Infinity MUGEN Team

IMT Discussions => Video Games => Topic started by: C.R.O.M. jodafro619 on February 06, 2011, 09:09:03 PM

Title: Skull Girls
Post by: C.R.O.M. jodafro619 on February 06, 2011, 09:09:03 PM
i was wondering if anyone saw this yet....


http://www.youtube.com/watch?v=Q0KV4ZLwkAk&feature=player_embedded# (http://www.youtube.com/watch?v=Q0KV4ZLwkAk&feature=player_embedded#)
Title: Re: skull girls!!! where did this come from
Post by: .Batzarro. on February 06, 2011, 10:08:02 PM
Yea, saw a vid on it few days ago. Looks pretty interesting. Wonder how long 'til we get the sprite rips. =P
Title: Re: skull girls!!! where did this come from
Post by: C.R.O.M. jodafro619 on February 06, 2011, 10:48:25 PM
on the actual description , this was worked on since august , so i wonder what kinda progress was made since then , unless this vid is it. either way , looking forward to seeing this game completed. i also rad this guy is trying to get it published on the 360/ ps3
Title: Re: skull girls!!! where did this come from
Post by: DEMONKAI on February 08, 2011, 01:43:04 PM
yo that sh*t actually looks good money real talk ^^
Title: Re: skull girls!!! where did this come from
Post by: Uche_of_IMT on February 09, 2011, 12:55:13 PM
I have been keeping tab on this for some time.
Title: SkullGirls - A new 2-D Fighting game coming Summer 2011
Post by: Uche_of_IMT on March 02, 2011, 01:41:20 PM
Quote from: Shoryuken.com
A press release has been issued about the upcoming 2D fighting game Skullgirls. It would appear as if the game is on track for a 2011 release and has picked up the art talents of Alex Ahad, who has worked on projects such as Scott Pilgrim and Lava Punch. Read the full press release below.

(http://img840.imageshack.us/img840/490/skullgirlsannounceimage.jpg)

Quote
Autumn Games and Reverge Labs to Unleash Skullgirls in 2011; Additional Details to be Revealed at GDC

Los Angeles – Feb. 3, 2011 – Prepare for the fight of your life! Autumn Games, a premier publisher of interactive entertainment, is working with game developer Reverge Labs to develop Skullgirls, a new fast-paced 2D fighting game that puts players in control of fierce female warriors in an extraordinary Dark Deco world. The team is led by renowned fighting game champion Mike “Mike Z” Zaimont and artist Alex Ahad, whose work has appeared in many publications, including Scott Pilgrim and Lava Punch. Using advanced graphical technology never before achieved in a game of its type, Skullgirls is currently in development for a 2011 release on high-definition home consoles.

“We believe that Skullgirls has the chops to be the next big 2D fighter – it has amazing art, tight gameplay, and a rich and deep backstory,” said Jason Donnell, president and COO, Autumn Games. “Working with the talented group at Reverge Labs is an added bonus, particularly with Mike Z’s expertise in the competitive games arena and Alex Ahad’s phenomenal art style. Together we’re delivering a challenging and competitive – and really fun – game, wrapped in the convenience and easy expandability of DLC on the two leading gaming services.”

“We’re aiming to create a new take on fighting games, drawing on our own experience as competitive gamers to combine the best elements of classic fighters into something with intense action, an engaging story and the most advanced 2D fighting engine ever created,” said Richard Wyckoff, CEO, Reverge Labs. “Autumn Games is quickly making a name for itself in the industry as a publisher of fresh and exciting games and a true partner to independent game developers, and they were the ideal choice for us to partner with on Skullgirls.”

Sign up to receive Skullgirls news at http://www.skullgirls.com (http://www.skullgirls.com), or become a fan on Facebook for game updates, exclusive artwork and more. ESRB RATING PENDING: May contain content inappropriate for children. Visit www.esrb.org (http://www.esrb.org) for rating information.

Additional details will be revealed at the upcoming Game Developers Conference in San Francisco, March 1-2, where Skullgirls will be shown by appointment only. Qualified press should contact Racheal Caswell at Wonacott Communications (rcaswell@wonacottpr.com) in advance to schedule a hands-on preview.

# # #

About Autumn Games
Autumn Games is a premier publisher of interactive entertainment focused on partnering with leading creative talent to deliver blockbuster video games and related media through long-term partnerships with a number of the most respected game studios in the industry. Autumn Games’ mission is to support these creative teams in their efforts to make cutting-edge, culturally impactful entertainment. Autumn Games was founded as a joint venture between Communications Equity Associates (“CEA”) and Autumn Entertainment Partners, combining CEA’s 37 year track record in global media and entertainment, private equity and merchant banking with Autumn Entertainment Partners’ unparalleled expertise in content finance.

For more information, please visit www.autumngames.com (http://www.autumngames.com)

About Reverge Labs
Reverge Labs, LLC is a new independent developer committed to creating high-quality downloadable games. Founded by CEO Richard Wyckoff and CTO Emil Dotchevski, Reverge draws on combined game development experience of more than 40 years to create unique artistic visions using cutting-edge development techniques.

For more information, please visit www.revergelabs.com (http://www.revergelabs.com).

Here are the first two videos:
http://www.youtube.com/watch?v=uhA-x5Lbx0Y# (http://www.youtube.com/watch?v=uhA-x5Lbx0Y#)
http://www.youtube.com/watch?v=Q0KV4ZLwkAk# (http://www.youtube.com/watch?v=Q0KV4ZLwkAk#)

And here's the new trailer:
http://www.youtube.com/watch?v=7eObZMFjaV8# (http://www.youtube.com/watch?v=7eObZMFjaV8#)
Title: Re: SkullGirls - A new 2-D Fighting game coming Summer 2011
Post by: Jelux Da Casual on March 02, 2011, 02:42:12 PM
We had a thread eariler about Skullgirls, but it's good to finally have some concrete release info.
Title: Re: SkullGirls - A new 2-D Fighting game coming Summer 2011
Post by: Uche_of_IMT on March 02, 2011, 08:42:36 PM
If there was an earlier thread, let's link the two together.
Title: Re: SkullGirls - A new 2-D Fighting game coming Summer 2011
Post by: DEMONKAI on March 02, 2011, 09:38:18 PM
If there was an earlier thread, let's link the two together.

Done ::salute::
Title: Re: skull girls!!! where did this come from
Post by: Uche_of_IMT on March 03, 2011, 12:36:21 PM
Thank you, DeMoNk@I. Nto for soem "hard" news:

Netcode has been confirmed for Skullgirls. (http://www.dustloop.com/forums/showthread.php?9000-Skullgirls&p=957545&viewfull=1#post957545)

Giantbomb is reviewing Skullgirls. (http://www.giantbomb.com/quick-look-ex-skullgirls/17-3845/)

EDIT: Gametrailers has the exclusive Tag-team demonstation.
http://www.gametrailers.com/video/gdc-11-skullgirls/711325 (http://www.gametrailers.com/video/gdc-11-skullgirls/711325)
Title: Re: skull girls!!! where did this come from
Post by: Uche_of_IMT on March 16, 2011, 11:46:45 PM
More news concerning Skullgirls
Title: Re: skull girls!!! where did this come from
Post by: C.R.O.M. jodafro619 on March 17, 2011, 12:08:33 AM
wow, can't wait to get a hold of this game!!
Title: Re: skull girls!!! where did this come from
Post by: Tha Lando ( Le CROM ) on March 17, 2011, 01:15:16 AM
Yea, saw a vid on it few days ago. Looks pretty interesting. Wonder how long 'til we get the sprite rips. =P

you aint lying brother!! its just a mater of time.  >:D

but uhh this make me wonder somehing, its kinda like fighting games even tho mugen emulated them , that now somehow they might be emulating mugen? is it me being crazy or is there some truth to that maybe? plus , imagine if Mugen creators, sprite artiss, Fx and coders and such banned together from the mugen communiy and put all they knowhow into forming a solid gaming developer company :o

reality or blasphemy. either way...it just boggles the mind to wonder. :-??
Title: Re: skull girls!!! where did this come from
Post by: Jelux Da Casual on March 17, 2011, 01:59:07 AM
This game is gonna be a hot mess!
Title: Re: skull girls!!! where did this come from
Post by: Playing Enemy on March 17, 2011, 02:23:59 AM
Really dig the lighting effects a lot. Adds a nice comic book style touch to it. Hope this does end up on 360 when all is said and done.
Title: Re: skull girls!!! where did this come from
Post by: Uche_of_IMT on March 17, 2011, 12:38:51 PM
Actually, this is for XBLA ans PSN.
Title: Re: skull girls!!! where did this come from
Post by: Uche_of_IMT on April 01, 2011, 11:55:54 AM
Here's a special look at Skullgirls:
http://www.youtube.com/watch?v=VgtJy7wrAuQ# (http://www.youtube.com/watch?v=VgtJy7wrAuQ#)
Title: Re: skull girls!!! where did this come from
Post by: DEMONKAI on April 01, 2011, 01:26:14 PM
hmmm that was pretty f*ckin cool  :O*D
Title: Re: skull girls!!! where did this come from
Post by: Swiziga on April 01, 2011, 06:14:13 PM
this game looks awesome. its like jojos bizarre and mvc  :w00t: hoping this has online bcause scott pilgrim doesnt and that's just wrong especially if its like mvc
Title: Re: skull girls!!! where did this come from
Post by: DEMONKAI on April 01, 2011, 06:30:29 PM
this game looks awesome. its like jojos bizarre and mvc  :w00t: hoping this has online bcause scott pilgrim doesnt and that's just wrong especially if its like mvc

Yeh i can see what ya mean about the jojo bizzare tip with the "stand" like powers...it does look hella cool. Im not gonna deny that thats for sure^^
Title: Re: skull girls!!! where did this come from
Post by: Uche_of_IMT on April 21, 2011, 11:58:16 PM
Here is some more updates concerning Skullgirls:

http://www.youtube.com/watch?v=P0KoKdiUuOg# (http://www.youtube.com/watch?v=P0KoKdiUuOg#)

http://www.youtube.com/watch?v=FV8uYpvMYWQ# (http://www.youtube.com/watch?v=FV8uYpvMYWQ#)
Title: Re: skull girls!!! where did this come from
Post by: Tha Lando ( Le CROM ) on April 22, 2011, 12:40:05 AM
wow so this is going xbla...def gettin my hands on it. looks awesome. :thumbsup:
Title: Re: SKULL GIRLS: Updates & first impressions
Post by: Uche_of_IMT on May 16, 2011, 08:51:26 PM
Mammon Machine has conducted an interview with Mike Z concerning Skullgirls and Game Design (http://mammonmachine.blogspot.com/2011/05/skulls-for-girls.html).

...and here's part 2 of that inverview (http://mammonmachine.blogspot.com/2011/05/skulls-for-girls-part-2-skull-harder.html).
Title: Re: SKULL GIRLS: Updates & first impressions
Post by: Uche_of_IMT on June 04, 2011, 10:00:55 PM
Looks like interest was lost in this forum. Time to bring it back.

http://shoryuken.com/2011/06/03/skullgirls-peacock-revealed/ (http://shoryuken.com/2011/06/03/skullgirls-peacock-revealed/)
http://shoryuken.com/2011/06/03/animating-the-skullgirls-way/ (http://shoryuken.com/2011/06/03/animating-the-skullgirls-way/)
http://shoryuken.com/2011/06/03/skullgirls-peacock-in-motion/ (http://shoryuken.com/2011/06/03/skullgirls-peacock-in-motion/)
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: DEMONKAI on June 04, 2011, 10:06:56 PM
 ^^(PM)^
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Uche_of_IMT on June 11, 2011, 10:53:12 PM
http://shoryuken.com/2011/06/10/first-look-at-skullgirls-next-character/ (http://shoryuken.com/2011/06/10/first-look-at-skullgirls-next-character/)
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Tha Lando ( Le CROM ) on June 12, 2011, 12:47:18 AM
I actually like the new characters look. i wonder whats the rest of mher weapon she is holding tho. looks like some freaky spiked umbrella.  :thumbsup: :thumbsup:
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: BigJ on June 12, 2011, 07:49:26 PM
Loving the character design! Really unique!
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Uche_of_IMT on June 13, 2011, 11:43:32 AM
Mike Zaimont gets interviewed at E3 2011, concerning Skullgirls. (http://www.original-gamer.com/index.php?action=article&id=2507)

...also, here's something that will blow minds, if approved:
http://iplaywinner.com/news/2011/6/11/skullgirls-may-include-replay-runback-feature.html (http://iplaywinner.com/news/2011/6/11/skullgirls-may-include-replay-runback-feature.html)
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Sabaki on June 13, 2011, 02:56:46 PM
Been following this on other sites, and I gotta say this will be a first day buy for me  :thumbsup: . Pretty intrigued with the unique character designs and the intricate system Mike Z & co. are implementing.
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Uche_of_IMT on June 16, 2011, 12:40:14 AM
http://iplaywinner.com/news/2011/6/15/skullgirls-to-have-tournament-friendly-features.html (http://iplaywinner.com/news/2011/6/15/skullgirls-to-have-tournament-friendly-features.html)
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Uche_of_IMT on June 29, 2011, 02:50:34 PM
Looks like it is time to make this topic interesting agian.

SkullGirls is featured on Kotaku. (http://kotaku.com/5816326/from-kuribos-shoe-to-requiem-for-a-dreams-fridge-skullgirls-great-visual-gags/gallery/1)
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Uche_of_IMT on July 07, 2011, 08:57:04 AM
http://www.destructoid.com/interview-alex-ahad-s-inspirations-behind-skullgirls-205362.phtml (http://www.destructoid.com/interview-alex-ahad-s-inspirations-behind-skullgirls-205362.phtml)
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Uche_of_IMT on July 19, 2011, 11:00:19 AM
Here's a 1st look at the character select screen (http://shoryuken.com/2011/07/18/first-look-at-skullgirls-character-select-and-hudui-discussion), courtesy of Shoryuken (http://www.shoryuken.com) and The Official Skullgirls Blog (http://www.skullgirls.com/blog/2011/07/19/the-hudsucker-proxy).
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Sabaki on July 19, 2011, 03:52:18 PM
Just finished looking at that a few minutes ago. Current HUD is great imo, while the select screen concept is very classy.

Impressed with the work being put into this game, and hope it does well both in and outside the tournament scene. Even if Skullgirls is released with an initial 8-character roster, this will still be a 1st day buy for me  :)
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Uche_of_IMT on July 22, 2011, 10:54:42 AM
http://iplaywinner.com/news/2011/7/22/skullgirls-reverge-labs-ian-cox-video-interview-by-angrybana.html (http://iplaywinner.com/news/2011/7/22/skullgirls-reverge-labs-ian-cox-video-interview-by-angrybana.html)
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Sabaki on August 02, 2011, 11:23:32 AM
Here's some new vids and info from EVO 2011.

Parasoul introduction demo
 http://www.youtube.com/watch?v=PDsKxsbZClA&feature=youtube_gdata_player# (http://www.youtube.com/watch?v=PDsKxsbZClA&feature=youtube_gdata_player#)

Skullgirls game mechanics. Most of these have already been explained, but Mike Z does talk about one new feature that prevents the start button from interrupting matches.
 http://www.youtube.com/watch?v=B1uRvbt0bNA&feature=youtube_gdata_player# (http://www.youtube.com/watch?v=B1uRvbt0bNA&feature=youtube_gdata_player#)


EVO panel for Skullgirls
 http://www.youtube.com/watch?v=CB7ylho3Gq0&feature=youtube_gdata_player# (http://www.youtube.com/watch?v=CB7ylho3Gq0&feature=youtube_gdata_player#)

 http://www.youtube.com/watch?v=tRSlaFveM7Y&feature=youtube_gdata_player# (http://www.youtube.com/watch?v=tRSlaFveM7Y&feature=youtube_gdata_player#)

 http://www.youtube.com/watch?v=oLZgZyZ_ECk&feature=youtube_gdata_player# (http://www.youtube.com/watch?v=oLZgZyZ_ECk&feature=youtube_gdata_player#)

 http://www.youtube.com/watch?v=XDB_2esh2Do&feature=youtube_gdata_player# (http://www.youtube.com/watch?v=XDB_2esh2Do&feature=youtube_gdata_player#)

 http://www.youtube.com/watch?v=emXlAD0oSUg&feature=youtube_gdata_player# (http://www.youtube.com/watch?v=emXlAD0oSUg&feature=youtube_gdata_player#)

 http://www.youtube.com/watch?v=Ixn90c5sI1A&feature=youtube_gdata_player# (http://www.youtube.com/watch?v=Ixn90c5sI1A&feature=youtube_gdata_player#)

 http://www.youtube.com/watch?v=CBxN--jhSxs&feature=youtube_gdata_player# (http://www.youtube.com/watch?v=CBxN--jhSxs&feature=youtube_gdata_player#)
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Uche_of_IMT on August 02, 2011, 09:18:21 PM
Amazing finds there, Sabaki!
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: ADSplay101 on August 02, 2011, 10:12:12 PM
Im liking the new mechanics :D
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Sabaki on August 03, 2011, 02:20:46 PM
@Uche_of_IMT: thx. Just helping to keep the hype going  :)
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Tha Lando ( Le CROM ) on August 03, 2011, 02:40:40 PM
they moves look real nice! i am liking this with every showing! SKULLGIRLS bring it! :w00t:
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Uche_of_IMT on August 09, 2011, 11:04:18 AM
Here is something to add to the hype:
http://iplaywinner.com/news/2011/8/9/evo-2011-skullgirls-side-tourney-semifinals-and-grand-finals.html (http://iplaywinner.com/news/2011/8/9/evo-2011-skullgirls-side-tourney-semifinals-and-grand-finals.html)
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Sabaki on August 10, 2011, 02:10:18 PM
Yes! More info   :thumbsup:
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Swiziga on August 12, 2011, 03:47:33 PM
they moves look real nice! i am liking this with every showing! SKULLGIRLS bring it! :w00t:
same here this game gets better with every update. im liking the balance and damage scaling and its fun to see the moves inspired by mvc. parasols tears are just like shumas eyes and her lvl 3 is bb hoods firing squad. this is looking like a more polished mvc2 and im liking it :O*D
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: DEMONKAI on August 12, 2011, 04:49:03 PM
yeh this game has some cool gameplay im really interested in

http://www.youtube.com/watch?v=1xhPitTyeio&feature=channel_video_title# (http://www.youtube.com/watch?v=1xhPitTyeio&feature=channel_video_title#)
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Uche_of_IMT on August 18, 2011, 10:16:12 PM
Some more news for the front, courtesy of iPlayWinner.com:
Quote from: iPLAYWINNER.com
Our good friend Jesse Cortez over at Destructoid (http://www.destructoid.com/hands-on-with-parasoul-from-skullgirls-209206.phtml) had some time to sit down with Mike Z at EVO and try out one of Skullgirls newly announced characters Parasoul. He gives a great break down of her playstyle, relating many of her attacks to characters in other games to give readers a better idea what she is all about. Check out a small excerpt after the break and read the rest by clicking here (http://www.destructoid.com/hands-on-with-parasoul-from-skullgirls-209206.phtml).



Her special moves can be divided into two types. The first involves the use of her umbrella, which releases napalm grenades that travel in an arc dictated by how long you hold the button down. If you played as Cable from Marvel vs. Capcom 2, you should be familiar with this system. What I found interesting is that the Skullgirls team used EVO as a play-test and actually changed how these grenades worked based on what they saw at the convention. Therefore, the way to set off these grenades is still under development, but it's impressive that they are relying on actual gamer play-testing to decide on the final move set.


and just recently...
http://shoryuken.com/2011/08/18/skullgirls-training-mode-has-hitbox-display-and-more/ (http://shoryuken.com/2011/08/18/skullgirls-training-mode-has-hitbox-display-and-more/)

Post Merge: August 20, 2011, 08:51:37 PM
http://iplaywinner.com/news/2011/8/19/skullgirls-qa-confirms-eight-character-roster-at-launch.html (http://iplaywinner.com/news/2011/8/19/skullgirls-qa-confirms-eight-character-roster-at-launch.html)
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Sabaki on August 25, 2011, 01:32:50 PM
Filial and Cerebella's official trailers.

 http://www.youtube.com/watch?v=_lo_mh13G78&feature=youtube_gdata_player# (http://www.youtube.com/watch?v=_lo_mh13G78&feature=youtube_gdata_player#)

 http://www.youtube.com/watch?v=-Wdrc-NTKvU&feature=youtube_gdata_player# (http://www.youtube.com/watch?v=-Wdrc-NTKvU&feature=youtube_gdata_player#)
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Uche_of_IMT on August 25, 2011, 11:22:51 PM
I saw those at GameSpot (http://www.gamespot.com) and IGN (http://www.ign.com), but thank you for the consideration.
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Uche_of_IMT on October 11, 2011, 08:41:57 AM
http://www.shadowloo.com/game-info/skullgirls-tutorial-track (http://www.shadowloo.com/game-info/skullgirls-tutorial-track)

Post Merge: October 12, 2011, 09:19:29 PM
Looks like it is time go get the ball rolling:
Shoryuken.com Exclusive: Painwheel has been revealed! (http://shoryuken.com/2011/10/12/shoryuken-skullgirls-exclusive-painwheel-revealed)
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Uche_of_IMT on October 30, 2011, 01:30:18 AM
Joystiq has an article on Skullgirls: Skullgirls Mover Primer Trailer: Primes your Eventual (http://www.joystiq.com/2011/10/29/skullgirls-move-primer-trailer-primes-your-eventual-moves)
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Swiziga on October 30, 2011, 02:00:44 AM
an infinite stopping system!? cool! :thumbsup:
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Uche_of_IMT on November 11, 2011, 12:42:07 AM
These 2 articles came straight from iPLAYWINNER.com (http://www.iplaywinner.com)
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Swiziga on November 11, 2011, 02:07:32 AM
lol berserker barrage. its cool to see these homages in this game. its looking great but i know this will cost a lot more money that we think. its releasing with only 8 characters and the developers are planning to have a roster of at least 30 which will come later as dlc :|
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Magma MK-II on November 11, 2011, 07:44:09 AM
Did I heard "Tiger Uppercut" at 0:18?
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Tha Lando ( Le CROM ) on November 11, 2011, 09:55:06 AM
WOW, this is looking better and better each time i see it. :thumbsup:
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Uche_of_IMT on November 23, 2011, 11:13:52 PM
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Sabaki on December 07, 2011, 08:59:19 AM
Latest news. If you haven't seen her, it's...Painwheel in action!

 http://www.youtube.com/watch?v=ymOmT9qKOEo&feature=youtube_gdata_player# (http://www.youtube.com/watch?v=ymOmT9qKOEo&feature=youtube_gdata_player#)
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: MG on December 07, 2011, 01:37:23 PM
http://shoryuken.com/2011/12/07/skullgirls-new-screenshots-of-valentinegameplay-details-revealed/ (http://shoryuken.com/2011/12/07/skullgirls-new-screenshots-of-valentinegameplay-details-revealed/)
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Tha Lando ( Le CROM ) on December 07, 2011, 02:06:49 PM
Latest news. If you haven't seen her, it's...Painwheel in action!

 http://www.youtube.com/watch?v=ymOmT9qKOEo&feature=youtube_gdata_player# (http://www.youtube.com/watch?v=ymOmT9qKOEo&feature=youtube_gdata_player#)

WOW, i think i am really gonna like this game! the graphics are cool but its the characters themselves are just crazy and yet very fun looking to wanna learn their gameplay. nice find sabaki  and moon girard :thumbsup:
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Uche_of_IMT on December 07, 2011, 06:59:01 PM
Here is another find:
http://www.gamespot.com/skullgirls/videos/gamespot-plays-skullgirls-6347186 (http://www.gamespot.com/skullgirls/videos/gamespot-plays-skullgirls-6347186)
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: MG on December 13, 2011, 08:55:55 PM
http://shoryuken.com/2011/12/13/x-plays-hands-on-skullgirls-preview-with-first-gameplay-footage-of-valentine/ (http://shoryuken.com/2011/12/13/x-plays-hands-on-skullgirls-preview-with-first-gameplay-footage-of-valentine/)
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Swiziga on December 14, 2011, 12:00:38 AM
anyone know how much its going to cost?
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: MG on December 14, 2011, 12:13:24 AM
$15
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Swiziga on December 14, 2011, 12:21:07 AM
cool hope the dlc wont cost much though
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Swiziga on December 23, 2011, 08:20:03 PM
http://www.youtube.com/watch?v=MoTe9HyMGRg&list=UUcMMa8NvPz9jl0jRxZwLweg&index=1&feature=plcp# (http://www.youtube.com/watch?v=MoTe9HyMGRg&list=UUcMMa8NvPz9jl0jRxZwLweg&index=1&feature=plcp#)

http://www.youtube.com/watch?v=8vLAKcyIChw&feature=relmfu# (http://www.youtube.com/watch?v=8vLAKcyIChw&feature=relmfu#)
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Uche_of_IMT on January 27, 2012, 11:07:51 AM
http://shoryuken.com/2012/01/27/inside-xbox-interview-with-skullgirls-community-manager-ravidrath/ (http://shoryuken.com/2012/01/27/inside-xbox-interview-with-skullgirls-community-manager-ravidrath/)
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: BigJ on January 27, 2012, 04:20:57 PM
I can't wait for this game. The art style is great, the gameplay looks fun, the characters are unique and the music is awesome.
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Swiziga on January 27, 2012, 07:27:57 PM
i wish we could get a more specific release date. the anticipation is killing me  :-SS
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Tha Lando ( Le CROM ) on January 27, 2012, 09:56:28 PM
i wish we could get a more specific release date. the anticipation is killing me  :-SS

 ^^(PM)^ i feel the same exact way! but crazier with anticipation ~X(
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: DEMONKAI on January 28, 2012, 11:34:21 PM
word they are really draggin this on smh lol It would be jacked up if they decide to tank the game or put it on hold for next year^^ lol
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Swiziga on February 05, 2012, 02:10:59 AM
http://www.youtube.com/watch?feature=player_embedded&v=Q7IhXy2_11M# (http://www.youtube.com/watch?feature=player_embedded&v=Q7IhXy2_11M#)

http://www.gametrailers.com/video/friday-night-fights-sanchez/726537 (http://www.gametrailers.com/video/friday-night-fights-sanchez/726537)

Title: Re: SKULL GIRLS: first impressions & Updates
Post by: BigJ on February 05, 2012, 11:49:29 AM
Damnit! give me a release date already! :D
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Swiziga on February 05, 2012, 12:46:05 PM
Damnit! give me a release date already! :D
^^(PM)^ im hoping it comes out this month it wont be easy  balancing this, sf x tekken, and marvel (hmm i did stop playing rank match for it though)
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Magma MK-II on February 06, 2012, 08:00:15 AM
This has enough stuff for a full disc release, and yet it will be a live/psn title!
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Swiziga on February 06, 2012, 10:15:28 AM
This has enough stuff for a full disc release, and yet it will be a live/psn title!
its releasing with 8 chars and the game is like mvc2 with hand drawn sprites, so the most it will be is about 300mb. that would be a waste of money to get that out on hd dvd and blue ray disc which holds way more space than that

EDIT:
 o.O# had this for a while and forgot to share it lol
here is the skullgirls art folder uploaded by one of the artist. it has concept art for characters in the game now and the one's that they will add later. squigly and umbrella will be 2 characters available for early dlc. they said squigl'ys moves are really out there so im guessing there's alot of spiriting involved to get her to work in with the other characters.
here they are

(http://pub.tenkuu.net/Images/060706_sg_lj_update/squigly_portrait.jpg)

(http://pub.tenkuu.net/Images/060706_sg_lj_update/umbrella_portrait.jpg)

there are other characters in the folder that will be added later but i know these two will be in the game. the others could just be ideas that get scrapped later

http://pub.tenkuu.net/Images/060706_sg_lj_update/ (http://pub.tenkuu.net/Images/060706_sg_lj_update/)
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Sabaki on February 08, 2012, 01:23:57 PM
word they are really draggin this on smh lol It would be jacked up if they decide to tank the game or put it on hold for next year^^ lol

 ^^(PM)^

But in all seriousness, RevergeLab is really putting in a lot of work in making Skullgirls a solid title, even for PSN/XBL download. Sure, it's gonna be updated with new content as time goes on, but I guess they want to make a positive impression on the FGC with the initial release.

But here's something to make the wait even more harder to bear lol . Been following the Friday Night Fights and the last two featured Valentine vs Parasoul. Great fights cuz both players really know how to use their character very well, plus we get to see closely how well Valentine will play  :)

http://www.youtube.com/watch?v=dbsGglaFNJA&context=C3cf34daADOEgsToPDskJjgqCClmB6cWaj7i7bVrbO# (http://www.youtube.com/watch?v=dbsGglaFNJA&context=C3cf34daADOEgsToPDskJjgqCClmB6cWaj7i7bVrbO#)

http://www.youtube.com/watch?v=f5qkWZe9KWI&context=C38c2045ADOEgsToPDskIsuJ-7-FB_5-bpwXx_yRzF# (http://www.youtube.com/watch?v=f5qkWZe9KWI&context=C38c2045ADOEgsToPDskIsuJ-7-FB_5-bpwXx_yRzF#)
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Swiziga on February 10, 2012, 12:10:05 AM
http://www.youtube.com/watch?feature=player_embedded&v=W0JSG7QJ-sw# (http://www.youtube.com/watch?feature=player_embedded&v=W0JSG7QJ-sw#)
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Uche_of_IMT on February 10, 2012, 12:46:42 AM
Aaaarrrggghhh! You beat me to it!
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Sabaki on February 14, 2012, 11:17:23 AM
A character vid featuring Valentine (and on the perfect day, too :) )

 http://www.youtube.com/watch?v=PZRfD5729AU&feature=youtube_gdata_player# (http://www.youtube.com/watch?v=PZRfD5729AU&feature=youtube_gdata_player#)
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: C.R.O.M. - Shadaloo Lives! on February 14, 2012, 06:09:30 PM
So... Any release date yet? Or did I miss something?
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Swiziga on February 14, 2012, 10:43:56 PM
hopefully next month :-?? it still just says early 2012 but i would hate that since thats the same month as sfxtekken. ill have to balance those two with mahvel. atleast i wont feel left out on ssf4 though gen isn't in  :(
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Swiziga on February 18, 2012, 12:33:25 AM
http://www.youtube.com/watch?v=TIRYpV1_JfY# (http://www.youtube.com/watch?v=TIRYpV1_JfY#)

http://www.youtube.com/watch?v=DxE4K52suDc&context=C30906d6ADOEgsToPDskKNlyn8gAVq3tovrzzkSTWm# (http://www.youtube.com/watch?v=DxE4K52suDc&context=C30906d6ADOEgsToPDskKNlyn8gAVq3tovrzzkSTWm#)

double is the last character for release so hopefully that means it will be available by next month
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Magma MK-II on February 18, 2012, 10:11:07 AM
Zappa and Arakune goes to the next level!
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: C.R.O.M. - Shadaloo Lives! on February 20, 2012, 07:50:38 PM
According to what Gaijin told me yesterday, there is a release date of March 30th. (Videos aren't displaying properly to me so I don't know if it was already mentioned.)
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Swiziga on March 14, 2012, 01:38:35 AM
xboxlive marketplace has given skullgirls the release date of april 4, 2012.
http://marketplace.xbox.com/en-US/Product/Skullgirls/66acd000-77fe-1000-9115-d802584111db (http://marketplace.xbox.com/en-US/Product/Skullgirls/66acd000-77fe-1000-9115-d802584111db)
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Uche_of_IMT on March 14, 2012, 02:13:53 PM
Woe be it to anyone who has leaked that information without the approval of Reverge Labs and Autumn Games.
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: BigJ on March 15, 2012, 12:46:05 AM
xboxlive marketplace has given skullgirls the release date of april 4, 2012.
http://marketplace.xbox.com/en-US/Product/Skullgirls/66acd000-77fe-1000-9115-d802584111db (http://marketplace.xbox.com/en-US/Product/Skullgirls/66acd000-77fe-1000-9115-d802584111db)

YES
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Swiziga on April 06, 2012, 10:17:36 PM
Official Release Date
XBLA: april 11th for 1200ms (next week wednesday) worldwide
PSN: april 10th for $15(next week tuesday)
psn version will only release in north america. the release date for rest of the world is not known. it was supposed to release last week but im just happy it will be here in a few days  :w00t:

http://shoryuken.com/2012/04/05/skullgirls-release-dates-officially-confirmed-as-april-10th-and-11th-for-psn-and-xbla/ (http://shoryuken.com/2012/04/05/skullgirls-release-dates-officially-confirmed-as-april-10th-and-11th-for-psn-and-xbla/)

http://www.youtube.com/watch?feature=player_embedded&v=fkYluQmIwpI# (http://www.youtube.com/watch?feature=player_embedded&v=fkYluQmIwpI#)

Quote
Peter “Ravidrath” Bartholow of Reverge Labs recently posted a brand new entry to the Playstation blog that reveals their latest trailer as well as a few details on the demo coming to PSN. Double, the unholy amalgamation of multiple characters’ movesets, is the featured character in the brand new teaser, and it showcases just how unique the character is compared to the rest of the cast. I quite like her transformation into a laser-ring shooting Moai statue.
He also went through some of the features the trial version of the game will feature, which includes Filia and Cerebella, as well as a full-fledged training mode to help you get situated with the game before dropping your money on it.

The full list is as follows:
Two Characters, Filia and Cerebella
An abbreviated Arcade Mode, with three AI battles
Local versus play, limited to duo teams
Four tutorials
Practice Room

http://shoryuken.com/2012/04/06/skullgirls-playstation-blog-reveals-double-trailer-demo-details/ (http://shoryuken.com/2012/04/06/skullgirls-playstation-blog-reveals-double-trailer-demo-details/)
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: fer619 on April 06, 2012, 10:58:37 PM
i gotta get me some more microsoft points in order to DL this, because i like what i see  :thumbsup:
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: C.R.O.M. - Shadaloo Lives! on April 09, 2012, 06:39:25 PM
So... this is what you do after your game is finished:

http://www.youtube.com/watch?v=0PQlmCFZso0&list=UUOENnjs_36F5a-_bWaDLP0g&index=1&feature=plcp# (http://www.youtube.com/watch?v=0PQlmCFZso0&list=UUOENnjs_36F5a-_bWaDLP0g&index=1&feature=plcp#)
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Sabaki on April 10, 2012, 04:05:56 PM
So...anyone knows if it's out yet on psn? I heard that Sony updates after 2 pm on Tuesdays...and I can't check cuz I'm at work  :'(
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Swiziga on April 10, 2012, 04:21:42 PM
its out and ive been trying to download it bu right after it started my ps3 refuseds to conncect to psn and its getting on my nerves  ~X( i dont know if its just me but no matter what i do it wont connect to the internet now. it started to do this last night and still athios morning so i moved my ps3 to where teh router is, it connected but right when skull girls got to 15% it stopped   :(
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Sabaki on April 10, 2012, 04:42:34 PM
Could be your internet service provider? I went on psn this morning and checked the store and it was working fine. Anyways, keep trying and  %%-
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Swiziga on April 10, 2012, 08:14:27 PM
after hours of trouble shooting and talking to customer support i got connection again after randomly trying to reset my system settings. it signed in through ethernet after i put in my psn info :thumbsup: now i hope this doesnt happen again  [-O< 
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Sabaki on April 10, 2012, 10:47:09 PM
Just got home. Downloading...
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Swiziga on April 10, 2012, 11:05:00 PM
only played enough to complete the tutorial and mess around in training a bit since im sick and sleep deprived but i lkie what ive seen so far. the only things are the game doesnt have movelists for any of the characters you have to get a pdf of them from the skullgirls website. the other thing is when using 3 character teams the controls are kinda weird for me. the game has 6 normal move buttons like mvc1 but grab is lp+lk like in street fighter. i wish it were just forward+heavy like in marvel but its not and because of this switching to character three is rl+r2 instead of square+x
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: C.R.O.M. - Shadaloo Lives! on April 10, 2012, 11:45:30 PM
Just did a quick arcade play through with Ms. Fortune. The game's pretty fun. Wish there were more characters though. I know they will be future DLC, just saying. The missing moveslist bothers me, but it's a fun game.
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Sabaki on April 11, 2012, 10:25:07 AM
Played it for abit myself, mainly in training mode. Yep, I like what they did with Skull girls, especially how all characters are unique from each other and virtually have tools to handle almost any situation. Comboing style is like the VS games (minus Mvc2 with its 4 buttons for attacks), xcota and msh, so it's pretty easy to jump into. Gotta be precise with your combos and what-not, for the room for error isn't large at all, and it's not easy to get away with "American resets" lol . Controls are different, but you can change it, although I'm sticking with the default setup cuz it's easier to do tags and call assists. SG is the type of game you gotta take to the lab and keep things simple at first, then level up your game gradually as things fall into play.

For those who need a movelist and can't wait for the patch, go to the Skull Girls website, or head over to www.shoryuken.com (http://www.shoryuken.com) for their SG guide which has the full movelist, gameplay analysis, and much more :)
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: C.R.O.M. - Shadaloo Lives! on April 11, 2012, 12:29:52 PM
There's going to be a patch for the moveslist? If that's the case, I have no real complaints. Though I figured out most of Ms Fortune's moves by messing around in training mode before I looked them up. Only thing I didn't figure out was the jumping  :2 :1 :4 :bk :bk hyper. We should do an IMT lobby with this after we get a lttle more time with the game.
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Tha Lando ( Le CROM ) on April 11, 2012, 12:46:26 PM
wait you guys talkin bout the demo right? if not i didnt know it was out fully! i saw the demo yesterday night , while smashed ... and i have to switchout 360's from the kinect black to my broken disktray arcade 360 cause i have a bigger size hardrive to download the demo on that one. i will try it out tonight and hopefully get to workin and play it a bit .  :thumbsup:
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: C.R.O.M. - Shadaloo Lives! on April 11, 2012, 12:52:39 PM
No, the full version was out on PSN. I think the XBL release is today.
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Tha Lando ( Le CROM ) on April 11, 2012, 12:57:11 PM
oh ok anyone have any details to share on how many points it costs to dl the full game?
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: C.R.O.M. - Shadaloo Lives! on April 11, 2012, 01:06:40 PM
$15 worth.
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Tha Lando ( Le CROM ) on April 11, 2012, 01:07:42 PM
$15 worth.
wow thats all? thats pretty sweet deal. definetly gonna try and get that soon. first gonna rock the demo. thanx bro. :thumbsup:
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Swiziga on April 11, 2012, 08:08:52 PM
anyone know how to do peacock's move where she puts you in a bag and beats you up with her cartoons then blows you up at the end with a cigar? i think its her level 3 blockbuster but i dont know how it works. i only know how to do her laser eyes and big bomb. the wiki doesnt have any of her bockbusters listed
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Acey on April 11, 2012, 08:23:34 PM
The makers of Skullgirls have been building up their wiki page at Shoryuken for the past few months so complete move lists are available.

http://wiki.shoryuken.com/Skullgirls (http://wiki.shoryuken.com/Skullgirls)
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Swiziga on April 11, 2012, 08:26:44 PM
none of her blockbusters are there only normals and special moves
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: C.R.O.M. - Shadaloo Lives! on April 11, 2012, 09:00:46 PM
Ok, tired of playing the computer, anyone up for a match?
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: BigJ on April 11, 2012, 11:57:22 PM
This game is phenomenal! This is what fighting games should be like. SFxT, SF4, MVC3, ALL TRASH compared to this $15 game. Favorite chars: Cerabella and Painwheel. Hoping this game gets lots of DLC in the future, I'll gladly dish out the money.
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Swiziga on April 12, 2012, 12:22:06 AM
squigly and umbrella are the only confirmed dlc so far but there is a list of possible dlc characters on the srk wiki that is from the concept art they uploaded for characters. my favorite character is ninja nurse valentine  :w00t:
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: C.R.O.M. - Shadaloo Lives! on April 12, 2012, 12:59:30 AM
Yeah, we for sure need to have weekend lobbies for this game.
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Swiziga on April 12, 2012, 01:25:14 AM
pdf links for official movelists
http://skullgirls.com/game/character-guides/ (http://skullgirls.com/game/character-guides/)

and the screenshots of them from srk

Cerebella
(click to show/hide)

Double
(click to show/hide)

Filia
(click to show/hide)

Ms_Fortune
(click to show/hide)

Painwheel
(click to show/hide)

Parasoul
(click to show/hide)

Peacock
(click to show/hide)

Valentine
(click to show/hide)
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Sabaki on April 12, 2012, 09:49:43 PM
Yeah, we for sure need to have weekend lobbies for this game.
I'm down, just need more time to practice. Loving the combo possibilities and simplified moves, just gotta get used to the controller scheme.
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: C.R.O.M. - Shadaloo Lives! on April 13, 2012, 12:28:28 PM
Probably won't be this weekend. This weekend is Manolo's return, so that means UMvC3. But next weekend maybe. I'm sure everyone needs time to practice.

Which team setting do you guys prefer? I usually pick 1 character.
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Swiziga on April 13, 2012, 01:46:25 PM
isnt the lobby for this game limited to two people though?
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Jelux Da Casual on April 13, 2012, 01:57:22 PM
Ok, tired of playing the computer, anyone up for a match?

....THIS CAME OUT?!?!?!

I think I know what I'm doing today...
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: C.R.O.M. - Shadaloo Lives! on April 13, 2012, 02:30:30 PM
isnt the lobby for this game limited to two people though?
... I haven't hopped online yet. Just played with a buddy of mine. If that's the case, that sucks. *Iceman ThumbsDown!*
....THIS CAME OUT?!?!?!

I think I know what I'm doing today...
Yeah. You should get it if you want that Marvel feeling, without that Capcom milking. lol
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Space (DCL) on April 13, 2012, 02:59:33 PM
im interested in gettin this game nao.....
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: C.R.O.M. - Shadaloo Lives! on April 13, 2012, 03:02:58 PM
im interested in gettin this game nao.....
There's a demo if you want to test the waters first. Oh, and you'll need to DL the demo before you can play the full game. (Yeah, it's one of those.)
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Space (DCL) on April 13, 2012, 04:43:52 PM
I dont mind.....this might be fun...
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Enso on April 13, 2012, 07:50:54 PM
You know what guys? I was downloading a demo of this, and my brother called it a girls' game. He thinks it's for girls because all chars in the game are just girls. He thinks it's not interesting and he likes the games that have guys in it. :P 8=| What can I say to them (my brother and my dad)?
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Acey on April 13, 2012, 08:06:18 PM
Sit them down and watch them lose at a "girls" game.
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Silva-silva on April 13, 2012, 08:20:41 PM
I have to admit the major reason I'm not getting the game is because there  are no guys in it...
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: BigJ on April 13, 2012, 08:28:04 PM
What can I say to them (my brother and my dad)?

Tits.

 :D I kid, I kid, do what Acey suggests!
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Swiziga on April 13, 2012, 09:28:04 PM
I have to admit the major reason I'm not getting the game is because there  are no guys in it...
guys wont be added unless the game does well and it looks like it will sell alot so only a matter of time
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: C.R.O.M. - Shadaloo Lives! on April 14, 2012, 12:04:05 AM
Got bored with a crappy internet connection:

http://www.youtube.com/watch?v=Ed0YA_phhTg&feature=youtu.be# (http://www.youtube.com/watch?v=Ed0YA_phhTg&feature=youtu.be#)
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Swiziga on April 14, 2012, 12:06:50 AM
dont ever play a 3 on 1 match against cerebella...everything she does is a ko
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Space (DCL) on April 14, 2012, 12:43:01 AM
dont ever play a 3 on 1 match against cerebella...everything she does is a ko

http://www.youtube.com/watch?v=7uKIrfo82mQ# (http://www.youtube.com/watch?v=7uKIrfo82mQ#)
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Swiziga on April 14, 2012, 01:18:18 AM
 :DxDie yea the ratio system gives you an advantage if your going against more than one character but it makes her like lvl 3 xfactor hulk it probably does the same thing for painwheel since shes another powerhouse character. it looks like the character im best with right now is ms fortune but valentine and peacock are still my favorites.
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: -Whiplash- on April 14, 2012, 05:47:17 AM
I tink this game would be interesting.. if it didn't suffer from the same problem as guilty gear and Blazblu in that I think all the characters look lame.

:/
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Enso on April 14, 2012, 06:27:55 AM
I have to admit the major reason I'm not getting the game is because there  are no guys in it...
And that's the same reason why my brother doesn't want to play that kind of game. Even my dad heard it from my brother and he said to me I should not download it 'cause of that. :D

Tits.

 :D I kid, I kid, do what Acey suggests!
Weak advice! :thumbsdown:
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Sabaki on April 14, 2012, 11:49:58 AM
Trying to learn all chars before I settle down to mains. Filia is pretty easy to use once you can develop fast execution, can understand how to maximize her combos, and keep the pressure on. Extending combos is crazy with her, especially after any crackdown like Cr. HK, throw in the corner, and after a wall bounce from st. HK or her Blockbuster Gregor Samson. You'll need to do this cuz get damage output is low (for good reasons) and every little ounce of damage counts.

Also practiced with Cerebella and Peacock. Cerebella caught my eye during development as a strong & unique character...but as we can see everyone else saw the same thing, thus there will be lots of Cerebella players out there lol . I'm digging Peacock, but you gotta have a strategy with her if you want to be effective, since she's not much of a close range fighter and can have a hard time when peeps get in. Wanna pick up both (especially Peacock after playing with her in story mode) but time will tell.Next is Parasoul, Ms. Fortune, and Valentine. Anybody found their mains yet?
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Swiziga on April 14, 2012, 12:15:24 PM
i like peacock i guess shes my main im not sure if its her or ms fortune yet lol but if you want to pick up peacock you want to get in using your projectiles as help like doing heavy item drop(hold hard punch) then teleport and then rush them down. and when jumping in press hard kick, she'll throw avery(her bird friend) out her hat that makes the jumps more safe. the best big damage combo i know for her is lp,lp,lk,mp,hp, qcf hp 3x, qcf lp+mp(argus agony)
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: ADSplay101 on April 14, 2012, 01:12:08 PM
I think its a good game. My only major complaint would be the roster its...smaller than a clown car. But with that being said..you still get the satisfaction of the modern day combo system without them attacks themselves being too overpowering which is a good thing. Definitely one of the better fighting games to come out in recent years. Its funny....Konami, a company that isnt necessarily known for its fighting games..made a decent fighter with little to no issues on launch. *cough*SFXT*cough*
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: C.R.O.M. - Shadaloo Lives! on April 14, 2012, 01:43:49 PM
Anybody found their mains yet?
So far, I'm really liking Ms. Fortune.
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: BigJ on April 14, 2012, 02:12:56 PM
Anybody found their mains yet?

I'm sticking with Cerebella, Painwheel and Filia. Bella's damage output is insane, Painwheel's flight and super armor attacks are great, and Filia's comboablity makes her really fun to use. I rarely go with a team of 3 though, its usually 1 or 2 for me.
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: CheshireCat on April 14, 2012, 02:34:10 PM
Unlock 10th palette

For 360: Down, RB, Up, LB, Y, B
For PS3: Down, R1, Up, L1, Square, X

Am getting a feel for all the characters at the moment. Seriously a fun game, best 15 bucks I ever spent.
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Sabaki on April 15, 2012, 11:00:04 AM
@Swiziga: I hear ya. I tried some of those strategies to zone the opponent out, the teleport infront/behind when the time is right. I especially like doing George Takes a Walk ( :2 :3 :6+LK), followed by 1-2 shots of Bang,Bang,Bang!, then quickly doing HK The Hole Idea. I noticed, tho, that if you do HP item drop and hold the button, then try to do HK The Hole Idea, she teleports in place and not behind the opponent. That ever happened to you? Also notice some input issues with her Blockbuster Argus Agony where it either doesn't come out, or a Snap Back comes out instead. Been checking bug reports @ shoryuken.com's forum to see if others are having the same issue.

@Shadagear: Ms. Fortune is a fun character indeed! She plays pretty similar to Filia on certain levels, for example she can air dash cancel her jump attacks on contact the same way Filia can.

@BigJ: wow, that sounds like a strong & balanced team you got there.

@Cheshire Cat: Thx for the tip!

I'm guessing everyone knows about the DLC chars that are in the works. If you've been following the production, there have been talks about certain chars that could possibly be included in the game, especially those that play a big role in the SG storyline. For those who haven't seen pics, head over to http://wiki.shoryuken.com/Skullgirls (http://wiki.shoryuken.com/Skullgirls) and check out speculative characters to see those who could possibly make it in as DLC. My money's on Black Dahlia :)
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Swiziga on April 15, 2012, 11:10:15 AM
yea i was thinking the same thing about black dahlia shes important to the story(especially to ms. fortune's)  and shows up 3 times in story mode. im not sure if atgus agony has input issues i mean sometimes it doesnt com out but im guessing its just me since it happens in alot of fighting games i play lol ive never had the snap back problem. im not sure about the teleport duirng heavy item drop ill have to check
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Sabaki on April 15, 2012, 01:28:39 PM
I haven't seen Ms. fortune's ending, but heard Black Dahlia chopped her up. I just like how Peacock and Black Dahlia have like a final showdown in her ending. Injustices have a feeling that if RevergeLabs make her as DLC she would turn outcast a great character.

I don't have input issues with  other characters that I noticed even in a heated battle, but with Peacock I get a lot. It could be because she has a lot of move variants or something, not sure. The Argus Agony issue is the one that bugs me the most, since it is critical for long combos.
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Jelux Da Casual on April 15, 2012, 03:31:29 PM
Only character ending I haven't done yet is peacock. F'n hate zoning so I don't even want to play her, put gotta pop that achievement...
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: C.R.O.M. - Shadaloo Lives! on April 15, 2012, 03:48:48 PM
Unlock 10th palette

For 360: Down, RB, Up, LB, Y, B
For PS3: Down, R1, Up, L1, Square, X

Am getting a feel for all the characters at the moment. Seriously a fun game, best 15 bucks I ever spent.
Where do we input that code?
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Swiziga on April 15, 2012, 03:52:32 PM
Where do we input that code?
local versus screen when selecting sides with controller. input the code with controller 1
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: C.R.O.M. - Shadaloo Lives! on April 15, 2012, 03:56:09 PM
Ok, thanks. Any idea how we unlock the 9th pal?
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Swiziga on April 15, 2012, 04:09:20 PM
palette 8 and 9 are locked im not sure which but you unlock one by beating arcade mode with a character and i unlocked one for double after playing with her online in lobbies yesterday. so i guess you have to play with each character a certain amount of times in online matches to unlock the other.
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Space (DCL) on April 15, 2012, 04:46:11 PM
Unlockin colors and stuff eh?...better than this so called "DLC" that we've been gettin from...well ya know...
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Jelux Da Casual on April 15, 2012, 06:13:56 PM
Pal 7 unlocks from story mode, pal 8 unlocks from the arcade mode, pal 9 I believe unlocks from online play, and pal 10 unlocks from the code above.
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: BigJ on April 16, 2012, 03:02:01 AM
Theres alot of interesting looking characters that are standing in the background. I've spotted a girl with a hammer in New Meridian and a blue, fish looking girl  standing next to a bunch of shark men. :D I hope alot of those characters become playable.
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Sabaki on April 16, 2012, 08:23:56 PM
Found my 1st main: Parasoul. I like that she has a balanced mix of zoning, long range pressure, good normals, and surprising good combos. Getting in is abit tricky with no air dash, but her normal dash gets her in quickly and stops fast enough to attack, while j. Mk is a good substitute for an air dash that hits. You can also keep her combos safe (whether hits or not) by having a Napalm Shot charged & ready. Now just need to find a good partner for her.

Btw I watched this vid yesterday and found it pretty informative.

 http://www.youtube.com/watch?v=A1SkdaAw0FI&feature=youtube_gdata_player# (http://www.youtube.com/watch?v=A1SkdaAw0FI&feature=youtube_gdata_player#)

By now we should be familiar with the infinite prevention system and understand how to not repeat combos. Well this vid by Desk gives some clues about pushing the infinite prevention to its limits by varying up your reps and understanding when you've used up certain moves. This definitely helped me to on how to approach making long combos.
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Space (DCL) on April 18, 2012, 10:20:55 PM
Why Cerebella so strong? Why Painwheel and Double so scareh?! Why Cerebella lvl 1 grab super so strong? Why Filia remind me so much about Sonic The Hedgehog? Why Ms. Fortune go Headless Fortune? Why Parasoul female Guile? Why Peacock have so many projectiles? Why Valentine act like ninja if she nurse? Why is boss so...weird?

Simple answer...
(click to show/hide)
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Swiziga on April 18, 2012, 10:40:28 PM
DAT CEREBELLA! i have to learn to jump up more its the only way to avoid her grab super...@DCL
(click to show/hide)

does anyone else think its weird that they gave a morrigan palette to ms. fortune instead of filia  /:O
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Space (DCL) on April 18, 2012, 10:53:39 PM
OMG i swear i was drinkin water and after i saw that picture...almost made me spill it......
btw jumping is ALSO useless...she got dat anti-air grab!!
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Swiziga on April 18, 2012, 10:57:09 PM
shes more like hugo than zangief. ill jump when i know you have meter ;*)) i keep trying to block,  forgetting that wont help :'(
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Swiziga on April 27, 2012, 11:20:52 PM
Quote
Reverge Labs and Autumn Games have announced that Skullgirls has managed to sell over 50,000 copies across both platforms in its first 10 days. This is definitely great news, especially since the game has yet to be released on the European Playstation Network. The Skullgirls Twitter account also announced that the developers are now working on the first title update. Details on what the update contains are still unknown, but it’s nice to know that the game sold enough copies to justify additional content.

http://shoryuken.com/2012/04/26/skullgirls-sells-over-50k-copies-dev-team-now-working-on-first-update/ (http://shoryuken.com/2012/04/26/skullgirls-sells-over-50k-copies-dev-team-now-working-on-first-update/)
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: C.R.O.M. - Shadaloo Lives! on April 27, 2012, 11:32:25 PM
http://shoryuken.com/2012/04/26/skullgirls-sells-over-50k-copies-dev-team-now-working-on-first-update/ (http://shoryuken.com/2012/04/26/skullgirls-sells-over-50k-copies-dev-team-now-working-on-first-update/)
Good to hear about the update. Wish my PS3 would get a good enough connection to actually play online. \-/o
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: DEMONKAI on May 11, 2012, 08:29:42 PM
i just downloaded it today. i like the game in general on the strange characters and combos but seriously yo that last master is bullsh*t *Iceman ThumbsDown!*. Hard for no reason at all. maybe im gettin old but i dont find ridiculously cheap fighting game bosses epic at all...she barely takes damage and all her attacks are spam cheap >o:-(....im finding myself constantly trying to cheese her down for the win. Those one hit near fatal kills is retarded. if i could express that to those developers id say next time dont do that sh*t it takes away from caring to end the game. Make the boss intelligent  not dumb cheap. In my strong opinion i dont like that at all :-w....

i had to lose a good 12 times now. one time i nearly beat the B*tch and she killed me with some unknown force and took all my health away like it was one of those Guilty gear fatals. having that as a normal move sucks because she already have those skeletons thats damn there built of adamantium 8=|...

Now im just trying to end it off GP and thats it. ill prolly play one of you cats here but dont expect much competition from me in that game. you might as well use me as a punching bag and practice new tricks for the real competition^^
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Swiziga on May 11, 2012, 08:54:39 PM
lol yea the ai for the game is hard even on easy but the final boss is really difficult unless youre using peacock. she has no hit stun and most of her moves are multiple projectiles that hit from everywhere and do alot of damage. shes easier than guilty gear bosses to me. i have yet to beat ino in aracade mode  \-/o
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Space (DCL) on May 11, 2012, 08:56:52 PM
i just downloaded it today. i like the game in general on the strange characters and combos but seriously yo that last master is bullsh*t *Iceman ThumbsDown!*. Hard for no reason at all. maybe im gettin old but i dont find ridiculously cheap fighting game bosses epic at all...she barely takes damage and all her attacks are spam cheap >o:-(....im finding myself constantly trying to cheese her down for the win. Those one hit near fatal kills is retarded. if i could express that to those developers id say next time dont do that sh*t it takes away from caring to end the game. Make the boss intelligent  not dumb cheap. In my strong opinion i dont like that at all :-w....

i had to lose a good 12 times now. one time i nearly beat the B*tch and she killed me with some unknown force and took all my health away like it was one of those Guilty gear fatals. having that as a normal move sucks because she already have those skeletons thats damn there build of adamantium...

Now im just trying to end it off GP and thats it. ill prolly play one of you cats here but dont expect much competition from me in that game. you might as well use me as a punching bag and practice new tricks for the real competition^^

What? At first I had problems beating her, but after that I managed to beat her quite easily (i dont even know how to use Painwheel that much and I still managed to beat her, the same for Peacock GARBAGE DAY!!!). Basically I just rushed and beat her down as fast as I could. Made use of my Supers carefully. I guess I just got lucky =/
(click to show/hide)
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: DEMONKAI on May 11, 2012, 10:38:15 PM
 :D :D "GARBAGE DAY!!" *pow*

lol that sh*t is f*ckin funny man smh...god i miss the 80s lol


ehem...but yeh that last boss is a piece of sh*t :|

I almost killed her stupid @ss but i lost my momentum. i was hitting her with a lot of flurry quick cheap attacks and blocking on que WHEN ALL OF A SUDDEN ITS LIKE MY CHARS HAD A STROKE AND COULDNT BLOCK ANYMORE.... :-w the dumb sh*t always seem to happen when shes either in her final round uterus bullsh*t form or the first form and she shoots out those dragon long heads...

cool game but right now im like f*ck that :-j Old kai nerves aint as tough as it used to be keepin up with that crap. eventually ill beat her though...i am a lil tired from work...maybe before me and my lady head out saturday to party with my family ill take another stab at it...
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Sabaki on May 12, 2012, 03:00:59 AM
Yeah, boss is no slouch, though I usually win with no problems using Parasoul or Valentine. It's really easy for Valentine because she has that move that rushes by the opponent cutting, and puts her behind them.
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: DEMONKAI on May 12, 2012, 03:51:20 AM
Yeah, boss is no slouch, though I usually win with no problems using Parasoul or Valentine. It's really easy for Valentine because she has that move that rushes by the opponent cutting, and puts her behind them.

lol yeah im still feeling my way with the characters. some of the spammy moves that seemed effective on that boss i gotta practice on getting right
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: BigJ on May 13, 2012, 02:23:00 AM
I'm with Kai on this one. The final boss is possibly the lamest boss for a fighting game I have ever seen. Fighting her is just flat out no fun. If it isn't a constant volley of projectiles flying at you, its random extremely powerful attacks that give you no indication as to when they are coming or not. If I wanted to play a bullet hell game, I'd go play Ikaruga or something..

On a side note, on the stage New Meridian, you can spot a character that looks like Ryu, and also the character Bonus Kun from Galaxy Fight and Waku Waku 7 is leaning on the wall next to him. They can be seen to the far right. =D
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Magma MK-II on May 14, 2012, 10:34:05 AM
The only problem I see with the final boss is that she doesn't move at all. I don't have a problem with her being hard (final bosses are supposed to be hard), but if she actually moved to call her attacks or something like that, she would be much more interesting.

On a side note, on the stage New Meridian, you can spot a character that looks like Ryu, and also the character Bonus Kun from Galaxy Fight and Waku Waku 7 is leaning on the wall next to him. They can be seen to the far right. =D

http://oh8.deviantart.com/art/Special-Guests-of-New-Meridian-296396102 (http://oh8.deviantart.com/art/Special-Guests-of-New-Meridian-296396102)
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Daeron_red_fire on May 14, 2012, 12:05:31 PM
Got the game yesterday and today i finally decided to go Online, i did like 13 matches with the same guy (he was ranked expert) , i winned 2 matches, it was very fun and i think the game its great.

And i also think the boss could use some more work, but its ok (o boy to me beating her as parasoul was a nightmare!)
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Sabaki on May 14, 2012, 03:02:53 PM
For me, the final boss has a few patterns that indicate certain attacks, but some are just guess work. Although, I think the issue isn't so much recognizing patterns, but having the right/safest response when the boss attacks. For example, parasoul's  :2, :8 HK acts like a safety counter against almost anything because the invinciblity window is long useless against that dragon-looking skull attack, sheesh it is too long). For this to work, do crouch combos and when you see or even sense danger cancel into that attack. Same thing can be said about Filia's uppercut move, but the problem with that is it has very long recovery.

Some strategies work better on certain forms than others. It's just a matter of experimenting and reacting with a same move when the boss attacks...if you can.
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Daeron_red_fire on May 14, 2012, 03:42:23 PM
one time i skipped the third form battle because Painwheel hyper hitted her when second form was about to fall, she taked that much damage that she exploded, changed third form and automatically exploded again, that was fun XD
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Sabaki on May 16, 2012, 09:41:50 AM
one time i skipped the third form battle because Painwheel hyper hitted her when second form was about to fall, she taked that much damage that she exploded, changed third form and automatically exploded again, that was fun XD
Awesome  :thumbsup:
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: Magma MK-II on May 16, 2012, 11:03:36 AM
Easiest to beat the final boss for me was Peacock. Qcf+hp - Argus Agony all day while safely blocking her moves, then qcb+hp on final form until dead.
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: BigJ on May 16, 2012, 01:57:18 PM
Easiest to beat the final boss for me was Peacock. Qcf+hp - Argus Agony all day while safely blocking her moves, then qcb+hp on final form until dead.

Easiest for me is spamming Double's Hornet Bomber and occasionally linking it into a super. :P
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: C.R.O.M. - Shadaloo Lives! on May 16, 2012, 03:22:15 PM
one time i skipped the third form battle because Painwheel hyper hitted her when second form was about to fall, she taked that much damage that she exploded, changed third form and automatically exploded again, that was fun XD
:DxDie I want to start using Painwheel now.

If you guys are interested, there are some videos with Mike Z and the voice actors are hanging out playing the game. No really anything to learn from them, but some of them are entertaining. Can't post them here because of language, but here's a link to the channel that has them:

http://www.youtube.com/user/JusticeTang?feature=g-user-f (http://www.youtube.com/user/JusticeTang?feature=g-user-f)
Title: Re: SKULL GIRLS: first impressions & Updates
Post by: DEMONKAI on May 16, 2012, 08:57:07 PM
For me, the final boss has a few patterns that indicate certain attacks, but some are just guess work. Although, I think the issue isn't so much recognizing patterns, but having the right/safest response when the boss attacks. For example, parasoul's  :2, :8 HK acts like a safety counter against almost anything because the invinciblity window is long useless against that dragon-looking skull attack, sheesh it is too long). For this to work, do crouch combos and when you see or even sense danger cancel into that attack. Same thing can be said about Filia's uppercut move, but the problem with that is it has very long recovery.

Some strategies work better on certain forms than others. It's just a matter of experimenting and reacting with a same move when the boss attacks...if you can.

yeah man that dragon attack is the sh*t that gets on my nerves but im starting to overcome that because i keep moving and jumping faking it out i guess. But that Last mode of hers?? ridiculous its like she just spams those lil skeleton heads all day...smdh
Title: Re: Skull Girls
Post by: Space (DCL) on May 16, 2012, 11:23:46 PM
OMG that dragon skull thing DemonKai, i know what ya mean man i hated that too and everytime i got hit, i kept thinkin "man that does so many hits and has so much hitstun that i can just go make me a sammich, come back and that thing will STILL be hittin me..." smgdmfh -_-

All i know is...rush her @ss down, be relentless while holding back (literally...while holding back on your D-Pad...or whatever ya use...)
Title: Re: Skull Girls
Post by: Tha Lando ( Le CROM ) on May 16, 2012, 11:29:32 PM
OMG that dragon skull thing DemonKai, i know what ya mean man i hated that too and everytime i got hit, i kept thinkin "man that does so many hits and has so much hitstun that i can just go make me a sammich, come back and that thing will STILL be hittin me..." smgdmfh -_-

All i know is...rush her @ss down, be relentless while holding back (literally...while holding back on your D-Pad...or whatever ya use...)

ok that does it, i am so not gonna get this game now., you guys are scaring me !

i actually got the demo.....uhhhhh... WTF and dang this thing is like overkill hard! i couldnt even touch the one babe cause she spammed so much stuff it took me 3 tries till i just rushed her down like a mack truck over a badger!  i couldnt get all funky like i wanted to but dang.  >:(
Title: Re: Skull Girls
Post by: C.R.O.M. - Shadaloo Lives! on May 17, 2012, 12:31:03 AM
ok that does it, i am so not gonna get this game now., you guys are scaring me !

i actually got the demo.....uhhhhh... WTF and dang this thing is like overkill hard! i couldnt even touch the one babe cause she spammed so much stuff it took me 3 tries till i just rushed her down like a mack truck over a badger!  i couldnt get all funky like i wanted to but dang.  >:(
Yeah, the difficulty is a little high. I completely get butt-owned by the CPU if I quit playing for a while and come back. lol
Title: Re: Skull Girls
Post by: DEMONKAI on May 18, 2012, 06:58:21 PM
OMG that dragon skull thing DemonKai, i know what ya mean man i hated that too and everytime i got hit, i kept thinkin "man that does so many hits and has so much hitstun that i can just go make me a sammich, come back and that thing will STILL be hittin me..." smgdmfh -_-

All i know is...rush her @ss down, be relentless while holding back (literally...while holding back on your D-Pad...or whatever ya use...)

Dude.... sh*t its like damned if you do and damned if you dont on the block! The chip damage is severely ridiculous. it seems to damn there have the same impact if you WERENT blocking smdh...i havent played it for a hot while now cuz of that. i gotta be in the mood to try and end the game. the characters you fight before you get to her are tough but not way outta line. They are about as tough as Guilty gear characters.....SH*T now that i think about it that last B*tch from hell in skull girls is worse than INO in Guilty gear XX...and thats bad!

Its like it leaves ya with this sour taste like "aw cmon man with th*s bullsh*t :-w" when that dragon head be raping you on the stun 8=|

The idea of the game is cool though and it looks great but they need some schoolin on how to not make bosses cheap. Make them smarter yeah but not persistent damage cheap.. i dont have much patient for bosses like that anymore. Mugen is enough^^

ok that does it, i am so not gonna get this game now., you guys are scaring me !

i actually got the demo.....uhhhhh... WTF and dang this thing is like overkill hard! i couldnt even touch the one babe cause she spammed so much stuff it took me 3 tries till i just rushed her down like a mack truck over a badger!  i couldnt get all funky like i wanted to but dang.  >:(

The game is cool to play against friends lando. Its different. its just when it comes down to the CPU it gets retarded at times. On normal is like playing Guilty gear XX on HARD. You have to be relentless with your attacks. The thing that sucks about the last boss is she doesnt take much damage at all but she deals A whole f*ckin lot and certain specials (a special move i said  :|) damn there act like one of my Revenge supers for my Terry :D
Title: Re: Skull Girls
Post by: Sabaki on May 22, 2012, 11:54:13 PM
News about the upcoming patch. Check it out!

 http://shoryuken.com/2012/05/22/mike-z-brings-updated-build-of-skullgirls-to-the-mix-up-patch-change-notes-included/ (http://shoryuken.com/2012/05/22/mike-z-brings-updated-build-of-skullgirls-to-the-mix-up-patch-change-notes-included/)

Here's the current changes that are scheduled to be implemented (not finalized yet)

____________________

1) Skullgirls Patch Changes

Added New Tournament Mode

All colors are available in tournament mode.

Sparring mode is not available in tournament mode.

Tournament mode starts you off in button check after controller select and before character select so you don’t forget to do it.

Unplugging a controller after a match takes you immediately back to controller select.

Match options cannot be changed off the default options in tournament mode.

Tournament mode will not grant you achievements, so the game will not freeze during gameplay.

____________________

2) Global Changes

Infinite prevention system now treats standing normal, crouching normal, and command normal as the same move. (Example, s.LP, s.MP, s.HP, c.LP, s.MP, s.HP previously wouldn’t trigger the iPS late in a combo. Now it will because s.LP and c.LP are both considered “grounded LP” for the purposes of detecting infinites.) This makes combos shorter and makes the game more “resetty”.

Hard tags now count toward the IPS.

DHCs no longer reset the IPS in some instances.

Random situations in which the IPS triggered without actually performing a loop after a one frame link have been fixed. (One frame resets still do trigger the IPS.)

The throw tech window has been increased by 3 frames after a grab. (Cerebella’s air command grab is not affected.)

Hit-sparks no longer change to pink when comboing an assist character.

When comboing a character after death, they become immediately invincible after the infinite prevention system is triggered, ending the combo.

Assists now take 20% more damage when hit, up from 6%.

DHC freeze glitch has been fixed.

Alpha counter bugs have been fixed.

Forward techs no longer take priority over backward techs.

Redundant achievement freezes have been removed.

Fixed an issue where characters would transform into hit-boxes while art was still streaming. Instead, they briefly turn into de-resed versions of their normal art. Mike Z describes it as “looking all eight bit.”

Assist inputs are now more lenient.

Assists can now be called six frames before you can normally act.

LP+HK and LK+HP are now assist 1 commands for pad players.

Double jumps no longer cancel their momentum when put into pre-block.

Menus now wrap.

Online performance has been tweaked to avoid slowdown on bad connections.

Glitches involving the game freezing when choosing to change stage have been removed.

PS3 matchmaking has been altered. Matchmaking is now more lenient. Only three tiers are available.

New regions are available for matchmaking.

Save data corruption has been fixed.

New training mode options and in-game move-lists are planned.

US vs. EU crashes have been fixed.

 ____________________

3) Cerebella

Excellabella is now easier to input on the custom assist menu.

Merry Go-Rilla does the correct ratio of damage as an assist now.

Excellabella’s range has been increased.

QCB+LP might be added as a secondary motion for her projectile reflect.

Glitches involving a snap back hitting an armored move have been fixed.

360 protection now applies to double jumps so you can spin the stick in the middle of a jump in order to throw when you hit the ground.

Cerebella’s run throw no longer whiffs on crouching Valentine.

Fixed a problem where Cerebella’s run throw would occasionally push back the opponent much further than it was supposed to.

 ____________________

4) Double

No longer gains meter while Catelite Lives is active.

Hornet Bomber H no longer has invincibility on start-up.

All versions of Hornet Bomber now cause techable knockdown. (Mike Z made a point several times to say that he personally thinks that the Hornet Bomber changes are unnecessary but he is being forced to make them.)

Jumping HP now causes 27 frames of hit-stun down from 37 frames.

MK followup and HK have both slowed down by 3 frames each and have slightly less hit-stun

Nightmare Legion is 2 frames slower on startup.

Nightmare Legion’s animation is faster.

Nightmare Legion knocks you in the opposite direction after it completes.

Nightmare Legion now causes techable knockdown.

Nightmare Legion’s damage has been reduced.

Nightmare Legion no longer stops when an opponent dies in the middle of it.

Double is no longer invulnerable during Nightmare Legion.

 ____________________

5) Filia

Air Hair Ball can now be negative edged.

 ____________________

6) Ms. Fortune

Ms. Fortune’s head flies approximately a screen’s length away from you after OMNOMNOM. This happens both when the move ends and when the opponent is hit out of it. It will always fly in the direction opposite of the nearest corner.

Mike Z said another OMNOMNOM change will be made but it is not implemented yet.

The last hits of Headless Furserker Purrage now hits all crouching characters.

Rekka timing is now more lenient.

Bugs involving strange head movement after death have been fixed.

 ____________________

7) Peacock

Input window for her level 3 is now more lenient

Teleport now has three more frames of recovery

 ____________________

8 ) Parasoul

Tear explosions now scale correctly based on ratio.

Tears now do damage to Marie.

Blockstun from tear explosions are now three frames shorter.

 ____________________

9) Painwheel

Minimum damage on Buer Thresher has been tweaked.

Painwheel’s tag in no longer starts you at combo stage 1.

Spin-Dash’s move input has been changed to hold down, mash kicks. It activates when 4 kick buttons are hit within 35 frames. It can be pianoed.

Spin-Dash can be canceled with a punch button.

Painwheels forward heavy kick command normal now has a shorter window for followups.

 ____________________

10) Valentine

Flatliner no longer stops when an opponent is killed in the middle of it

Flatliner no longer interacts with assists or Ms. Fortune’s head

Level 3 is now faster.

The animation of Level 3 can be skipped by holding punch.

Green (stun) poison wears off more quickly when the opponent is in hit-stun. Makes it harder to do extended poison combos. Removes many combo options along with IPS change.
Title: Re: Skull Girls
Post by: Swiziga on May 23, 2012, 12:14:37 AM
double nerfs make me sad :(
Title: Re: Skull Girls
Post by: Sabaki on May 23, 2012, 10:16:58 AM
double nerfs make me sad :(

 I hear ya. I'm no Double user and although I agree that Hornet Bomber is abusable due to its invinciblity and already good hitbox, a reduction of invinciblity time (on start up frames only), or a 1-2 hit armor would've sufficed to make her balanced. Heck, I can live with no invinciblity since it's still good, but no hard knockdown is a weird choice as a nerf imho. Hell, Parasoul's Napalm Trigger should also get a nerf, like a reduction of invinciblity frames, cuz right now that move is just as abusive as an assist. Can't speak much on the normal attack nerfs Double received, though.

The other changes, more or less, I'm feeling. Making the game less combo-heavy and promoting resets & 50/50 setups will make things more interesting. Especially good for Fillia and Peacock players, Fillia is strong at resets, while Peacock now has an extended chance of survival against heavy rundown games lol . Changes to the IPS will also increase chances of bursting, which may make "burst baiting" strategies more stronger. All in all, we should be seeing more strategic gameplay with all characters, and how creative peeps will get with resets.

Looking forward to the tournament mode, along with the new additions to training mode :)
Title: Re: Skull Girls
Post by: Acey on May 23, 2012, 10:59:14 AM
I'm still waiting to download this, I really like(love) the game but I don't want to commit to learning the game until it's settled. I think I'll wait for one more major update then we should be good to go.
Title: Re: Skull Girls
Post by: Sabaki on May 23, 2012, 11:50:03 AM
 Acey: well, a lot more good things are coming down the pipeline for the game in the near future, so whether you get it now or later you won't be disappointed :)

Here's a vid of the live stream on The Mixup where Like Z discusses the current patch changes.

 Skullgirls: Latest Early patched version (with Mike Z) (http://www.youtube.com/watch?v=FXlmaFdzAhY#ws)

Seeing the new techable knockdown for Hornet Bomber in action, it's not too bad as long as you cancel into a Blockbuster, for you can catch the opponent before the tech. Still means you wont see Hornet Bomber that much cuz you're left at a 50/50 if the opponent techs the hit...that is, if the change really is final.
Title: Re: Skull Girls
Post by: Sabaki on May 23, 2012, 05:04:23 PM
Here's another list I compiled myself just now after watching the Mike Z interview regarding Skullgirls on Ultrachen TV that aired yesterday. This featured yet the latest built that actually changed from the one that was showcased on The MixUp. I tried to only mention new/changed info, although there may be a few repeated stuff from the previous changelist mentioned above just because.

@Swiziga: you should definitely read this, you may be happy with some of the recent changes :)

-------------
GENERAL
 ------------
-Up to 5-frames open window for inputting another attack during a chain for it to still come out.
-Bug fix in button config, now yor next button input is registered even if another button is pressed down (Xbox)
-Both button config windows will not close if one player is done.
-8 frames of leniency for calling assists (i.e. before getting hit, before landing from a jump, etc.)
-Throws, Tag ins, and DHC all add to their respective stages regarding IPS correctly

------------
DOUBLE
------------
1) Hornet Bomber
-Current traits of each version:
H - No invincibility
M - Invincibility on startup, none on active frames
L - Invincibility on 1st few active frames

-Hitbox size remain intact
-OTG period is still there, but bounce has been reduced (means you use up 1 bounce & OTG if comboed immediately afterwards)
-Not techable
-Shortened cancel period into Blockbuster (aka super)

2) Lvl 3 Nightmare Legion
-Still invincible on startup. During progression of move, she is no longer invincible
-Opponent is knocked away on final hit
-Reduction of damage (now closer to other chars' lvl 3 damage)

3) Catellite Lives
-No meter gain

4) Lvl 5 Megalith Array
-Not invincible after super starts

5) Misc.
-2nd M. Kick is slower & shortened hit stun
-Launcher is 3 frame slower (now slower than Ms. Fortune's)

----------------
VALENTINE
----------------
1) Lvl 3 Dead on Arrival
-Sped up
-Stops the timer
-Hold punch to skip cinematic
-Bug where Valentine would lose 2 bars using her Lvl 3 after using her counter super has been fixed

2) Misc:
-Green needle ends half the time faster than before in combos (not getting hit or blocking does not affect duration)
-Jump HP now knocks opponents higher in air combos
-Flatliner no longer hits assists and Ms. Fortune's head (they don't "exist" to this)

-------------------
MS. FORTUNE
-------------------
-Can cancel Cat Scratch (Rekka for short) into head throw, but cannot cancel into head call now
-Can make long combos with L. Rekka while hitting her head on a cornered opponent

-------------
PEACOCK
 ------------
1) The Hole Idea (Aka Teleport)
-Brings her closer to the opponent (within throw range & her St. M. Kick range)
-Teleport Recovery: L-M-H versions are 4 frames, Fake version is 0 frames
-Actual Teleport time for all = the same as before , but startup speed is faster than before...but balanced out with increased recovery
-Can super-cancel recovery

2) Misc.
-Bang! Bang! Bang! give less (correct amount) meter now (3 successful bullet hits builded 1 meter stock)
-Charged Item drop gives 1/3 less meter
-Lvl 3 input window more lenient (may now be 30 frames instead of 15 frames)

----------------
CEREBELLA
 ---------------
1) Tumbling Run -> Pummel Horse
-Timing is stricter for it to connect, but still works
-Now connects on crouching opponents

2) Excellabella
-Horizontal range has been increased (7 1/2 pixels), so now it can catch airborne opponents upclose
-Can no longer cancel it's startup into a Blockbuster (aka super)

3) Misc.
-Damage nerf. For example, H. normal attacks' damage have been lowered by 25-75%.
-Jumping M punch knocks opponent down faster (chained version only, unchained works the same as before). This change is to prevent additional reps possible for some combos that were more than any other characters

---------------
PARASOUL
---------------
-Tear Drop's explosion's damage scales properly -Block stun from Tear Drop's explosion has been reduced by 3 frames (no more unescapable lockdowns)
-Charging attacks are now easier due to the exended button input window
-Certain 1-frame links using Tear Drop explosion that caused the IPS not to activate no longer work

-----------------
PAINWHEEL
 ----------------
1) Pinon Dash
-Command change: Now Down+Kick mash (can be piano keyed)
-Can be used as a custom assist by pressing Down+2K
-Still cancelable with P

-------
FILIA
--------
-Changed tragetory of Fenrir Drive (Blockbuster)
-Slight recovery after Gregor Samson (Blockbuster, air version)
Title: Re: Skull Girls
Post by: Swiziga on May 23, 2012, 05:34:04 PM
 :w00t: i hope they keep her that way its fair. H hornet bomber was the only thing i thought was kind of cheap. im glad they added more time to use peacock's level 3 its defiantly one of the things i mess up on the most in this game. i wish they would add a patch that lets us create bigger lobbies. this game is going to change alot with this new update mainly to combos being shortened but the mind games are going to get more serious with resets  @^@
Title: Re: Skull Girls
Post by: BigJ on May 25, 2012, 01:09:59 PM
Double nerfs...

[Kenan]WHYYYYYYYYYY!![/Kenan]

 o.O#
Title: Re: Skull Girls
Post by: Swiziga on June 05, 2012, 03:27:58 PM
Near Final Skullgirls Patch Change List

    First set of DLC colors is coming for free. Three new colors for everyone.
    A bug involving coming in the wrong way after death has been fixed.
    5 frame chain buffer has been applied to jump and double jump cancels too.
    Move Lists have been created.
    Sparring mode now loads the exact game state of when you turned it on when you turn it off.
    Input display has been entered, still buggy. It includes inputs on the bottom of the screen and a “custom assist” stick and button real time layout.
    PS3 Matchmaking has been adjusted.
    Xbox 360 loading times have been addressed.
    IPS no longer carries over in one frame “uncombos.”
    The screen now flashes and a sound plays when you find a match online.
    Gamertags worked on being included in online mode.
    Difficulty levels have been adjusted and tweaked.
    Ranked will now be blind pick.
    Unranked will let you see your opponent selecting your custom assist.
    New tutorials are being worked on… though they aren’t the tutorials we are expecting.

Peacock

    Peacock Milk Chan has no shading on it.
    You can no longer DHC out of Lenny before he comes out.
    Peacock’s hit invincible gun now is invincible through the active frames.
    Lenny now does about 1,500 more damage on hit and more chip on block.
    Peacock’s bottle item drop no longer knocks you the wrong way.

Parasoul

    No Chun-Li pallete Parasoul.
    Napalm Pillar lost three frames of invulnerability after the end of the hit.
    Parasoul’s Jumping HP has been extended back toward her to prevent whiffing at close range in a corner.
    Parasouls’ jumping MK starts floating faster. After stopping the float you are immediately able to act.
    Bike super’s hit-stop changed to help them combo better. Increased DHC window by eight frames.
    Parasoul’s tear explosions do three frames less block stun.

Filia

    Gregor Samson has +3 Frames of Recovery.
    Hairball now combos to Gregor Samson on all characters.
    Squiggly requires changes to the game system to work. Those changes will be implemented in this patch but no one will use them.
    You can now combo off of air hairballs.

Painwheel

    Buer Thresher (Air Super) has had its minimum damage increased.
    Buer Thresher leaves you in normal jump afterward, so you can fly or do specials afterward.
    Painwheel moves up slower when the screen scrolls upward, allowing characters to hit her out of flight with a super jump.
    Painwheel can no longer rev her pinion dash for extended time after a match.

Valentine

    Valentine’s green poison now reduces 2/3rds as fast while in hit-stun, up from 1/2.
    Savage Bypass now recovers faster. You can now hit the floor after an air Savage Bypass to do a ground EKG. You can also now combo off the wallbounce in a corner without using your OTG.

Double

    Double’s HK Hornet Bomber now has a gap between the last two hits so you can punish her in the middle of it on block.
    Double’s Jumping HP has been given five more frames of hit-stun, up from previous changed version of 27 frames to 32.
    Gradius head rings have been given reduced hit-stun. No longer combos from full screen when mashing.
    Gradius head invincibility wears off as soon as you press a button.

Cerebella

    Cerebella was nerfed by 50-75 on every normal hit (not command normals, specials, and supers). This translates to a loss of 700-1400 on combos.
    Cerebella’s DP throw option select has been removed.
    Ceretemkin color palate will be paid DLC.

Ms. Fortune

    Ms. Fortune’s overhead rekka is slightly faster.
    Using head recall now forces you to go through 9 frames of animation, making head recall cancels less useful.

http://shoryuken.com/2012/06/04/near-final-skullgirls-patch-change-list-from-mike-z-at-the-mix-up/ (http://shoryuken.com/2012/06/04/near-final-skullgirls-patch-change-list-from-mike-z-at-the-mix-up/)
Title: Re: Skull Girls
Post by: BigJ on June 08, 2012, 03:38:51 PM

    Cerebella was nerfed by 50-75 on every normal hit (not command normals, specials, and supers). This translates to a loss of 700-1400 on combos.
    Cerebella’s DP throw option select has been removed.


(http://2.bp.blogspot.com/-lNbKkRMKlRY/T6mUQ0249QI/AAAAAAAACuQ/Zjh01X3TUI4/s1600/rage.png)
Title: Re: Skull Girls
Post by: Uche_of_IMT on June 08, 2012, 03:42:42 PM
Nothing is finalized yet. There is no need to rage out, BigJ.
Title: Re: Skull Girls
Post by: Space (DCL) on June 12, 2012, 11:38:14 PM
Now i know why Swiziga uses Double...
(click to show/hide)
Title: Re: Skull Girls
Post by: Swiziga on June 13, 2012, 12:42:47 AM
lmao  :DxDie only time i use that move is when ppl jump in its actually a great anti air and keeps painwheel from using flight. its very annoying as an assist especially if peacock is on point
Title: Re: Skull Girls
Post by: Swiziga on July 10, 2012, 12:42:28 AM
Skullgirls: Slightly Different Edition Patch Notes

Non-gameplay changes:
    - Unlock colors 11-13 for all characters. Enjoy your freebies!
    - Improvements to online play:

        GGPO now rolls back properly instead of slowing down at moderate or high pings, increases playable ping range by quite a bit.
        Reduce the number of tiers for PS3 matchmaking from 9 to 3, and lower the ‘acceptable match’ threshold so more matches will be found for a given number of players online.
        Ranked matches online are now blind-pick, meaning you cannot see your opponent’s character choice until after choosing a stage.
        Add screen flash and notification sound when you find a match.
        Display opponent’s gamertag during a match.
        Display opponent’s chosen assist types on character select.
        Addressed the sound issues. Not all problems are fixed but overall should be much better, especially on item drops.

    - Improve loading times on 360. Reorganized the entire filesystem. Hopefully it’s enough!
    - Add In-Game Move Lists, now you can ignore them instead of just wishing they were there to be ignored.
    - Rebalanced AI Difficulty.
    - Added Tournament Mode:

        Disables granting of in-match Achievements/Trophies to prevent gameplay hiccups.
        Forces menu flow of controller select -> button config -> choose characters -> play.
        Uses default rounds and time settings regardless of current choices in the options menu.
        Disables Sparring Mode toggle.
        Allows all non-DLC colors to be used regardless of in-game unlock status.
        Returns to the controller select screen if 1p or 2p controller is unplugged at the post-match menu. (Does not do this if a controller is unplugged mid-match.)
        Forces button config whenever both players choose to return to character select.
        Is part of this complete breakfast.

    - Added more Training Mode options:

        The Select/Back button can be set to either save/load state, record/playback dummy actions, or do both at once. Easily test any setup with precise positioning every time, at the touch of a button! (Hold the button down to clear the saved state or actions.)
        The dummy recording can be set to play back as a reversal. This has endless uses...figure out what is safe against Showstopper, learn to deal with reversal Napalm Pillars or opponents mashing LP or throw, etc.
        Input Display (List / Realtime Stick / Both)
        Dummy Action (Manual / Crouch / Jump)
        Blocking (Never / After First Hit / Always / First Hit Only / Random)
        Block Type (High / Low / All)
        Pushblock (Never / After Anywhere From 1 to 10 Blocked Hits)
        Throw Tech (Never / Always / After First Hit / Random)
        Ground Tech (Never / Forward / Backward / Random)
        Escape Infinite Combos (Never / After Anywhere From 1 to 10 Burstable Hits)
        Dummy Playback (Once / Repeat / As Reversal)
        Dummy Playback Side Correction: Choose whether the dummy recording is treated as relative directions (D,DB,B) or absolute directions (Down,Down-Left,Left) when the dummy changes sides. Useful for testing tech punishes or how to deal with crossups.

    - Added Character Tutorials: Each character now has simple tutorials in place to teach the beginning players how to perform all of their Special and Blockbuster attacks, with some helpful tips on their use. (Note: Completing these tutorials is now a requirement for the “Sküllgirls” trophy/achievement.)
    - Hitboxes displaying when switching characters is replaced by temporarily displaying 8-bit versions of the art, which is much less disruptive to gameplay.
    - PAL-50 support with correct frameskip on both consoles.
    - Logos at startup are now skippable on both consoles.
    - Sparring Mode now saves game state when turned on, and loads it when turned off. Stop the match to check something and resume exactly where you left off! If a new match is started with Sparring Mode already on, the behavior is the same as before.
    - Black-and-white super background now fades out in 8f instead of 15f, hopefully helps with determining when DHCs are allowed.
    - Only the player in charge of the menu can press the Cancel button to leave the Controller Select screen for Versus and Tournament mode.
    - Button config screen now counts mapping the same button or moving the cursor as an action that will keep a  player’s screen open when the other player dismisses their screen.
    - Button config no longer ignores button presses when another button is held. You can go as fast as you want!
    - Main Menu and Training Mode now have 2-player button config, rather than just first player.
    - Display chosen assist-type names on character select screen.
    - In the Tutorials, move inputs are now described with button icons instead of text.
   
Infinite Prevention System (IPS) changes:
- IPS now counts stand and crouch moves as the “same thing”.
- IPS now counts all strengths of a given special move as the “same thing”, meaning anything with the same motion but a different strength P or K. This was already true for most characters, so now it is true for everyone. Considering how rare un-chained special moves are, this should not affect very much except specific known instances.
- IPS burst-allowed hitsparks no longer show up on anything except the point character.
- Tag-in attacks are now covered by IPS.
- All tags and DHCs now start you at the correct IPS stage when comboed into.
- IPS correctly handles 1-frame links, for example in Parasoul’s {s.LK->s.HP xx LP Tear Shot, s.LK->s.HP, tear explosion, s.LK}, the last s.LK is now correctly flagged by IPS every time.
- IPS state no longer continues across zero-frame resets. Each new combo should be completely separate.
- Without a jump-in attack, your first ground combo no longer erroneously counts as your jump-in chain. Previously, at the start of a combo the exact same ground chain could be repeated three times, but only twice if preceded by a jump-in. Now, the same chain may only be repeated twice regardless of whether you started with a jump-in.

Gameplay changes:
- 3% game speed increase (frameskip interval changed). DOES NOT AFFECT FRAME DATA / RELATIVE MOVEMENT SPEEDS / ANYTHING ELSE RELATIVE TO OTHER CHARACTERS, only player-experienced game speed.
- Increase frames-per-timer-second to offset frameskip change, time-outs still take roughly the same amount of real time.
Command normals count as the same also, so s.F+HK = cr.HK = s.HK and j.B+LK = j.LK.
- Throw tech window increased from 6f -> 10f. Grab Bag tech window is still 4f.
- All assist knockdowns that would be red bounces are now green bounces: still completely vulnerable, techable 9f after hitting the floor, vulnerable as normal if not teched. Requires better timing to OTG off random assist hits now - see MvC2.
- Add LK+HP as an additional command for Assist 1. Should help pad players.
- Add right-stick assist calls: move the right-stick up for Assist 1, move down for Assist 2. More pad-player help. Can be disabled from Button Config screen.
- Specifically disallow same-frame throw plus assist-call inputs like LP+LK+MK or LP+LK+MK+HP to prevent 1-button throw+assist macro abuse.
- Assist calls are now valid for 5f after the input is entered, similar to MvC2.
- Assist character damage taken when hit changed from 6% extra -> 20% extra.
- Assist characters are now always shown behind point characters except when grabbing someone, meaning no more invisible mixups behind large assist moves.
- Changes to prevent dead body abuse: stop time when the point character is dead; attacker gains zero meter from the act of hitting a dead point character, but dead character still gains meter by being hit; dead point characters become invincible as soon as IPS triggers on them.
- 5f input leniency added to chained normals, as well as normals and airdashes from jump/superjump/doublejump startup. You can now hit the next button 5f before your attack connects and it will come out, and you can now press buttons or input an airdash during jump startup and they will come out as if they were input on the first frame of the jump. Does not apply to throws!
- Fix assist call priority to prevent lots of weird cases of getting the wrong assist. Simultaneous inputs always win, so HK ~ LK+MP will be A1 and LK ~ HK+MP will be A2. For kara’d inputs, the input performed later will always win if they completed on the same frame, so HK~LK~MP is A1 but LK~HK~MP is A2. And lastly, calls for both are resolved for A2 (LK+MP+HK and LK+HK ~ MP) because they used to be random...but don’t do those. :^P
- Correct neutral-to-blocking transitions: changing block directions on the frame you are touched should no longer result in blocking a low attack with stand stance / blocking a high attack with crouch stance.
- All characters except Double can now cancel forward dash directly into backdash and backdash directly into forward dash. (Valentine will still get an airdash out of her ground backdash.)
- Allow PP backdashing from preblock animation. Previously when the opponent was attacking at close range B,B would backdash but B+PP would result in a normal attack. Now both will correctly backdash.
- Bug-to-feature conversion: Bursts now scale damage to 50%, plus count as one hit. ...why might this be necessary? (^.^)


theres more but this list is really long you can see the rest with the link
http://shoryuken.com/forum/index.php?threads%2Fsg-slightly-different-edition-patch-notes.163719%2F (http://shoryuken.com/forum/index.php?threads%2Fsg-slightly-different-edition-patch-notes.163719%2F)





Title: Re: Skull Girls
Post by: Sabaki on July 11, 2012, 04:24:03 PM
Updates for Skullgirls keeps looking better & better! I've already adjusted to the new IPS restrictions for combos :)
Title: Re: Skull Girls
Post by: Acey on July 13, 2012, 04:45:18 PM
I will be downloading SG in August after I finish some other stuff. I'm very excited! Skull Girls has been treating the community very well.
Title: Re: Skull Girls
Post by: Uche_of_IMT on November 06, 2012, 05:20:22 PM
I hearby bump this topic with news concerning the game: Skullgirls patch clears S.C.E.A. testing, Mike Z explains netcode change (http://shoryuken.com/2012/11/06/skullgirls-patch-clears-scea-testing-mike-z-explains-netcode-changes)
Title: Re: Skull Girls
Post by: Swiziga on November 06, 2012, 07:02:52 PM
finally, i actually tried playing this game today but stopped after i couldn't find any matches. online is dead for it now. a few months ago i could get matches even though it was about the same 3-4 people but today i got nothing at all.
Title: Re: Skull Girls
Post by: C.R.O.M. - Shadaloo Lives! on November 06, 2012, 09:07:16 PM
I never was able to play online, so I gave up. lol
Title: Re: Skull Girls
Post by: Swiziga on November 16, 2012, 07:32:29 PM
Quote
We're happy to (finally) announce that the Skullgirls patch will go live on the PlayStation 3 version on November 20th!

That patch has over 300 improvements, fixes and tweaks! We'll be posting the full patch notes once it's up!

When we know more about the Xbox 360 patch release, we'll let you know!
Also, full patch notes will be posted on Skullgirls.com when the patch is live!

posted from their facebook page
Title: Re: Skull Girls
Post by: Swiziga on February 03, 2013, 11:44:56 PM
Skullgirls Squiggly Footage (http://www.youtube.com/watch?v=016iKUCO03Y#ws)

squigly reveal, more news will be released in a few weeks
Title: Re: Skull Girls
Post by: Sabaki on February 05, 2013, 01:45:13 PM
Glad Lab Zero are making progress after getting laid off  :thumbsup:
Title: Re: Skull Girls
Post by: DizzyTheConquer on February 05, 2013, 02:18:31 PM
The game is going to be an official side tournament at EVO this year!

http://shoryuken.com/2013/02/04/skullgirls-gets-cash-exhibition-support-at-evo-2013/ (http://shoryuken.com/2013/02/04/skullgirls-gets-cash-exhibition-support-at-evo-2013/)
Title: Re: Skull Girls
Post by: Shadow_p3 on February 05, 2013, 04:17:18 PM
Don't know what exactly I have seen ( I'm too lazy to press to page 1) but I loved it
Title: Re: Skull Girls
Post by: Swiziga on February 05, 2013, 11:38:40 PM
they just announced on their facebook page that they are getting a japanese release for the game. looks like they are getting more and more support everyday and thats great. i hope that means dlc will be made faster since more ppl are buying the game. played it today and it seems online is more alive but i did horrible. the first person i played destroyed me with valentine on point while using filia and cerebella assist that kept getting me into crazy mixups/crossups ad forced resets  ~X( but he did set the lobby to expert lol but didnt think he was actually going to be that good
http://www.siliconera.com/2013/02/05/skullgirls-is-coming-to-japan-thanks-to-japans-djmax-publisher/ (http://www.siliconera.com/2013/02/05/skullgirls-is-coming-to-japan-thanks-to-japans-djmax-publisher/)
Title: Re: Skull Girls
Post by: Swiziga on February 25, 2013, 04:48:24 PM
Keep Skullgirls Growing! (http://www.youtube.com/watch?v=ZdSIDK_HA-4#ws)

Fund Raiser page
http://www.indiegogo.com/projects/333003/ (http://www.indiegogo.com/projects/333003/)

only the first day of 30 and already over 50,000 might actually get enough money to make big band who they say will play like Q from 3rd strike

(http://labzerogames.com/images/IGG/DLC_BigBand.png)
Title: Re: Skull Girls
Post by: laspacho on February 25, 2013, 06:45:24 PM
This looks like a really fun game.  What are they charging for it on the PS3?
Title: Re: Skull Girls
Post by: Swiziga on February 25, 2013, 06:51:59 PM
its only $14.99
Title: Re: Skull Girls
Post by: laspacho on February 25, 2013, 06:54:04 PM
That's not a bad price at all.
Title: Re: Skull Girls
Post by: Zerothemaster on March 26, 2013, 02:19:12 AM
They've funded Big Band as well as the mystery third character. I was reading through the playstyle possibilities of the characters (it's here - http://www.labzerogames.com/3rdcharacter/ (http://www.labzerogames.com/3rdcharacter/)) When I noticed one really interesting note in the style writing of Mrs. Victoria (the schoolteacher):

"...and every other fighting game you have never heard of. Plus Dragon Claw."

Maybe I'm stupid, but I've done some simple digging on the internet and... isn't Dragon Claw an original character for Mugen? Does this mean that someone in the skullgirls dev team knows who we are?

Perhaps we can get them to give us sprites to use to make skullgirls chars lol
Title: Re: Skull Girls
Post by: C.R.O.M. - Shadaloo Lives! on March 26, 2013, 04:14:07 AM
They've funded Big Band as well as the mystery third character. I was reading through the playstyle possibilities of the characters (it's here - http://www.labzerogames.com/3rdcharacter/ (http://www.labzerogames.com/3rdcharacter/)) When I noticed one really interesting note in the style writing of Mrs. Victoria (the schoolteacher):

"...and every other fighting game you have never heard of. Plus Dragon Claw."

Maybe I'm stupid, but I've done some simple digging on the internet and... isn't Dragon Claw an original character for Mugen? Does this mean that someone in the skullgirls dev team knows who we are?
Probably. This game was make by the FGC for the FGC, so I wouldn't doubt it.

Anyway, Isaac's mechanics intrigue me:

MikeZ and the Isaac's Time Travel concept (http://www.youtube.com/watch?v=LmQujkjL63A#ws)
Title: Re: Skull Girls
Post by: Darkflare on March 26, 2013, 12:08:43 PM
They certainly know about Mugen, but I'm pretty sure they don't take it as seriously.
Title: Re: Skull Girls
Post by: C.R.O.M. - Shadaloo Lives! on March 27, 2013, 06:39:22 AM
They certainly know about Mugen, but I'm pretty sure they don't take it as seriously.
In today's Salty Cupcakes, Mike Z said he thought about MUGEN when trying to make a fighting game, but decided he couldn't do what he wanted to do with it, so he created the Z Engine.
Title: Re: Skull Girls
Post by: Uche_of_IMT on April 04, 2013, 11:41:57 PM
A new arena will enter the game. Click here (http://www.eventhubs.com/news/2013/mar/12/skullgirls-new-bonus-stage-river-king-casino) for the details.
Title: Re: Skull Girls
Post by: C.R.O.M. - Shadaloo Lives! on April 05, 2013, 11:09:25 AM
A new arena will enter the game. Click here (http://www.eventhubs.com/news/2013/mar/12/skullgirls-new-bonus-stage-river-king-casino) for the details.
Actually there will be like 7 new stages dude. lol Here's the full list of stuff we'll be getting:
(click to show/hide)
Title: Re: Skull Girls
Post by: TrunkJunky on April 18, 2013, 10:12:11 AM
I honestly can't believe they raised almost $1 million during their campaign. (Not a bad thing mind you)  :-[

I can't wait to see how Squigly and Big Band play out when Skull Girl comes to Steam later this year.
Title: Re: Skull Girls
Post by: C.R.O.M. - Shadaloo Lives! on April 21, 2013, 03:41:51 PM
The final four DLC voting characters are extremely underwhelming. I guess I'll vote for Eliza since she's the most creative character in the next round gameplay wise.
Title: Re: Skull Girls
Post by: TrunkJunky on April 22, 2013, 11:34:44 AM
Out of the final 4, I'm leaning more towards Minette.

I'm really peeved that Molly didn't make it past the 2nd round. We need more Trone Bonne-esque characters in fighting games!
Title: Re: Skull Girls
Post by: Swiziga on April 23, 2013, 06:11:14 PM
i just dont get why so many people are voting minnet...like really? she made it above all the other characters but isnt even interesting gameplay or deisgn wise  :-w i see it as the phoenix wright hype that so much ppl had for a goofy joke character for them to not even use him at all in the game  *Iceman ThumbsDown!* if shes atleast a serious character that just takes time to lvl up like frank west then ill be fine with that  :-?? but its cool aeon and eliza are in top 4 im hoping one of them wins.
Title: Re: Skull Girls
Post by: Swiziga on April 28, 2013, 03:36:27 AM
voting is over eliza won

(click to show/hide)
Title: Re: Skull Girls
Post by: C.R.O.M. - Shadaloo Lives! on April 28, 2013, 04:15:50 AM
Not my first pick, but she's pretty cool. Better than the other choices for the final round IMO.
Title: Re: Skull Girls
Post by: Uche_of_IMT on April 28, 2013, 08:32:03 AM
Eliza? This may get interesting...
Title: Re: Skull Girls
Post by: Ganbare-Lucifer on May 17, 2013, 12:41:18 AM
The next character vote just have won Beowulf

(http://24.media.tumblr.com/82721f640212b51eeec86004d0fed7ae/tumblr_mmxdriBz3C1qft9u9o1_500.jpg)
Title: Re: Skull Girls
Post by: Space (DCL) on June 30, 2013, 04:28:27 AM
I hope this thread is NOT dead because...I just got back onto Skullgirls and I'm rockin' Parasoul!

Skullgirls (PSN) DCL vs Raxx8 Friendlies (http://www.youtube.com/watch?v=Da98Ag7F3HQ#ws)

I forgot how much fun this game is...
Title: Re: Skull Girls
Post by: Uche_of_IMT on June 30, 2013, 07:35:57 AM
Don't worry. This may have brought it back.
Title: Re: Skull Girls
Post by: Space (DCL) on June 30, 2013, 01:23:41 PM
Don't worry. This may have brought it back.

I hope so...I've missed out so much in this game. It would be great if Skullgirls made it to Evo. Also I may record some more videos, but I wish I had a better capture card because this Dazzle kinda sucks now. You can't even see the names of the players. Whatever works I guess...
Title: Re: Skull Girls
Post by: C.R.O.M. - Shadaloo Lives! on June 30, 2013, 03:56:05 PM
It would be great if Skullgirls made it to Evo.
It (sorta) did. It's going to be a side tournament with a $2000 pot.
Title: Re: Skull Girls
Post by: Uche_of_IMT on June 30, 2013, 04:27:10 PM
I hope so...I've missed out so much in this game. It would be great if Skullgirls made it to Evo. Also I may record some more videos, but I wish I had a better capture card because this Dazzle kinda sucks now. You can't even see the names of the players. Whatever works I guess...
There is no need. Show us your videos and we will comment.
Title: Re: Skull Girls
Post by: Space (DCL) on June 30, 2013, 04:51:54 PM
There is no need. Show us your videos and we will comment.

Very well, for now I only know how to use Parasoul (somehow someway...), I wish I could get better with Cerebella, Valentine, or Painwheel.

I have another long video recorded, just needs editing and it'll be ready for upload.
Title: Re: Skull Girls
Post by: Acey on July 01, 2013, 12:34:42 PM
Very well, for now I only know how to use Parasoul (somehow someway...), I wish I could get better with Cerebella, Valentine, or Painwheel.

I have another long video recorded, just needs editing and it'll be ready for upload.

Parasoul is my favorite too. I picked her up becasue she's the one with glasses. Her mobility is low but it's fun building combos off of the tools she does have.
Title: Re: Skull Girls
Post by: Space (DCL) on July 01, 2013, 03:47:33 PM
I love dat Pistol Whip (Fwd+Lp) overhead, they dont see it comin...THEY DONT SEE IT COMIN! XD

I just need to learn more combos, and no I dont watch combo videos, I like to come up with my own stuff so people won't complain about "stealing" combos.
Title: Re: Skull Girls
Post by: C.R.O.M. - Shadaloo Lives! on July 01, 2013, 03:57:57 PM
I'm also starting to join the Black Egret army. Trying to run a Fortu-Soul team. Not playing so much right now, but definitely will when the PC version releases. I'll have something to play on the laptop on when I'm out of town. Hit me up on Steam if you get into the beta or buy the PC Game. My username is G.I. Joestar now. Not sure why I got the urge to change it, but I did. lol
Title: Re: Skull Girls
Post by: Space (DCL) on July 02, 2013, 12:56:27 AM
Sorry I havent posted the next vid, but Im working on it. Each time I record its usually friendlies or long sets. So the vids end up about 50 - 60 minutes long. Then I proceed to edit the videos. I should be posting the next video tomorrow morning.

So...stay tuned more Parasoul ownage coming...
Title: Re: Skull Girls
Post by: Space (DCL) on July 02, 2013, 09:05:11 AM
Here it is you guys, part 2 of Skullgirls Friendlies on PSN (or rather more Parasoul Ownage lol)

Skullgirls (PSN) DCL vs Raxx8 Friendlies (2) (http://www.youtube.com/watch?v=qCz3vV8Rip4#ws)
Title: Re: Skull Girls
Post by: Space (DCL) on July 02, 2013, 06:34:31 PM
Skullgirls (PSN) DCL vs Raxx8 Friendlies (3) (http://www.youtube.com/watch?v=0Ev9hn7aUkY#ws)
Part 3...again...more Parasoul ownage lol
Title: Re: Skull Girls
Post by: Uche_of_IMT on July 02, 2013, 09:19:55 PM
From the looks of these, I'd say Parasoul is your top pick.
Title: Re: Skull Girls
Post by: Space (DCL) on July 02, 2013, 10:34:11 PM
From the looks of these, I'd say Parasoul is your top pick.

She is, currently she's the only one I know how to somewhat use. Though no Double Jump, and No Air Dash, she makes up for it with fantastic mixups.
Title: Re: Skull Girls
Post by: Uche_of_IMT on July 03, 2013, 03:01:37 PM
I hope that your skills improve, DCL, because Skullgirls is coming to PC.
Title: Re: Skull Girls
Post by: C.R.O.M. - Shadaloo Lives! on July 05, 2013, 10:55:49 AM
Currently downloading the PC beta. Anyone else in on it?

EDIT: Apparently this includes early access to Squigly.
Title: Re: Skull Girls
Post by: Space (DCL) on July 05, 2013, 12:34:11 PM
Aww man, I wish I could test it out, this game is incredible...

Oh, and so I dont forget, here's the first to 10 set I had with a friend online...salt was poured everywhere...

Skullgirls (PSN) First To 10: DCL vs Raxx8 (http://www.youtube.com/watch?v=LowRXZ6Z7RM#ws)
Title: Re: Skull Girls
Post by: C.R.O.M. - Shadaloo Lives! on July 05, 2013, 04:34:17 PM
Can't really test Squigly out very well right now since her story mode is just her saying "Wait 2 weeks for story mode!" and then you fight an invincible Marie, arcade mode is not available, and I can't get a strong enough connection to play online. Did mess around with her in training though. She's still pretty unpolished and has a few uncolored frames, but her voice is there (love Leviathan's voice BTW, reminds me of Dudley as a dragon or something.) and she's all around playable. For those of you not keeping up with Salty Cupcakes, most of her specials come out of a few different stances, one of which is Scorpion's "Get over here!" move. She's pretty fun to mess around with, but can't wait to see what she's actually like when she's finished. Hopefully my friggin' internet will improve so I can hop online with her.
Title: Re: Skull Girls
Post by: Space (DCL) on July 07, 2013, 10:46:48 PM
Skullgirls (PSN) DCL vs Raxx8 Friendlies (4) (http://www.youtube.com/watch?v=RFuoTPMx3B8#ws)
Stay alive Skullgirls...stay alive...
This is another set of friendlies...trying out new characters i guess...
Title: Re: Skull Girls
Post by: Swiziga on November 07, 2013, 02:26:21 AM
Quote
Hey, everyone - I just wanted to take a little of your time to update you on the status of the PS3 and Xbox 360 patches.

As it’s been alluded to in the past, things have not always been hunky-dory between Autumn Games and Konami. Around the time of the last update, it became clear that it would not be possible to proceed with the new patches as long as Konami was involved with Skullgirls.

So, as of today, Autumn and Konami have terminated their business relationship, allowing us to move forward with the PS3 and Xbox 360 patch in a more timely and cost-effective manner.

Testing on the patches is nearly complete, and we’re happy with how thorough our testing partner, Digital Hearts, have been in their review. But we’re still not out of the woods yet - before we can submit the patches to Sony and Microsoft for certification, the game needs to be transferred to a new publisher in their systems.

Autumn Games will be the new publisher of Skullgirls on PSN. We expect this transition to happen pretty quickly as Autumn Games has already taken the first steps to making it happen.

Since Microsoft doesn’t support purely digital publishers, Autumn is currently working with MarvelousAQL to secure a replacement XBLA publishing slot - this is an essential step, because without this Microsoft would simply delist the game from the Marketplace.

Because of the different levels of complexity with these transitions, the PS3 version of the patch should once again be out before the Xbox 360 release. But Xbox 360 owners shouldn’t worry - the delay between the two shouldn’t be anything like that with the previous patch, now that we have the format of the patching mastered.

Finally, since Konami was the distributor in the US and EU and not Japan, this shouldn’t have any profound effect on the release of the Japanese PS3 patch. However, before we can finalize the Japanese PS3 patch we need to get the US and EU patches completed. We’re working closely with our Japanese distributor, CyberFront, to make sure that all of the patches land as close to each other as possible.

So there you have it.

We apologize that these deep business dealings have come between you and the first character your collective efforts have funded, but we’re confident that subsequent patches will go more smoothly with this all of this behind us.

As always, thanks for your patience and understanding, and feel free to ask questions directly to indiegogo (at) labzerogames (dot) com.

http://www.indiegogo.com/projects/keep-skullgirls-growing?c=activity (http://www.indiegogo.com/projects/keep-skullgirls-growing?c=activity)
Title: Re: Skull Girls
Post by: Uche_of_IMT on November 07, 2013, 12:23:53 PM
This is why you never want to do anything with Microsoft. There are too many rules and regulations concerning them. They should have went with Nintendo.
Title: Re: Skull Girls
Post by: Magma MK-II on November 07, 2013, 07:53:15 PM
You gotta be kidding. This game use six buttons, Nintendo's console only have two buttons.
Title: Re: Skull Girls
Post by: C.R.O.M. - Shadaloo Lives! on November 07, 2013, 08:28:46 PM
Cool. Hopefully this means Lab Zero is free to do their thing without too much resistance now. They have been fighting with Konami and Microsoft like crazy since like day zero.
Title: Re: Skull Girls
Post by: DEMONKAI on December 07, 2013, 04:26:04 AM
and the follow up to all this is


http://shoryuken.com/2013/12/06/konami-requests-skullgirls-removal-from-playstation-network-and-xbox-live-arcade-lab-zero-games-working-on-new-version-for-autumn-games-to-publish/ (http://shoryuken.com/2013/12/06/konami-requests-skullgirls-removal-from-playstation-network-and-xbox-live-arcade-lab-zero-games-working-on-new-version-for-autumn-games-to-publish/)
Title: Re: Skull Girls
Post by: C.R.O.M. - Shadaloo Lives! on December 07, 2013, 05:29:23 PM
Quote regarding this from Skullheart:

Quote from: Vadsamoht, post: 34452, member: 1
Salty! Dec 06 News on Linux/Mac and Console patches (http://www.youtube.com/watch?v=G4bDxb4JNwA#ws)
Youtube video courtesy of Makross. For the original source, go here: http://t.co/Xb1PB4pNvD (http://t.co/Xb1PB4pNvD)

tl;dr, Following Lab Zero ceasing relations with Konami, Konami has asked for Skullgirls to be de-listed from PSN and XBLA on the 17th and 31st of this month, respectively. Mike is working really hard to get a build through QA to be published by Autumn Games (PS3 EU PS3 NA)/Marvelous AQL (360)/CyberFront (PS3-Japan), but details are sketchy. One of the reasons a new build is necessary is that if SG keeps using the same Communications ID for the game, Konami would be able to shut the game down whenever it wants.

Lab Zero only found out about this through a Sony account manager after the request had been approved, so the decision is probably final. They have requested the date for the PSN takedown be moved until the end of the month, but after claiming that Sony and then Autumn wouldn't let them, all three asked for the date to be moved and Konami has not responded since then.

What does this mean for you?

Sony has said that people won't have to re-buy the game through the store, but because this has not happened before  nobody knows exactly how the transition will work. Also, this should not remove the game from your hard drive if you already have it, but may or may not cause netplay issues.

Also, time that Mike spends on this is time he isn't spending on Big Band. On the upside, if the new verison gets through QA on the first try, there's a possibility that the Big Band Build will be up sooner than it would have been otherwise.

What you can do -
Please, don't talk crap about Konami online. It isn't going to change anything, makes us look bad, and makes them think that they've made the right decision. Nothing good will be achieved by ripping into the powerless intern managing Konami's twitter account, etc.
Test out the latest Beta build if you have it. Mike has very little time to test the build before submitting for QA (Monday) if we want to prevent the game from disappearing after getting pulled. If you know how, using the -log option to run the game may be useful.
Update: The best way to let Mike know about any issues with the Beta is to comment on the Patch Notes update on Steam, or else send a PM @Mike_Z on here.
Keep playing, and keep having fun. This isn't the end of the world.
If you want to buy a copy of the game to help support Lab Zero, buy the Steam version. The PS3 and 360 versions won't result in any extra money for L0 at this point, and Konami gets a cut from those.
More info will be added over the coming hours, but I wanted to get this out as quickly as possible.


Other (Minor) news from salty:
(click to show/hide)

EDIT: FAQ that will be updated as new info arises

This is a shame. IMO SKullgirls has the best dev team and *flame shield up* community of any fighting game out there.
Title: Re: Skull Girls
Post by: Jelux Da Casual on December 07, 2013, 05:40:21 PM
It could be worse. That the most, Skullgirls will be delisted for what like 2 months while the new publishers get builds ready for the respected markets.

The down sides are will it still be playable online while during that time, and what about the Xbox players? Are they going to be SOL with having to purchase a new version?
Title: Re: Skull Girls
Post by: Swiziga on December 07, 2013, 07:33:49 PM
i honestly dont think this makes a difference its almost impossible to even find matches online for this game. when there are ppl on its at most of them for lobby matches whenever i try and 2 of the 3 will be from japan with horrible connection. the game has been dead for a while, its always something. not blaming them but thats just how it is. every time we expect an update it gets pushed back again :-??
atleast ppl with pc can enjoy it on steam with no probs
Title: Re: Skull Girls
Post by: C.R.O.M. - Shadaloo Lives! on December 07, 2013, 10:59:59 PM
Response from Mike:
Quote from: Mike_Z, post: 34719, member: 13
Wow Vad you're member number 1!  Heh.

Oh hey, I can answer those questions:

Will the steam version be affected?
Nope!
[edit] There won't be updates to it - besides beta changes->real game - until this stuff is dealt with, but that's all.

Will game re-certification cut into IGG funds?
No, thankfully certification submissions are free on both consoles now.  I THINK.
Also the artists are still working on Big Band cleanup / Eliza animation, it's just Ravidrath and myself that are doing this junk.

Does this mean that Lab Zero can use the Konami Code now?
Yes.  But do we really want to anymore?
If anything I'd use it upside-down and backward (Start Select A B R L R L U U D D, the Lab Zero code?) or make it delete your game or something.

Does this mean that Lab Zero will be less likely to look at DLC/regular-update models for future games?
No, at least not for me.  I am thrilled with both of those choices because it gives us an unprecedented* ability to communicate with the fans and improve the game to their liking (or disliking, heh).  It certainly DOES mean looking more carefully at who we join up with to do business in the future.

You missed a bit of news, though admittedly it came later on in the stream:
(click to show/hide)

* Try spelling that with very little sleep.  Took me four tries.

i honestly dont think this makes a difference its almost impossible to even find matches online for this game. when there are ppl on its at most of them for lobby matches whenever i try and 2 of the 3 will be from japan with horrible connection. the game has been dead for a while, its always something. not blaming them but thats just how it is. every time we expect an update it gets pushed back again :-??
atleast ppl with pc can enjoy it on steam with no probs
1. Almost everyone has moved to the PC version of the game and the beta because of the patch thing.

2. Most of the patch problems can be attributed to Microsoft and Konami. The team has been very open about this, which  has lead to some streams having all traces removed from the internet.
Title: Re: Skull Girls
Post by: Swiziga on February 11, 2014, 04:29:15 PM
for anyone who hasn't bought it yet and is planning to the new version "skullgirls encore" is available on the playstation store for 14.99 and the dlc character squiggly is free and will be free for 3 months. anyone who previously bought the game will receive a voucher to download the new versions for free tonight between 9 and 10pm pacific standard time. the xbox version has been submitted to microsoft and is waiting approval
Title: Re: Skull Girls
Post by: Space (DCL) on February 11, 2014, 04:40:41 PM
YES!!! LETS FRIGGIN GO!
Title: Re: Skull Girls
Post by: Macaulyn97 on February 11, 2014, 05:23:20 PM
Shame I don't have the money yet (with a brazilian account I'm forced to buy a PSN Card, whose smaller price is R$ 100, while the price of the original was just R$ 30, no other buying options), so I'll just get the free DLC before it stops existing and install it for later when I have the game.
Title: Re: Skull Girls
Post by: Sabaki on February 12, 2014, 10:24:12 AM
Waiting for my voucher...at least I'm hoping I get one cuz I did buy the game on PS3 when it first dropped  :-w
Title: Re: Skull Girls
Post by: Swiziga on February 12, 2014, 01:26:09 PM
Quote
Good morning, everyone! We understand that quite a few people still have not received their vouchers for their upgrade to ‪#‎Skullgirls‬ Encore.

First, some clarification: the vouchers being sent out are for the US PSN version only. We'll have news on the EU PSN version, the JP PSN version, and the 360 version soon. The US PSN version was the first to make it through the approval process.

Second, we sincerely apologize for the delay in receiving the vouchers. We are trying to get word from Sony on the status of the messages. There are several thousands of them that are being sent out, and we don't know how long it's supposed to take for all of them to reach their destination. We are told that this is only the second time Sony has ever done anything like this.

Lastly, because Sony is sending the vouchers out, we unfortunately don't have a way to check on the status of individual vouchers, and have no way to speed up the distribution process. A number of us at the office still haven't receive ours either.

If we receive any word from Sony regarding the situation, we'll post about it here on our page and on our twitter account: @Skullgirls

For those wondering, we would have loved to submit a patch update instead, but since we switched publishers, it wasn't possible to do so with the way PSN is set up.

We are sorry for any frustration or inconvenience caused.

https://www.facebook.com/skullgirls (https://www.facebook.com/skullgirls)
Title: Re: Skull Girls
Post by: Sabaki on February 13, 2014, 06:36:11 AM
Got mine early Thursday morning! Yes :w00t:

Downloading right now before I get ready to go to work.
Title: Re: Skull Girls
Post by: Swiziga on February 14, 2014, 01:23:04 PM
im not liking these changes to double..both filia and parasol are still as godlike as they've always been...this game is so fair.....
Title: Re: Skull Girls
Post by: Macaulyn97 on April 02, 2014, 07:57:43 PM
Look, a clone of Filia has apeared, ScrewAttack said that it could be a reference to Decapre. If it is, I think its kinda hypocrite to do it, with Ryu having Ken, Sakura, Gouken, Akuma and Dan as clones and no one complains about them.

Skullgirls Encore: Meet...Fukua? (http://www.youtube.com/watch?v=IXN5yr4dGIc#ws)

Title: Re: Skull Girls
Post by: Magma MK-II on April 03, 2014, 01:32:02 PM
It was meant as an APril Fools prank (and a "Take That" at Capcom), but they already confirmed she will be officially in.
Title: Re: Skull Girls
Post by: Uche_of_IMT on April 03, 2014, 11:08:58 PM
WHAT?! An "April Fools" joke aimed directly at Capcom is officially in, while characters who make a better cut are out?!
Title: Re: Skull Girls
Post by: Trinitronity on April 04, 2014, 02:38:32 AM
You mad, bro? :D
Title: Re: Skull Girls
Post by: Macaulyn97 on April 04, 2014, 12:36:54 PM
Don't be mad Uche, its clear that Fukua only has edited attacks (with some small exceptions), she is basically a Filia-EX, so its not an entirely new character. And as its said in the trailer, other characters (like Eliza) are still being made.
Title: Re: Skull Girls
Post by: Space (DCL) on April 04, 2014, 12:56:07 PM
Obvious shots being fired at Capcom is obvious. Though it was a joke they are including her as well. I think it only took a week for this character to be done...a week...
Title: Re: Skull Girls
Post by: Magma MK-II on April 04, 2014, 01:37:48 PM
Obvious shots being fired at Capcom is obvious. Though it was a joke they are including her as well. I think it only took a week for this character to be done...a week...

Mike Z already confirmed it took only 3 days.
Title: Re: Skull Girls
Post by: ParanormalParanoia on April 04, 2014, 03:36:13 PM
A Painwheel clone would have been better at a call out for Decapre  :D
Title: Re: Skull Girls
Post by: Swiziga on April 06, 2014, 12:26:26 AM
i thought it was funny and i hope capcom saw it  :D its jsut a joke and they didnt take that much time to make it since its just a remix of  filia with moves/coding form the old skullgirls beta. i think big band is coming out this month or the next for ps3 from the news i saw about him recently though for xbox360 owners it might be a while
Title: Re: Skull Girls
Post by: Swiziga on April 18, 2014, 11:13:24 PM
www.youtube.com/watch?feature=player_embedded&v=jNhADoCjdoI (http://www.youtube.com/watch?v=jNhADoCjdoI#ws)

releases for ps3 next tuesday

you can see eliza's animations at the bottom
http://blog.us.playstation.com/2014/04/18/big-band-coming-to-skullgirls-encore-tuesday/ (http://blog.us.playstation.com/2014/04/18/big-band-coming-to-skullgirls-encore-tuesday/)
Title: Re: Skull Girls
Post by: Macaulyn97 on April 19, 2014, 12:11:42 AM
Also, Fukua has been confirmed to enter the roster as an official character. I don't know how she plays, but she confirms that palette-swaps and clones actually are succesfull.
Title: Re: Skull Girls
Post by: Trinitronity on April 19, 2014, 09:58:40 AM
Of course they can be successful. They just have to be as much entertaining and it's own character like Fukua is.
Hell, already Mortal Kombat proved that pallette swaps and clones can be fun, because it has a crap-load of them (Scorpion, Sub-Zero, Rain, Reptile, Smoke, Noob Saibot, etc.).
Title: Re: Skull Girls
Post by: Swiziga on April 23, 2014, 03:35:23 PM
forgot but if anyone missed it big band released yesterday idk if he shows up properly yet in the store under skull girls if not then go to
Games > New > Add-ons > New PS3 Add-ons See More > Scroll to bottom
Title: Re: Skull Girls
Post by: Trinitronity on April 24, 2014, 07:38:43 AM
Well, I have purchased Big Band, while he was still free.
Must say, his story mode was awesome, and I also heard that the story modes of the main eight will be updated AS WELL!
I can only say:
"TAKE THE HYPE TRAIN!"
SimplePortal 2.3.5 © 2008-2012, SimplePortal