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Skullgirls PC Beta Updates Discussion

I really didn't like 10%, and I absolutely hated 55%. Pretty sure I don't even need to test 25% to know I'll still hate it.
 
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I don't know who didn't have lines before.

I'm pretty sure interactions the other characters have with Big Band and Eliza (and possibly Fukua but I'm not holding my breath on that one) were yet to be finalized.

Unless you can tell me why a black man would think "You can haz cheezburger" is "bassist".
 
Fillia <intro, vs. Beowulf>: "You have a hair Parasite, too?"
- Samson: "That's just roadkill!"
Oh, I forgot to check the intro quotes.
 
If this is true, it affects Peacock GREATLY, as it gives you back assistless combos after Airthrow when the Airdash is used up.
Previously in the Beta, something like Launch > jLK ad Airthrow would not allow you to combo, since you needed to do something like Airthrow > jMK ad jLK to get your hits after it.


I was about to correct you and downplay how a big a deal this was, but then I remembered that you can still drift no matter your air movement after a super jump as long as you cancel with an attack. So, yeah. Shit's nice. The rest of my team is what I was referring to though, I'll be more clear next time.


What's not nice. This new 25% height increase. 10% was perfect. Now everything is wacked for Peacock. Hitting with anything on the way up and comboing after it or air dashing into a throw is a chore rather than a tighter combo/reset. Haven't tested it with anybody else.
 
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I don't know who didn't have lines before.

The original cast only has lines for Squigly (since she was planned as the next DLC character).

So the original 8 didn't have any lines for Big Band or Eliza before this update.
 
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or Fukua, Filia v Fukua has one
Filia: oh its you

or something like that
 
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Man 110% super jump feels nice.
 
beowulf j.hp, air L beast cannon goes to stage 3
 
How do I find new battle quotes? Is there a voice section or do I have to play everyone?
 
Gotta just find it in matches. Start up local vs with another controller so you can pick and choose and all that.
 
How do I find new battle quotes? Is there a voice section or do I have to play everyone?
Play everyone like me and a friend did. Set health to 1 pixel to hear the new loss quotes.

Peacock new intro vs Big Band is amazing.
So is anything Cerebella says to Beowulf. (Peacock's got some good ones for him to.)
But Filia's intro against Beowulf is the best thing ever.
And the more Double talks in her nun/monster form the better! So good!
 
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I was glad that Double's line "You dare stand before me, betrayer?" was given to Valentine instead of Cerebella. I wasn't sure how Cerebella betrayed Double or if she even did at all.
 
bah!! what a lot of trouble.
 
I was glad that Double's line "You dare stand before me, betrayer?" was given to Valentine instead of Cerebella. I wasn't sure how Cerebella betrayed Double or if she even did at all.
I just hope the character specific match-up lines get weighed more heavily to appear way more often. Currently, it feels like they're just totally random and they sound more interesting compared to the generic stuff like Filia's "Who are you?"
 
I hate to admit it but I'm kind of digging the 25% jump. That being said I am an intermediate player so I don't know how this affects the highest echelons of play, and peacock gets screwed. I would be okay with this change as long as the easy execution spirit of the original game is preserved, and moves would probably need to be changed to reflect that. I don't mind learning new combos, all I care about is the fundamental core of the gameplay, the balance, and accessibility. If those are preserved I'm good to go.

feels a little unwieldy at the moment, but much better than the 55% where you super jump and turn into a bullet. I could get used to this.
 
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beowulf j.hp, air L beast cannon goes to stage 3
Is this a bug or deliberate?

If it is deliberate I can totally see why, just seems odd to have an exception like that.
 
Sounds like Super Jump modifications is a likely stick considering the amount of experimentation is happening on said subject. Question is which one would be the better one to stick if it won't stay with retail?
 
Sounds like Super Jump modifications is a likely stick considering the amount of experimentation is happening on said subject. Question is which one would be the better one to stick if it won't stay with retail?
The 100% superjump with no movement is the one that should stay

aka retail superjumps
 
I was glad that Double's line "You dare stand before me, betrayer?" was given to Valentine instead of Cerebella. I wasn't sure how Cerebella betrayed Double or if she even did at all.
I actually heard something about that line today. It was vs Cerebella. I think it was a winquote. She said something that made no sense at all about Cerebella being a traitor.
 
The 100% superjump with no movement is the one that should stay

aka retail superjumps
Do you dislike it due to what it does to the neutral, or the combo changes, or both?

I think I'd like to try something like a-bit-lower-than-current-height (eg so that the very top of standing Filia's head is still barely visible) + movement during SJ, but only for manual superjumps - so they're a bit stronger of a neutral/mobility option;
While keeping Launch>SJ (and Minilaunch>SJ) the same as Retail, ie Retail height and no movement during it.
+ Previous suggestion of having one back direction during SJ not move you backwards, so you can still SJ forward into block without floating away (most logical seems DB to me, since that's what cause you not to move backwards when on the ground).

Well, "I'd like to see other people try", more like. Or try it in like 3 weeks..
 
Do you dislike it due to what it does to the neutral, or the combo changes, or both?
Personally, it doesn't feel like skullgirls to me and the game doesn't feel like it was designed with this sort of thing in mind. Most of the moves don't really "work" when players can just fly away 60 miles above them, it invalidates assist calls in neutral other than a few exceptions like Eliza's Horus Dive thing. there's also some really dumb shit: example, Fortune can go so high that you can't see her head, then she can double jump, then she can air dash, then she can axe kick, all while her head is doing god knows what below her.

There's obviously the combo portion, even though old combos *still work* I can't figure them out, like Big ban'd midscreen st.hp > j.mp, j.hp, j.hk. Tried it on a few light characters and couldn't figure out the timing to make j.hp not whiff. This was with the 10% height increase. Honestly haven't tried the 25%, I hate 10%, 55% is a joke to me, so why in the world would I like something in the middle?

And then there's the fact that in my honest opinion it looks ridiculous, like garbage, and like some fan hack that a 10 year old kid did to get a laugh out of wonky physics.

Skullgirls is fine as in retail. Something like this only has negative in my opnion, and it's like trying to fix something that isn't broken. I literally cannot take the beta seriously right now because it's not skullgirls, it's some poor fan hack.
 
Things I like with super jump change: Extra movement in combos allowing more combo options sometimes, like drifting towards your opponent after a Val air bypass. That's neat. Extra movement options in neutral, so you can superjump backwards, then move forwards falling normal, or vice versa. More ways of fine tuning your spacing in the air = more precise air footsies = more capacity for skilled gameplay. I am a big fan of the left-right movement in superjump.

Things I don't like with super jump change: The entire rest of the game wasn't designed around dealing with super jumps that are so high. There aren't enough things that interact at superjump height, or go vertically enough up or down to interact with height differences better, so it just means that characters can ignore basically any Non-item drop assist and any Non-Item drop zoning tool as long as they super jump, with the extra height and extra movement included.

Without enough incentive or enough counters to superjump or superjump-height things, then superjump runaway will become extremely strong. We will need some more time to play it to see if there really aren't enough ways to combat superjumps that high, but my gut says that most characters will have trouble converting off of high superjump heights.

Without a strong ability to convert at a height that lets you bypass many aspects of the game, then it will be like the Updo experiment all over again, where you will happily superjump and eat a small combo up there if they punish you for getting that high because eating that small of a punish is way more preferable than staying on/near the ground and being made to eat really dangerous confirms.

In summary, with what I currently know about the beta experiment super jumps, If you retained movement in super jumps, but had retail-ish(maybe like +5/10/15% extra? i dont know) super jump height, I think it would be a really good middle ground.
 
There's obviously the combo portion, even though old combos *still work* I can't figure them out, like Big ban'd midscreen st.hp > j.mp, j.hp, j.hk. Tried it on a few light characters and couldn't figure out the timing to make j.hp not whiff.

Just use j.MP > j.MK > j.HK, it works on everyone for only like 100 less damage.

I agree with you about Fortune's head being REALLY dumb during superjumps though, watching Khaos superjump > " silly head shit that you can't see" made that pretty clear
 
I... Dont really feel like the superjump thing will stick. I think mike is just having a go at whether the superjump thing might be possible in sg. But clearly it isnt in its current form.

What i predict will happen is that superjump will retain its retail height, but also be allowed the current movement sway that the beta has.

Could be wrong, but that feels most inline with what sg does and is good at while ALSO adding on a bit more of a complex player.


Sg2 were it to ever come out seems like a real candidate for 25% or higher superjumps since the game could be designed around the mechanic.
I really look forward to an sg2 in 20 years time... But for now, i think we are pretty safe with retail height superjumps.
 
We are having SG2 tests. That's what I feel, the ps4 future will be glorious and filled with D.Violets! Praise the Mok Zed Lord!

But OT yeah, big SJ will create terrible keepaway cuz that's already very present in retail with solos and certain normals. Imagine without real counters.

Right now it feels like a "how can sj be better later on?" I feel 10% and maybe 15% would be enough to give a new option in neutral without taking much from the current standard.
 
Here's some miscellaneous incomplete training mode science on the momentum nudge and extra super jump height
It does make for new possibilities, certainly

Of course, how well it serves combos is only secondary.
 
Things I don't like with super jump change: The entire rest of the game wasn't designed around dealing with super jumps that are so high. There aren't enough things that interact at superjump height, or go vertically enough up or down to interact with height differences better, so it just means that characters can ignore basically any Non-item drop assist and any Non-Item drop zoning tool as long as they super jump, with the extra height and extra movement included.

it invalidates assist calls in neutral other than a few exceptions like Eliza's Horus Dive thing. there's also some really dumb shit: example, Fortune can go so high that you can't see her head, then she can double jump, then she can air dash, then she can axe kick, all while her head is doing god knows what below her.

I'd like to remind everybody in the thread that, out of the major assists that see a lot of competitive play in Marvel 2, two of the most powerful of them don't cover super jump height at all, Psyblade, and Sentinel Force. There's also Molecular Shield.

Captain Corridor and Gene Splice were the only ones that were really effective at super jump height.
 
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Concise feelings on all of the iterations of the superjumps after 6 hours of play with each:
55 was way too much
10 was actually fine
25 still seems like somewhat too much
 
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I thought Sentinel Drones flew forward and then up? Also I thought Cable's DP thing threw his lance up , but idk, I'm trying to remember all this shit from having not played Marvel 2 in a long time.
Edit: I just watched some videos, it doesn't look like they actually hit on the way up.
 
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Just gunna say that SJ Steering is not likely to stay if SJ height isn't changed/is too close to retail SJ (e.g. 10%), and that if it does stay, that crossups will be pushed further back.
 
I'm honestly surprised no one has commented on the 4 bar Bella/Beo touch of death from a raw tag that hits you from behind. I have half a mind to make a Pea/Bella/Beo team just to abuse that silly.
 
4 bars to kill someone isn't a huge deal I think. Would that even kill a duo if you are using a trio?

Not to mention that Beowulf is completely screwed with a counterhit combo if he doesn't actually hit.
 
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4 bars to kill someone isn't a huge deal I think. Would that even kill a duo if you are using a trio?

Not to mention that Beowulf is completely screwed with a counterhit combo if he doesn't actually hit.

A lot of people bring up touch of death as a complaint when it comes to skullgirls, but if you have that much meter saved up and are willing to spend it all on a single combo it seems like a reasonable reward. I would rather do resets to max out the damage per meter by avoiding scaling.
 
From what I played earlier the 25% super jump doesn't feel balanced. Everyone can superjump, but it doesn't feel like anyone takes huge advantage over the ability to do it other than valentine, fortune, eliza and big band kinda.

I also can't for the life of me do any of my old peacock combo routes other than the day 1 bnb ;__;

I have some matches from earlier. If anyone wants to see them I can upload some matches or send the replay folder and stuff.(that works, right?)
 
I'd like to remind everybody in the thread that, out of the major assists that see a lot of competitive play in Marvel 2, two of the most powerful of them don't cover super jump height at all, Psyblade, and Sentinel Force. There's also Molecular Shield.

Captain Corridor and Gene Splice were the only ones that were really effective at super jump height.
Yeah, but Captain Corridor was so good that it made Commando playable. Also, people had other options like Hail Storm.
 
"Corridor" is Marvel's "Ochio" isn't it?
 
It would be nice if we could toggle the jump heights in the beta to compare them among eachother.