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 Skullgirls

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PostSubject: Re: Skullgirls   Wed Oct 19, 2011 8:13 pm

For the record, Arcana Heart was never an Indie/doujin game.
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Squire Grooktook

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PostSubject: Re: Skullgirls   Wed Oct 19, 2011 8:30 pm

xTANKxDEMPSEYx wrote:
For the record, Arcana Heart was never an Indie/doujin game.

I know, but it's usually lumped in with "poverty" fighting games, due to only recently being able to be played without importing and such. I know it's an arcsys game, but until recently it was obscure enough that you could call it that.
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PostSubject: Re: Skullgirls   Wed Oct 19, 2011 8:53 pm

All arksys did was publish that stuff yo.

Examu was good when they did 2. Then they made 3 what 3 is and it all died. gg free homing.
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PostSubject: Re: Skullgirls   Wed Oct 19, 2011 9:04 pm

I find 3 to be the best one.

Also, if Arcsys did do Arcana Heart, it would have more intense music courtesy of Daisuke, the burst system would be more traditional GG and there would be an IK mechanic.
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PostSubject: Re: Skullgirls   Wed Oct 19, 2011 9:26 pm

xTANKxDEMPSEYx wrote:
I find 3 to be the best one.

Also, if Arcsys did do Arcana Heart, it would have more intense music courtesy of Daisuke, the burst system would be more traditional GG and there would be an IK mechanic.

Battle Fantasia says hi.
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PostSubject: Re: Skullgirls   Thu Oct 20, 2011 6:13 am

Squire Grooktook wrote:
xTANKxDEMPSEYx wrote:
I find 3 to be the best one.

Also, if Arcsys did do Arcana Heart, it would have more intense music courtesy of Daisuke, the burst system would be more traditional GG and there would be an IK mechanic.

Battle Fantasia says hi.

gg

Fist of the North star has no burst.

Neither does Battle Fantasia or Sengoku Basara X.( NOT IK But does has a star system which allows them. But you gotta beat on people which isn't instant.)
Either way, if you think the infinites in mvc2 are what make the game so good then lol at you.

I've never seen someone complain about a game not having infinites that you can't even perform. Also what do you say about blazblue's infinite prevent. Sure does limit -you huh?
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PostSubject: Re: Skullgirls   Fri Oct 21, 2011 3:31 am

I find Hit stun deteoration better than too lazy to make sure to make a proper combo system so here's a cheap ass anti infinite burst.


I'm willing to wait and see, but here's hoping the game doesn't end up being a hype killer like MvC3 or that's going to be embarassing.
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PostSubject: Re: Skullgirls   Fri Oct 21, 2011 5:41 pm

xTANKxDEMPSEYx wrote:
I find Hit stun deteoration better than too lazy to make sure to make a proper combo system so here's a cheap ass anti infinite burst.

lolno

Hit stun deteoration is both worse and cheaper. The burst is designed so it NEVER comes into play in most situations, and is something you only see in EXTREME situations where you'v looped the same 2 moves 10 times in a row or whatever. If everything goes according to plan, you won't ever actually be able to use this burst at all. Compare this to mvc3 where hit stun deterioration effects the ENTIRE combo system. Not too mention that even without that, Mvc3's combo engine is the very pinnacle of the laziness you describe.

The point is that it doesn't matter what they do to stop infinites, they have to do something. Just saying "work on it till there are no infinites" is just not viable in a vs fighting game like this. If Mvc3 didn't have an anti infinite system it would be MORE broken then Mvc2 is.

Also, this doesn't seem like a big deal because in all the many gameplay videos I'v watched, I haven't seen the anti infinite system come into play ONCE. And we've already seen a fair amount of combos both bnb and even pretty advanced. I know you might say something like "oh they are trying to show off the game so of course they won't show the ais". But honestly if there are so many combo options already available that you don't have to worry about the ais, then I don't think it's gonna be a problem.



And, lastly, there is NO chance of this being as bad as Mvc3.

NO CHANCE.

I can tell that immediately just by watching the character walkthroughs. The movesets alone are 1000000000000x times better and more carefully thought out then those in Mvc3. If someone had given me a description of how the movesets work in mvc3 and what was possible with them, I would have been able to tell you it's shit a month before it was released.

I mean, think about some of the stuff in Mvc3 for a moment. Why are the tag in's overheads? Why are they so safe? Why is Taskmasters might swing so safe? Why does Wolverine's Berserker Slash have invincibility frames? Why are they nerfing Haggar and Tron ON POINT in Umvc3? Why is Shuma Gorath's mobility so terrible that he has no answer to certain characters? Why does Wesker's teleport completely shut down Arthur's entire zoning game unless he has Haggar? Why do all the most easiet, mashable bnb's do 50%? Why does Akuma's tatsu have dp priority and is safe? Who the hell thought that giving Pheonix atributes and moves more then worthy of an snk boss was fine if they just gave her the lowest hp in the game?

I could go on and on but I'll stop.



As I said. worst case scenario for Skullgirls: It's on par with Tvc and Melty Blood

That's the worst thing that could go wrong with this game.
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PostSubject: Re: Skullgirls   Thu Oct 27, 2011 10:13 pm

http://www.twitch.tv/leveluplive/b/298470858

Pretty good stream. Fortune gets her voice here but I could only make out a few intros ("Curiosity can't kill me" "Ready to pounce"). Also some rad mixups get run by fortune later.
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PostSubject: Re: Skullgirls   Thu Nov 03, 2011 6:44 pm

-assists do not come out if the point character is hit while calling
-even assists with I frames have a pause of vulnerable frames before executing their moves


Ha ha assists not spammable I was right Tank you owe me a quarter.


http://www.twitch.tv/leveluplive/b/299033213

20 minutes

Also that push block mechanic sounds awesome.


And yes, I do plan on making a quad post when the new character is unveiled.
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PostSubject: Re: Skullgirls   Sun Nov 06, 2011 2:31 am

Squire Grooktook wrote:

Ha ha assists not spammable I was right Tank you owe me a quarter.

Yes, they are. Vulnerable doesn't mean not spammable.
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PostSubject: Re: Skullgirls   Sun Nov 06, 2011 5:58 am

xTANKxDEMPSEYx wrote:
Squire Grooktook wrote:

Ha ha assists not spammable I was right Tank you owe me a quarter.

Yes, they are. Vulnerable doesn't mean not spammable.

They are basically less spammable then in Mvc2. You didn't get any of that fancy delay and vulnerable stuff in Mvc2. You either traded (extremely unlikely), blocked, or got hit. You didn't beat Psyblade. Ever.

I hope you don't plan on disagreeing with this based on 30 seconds of blurry, choppy, gameplay video on a youtube video of a pre alpha build.

Although, to be fair, after reading a very extensive and in depth discussion on a certain part of the game, it seems I was wrong about something I said to you about this game earlier. Too bad you aren't doing any research on this game at all so you'll never figure it out ha ha.

Unless you guess. But that's cheating
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PostSubject: Re: Skullgirls   Fri Nov 25, 2011 6:38 am

http://www.eurogamer.net/articles/2011-11-25-skullgirls-reverge-labs-unveils-valentine
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PostSubject: Re: Skullgirls   Fri Nov 25, 2011 5:49 pm

Tank must hate street fighter.
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PostSubject: Re: Skullgirls   Fri Nov 25, 2011 8:09 pm

I'm guessing Bloody Marie is gonna be playable in the final version, if they are doing Squigly and Umbrella as dlc.

I hope B.Marie plays like Storm, has a 8 way airdasy, a full screen safe chipping super, and can zone and rushdown equally well.
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PostSubject: Re: Skullgirls   Fri Nov 25, 2011 10:20 pm

A ninja-nurse....... A NINJA-NURSE...!?!?

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PostSubject: Re: Skullgirls   Fri Nov 25, 2011 10:44 pm

apparently she supposedly plays like a algamation of various ninjas in fighting games. Strider Hiryu? Bang Shishigami? Chip Zanuff? Who knows how she'll play now but it sounds fun. Also they confirmed she has an Izuna drop move.
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PostSubject: Re: Skullgirls   Fri Nov 25, 2011 11:05 pm

Izuna Drop you say? Well there goes yet another instant main for me : D
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PostSubject: Re: Skullgirls   Sun Nov 27, 2011 5:26 am

Ninja nurse?

Well shit, these banks don't need this money.

*PROCEEDS TO ROB EVERY SINGLE FUCKING BANK*
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PostSubject: Re: Skullgirls   Wed Jan 11, 2012 8:02 pm

https://twitter.com/#!/JWonggg/status/155498304426344448

Also

Squire Grooktook wrote:

Although, to be fair, after reading a very extensive and in depth discussion on a certain part of the game, it seems I was wrong about something I said to you about this game earlier. Too bad you aren't doing any research on this game at all so you'll never figure it out ha ha.

Unless you guess. But that's cheating

I WONDER IF YOU'V FIGURED IT OUT YET

IT'S FAIRLY BIG
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PostSubject: Re: Skullgirls   Thu Jan 12, 2012 2:54 am

my fight money!!!!! well spent.
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