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Yomi Interpretation of the SG cast

JSlayerXero

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Big Band Painwheel
I've always wanted to try and translate a character from one game into another, but due to not really being familiar with modding, I haven't been able to do that too much. However, some, while ago David Sirlin released Yomi as part of his Fantasy Strike universe. Yomi is a card game that manages to translate the essence of a fighting game into a card game. Considering how much it managed to simplify the fighting game mechanics into its basic elements, it seemed appropriate to try to make my own characters for it. I've already seen some fan images for characters not in the game. While it is incredibly glitchy, the Steam App for this game has an option to disable the rules and play a more free-form game, which a friend and I have been using to play with our own characters.

This is a Google Doc I've been working on for the past few months
. This is my attempt to take the 14 playable characters from Skullgirls and simplify them to match the Yomi cast. In that regard, I'm pretty sure I failed spectacularly, because most of them are more complicated than the average Yomi character. Because Yomi has 20 character, I took some liberties to add in 6 DLC candidates that didn't make it into SG and make them from whatever info I could glean from fighting style speculation and any available concept art.

I'm not going to pretend I've balanced these characters yet. I've tried, but I'm sure I have some room to improve on that. I haven't yet signed up to the Fantasy Strike forums to see what they think of this. Wanted to see what the Skullheart forums think first. Feedback would be appreciated.

I should probably highlight that this document currently lists the characters in the order I made them. It's not ordered in any other way.

Edit: It dawned upon me I should probably include the official rule book in case anybody is unfamiliar with Yomi.
Edit: Well I've simplified Ms. Fortune, so removed that bit about how complicated she was.
 
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I love Yomi and have all the cards in print in play. I'm tempted to make printable decks out of these for some of my mains, especially since there's already plenty of Skullgirls art to use.

I only really checked Painwheel and Ms. Fortune, but they seem neat. Painwheel is straight forward and I think she'll be perfect. Fortune might be cool but it needs testing. Ideally you'd want it so that both forms are equally useful. Right now I'm leaning towards just staying in head off mode most of the time, but that might not be true in practice.

Instead of a damage reduction, I think a more accurate way to represent head vs no head would be to make a couple of her best normals "head on only" moves (Probably a 5 or 6, and make them starters), like how Bal Bas Beta has range normals.
 
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Most of these characters aren't on the first iterations of their innates. Peacock's on at least the 3rd version of her innate, Painwheel's on the 3rd version of her innate, Ms. Fortune's on the 2nd version of her innate and many others aren't on the first version of their innates.

My friend and I tested the first version of Painwheel's innate and it was just too powerful. It used to let her power through anything faster and then keep her combo going. The second iteration attempted to be more accurate, but in return it became such a mouthful to read that it was longer than even Peacock's innate. Peacock's innate is longer than the original Long Range. That, said, we never tested Painwheel's 2nd edition innate and, frankly, it was majorly flawed so I wouldn't revert back to it. Painwheel's fastest move is also 1.4, which mean even Quince with his 1.2 AA can outspeed Painwheel, but Painwheel has the advantage of basically just winning neutral.

We currently haven't tested Ms. Fortune, at all. Though, now that you mention it, that I gave her the ability to combo normals out of order means I basically could make her 5 or 6 a starter and it wouldn't hinder her ability to amass aces in the slightest. I never thought about that. Originally, she had all four of her heads moves and which type of card she picked up determined which one you could use, but that was complicated enough that my friend couldn't wrap his head around how she worked, no pun intended. Plus, it also changed how her faces worked. It was overall just a complete mess. I'll have to look into your suggestion. By the way, what do you think of Ms. Fortune's abilities?
 
By the way, what do you think of Ms. Fortune's abilities?

It's hard for me to say without testing them. I don't know how much they'll influence the player to keep the head on or off.

I will say that Wheel of Fortune should be renamed to Om nom nom.

I'm really tempted to actually make a template to make custom cards and just throw some sprite images on them. I read some of your other characters too. They're all really well thought through and interesting, even if they haven't been playtested yet.
 
I'm really tempted to actually make a template to make custom cards and just throw some sprite images on them. I read some of your other characters too. They're all really well thought through and interesting, even if they haven't been playtested yet.

My friend and I turn off the rules enforced option for the Steam App to play against each other with custom characters. The steam version is even cross-platform compatible with the browser and mobile Apps. If you have any of those and we're both online I could totally play you. Then we'd both be able to see how any of these characters operate. The interface for turning off rules enforce is pretty bad, but we figured out how to make it work bar the occasional interface screw. Also I still have an outdated template that I originally made these characters on. I could probably update it a bit and send it your way if you want.

Edit: Originally, Ms. Fortune's draw ability let her use any of the head moves, so I thought the name was appropriate. Name change seems reasonable though.
 
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So I've been meaning to make an easy to use template for making custom cards for a while and you got me energized on a rainy day, so I actually built a Painwheel deck for print and play.

Skullgirls lends itself pretty well to this
 

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That's, not bad. Although, maybe it just didn't render well on your screen, but Rail Spike is supposed to be a Can't Combo. I found a special character that looks like the Can't Combo symbol. I did such because at 4.6 that thing ties with non-Grappler super throws and beats even Zane on his best day. Which, was the point. Also, I can't promise this to be the final version of Painwheel. You may need to update this in the future at some point if I start fiddling with her exact stats. Still though, these are some decent fan card images.

I'm probably going to post about this on the Fantasy Strike forums some time soon. Turns out playing the game on Steam has caused me to already have a forum account, so it's just a matter of letting them know about this.