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Post your last suggestions for Skullgirls Encore here!

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a training setting that lets you know if you truly punished the training dummy if you set the dummy to do a move
 
peacock is still too strong imo, especially with the synergy I assume she'll have with robo fortune. I'd like to see argus agony's damage reduced, it gives peacock way too much space to work with on both block and hit for too little meter and it does a lot of damage. Alternatively leave the damage alone but make it much more punishable on block.

I'd also be happy with seeing her meter building reduced.
 
peacock is still too strong imo, especially with the synergy I assume she'll have with robo fortune. I'd like to see argus agony's damage reduced, it gives peacock way too much space to work with on both block and hit for too little meter and it does a lot of damage. Alternatively leave the damage alone but make it much more punishable on block.

I'd also be happy with seeing her meter building reduced.

We went over this already.

Argus's damage WAS reduced.
Peacock's meter gain is only high if you take her shit. Learn to dodge it.

There are also several ways of punishing raw Argus (some more able than others) and she has to have an item drop ready (or bomb out) to make it safe.
 
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.
so does s.mk.. ?
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)
yeah, i don't see a problem with using a slightly less safe move than smk, since fewer hits in the block string is less chance to get pbgc'd. xx luger is a pretty easy confirm, and if cmp does hit, your combo will be slightly better off for damage scaling reasons
 
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.
The tech window is already massive and allows delay techs and multiple inputs such as crouch block AND throw tech in the same window. The tech window should actually be massively reduced. As an example:

Right now, if I do a cr.lk>throw or a cr.lk xx overhead, or a cr.lk,cr.mk with painwheel.


Inputting throw break and then high block with the correct timing will auto block and tech all options.
 
I would like the return of NPC-less Streets of New Meridian please

Also, when entering the main menu from, say, the title screen, the music starts returns to the beginning instead of continuing seamlessly like it did before the Beowulf patch, this is probably a known thing but i'd still like it to return to the old way
 
One thing that's always troubled me is that the few times I played three characters I usually lose track at some point of which is my first assist and which is the second cause the icon's (the ones next to the lifebars) for the assists is so small, so I'd love to see a slightly larger character icon for the first assist so it'd be faster to see which is which.

(of course me buying a larger tv might also solve this problem)
 
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Add different colored Maries for any mode you fight her in? Can that happen or no? I made 4 a while back.
 
First off I'm new at the game so if it's already in my apologies, but a way to switch order of team without going back to character select would be nice.
 
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Just curious what do you like about it? I thought it looked very boring and unpolished without NPC's.
I feel like NPC-less ran more smoothly and felt crisper. It also felt more like an alley fight without that huge crowd.. i mean, seing STREETS of new meridian i guess it doesn't have to be isolated/alley like but it just felt more right, but that's me
 
More options for the incoming team member after a kill would be nice.

Also it would be nice to set a maximum ping for quick match I refuse to play red bars.
 
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I already posted this elsewhere, but I dunno if it ever got resolved. I was hoping PWs training mode could cover her armor and "charging" mechanic a bit more in detail. It mentions it in text, but it would probably be better to explain it by demonstration or example.
 
Make Fukua's fireball chargeable up to 3 hits
have Beowulf alternate takeout move (the trash one) (...) generating a bit of hype
Shouldent J.HP with chair's hitbox just cover the chair?
I'd like to see argus agony's damage reduced (...) Alternatively leave the damage alone but make it much more punishable on block. I'd also be happy with seeing her meter building reduced.
I'm not the Z, but I'll go ahead and assume how he feels, and with that maybe help people with what suggestions not to give.

Mike spent the last couple of years on balancing the Skullgirls' gameplay towards perfection. Robo-Fortune patch is right around the corner, and it will be the final one. If there was any thought he wanted to give into gameplay and balance, if there were any doubts we wanted to calm, it is already done.

That said (and while this is probably not fully true because who is ever fully content with his work), for the sake of this thread it is best to assume that in Mike's opinion the game is now 100% balanced. All characters are 100% balanced vs each other. Every move is perfect, every frame is ideal. Pure harmony. With that assumption in mind, the slightest nerf, buff or additional gameplay option will disturb that balance, with no more chance to balance/fix things after we realise why and how it disturbed it.

For that reason, if you're suggesting a gameplay change, it is safe to say it will not be considered. I'd say it would fall on deaf ears, but knowing Mike will probably listen to it patiently anyway, only to silently sigh in disappointment and add it to his "why to never again make fighting games" doc.

I in all honesty think that the end round combo timer should NOT be shortened, In fact, it should be extended.
(...)
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.
Yes, why not make it two minutes.

I realise that after winning one might want to celebrate by performing a trumpet recital or three, but I'm pretty sure the opponent won't be any more impressed if the enthusiastic victory dance lasts 5 seconds rather than 1. I can guarantee however, that most players will be more interested in finding a new match asap rather than being slowed down by someone still playing an already won game.
 
First off I'm new at the game so if it's already in my apologies, but a way to switch order of team without going back to character select would be nice.

You can switch up your team order on the loading screen between matches by holding Tag 1 (MP + MK) to switch Character 1 with Character 2, or by holding Tag 2 (HP + HK) to switch Character 1 with Character 3. They'll stay in the new order like that until you change it again.
 
Turn the endless beta into a demo (grab-able from the store page) that rotates between two characters monthly.
 
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I don't really want anything flashy, simply that there should be a clever computer-generated name, whenever you create a tag team with a specific character combination. For example, "The Undead Duo" for Ms. Fortune and Squigly, or "Primate and Canine" for a Cerebella/Beowulf pair.
 
find a place to use this track please please please

Maybe add "character select screen/menu music" option like "announcer voice" and make this track an option!?
Yeah.... kind of a waste because this tune is godlike. I mean fucking listen to it! #Kreygasm

You know.... potential Music DLC store option!

Then again UI work and implementation and testing..... RIP
 
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pawed through the topic since last night and I mayrepost a few things since I am awake enough to add more then what I did post:

Online Tag mode. Much like Street Fighter x Tekken (and others I'm sure, just first that comes to mind) where you can choose a partner and both be played on the same team. If not enough people, still can be played. remember one time me and a friend did a 2 v 1 on SFxT where we controlled a seperate char each and the 1 guy played both his chars.

Option to turn off the timer in Online mode. I personally hate to see a time out and would be nice to turn the bloody clock off.

The more training options from my previous post

Hmm... I'll come back to this when I think more again x.x
 
I realise that after winning one might want to celebrate by performing a trumpet recital or three, but I'm pretty sure the opponent won't be any more impressed if the enthusiastic victory dance lasts 5 seconds rather than 1. I can guarantee however, that most players will be more interested in finding a new match asap rather than being slowed down by someone still playing an already won game.

I understand your point of view on the matter, but if I could add some input.

Place yourself in this situation: You just spent hours and hours learning fun new things as Big Band, you even learned a way to play a song after you win. You really enjoy playing this song/songs after you win, it adds a little fun to the game once you win, And let's say you spent such a long time learning that song and you think "It was all worth it now that I can do this and show off some some people!" but then lets say, You see an update that says 'Oh you can't do that anymore', You'd be pretty upset wouldn't you? just to know all that time spent learning was for nothing, and one of your favorite little elements of fun you enjoyed as Big Band is gone now.

I get it if you don't stand by me on this, but I know I can't be the only one who thinks this
 
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Only like one of my suggestions got covered, oh well.

Tag mode would be WAAAAAY too complicated at this stage to implement. Just saying that now.
 
The game should have a link to skull heart somewhere in the tutorial, I constantly get asked where to go for character guides and "how do I PBGC", and it also would be nice if they knew where the community is.
 
Just a quick suggestion:
If you saved an entourage with randomized palettes, would it be possible for the palettes to be randomized again every time you recall that entourage (instead of keeping the palettes you got at random at that time)?

And then, how about randomizing your palettes every time you choose play again, just like it does for the stage if you choosed random.

http://skullgirls.com/forums/index.php?threads/randomized-palettes.7054/

Let's go again with that one...
Never bothered to reply to Mike, but I really don't think this is "so incredibly unimportant". Or if it is, I wonder why Lab 0 made 25 palettes per characters (including DLC palettes, special reward during and after funding, palette easter eggs, ...)


On another point, that would be cool if the advanced training settings would show the percentage of scaling applied to the current hit (like USF4 does, for example)
 
The game should have a link to skull heart somewhere in the tutorial
While I absolutely agree this is a solution I'm kind of staggered people can't just Google anything related to Skullgirls and end up here, it's not hard.
 
Trumpet Stuff
You could try learning how to combo into the level 5 trumpet like Mike frequently does.
In the end it comes down to ease of play for the majority in this. Giving the opponent 5 seconds to pummel on you after the match is very obnoxious and boring for the players who just want to move on to the next game. It is an extreme minoritt that wants to play a 5 second trumpet solo after a match.
 
The game should have a link to skull heart somewhere in the tutorial, I constantly get asked where to go for character guides and "how do I PBGC", and it also would be nice if they knew where the community is.

this pls.
 
Has favorite color being defaulted to a specific character when you select them been suggested? Like what they recently did in Smash Bros. or?
 
Maybe add "character select screen/menu music" option like "announcer voice" and make this track an option!?
Yeah.... kind of a waste because this tune is godlike. I mean fucking listen to it! #Kreygasm

You know.... potential Music DLC store option!

Then again UI work and implementation and testing..... RIP

I wonder how hard it would be to swap music tracks. Probably way harder than I'd assume.

But still, this tune is amazing. Maybe part of Saxploitation?

EDIT: Or, my original suggestion would be that it would swap tracks after Big Band hits with a taunt-boosted super. But that's probably kind of technical and unrealistic.
 
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Git Gud at trumpet scrub
I know how to combo into the level 5.
But why change the timer now? I find it dumb that it's happening now, if this was SUCH a problem, why haven't they changed it before, and were are the complaints?
 
I wonder how hard it would be to swap music tracks. Probably way harder than I'd assume.

But still, this tune is amazing. Maybe part of Saxploitation?

You mean like making the music part of the announcer pack where it also switches out character select music as a combo? I guess that could be easier to do i suppose. Then again i am no dev, also you would be forcing people into listening to music they might not want to.... so yeah have mercy on my soul for even bringing this up.

EDIT: Yeah ingame stuff such as super changes even if only music..... i am not touching that with any kind of pole at this point. Also wouldn't fit imo.
 
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Maybe create a "new opening" intro for SG2ndE wich incluted all the DLC chars. nothing "fancy or complicated" just for the newcomeovers with the new ports of the game fells "the refresh or complete of the game".

I know maybe its not that easy, but would be cool that, tought.
 
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Everything i hate about this community all in one thread! Yay!

I have but one addition. Very, very simple. "Mimic P1" Option for the Training Dummy Action.

I remember it could happen by accident way back when, if you had 2 controllers plugged in, and i thought it was fun as hell for some reason. It's a more exiting way to find out what attacks are faster than others, without having to read frame data.
 
you even learned a way to play a song after you win.

Learn how to play it with your level five, no one else really wants to listen to it.
 
You mean like making the music part of the announcer pack where it also switches out character select music as a combo? I guess that could be easier to do i suppose. Then again i am no dev, also you would be forcing people into listening to music they might not want to.... so yeah have mercy on my soul for even bringing this up.

EDIT: Yeah ingame stuff such as super changes even if only music..... i am not touching that with any kind of pole at this point. Also wouldn't fit imo.

Or something like having Under the Bridge's music change with the voicepack.

I have no idea on the technical though, so I'm just being dumb.
 
i found a problem where an external keyboard on the pc versions controls were meshing with the stick controls. There was a workaround that i cant remember but both keyboard stick were registering for player 1 controls in button setup. versus was still functional.
 
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