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Would be stunning a good idea?

Demifiend

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Well, i've been playing this game for some days, and i have more or less understanding about the game, i was reading some guides about the game, the movements, the game itself but i didn't found anything like this:
maxresdefault.jpg

Skullgirls is a rapid fighting game, but if one player is more skilled than other, would this work as the "reward" for the skilled player, or it's a mechanic that wouldn't work because it's an advantage to the experts, making novice players less interested in the game because of this, in my opinion, this is like a double-edge sword, it would be incredibly useful for people who wants to take advantage of one particular player by starting a combo, or people who welcomes new mechanics, but on the other side, making this would be hell for skilled players too if someone starts to spamming a certain movement, and because of this, they don't have the chance to do anything at all since they are already in a "stunned" status, which means that they aren't able to counter attack for a brief period of time.

I'm not an expert of fighting games, but i like them, and i'm trying to get better at SG, so, does the mechanic of this game seems outdated for some?, or it could be updated into something different?, i'm intrigued to see what you think.
 
I've seen a video where Mike Z says something about thinking that stun while is not necessarily a bad idea, but it adds a lot of work since now you have to avoid not only infinite combos, but combos that fill the stun totally like the makoto 100% stun in 3s.

But, in SFIV, when you stun someone, the stunned target still is under the damage scalling of the combo that left him in that state, so, if you stun him after a 20hit combo, you won't get damage, but high level players know when they are about to stun someone, so they usually hit the "stun" with a single hit outside of combos, so they can get a good damage.

But stun doesn't fit skullgirls at all, the game has long combos and is very heavy on resets, a stun bar would make the game more one sided than everything. (unless the undizzy and the ips continues in the stun, which would make the stun useless)
 
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peanuts you ask the important questions

tl;dr - no stun doesn't really fit into the game, plus its like 3 years too late for such a significant mechanic like that to be added. Movesets and other gameplay mechanics would need to be adjusted to balance it all out, and it's just way too late for anything like that ( remember the super duper jump changes? )
 
( remember the super duper jump changes? )
Yeah, I remember the best mechanic ever getting cut down.
rip bouncy castle girls
 
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I'm a longtime fan of SF, but I've always felt dizzy was the worst gameplay mechanic to come out of the series. With all the fighting games that came out afterward, its rarity outside of the series is a blessing.
 
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Can someone explain what stun is good for? As far as I can see all it does is make one sided matches even more one sided (the opposite of a comeback mechanic). It doesn't make matches interesting to watch (just makes them more dull in fact) and it makes whoever is losing feel even worse.
 
It can be another way to balance some characters. Say, character A has low damage, but higher stun has a different way to play the game than most characters.
 
Stun adds way too much to the existing mechanics.
To keep it short and simple : It may be one single feature, but there's a bunch of things it can affect. Essentially the variables added to the game would make it confusing and/or not functional the way things work as they are.
I personally don't mind the stun mechanic, but it doesn't appear to have great synergy with Skullgirls.
That's what's on my mind regarding the topic anyway.
 
We don't need stun. Undizzy baits for full combos more than compensates.
 
Can someone explain what stun is good for? As far as I can see all it does is make one sided matches even more one sided (the opposite of a comeback mechanic). It doesn't make matches interesting to watch (just makes them more dull in fact) and it makes whoever is losing feel even worse.

It gets mashing kids that won't block off the arcade machine faster so they can put more quarters in, which is probably the reason it went in SF2.

SG already has most characters having corner-to-corner carry and crazy strong resets with no mechanics like air techs; it doesn't need more momentum or damage. One of the last patches was a universal damage nerf/universal health increase, whichever way you want to look at it.