having a detached head that sticks its tongue out at the other player is the most awesome thing I have seen
having a detached head that sticks its tongue out at the other player is the most awesome thing I have seen
Haven't been following this game too closely before now, but after playing it all day at SB, it's definitely a lot of fun. Stuck with a team of Ms. Fortune/Parasoul the whole time and managed to get a decent amount of play out of both. Things of note...
Certain aspects of the controls are a little difficult to adjust to, especially coming from MvC3. Assists (LP+MK or LK+MP for A1, MP+HK or MK+HP for A2) in particular were giving everyone trouble early in the day. It all works well once you do adjust, though.
As far as the ratio system goes, 2 seems to be the most common for now. A lone Cerebella will be the scrub killer for sure but as people optimize their combos and get some synergy going with assists it's going to get harder and harder for a single character to get anything done. Not sure how teams of 3 are going to work out yet. I did notice that the game switches to best of 3 when it's 1v1, thought that was an interesting touch.
Didn't play around with Ms. Fortune's whole headless thing much (waaay too much to think about without training mode) but her standing and jumping HP are both really really good to compensate. She's got a lot of aerial mobility and some tricky anti-anti-air stuff. Really strong offensive character even with her head on.
Overall, Skullgirls is definitely on my radar now. Can't wait to get more games in tomorrow.
Nice to hear. Hopefully it'll be good enough to stay competitive for a while, really feeling the art style and animation after seeing it in motion.
I don't know about that. With the way the controls are set up there isn't any other way they could've done it without using extra buttons. LP+LK is for throws, MP+MK and HP+HK tag in your first and second partners respectively, and going with 2 punches or 2 kicks would cause interference with supers and dashes so diagonal combinations are pretty much the only options left if they want to stick to 6 buttons. It's a little weird at first but it's not like it's a deal breaker or anything.
After seeing the Ms. Fortune video I think I'm a little more willing to give this a chance despite the fact that I loathe the game's style. That is seriously a neat character.
Game is looking more and more solid with every presentation. Gotta say, big fan of the bgm here too. Sounds like something out of Castlevania.
I want this game.
Probably because it's the same composer from Castlevania:SOTN - http://skullgirls.com/2011/04/securing-a-legend/
I also lol'd at the health bar literally chipping away in that build.
Holy shit, really? Hooooolllyyyy shit!! Hype meter = over 9,000 at this point.
Does it have a release date yet? I'm gonna get in on this for sure, but wish the models weren't so small...
No release date yet, but supposed to be first quarter of '12
Model size looks fine to me. Any larger and you'd have extra unnecessary vertical scrolling to cover.
One of the developers was on this past WNF and said Jan 2012.
Only 8 characters at launch, who wants to bet they roll out a DLC character every couple of months?
The final product will more then likely be around 15~30 dollars anyways. Plus it's a small indie company making the game, and if you've kept up with development these guys are doing everything possible in listening to the fighting game community with a genuine attempt to make a great competitive game. I'll gladly support support these efforts.
For a digital release on XBLA/PSN they'd be shooting themselves in the foot going any more than $19.99, and even that is pushing it.
I'd gladly pay $30 for a retail release though, but I don't think that'll happen, at least for this first version of the game, particularly with the low character count.