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Skullgirls (Read 200821 times)

Started by Nanashi_1337, February 06, 2011, 08:48:26 pm
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Re: Skullgirls
#1921  November 23, 2014, 03:17:43 am
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Somebody call Alexlexus, Beowulf's stage is called "NMO Arena."
Re: Skullgirls
#1922  December 02, 2014, 02:23:23 am
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And while you're at it, call Jesuszilla too

Re: Skullgirls
#1923  December 02, 2014, 03:28:46 am
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Mike Z shows the lateest changes in 2 parts.


Last Edit: December 02, 2014, 05:45:34 am by Uche_of_MFG
Re: Skullgirls
#1924  December 03, 2014, 01:23:05 am
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ah, I see
Re: Skullgirls
#1925  December 03, 2014, 02:23:05 am
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The second vid is just him showing mechanics in MvC2 and has nothing to do with Skullgirls, so it's really only interesting if you want to know how MvC2's system does things (and how they MAYBE affected Skullgirls' development).

I have to say, I initially wasn't a big fan of Beowulf, but now that I'm geting used to him, I'm really liking the options he has! Lots of fun using the chair to cancel out of moves and extend combos. My only complaint is that I really wish he had a move that would yank the chair back to him, but that's pretty minor considering he gets it back after he tags out (it sucks if he leaves it out and your teammate is killed though, because if the opponent is smart, they'll move to get the chair offscreen). Oh and I guess it would be nice if the range for grabbing the chair was increased a little.
Re: Skullgirls
#1926  December 22, 2014, 02:15:28 pm
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Holiday experiment.
http://steamcommunity.com/games/208610/announcements/detail/206369155956717774

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This is a large change, it invalidates many combos but provides many new ones, opens up new neutral gameplay, etc. I've wanted to try this for a long time just to see how it goes. It may turn out to not be very "Skullgirls" but the best way to learn is by doing - that's what the Beta is for!
This is by no means final, and I'm very sad I have to explicitly state that, hello internet. See what you think, maybe it's fun.
- Everyone has double the takeoff velocity for superjumps, and has air control with the joystick.
- Hitting with a normal during a superjump cuts your upward velocity in half, just like all the old Versus games.
Re: Skullgirls
#1927  December 22, 2014, 03:56:31 pm
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That's old news, round 2 is out  :toff:

http://steamcommunity.com/games/208610/announcements/detail/206369156004081872

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Versus-Style Superjumps #2, a bit more Skullgirlsish
- Superjumps are now only slightly higher than Real Game superjumps (10% instead of 55%). Connecting an attack still reduces your upward velocity a bit.
- Launcher heights returned to normal. Launchers still launch every character the same height regardless of weight (this is probably staying even if superjumps don't, it's a good fix).
- Joystick still gives air control during superjumps. Backward acceleration from Back is smaller, and is halved once an attack has connected during the jump.
- Painwheel's flight adjusted for this test, slower than the last one. Compared to the Real Game: 1/2 pixel per frame faster fwd, 4 pixels/frame faster upward, 2 pixels/frame faster backward, downward is unchanged. Still possible to catch her going upward by superjumping.
pls