even if the input was not placed as fast as is required as in other similar fighting games. This makes executing these moves easier for the majority of unexperienced players, and allows them to potentially try out new characters that were beyond their skill level in other titles. This simplicity also prevents the character from jumping while performing the 360° motion, which is a common occurrence for many players.
Super Meter: Skullgirls allows players to build meter in the usual manner of hitting the opponent, as well as whiffing attacks. However, unlike other games in which any missed normal move results in gained meter, the player must be moving towards the opponent. If the player is moving backwards and attacking, meter will not be gained. Additionally, this only works if the player has less than one bar; in order to gain more than one bar players must connect with the opponent.
High/Low Unblockables: High/low unblockables are a common, extremely useful tactic in other tag style fighting games. In Skullgirls, however, after a character blocks a high or low hit, they are protected for a period of time from being hit by a low attack or an overhead, respectively. The protection window is small enough as to not have an effect on regular gameplay, but allows players who correctly guess the correct attack to defend themselves from what would otherwise be an unblockable attack.
Netcode: Skullgirls uses GGPO (Good Game, Peace Out) netcode. It is one of the first dedicated console titles to be using the code.
Gameplay vids below.
Keep in mind that GGPO first debuted in Capcom's Final Fight: Double Impact, and also used in Capcom's Street Fighter III: 3rd Strike.
This downloadable game is looking good so far. Will cost $15 (1,200 MSP on XBLA)for the full version.
Post #2 · Posté à 2011-09-11 12:32:18pm il y a 13.1 années
bmhedgehog | |
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hell throw in some of the chicks from dark stalkers (especially Felicia) then we'll talk. even if they don't it definatly looks like a solid fighter and worth DL'ing.
Post #3 · Posté à 2011-09-11 10:46:52pm il y a 13.1 années
Dark Coz | |
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"It's pronounced See-OH-Zee" |
This ain't by Capcom, so it ain't going to happen.
Post #4 · Posté à 2011-09-11 10:56:30pm il y a 13.1 années
Zukin-Man | |
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Looks okay as far as arcade games go. Some of the voice-acting makes me wish more games had MvC3's option to toggle different languages for certain characters, though.
Will consider getting.
Will consider getting.
Post #5 · Posté à 2011-09-11 11:01:09pm il y a 13.1 années
iNEXSERTiON | |
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I'm loving the art style. xD
Shame I suck at fighting games,
Shame I suck at fighting games,
Post #6 · Posté à 2011-09-12 12:27:18am il y a 13.1 années
Silver Spirit | |
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What exactly is GGPO? I've never heard the term before.
Post #7 · Posté à 2011-09-12 12:36:50am il y a 13.1 années
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Post #8 · Posté à 2011-09-12 05:10:02am il y a 13.1 années
bmhedgehog | |
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Quote: Dark Coz
This ain't by Capcom, so it ain't going to happen.
a man can dream.
Post #9 · Posté à 2012-03-27 08:17:37am il y a 12.6 années
Dark Coz | |
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"It's pronounced See-OH-Zee" |
Last updated: 2012-03-27 08:17am
EDIT: Release date for XBLA is April 4th.
Post #10 · Posté à 2012-03-27 08:18:46am il y a 12.6 années
Zukin-Man | |
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'Bout damn time.
Post #11 · Posté à 2012-03-27 12:45:10pm il y a 12.6 années
bmhedgehog | |
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sweet. though i need my 360 fixed, RROD 3 lights, and have to renew XBLG (Gold membership for those who don't know WTF I'm talking about),also need MSpts.
Post #12 · Posté à 2012-03-27 12:55:07pm il y a 12.6 années
Zukin-Man | |
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Quote: bmhedgehog
...and have to renew XBLG (Gold membership for those who don't know WTF I'm talking about)
I don't know what you're talking about.
Why don't you tell me all about it?
Post #13 · Posté à 2012-04-08 11:30:44pm il y a 12.5 années
bmhedgehog | |
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Quote: Zukin-Man
Quote: bmhedgehog
...and have to renew XBLG (Gold membership for those who don't know WTF I'm talking about)
I don't know what you're talking about.
Why don't you tell me all about it?
*ignores everything that has been said*
Post #14 · Posté à 2012-04-08 11:54:43pm il y a 12.5 années
Zukin-Man | |
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I don't think quoting what I said after 1.7 weeks of inactivity is a good example of ignoring me.
Just sayin'.
Just sayin'.
Post #15 · Posté à 2012-04-09 12:14:11am il y a 12.5 années
bmhedgehog | |
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*still ignoring*
Post #16 · Posté à 2012-04-09 12:33:01am il y a 12.5 années
Zukin-Man | |
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Truly amazing.
Post #17 · Posté à 2012-04-09 01:45:37am il y a 12.5 années
Cowtao | |
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He just served you Howie. Should we crown him king of all doucheyness? Anyways I can't wait until Skullgirls.
Post #18 · Posté à 2012-04-10 12:44:46am il y a 12.5 années
KNS-17 | |
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Counting down the hours (which reminds me I still need to buy another PSN card to get the game)
Post #19 · Posté à 2012-04-12 04:27:43am il y a 12.5 années
Dark Coz | |
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"It's pronounced See-OH-Zee" |
Last updated: 2012-04-12 04:27am
The game is out on both consoles, with the PSN out yesterday.
I have tried the trial version in training mode and I have two gripes for this so far.
* Load times are incredibly long for a game that is a digital download only. Even the menu screens suffer from load times. Just try to navigate the Xbox Guide while the game is loading without any jarring moments.
* From what I've seen, there isn't a movelist in Training Mode (which is provided in the trial version).
EDIT: If you want to see the movelist, head to the Skullgirls homepage and download the .pdf file.
http://skullgirls.com/game/character-guides/
I have tried the trial version in training mode and I have two gripes for this so far.
* Load times are incredibly long for a game that is a digital download only. Even the menu screens suffer from load times. Just try to navigate the Xbox Guide while the game is loading without any jarring moments.
* From what I've seen, there isn't a movelist in Training Mode (which is provided in the trial version).
EDIT: If you want to see the movelist, head to the Skullgirls homepage and download the .pdf file.
http://skullgirls.com/game/character-guides/
Post #20 · Posté à 2012-04-12 09:39:38pm il y a 12.5 années
KNS-17 | |
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"Blessings of the Northern Sea" |
As a person who honestly sucks at fighting games, I actually find myself having fun with Skullgirls despite the difficulty.
One personal gripe I have is that with a standard controller it becomes much harder to pull off special attacks and Blockbusters, though that could also just be me not inputting the moves correctly.
Despite that one issue, this game is great and I can't wait for the DLC packs to come out.
One personal gripe I have is that with a standard controller it becomes much harder to pull off special attacks and Blockbusters, though that could also just be me not inputting the moves correctly.
Despite that one issue, this game is great and I can't wait for the DLC packs to come out.