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Post your last suggestions for Skullgirls Encore here!

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Copy/Pasted from a thread I made a while back.

  • For characters who have charge moves such as Big Band and Parasoul, the sense of timing one needs to perform a charge move as quickly as possible is very difficult to grasp for those who aren't used to playing charge characters (such as myself). If a visual notification could be implemented in some way to let the player know in Training Mode when a charge move is done charging, it would help me build the charge time into my memory better. My suggestion for this topic: if someone has Input Display in training mode set to either "stick" or "all", the joystick that appears on the left side of the screen will turn from white to red (or any other color that isn't white) when held in a direction long enough to fulfill the charge requirement for a charge move. Again, I'm open for any other suggestions regarding the issue!

Really hope this makes it in!

This, it's literally one of the reasons I cant get into using Parasoul is because I cant time her charge moves well enough to use her. Maybe have Big Band have a music note pop out of him, Krieg's eyes flash white for a moment, and Cerebella ... I dunno maybe a star pops off of Vice Versa like Big Bands music note because shes a circus performer.

Also the ability to see the background NPC's or Backgrounds with NPC's in them animated in the gallery would be nice.

One of Parasoul's egrets in her level 3 super being headswapped with Adam would be cool but thats time and money im 100% sure you dont want to spend and that id rather see go to a better feature.
 
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IIRC, Mike is opposed to adding more gameplay-altering options that could potentially fragment the community. "I'll only play with good players if they turn on handicap, I'll only play with people who enable superjump", etc.

I understand. It's lame that the community can be fragmented like this, but i certainly can imagine that. Oh well, it was just a suggestion anyway, thanks for the answer!
 
I, think, fourth Art/Sound galleries. It would be an awesome edition. Would let me enjoy NMO arena's theme if I had no internet.

How.... How about a UMvC3 galactus-esque mode for Marie? That would take like 2 minutes as far as I know, it's like the Master hand Glitch from Melee, where the moves are pretty much assigned to special buttons and directions.

Survival mode for all versions, seriously I don't have money for a PS4 or Vita and the fact that arcade and story last like 5 minutes with no problem other than Marie on nightmare is incredibly boring.


Uh.... Why not a create-your-own skin mode? Like SFxT with pre-placed colors. All those unique palettes in the art thread can become a reality, and that'd be pretty damn cool of you guys.

Unused DLC characters from the fundraiser appearing in the NMO arena's crowd.


This somewhere in the game: http://memeguy.com/photos/images/st...ter-in-the-fighting-game-skullgirls-13880.gif




8000% more memes




Rant over
 
You dont sound like an ass, Im incredibly casual at fighters not named Smash and didnt even know what charge characters, zoners, or rushdown characters were till this game. I can do Big Bands just fine its just Cerebella and (mostly) Parasouls I cant figure out, and Big Bands is mostly because he has loud footsteps I can use as an audio cue. They could still be an option in training mode and tutorials such as having one of the ! pop up over a charge character when ready. Thanks for the answer though.

The only other thing minor id like to see added is Doubles having this little edit as an alternate winpose from Zazz's Art Thread
Warning: Spoilers for those select few who HAVENT played Beowulf's Story.
 
Fix replay mode.
can we do direct upload with that as well? Sounds dumb but i want to ask.

Pls fix lobby breaks.

Let training tell armor Properties in advanced.

Can we also choose out win poses by holding buttons for every character? I always want fukua to run out the scene after she beats ass.
 
okay. Excarius, charges at first may come off as confusing and hard to pull off, but with SG all charges are the same time length. 2.5 seconds is all it takes for a charge to happen. so when playing with a character like parasoul it's okay to practice counting out as you do a combo that requires a charge.

now shorydouken, fan made stuff is something that lz is never going to touch. There is a gravestone with the name "Ju-ju" carved onto to remind them of why they don't take fan made material any more. The custom skins.... eh... i don't think that is something that the crew is willing to put in, we've got some great colours as is now.

also i believe holding down a button to get a specific win animation is all ready a thing. not 100% sure it's for every character in the game but i know that with the recent characters you can get different win animations upon holding a button after the match.
 
Some characters have only one win pose and thats cool but some have like...3 or 2
budget stuff happens. Personally I believe the less winposes the better, as the single winpose is better able to encompass the character as well as holding up well while the menu is running.

Would I want bahiJD's fortune animation as a winpose? absolutely, but stuff happens, and people were already bad enough sports demanding that taunts do something for characters who weren't designed to have gameplay taunts in the first place.


If possible maybe small indents in the meters so that it's easier to keep track of, ala KOF13?
 
I'll admit I made a terrible mistake of PMing Mike in April. If I had known it was this bad, I wouldn't have done it. Especially since a few days later on I saw on the stream that gameplay was pretty much all done. Sorry Mike. :(

Anyway, my awful suggestions:

- Fix the voice lines for the old cast for the DLC character interactions that sound weird: examples include PW win on Eliza sounds like its pitch is down. Cerebella calling in Eliza sounds faster than it should, Fortune's intro with Robo-Fortune "No Copycats!" sounds like it was recorded at a lower quality.

Some characters have only one win pose and thats cool but some have like...3 or 2
- How about holding down HP on win perhaps could play character taunts as a win pose.

- For maximum JoJo, Eliza's Dio color palette should have Albus recolored as Anubis (the cursed sword stand) and Horus recolored as Petshop (that terrible ice bird). They were both playable in the capcom game after all.

- Is there a tutorial lesson showing how solo characters snapouts regain red health? I don't think many players know this.

- I know Mike & render have said many times there will be no second fundraiser and its understandable why, but I'd still be interested in purchasing a digital artbook and/or the sprite compendium if one were to go on sale once everything is done. I wish I donated more to get those during the original IGG.
 
I don't know if this is already a thing in the game or the beta, but i suggest adding the training room options to training lobbies, so that the lobby creator can change the settings so both players can see hitboxes, have slow motion, etc.

I tried to see the options in a training lobby about 2 months ago and i couldn't pause the game for them (yes, even held the pause button down for a couple of seconds), neither could my friend so we just rolled with it.
 
budget stuff happens. Personally I believe the less winposes the better, as the single winpose is better able to encompass the character as well as holding up well while the menu is running.

Would I want bahiJD's fortune animation as a winpose? absolutely, but stuff happens, and people were already bad enough sports demanding that taunts do something for characters who weren't designed to have gameplay taunts in the first place.


If possible maybe small indents in the meters so that it's easier to keep track of, ala KOF13?
why dontt i make my point clear this time(i hope).
anyone with 2 or more winposes i would like to hold a button to choose it all the time. Does that make sense or am i bad at saying my point?
 
Can we make Beo's lvl 3 sound a little more hype. It's kind of underwhelming how he howls there currently imo. I was expecting more of 3 heavy grunts when he hits you, then a howl, or his "cry for the moon/howling in the dark" when the moon appears. Sounds like a lame request, but this always bothered me lol.
 
This was something that was suggested from the trash bin thread, but I actually liked it.

Make Fukua's fireball chargeable up to 3 hits: No knock down (except maybe a tech one against air opponents), slightly slower start-up, comes back to Fukua slower, gives less meter, and gives more meter to the opponent.

You got rid of the damage buff after the first experiment with the cool-down change, so I feel like there should be a choice between meter or damage.

PS: I know this sounds way too big of a balance change, which will take longer to create and test than much of the other smaller requests in here. But I wanted to share this, since it was on my mind for a long while.
 
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Title is self explanatory. There are a lot of "burst baits" where if you delay your burst it ends up bursting your opponent away and not whiffing. It would be nice if we could select a number of frames to delay the burst in training mode when the comp does burst. It would be a lot easier to do it this way than record your own setup then have to attempt the delayed burst yourself. Also makes trying to find setups for after a delayed burst difficult due to the fact you have to record your idea everytime and it might not work out. Something like burst after X frames in training mode where you select the number of frames. maybe in 5 frame increments or something.

And also this whole thread
http://skullheart.com/index.php?threads/negative-undizzy-from-counter-hit.6888/

Visual Representation is what I want the most. I understand that keeping negative undizzy would change how the game is played drastically if you land a counter hit, so I'm mainly interested in seeing how much I have so I can use it up then reset.

edit: Being able to set ground tech on sweeps to their second tech window as opposed to binary tech right away or never would be nice as well.

edit 2: IPS remembers the buttons you used for raw tag combos, but training mode used button indicator does not, it would be nice if this could be fixed
 
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testing it, looks like it misses too often when facing right, but facing left isn't bad

If you can show that it happens on one side and not the other, I believe Mike considers that a bug an will fix it.

Not too terribly long ago, PW's s.mp would very occasionally whiff on Squigly (by a pixel). When I brought it up, Mike was fine with it because it was just standard hitbox/hurtbox stuff.

Someone else actually found that it only occured when facing left, recorded it (I think), and showed Mike. He changed it shortly after because at that point it entered the realm of "bug".
 
Separate Normal and Regenerative options from the amount options for meter and health in training mode. So if you want a specific amount of non regenerating meter/health you can do it in a single pause, instead of pause -> change meter -> unpause -> pause -> set it to normal.

I have already read the reasons why crossup hitsparks won't be added to real matches. But can they be added as an option for the replay viewer?
 
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Maybe have Beowulf alternate takeout move (the trash one) do something like making it check the hype level (not raising it) or generating a bit of hype (NOT a full level ofc) but that might be too much since it would require rebalance if it needs nerfing or such.

Just making it show your hype would be cool.
 
TF2 hats

image.jpg
 
Fix the color error during Peacock's c.HP? Also still wish Peacock's level 3 was more useful. I recommended once that the explosion be that similar to her Lenny super and let there be a follow up the cost of initial damage. I dunno, just it is outclassed with what she can do with her other supers after throw.
 
Fortune's ground supers killing only on the last hit (or at least having the headless version only kill with the drill) would be great. Often times I have no time to take myself out of the corner if her headless super kills too early. This is especially bad if the head also happened to already be in the corner and the opponent is already coming in before I can move.
 
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Double's c.LK into s.MK still doesn't connect at the further ranges of c.LK on some characters. I could get it to work on Painwheel/Filia/Fukua/Beowulf everywhere but for everyone else I could find a dead range in the c.LK hitbox where it could chain into s.MK but not combo.
 
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I know high-res sprites have been discussed before, I forget or didn't see what exactly was said about them. It would be cool to have as an option on the PC version for those whose rigs can handle it, but I can see how it could be too much work.

I don't know if anything can be done about the various lobby bugs, but any fixes that can be done there would be amazing.

Maybe the ability to chat with the other players in a lobby? Don't know if that's possible.
 
Can we make Beo's lvl 3 sound a little more hype. It's kind of underwhelming how he howls there currently imo. I was expecting more of 3 heavy grunts when he hits you, then a howl, or his "cry for the moon/howling in the dark" when the moon appears. Sounds like a lame request, but this always bothered me lol.
Agreed. Needs sfx of some kind (like bella's lv3), 'cause right now it's a bit sparse in its sound design.

EDIT: WAIT WAIT what about the building "OH" we recorded at UGC? oooooooooooooOOOOOOOOHHHHHHHHH!!
 
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Double's c.LK into s.MK still doesn't connect at the further ranges of c.LK on some characters. I could get it to work on Painwheel/Filia/Fukua/Beowulf everywhere but for everyone else I could find a dead range in the c.LK hitbox where it could chain into s.MK but not combo.
this is why you use c.mp
 
Cr.MP makes double move closer to the opponent which is not what you want to do when trying to confirm off cr.lk from max range lol.
 
Ok all I want to change is let every character hit crouching Val with s.lp (aka Filia,Double,Squigly,RF,and Fukua, I think thats all of them) and maybe if mike is feeling nice give the tech window for throws 2 more frames.
 
Oh whoops, I thought of another small detail!

So the default assists changed around with the last patch and as a result some of the Punch/Kick default assists don't actually use the button type they're mapped to (Bella's "kick" default is LnL HP, etc.). Was this something that was going to be fixed around to reflect new assist choices or is the P/K there mostly for flavor?

[e]
this is why you use c.mp
c.MP leaves you -9 on block and s.MKx1 leaves you at -5 if they don't pushblock though. That's not a button I'd really want to use as a confirm tool. (Assuming we're going to ignore the fact you'd probably hit/block confirm by then and want to end the string with c.HP M Luger on block, anyway)
 
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Not sure if it's been asked already, how hard this is to do, or how PC works, but for PS3, I'd love to have the option to search for online opponents & invite PSN friends while in training like I do in some other fighting games. I'd wait for fight invite responses a lot longer than I do, avoid missing people, and get in more training all at once. :)
 
Not so much of a suggestion as a “just in case” notification of something that’s probably widely known already.

Big Band’s rising j.lk is an instant overhead vs most crouched opponents when used at very close range. It’s easiest to do against Eliza, but works on all characters with the correct timing except Fukua,Fillia, and Valentine.

I wouldn’t have brought this up if it wasn’t for the recent change to Squigly’s rising j.lp. I don’t really want this changed despite how situational it is, but that’s not my call to make and it didn’t feel right to not say anything. I would also like for it to still hit high for the purpose of fuzzy-guard if it is changed, but again that’s not my call.

Edit: Clarified that I was referring to rising j.lk.
 
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Can Beowulf's level 3 gain hype if it hits the chair? Or at least check hype?
 
I have a strong feeling this wont be changed, but.

I in all honesty think that the end round combo timer should NOT be shortened, In fact, it should be extended.
If you have ever played the game, you know Big Band has a trumpet, and you also know he can use it to play songs,
Now if you don't play him I understand how it wont affect you, but, if you are a Big Band player, it really messes with you if you spent any time at all learning songs to play at end round because now all of that is ruined by the shortening of the round.

Nothing would make me happier, and i'm sure many other Big Band players happier, if you could keep it at 5 seconds, not 3.
 
Well ... maybe possibly Val's DOA cutscene could be lengthened closer to its vanilla speed, now that it became skippable?


I feel like I'm adding to a bonfire...
 
I sure there is a reason for this and I'm pretty sure it's not getting changed but why does the hitbox on Beowulf's j.HP cover like his whole body when the hitbox on the same move without the chair only cover his hands. Shouldent J.HP with chair's hitbox just cover the chair?
 
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