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Visually confusing things in Skullgirls.

Stuff

The guy who says the thing you might not like
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Man is it a bother when something looks a certain way but actually acts in a different way. It tends to mess up gameplay for me I don't know if it affects others though.

Parasoul's j.mp j.mk can ignite tears but is a move without any flame to ignite them with and this confuses me a lot because every time I see it I don't expect it to and then it just happens.

Another visually confusing thing is headless fortune. I know she doesn't change height but damn does it look that way then I get weirded out every time the air above fortune gets hits and she reacts to it.
(Sometimes I wish the "head" hitbox would just go away in her idles, dashes and jumps but then if she gets hit put the "head" hitbox only for hitstun so it doesn't mess with combos.)

That's really the only things I notice so far. What do you find visually confusing in this game?
 
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Cerebella's Pummel Horse hitbox not going anywhere near the ground, allowing low profile moves like Filia's Drill to avoid it.
 
How does Para j.MP not have flames on it? Do you mean j.MK?

The first things that spring to mind are:
- X/Filia/Fukua where they both of them have similar palettes; I never know which one the opponent is calling
- Headless Fortune mirrors when both players chose a blonde palette
- Parasoul mirrors when both players have a similar tear colour
 
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Similar Georges for Peacock mirrors/assists.
 
Getting hit/blocking the disjointed hitboxes on bellas j.hp.
 
I'm not colour blind and know like nothing about colour blindness, but wouldn't bursts being Red(IPS) or Green(Undizzy) make it ambiguous for Red-Green colour blind people to tell which burst it is?
 
@ClarenceMage Yeah I have no idea which burst is which. I also can't see if the hitboxes are red or green when they overlap.
 
I'm not colour blind and know like nothing about colour blindness, but wouldn't bursts being Red(IPS) or Green(Undizzy) make it ambiguous for Red-Green colour blind people to tell which burst it is?
I don't think it really matters? There's no real changes to the defender depending on which hitsparks they have. And I don't think the attacker really cares either, since they should know their combo and when it's hitting IPS or Undizzy.
 
Yeah I have no idea which burst is which. I also can't see if the hitboxes are red or green when they overlap.
Could this be solved by tweaking the intensity of colors or is changing the color the only solution?

@Zidiane Undizzy has a bar that fills on the HUD
 
For the hitboxes I'm not really sure, since they overlap. It'd probably solve the problem with the bursts, but changing the colors seems like it'd make more sense.
 
I'm only partially colorblind to red green, but i have no problem differentiating between the skullgirls red and green bursts.
 
Yes, and? What does this have to do with what he wrote at all?.?
I was adding onto the point he was making about the burst colors.
 
That thing Peacocks do where they teleport to one side with the bomb and call an assist on the other side(I think this may be gimmicky, but I'm bad so I can't deal with it yet).
Also, anytime Filia starts buzzing around my head I start getting cross-eyed.
 
And the award for the thread most likely to give Mike a mental breakdown goes to..

However, as Isa said above, Fortune's head in mirrors when both palettes are blonde is kinda annoying. It's not an overly common occurrence though and the palettes do have different ears do differentiate them in most cases.
 
Any time I get ground grabbed out of delayed cymbal clash. I know it can happen and it's probably there for good reason but I can't help but go why any time I see it
 
Point blank scalpels going through the opponent annoys me so much
 
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Ms Fortune's head-on s.MP being a drill attack with her head but her headless level 1 ground super also having a drill part despite not having her head to do the drill with has always been a visual thing that's bugged me.
 
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First hit of Bella's level 3 stunning the opponent from the back despite never connecting the rest of it. Getting hit from behind Parasoul by her level 3.
 
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The lv3 anti-crossup from Parasoul is just uuhhhnnng!
 
How is Para Lvl3 confusing at all
There are soldiers standing behind her, shooting -
So obviously, you get hit if you jump behind her but in front of those soldiers.
It would be more confusing if you could just jump into that

But yeah, moves hitting the back in general feels pretty weird.
Jumping over a Squigly who does 6HP, jabbing her.. and trading. Is.. confusing.
 
Any time I get ground grabbed out of delayed cymbal clash. I know it can happen and it's probably there for good reason but I can't help but go why any time I see it
I know that feel all too well ;~;
 
How is Para Lvl3 confusing at all
There are soldiers standing behind her, shooting -
So obviously, you get hit if you jump behind her but in front of those soldiers.
It would be more confusing if you could just jump into that
Here's a little map I drew of what should be an aerial view of the super:
LjhVnaJ.png

Green are Egrets, with the front row crouching so the top row can shoot over them. The Red circle is Parasoul, positioned between the egrets so she doesn't get shot. The red lines are the line of fire, and the black is the umbrella. The blue is a place I feel like should be a safe zone, the spot you should land if you came down behind her. Because if that weren't the case, then the Egrets would be firing into Parasoul's back to get to the umbrella to create the giant fire balls. So, I feel like if my character gets behind Parasoul, that should be the safe spot, cause none of the soldiers are actually shooting in that area.

But maybe that's just me.
 
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- X/Filia/Fukua where they both of them have similar palettes; I never know which one the opponent is calling
Guilty as charged.
Here's a little map I drew of what should be an aerial view of the super:
LjhVnaJ.png

Green are Egrets, with the front row crouching so the top row can shoot over them. The Red circle is Parasoul, positioned between the egrets so she doesn't get shot. The red lines are the line of fire, and the black is the umbrella. The blue is a place I feel like should be a safe zone, the spot you should land if you came down behind her. Because if that weren't the case, then the Egrets would be firing into Parasoul's back to get to the umbrella to create the giant fire balls. So, I feel like if my character gets behind Parasoul, that should be the safe spot, cause none of the soldiers are actually shooting in that area.

But maybe that's just me.
Because you're thinking in 3D when you should simply be thinking in 2D and chalking up the fact that she isn't getting hit to the fact that there is no such thing a "friendly fire" in a 2D FG.