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Author Topic: Skull Girls  (Read 13473 times)

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Offline C.R.O.M. - Shadaloo Lives!

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Re: SKULL GIRLS: first impressions & Updates
« Reply #125 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#

Offline Swiziga

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Re: SKULL GIRLS: first impressions & Updates
« Reply #126 on: April 14, 2012, 12:06:50 AM »
dont ever play a 3 on 1 match against cerebella...everything she does is a ko

Offline Space (DCL)

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Re: SKULL GIRLS: first impressions & Updates
« Reply #127 on: April 14, 2012, 12:43:01 AM »
dont ever play a 3 on 1 match against cerebella...everything she does is a ko

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Offline Swiziga

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Re: SKULL GIRLS: first impressions & Updates
« Reply #128 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.

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Re: SKULL GIRLS: first impressions & Updates
« Reply #129 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.

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Re: SKULL GIRLS: first impressions & Updates
« Reply #130 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.

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Weak advice! :thumbsdown:


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Offline Sabaki

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Re: SKULL GIRLS: first impressions & Updates
« Reply #131 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?

Offline Swiziga

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Re: SKULL GIRLS: first impressions & Updates
« Reply #132 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)

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Re: SKULL GIRLS: first impressions & Updates
« Reply #133 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*
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Re: SKULL GIRLS: first impressions & Updates
« Reply #134 on: April 14, 2012, 01:43:49 PM »
Anybody found their mains yet?
So far, I'm really liking Ms. Fortune.

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Re: SKULL GIRLS: first impressions & Updates
« Reply #135 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.

Offline CheshireCat

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Re: SKULL GIRLS: first impressions & Updates
« Reply #136 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.

Offline Sabaki

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Re: SKULL GIRLS: first impressions & Updates
« Reply #137 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 and check out speculative characters to see those who could possibly make it in as DLC. My money's on Black Dahlia :)

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Re: SKULL GIRLS: first impressions & Updates
« Reply #138 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

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Re: SKULL GIRLS: first impressions & Updates
« Reply #139 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.

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Re: SKULL GIRLS: first impressions & Updates
« Reply #140 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...
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Re: SKULL GIRLS: first impressions & Updates
« Reply #141 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?

Offline Swiziga

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Re: SKULL GIRLS: first impressions & Updates
« Reply #142 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

Offline C.R.O.M. - Shadaloo Lives!

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Re: SKULL GIRLS: first impressions & Updates
« Reply #143 on: April 15, 2012, 03:56:09 PM »
Ok, thanks. Any idea how we unlock the 9th pal?

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Re: SKULL GIRLS: first impressions & Updates
« Reply #144 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.

Offline Space (DCL)

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Re: SKULL GIRLS: first impressions & Updates
« Reply #145 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...
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Re: SKULL GIRLS: first impressions & Updates
« Reply #146 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.
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Re: SKULL GIRLS: first impressions & Updates
« Reply #147 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.

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Re: SKULL GIRLS: first impressions & Updates
« Reply #148 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#

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.
« Last Edit: April 16, 2012, 08:30:14 PM by Sabaki »

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Re: SKULL GIRLS: first impressions & Updates
« Reply #149 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...
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