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SG2 Ideas/Speculation (Lab Zero Please Ignore)

The Dave

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Robo Fortune Eliza Cerebella
So, Skullgirls 2: The Quest for More Money

There's no guarantee it'll happen. There's no guarantee who will or won't be in it. There's no guarantee of anything. But when did that ever stop the internet from talking?

(Lab Zero, please ignore to avoid bad Juju and general aggravation.)

I thought it might be fun to talk about crazy systems and pipe dreams that might show up in the year 2022 ish. These occurred to me:

  • "Smart" post-match feedback- some sort of AI that analyzes and figures out why you lost, possibly suggesting a way to improve. For instance, "You might want to try armoring through a DP assist to bypass invincibility frames."
  • Along these same lines, a "Smart AI" that adapts to your playstyle and counters accordingly.
  • A "casual mode" for people who want to pick up and party. Maybe some sort of team-based arena mode like Awesomenauts. Sure, the Moba craze will probably be dead by then, but casual-friendly multiplayer might help Lab Zero make insane gobs of money. I'd like that. Plus, in-stage platforms could utilize experience from Indivisible.
  • Merchandise. Skullgirls: Da Flamethrowah!!! Hopefully 3D printing will have advanced enough by then to make niche products more profitable.
  • Characters. A little girl with space powers, a giant knife, and a bunny might be fun to play, maybe... Nah, that'd be crazy.
 
Fukua Makes her return~!

Only this time due to her body hosting two spirits she is beginning to break down. Since her body can't contain all of her raw energy all of her attacks have a burning effect to her opponents!

She gains far more powerful updos leaving her opponents in perfect juggle states. However due to her unstable nature her life force is quickly draining away after each attack. Gone is her ability to summon her other spirit for ranged attacks however with a special super her shadow will trail behind her copying her moves allowing for amazing pressure and combos~!
 
As far as casual modes go, those RPG modes in ArcSys games have always been a guilty pleasure of mine. Would be cool to see some sort of Adventure Mode along the same lines in SG2. I guess you could think of it like SG Mobile but with 6 buttons and none of the, y'know, mobile F2P stuff.

Them's Fightin Herds has been doing some interesting stuff with the Z-Engine, they're working on custom trials and trying to make better AI. Maybe some of that will find its way back to SG2? Dunno if they'll just hand their tech over, but considering Mike gave them the Z-Engine it'd be rad if they paid it forward.

Also put Ajna in it.
 
Give Bella a move where she can use her hat as a boomerang and if you miss you never get it back.

Also Robo-Bella designed by brain drain to trash the failure of robo fortune.
 
Few things I feel pretty sure about concerning SG2:

#1- Mike is going to implement those Super Jumps from one of the old Betas. (I think he practically confirmed it at some point).
#2 - Umbrella's going to be in it.
#3 - You better believe they're gonna call up Mane6 about licensing that AI system! Shoot, they might even hire a couple of those guys to work on the game!
#4 - Due to almost the exact same factors as right now, it will not be ported to a Nintendo system. Sor-ry.
 
Not sure about Marvel like super jumps. I feel skullgirls works fine right now as a vertical fighter like KOF.
 
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#4 - Due to almost the exact same factors as right now, it will not be ported to a Nintendo system. Sor-ry.
I wouldn't rule that out until we know what the NX is at least.
 
i would hate mvc2 sjs.
IF it ever happens ill still play it, but I still like sde and 2nd encore as they were/are. Didn't really play much mvc2 bc lmao balance.
 
I wouldn't rule that out until we know what the NX is at least.
So far sources suggest that it's running on Mobile hardware. We'll see how it looks, but if SG2 aimed for similar specs as Indivisible, I'm not feeling confident that Nintendo will make the NX's RAM beefy enough to handle it.

SG2 also wouldn't be out until at least a year into the NX's life, so the system would have to be hugely successful on top of the specs to be worth the port. It's a big set of hurdles for Big N.

And if the NX does turn out to be underpowered, then by that point, I think the only port that LabZero would bother bending over backwards for is another Arcade release. Let's hope Arcades even still exist anywhere by then.
 
Imagine HK fiber extending 3 miles up from corner to corner with newfound launch height.
 
Something to consider- Skullgirls is already very fast-paced, up close, combo reset heavy. Mechanical changes to make SG2 not look like "more of the same" could happen, making super-jumps more appealing. I'd like to see more strings end in significant knockback, creating more opportunities for comebacks and less feeling of frenetic "omgwtfbbq" on the receiving end, but that's just me.
 
Starting from a game like marvel 3 to one like marvel 2 is jarring (thats how it happened for me), and I didnt really like the change.
 
Didn't he already implement MVC2 SJ in a beta like a year or so ago? Didn't like.. everyone hate it?

Original 8, scrap all of the DLC characters, give me Umbrella, Beatrix, and a whole bunch of characters that didn't make it.

Scrap all of the DLC characters, reminder.
 
@KaboomKid Is there a nice post for me to read about Mane 6 AI someplace? Curious what novel things they've got.
 
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Didn't he already implement MVC2 SJ in a beta like a year or so ago? Didn't like.. everyone hate it?
That was still pretty late into the game's life though. Everyone's BnB's got messed up, and the game just felt way too different. Mike still liked the jumps, and you remember he was pushing us to stick with it for a while, but it was just too drastic of a change to leave in. I know he's said before that he will revisit those jumps in SG2, since it will be a fresh start. If he does, we can bet there will probably be a lot of other balancing that goes with it.
Is there a nice post for me to read about Mane 6 AI someplace? Curious what novel things they've got.
I don't know if they posted a doc of the current features, but they shared a lot of stuff in their recent work stream:
(AI specific stuff starts at about 13m)

Apparently it can even learn!
 
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So far sources suggest that it's running on Mobile hardware. We'll see how it looks, but if SG2 aimed for similar specs as Indivisible, I'm not feeling confident that Nintendo will make the NX's RAM beefy enough to handle it.

SG2 also wouldn't be out until at least a year into the NX's life, so the system would have to be hugely successful on top of the specs to be worth the port. It's a big set of hurdles for Big N.

And if the NX does turn out to be underpowered, then by that point, I think the only port that LabZero would bother bending over backwards for is another Arcade release. Let's hope Arcades even still exist anywhere by then.
There's a dozen 'leaks' flying around that all contradict each other and I'm not taking stock in any of them until we actually have confirmation. But I can't imagine it'll be less powerful than the Wii U, and that had 2GB RAM. The NX should have at least that much, hopefully a bit more.

Mike mentioned that Indivisible has higher RAM requirements because he wants to keep everything loaded at once, and there's a lot more everything in that game with a lot of Incarnations and enemies and whatnot. But unless SG2 is planning on introducing 6v6 teams or something, I doubt it'll be too much more demanding than SG1. Of course they probably won't cut a ton of corners and have load times on tags to barely cram it onto PS3/Vita RAM again, but for PC it only needed 2GB to keep a full 3v3 match loaded, which just fits in that Wii U minimum. Maybe SG2 might have something that makes it a little beefier than that, I dunno, but it probably won't be a whole lot more, and if the NX is more than Wii U it should probably still be enough.

As for whether or not the NX will be successful enough to justify it, again I'm not ruling anything out until we actually know what the damn thing is! Might happen, might not, who knows? I think the NX's fate really depends on how the handheld-console hybrid works exactly. Nintendo's still extremely successful in the handheld market, so if the NX is able to sell like a handheld it could be big.

It would be pretty cool if SG2 was able to run in handheld mode, hopefully that'd fare better than Vita (though that's obviously a very big maybe, depends on how the handheld part works of course).
 
My biggest wish is if they added a campaign mode like in Injustice or MKX. Or animated cutscenes as seen in street fighter 4. A bit overambitious but one can always hope.
 
Canceling dash into a normal leaves you with forward momentum.
If SG1 was MvC2 then make SG2 Vsav
 
I had a thought: Paladins has these buffs you can give your character at the start of a match. There's a default set of buffs, and you can make your own set or import other people's loadouts. This adds an interesting level of customization and start-of-match tactics. For instance, if nobody picks a healer on your team, you can pick a set that gives you more self-heal. This has given me a really strong urge to keep playing to test and refine my setup.

So... think it could work in a fighting game? It would be hard to balance (unless Mike decides to embrace the "tons of characters, let competitive sort itself out" model), but it could be fun.
 
I like systems that give you an additional variable after selecting your character, see CvS2, Arcana Heart, and to some extent SG's custom assists already offer a little of that. It's cool to be able to put your own spin on how your character works to better fit your playstyle. But it has to be, like, one variable. Don't go full SFxT.
 
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I want shorter combos.

I get that the game was heavily (hope that's a word) inspired by MvC gameplay but the main reason I completely stopped playing the game is how frustrating getting comboed for 1 minute is and how much health it takes you out, all because of, sometimes, one small misstep.

"But MvC was just like that!" Yeah so L0 should keep carrying over its flaws because mahvel? Fuck no.

But that's just my opinion that I will still forward to the official thread IF SG2 ever happens after Indiv.

/rant

Secondly I want to see if Alex makes Aesil canon or not through Umbrella's story so I can kill the DDB in me once and for all. I've managed to keep it at bay for long enough but it's time to end it and accept reality.
 
honestly those things that Mike listed for a possible SG2 turn me the fuck off. except for MvC2 button layout but like again that really doesn't feel like a great idea in terms for SG in general.

i really feel that SG2 would be an expansion of the current game really.

Like this is what i think would be the smartest thing to do.

1. Make the end of Robo Fortune's Story canon. Have Umbrella and Issac travel back in time to prevent the future from happening. This way they can reuse all of the animations they have for the next game. [honestly people love these characters too much just have them gone for the next game.]

2. along with the original cast add in the DLC characters that didn't make it in. [boom people win big time] Bonus if they add in a few new original characters.

3. Expend the system a bit. if they want to get a little more nutty make a system where you can do more things with your assist character. [Idk you can make for the JoJo Auto Stand Super combos only with your assist but it costs your assist call for that combo and meter]

boom you've done it.
 
Don't just make SG2 an expansion of the current game. The game is called "Skullgirls 2." It's not an expansion, it's not a redo with the same assets. It's a sequel. They can do whatever they want to add a final expansion, add Umbrella, Marie, Dahlia, get the original storyline finished before moving on, sure. But that's not Skullgirls 2. I want sword-wielding Filia. Carol Painwheel fixed up by Lab 8 but still connected to the Buer Drive (not sure what happens to the Gae Bolga). I want god-killer Eliza as the final boss. Parasoul with an eyepatch pls thx.

It'd be hard for me to care less about the gameplay, since that's not why I play Skullgirls. Gameplay's good, but it's literally everything else that makes me actually pick this over SF3S or GGXrd.
 
2. along with the original cast add in the DLC characters that didn't make it in. [boom people win big time] Bonus if they add in a few new original characters.
Wasn't the original plan with Skullgirls to have a League of Legends style continual release of new characters? That way you can keep building off the SG1 assets and engine?

As for SG2, I just want more single player/casual friendly content. And more money for Lab Zero. Sweet, sweet dosh. These fundraising campaigns are nerve-wracking, and I'm just a customer. Another campaign will likely have stretch goals for "fund it by this week or Render pulls out another clump of hair!"
 
I don't know, while I really don't like the idea of MvC superjumps, putting them in, removing IOHs, and making undizzy 150 you really do have a very different game.

They shouldn't have to do super drastic changes that require throwing away what they've already made, especially the characters. Yeah, new moves or something for them would be fine, but you can't just say "re-do Filia with all new sprites".
 
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"re-do Filia with all new sprites
"Old Filia, Mecha Filia, Shadow Filia, Bad Timeline Filia, Filia Sol..."
 
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Shadow Filia
We got that. Without re-doing sprites even.
 
@Ninja I hope you're kidding. SG1, as much of a good game it is, has flaws and things that can be done better, not to mention the engine might have changed to help with some problems.

You are basically suggesting to build on a flawed system that might need updates and make a joke storyline canon.

Wasn't the original plan with Skullgirls to have a League of Legends style continual release of new characters? That way you can keep building off the SG1 assets and engine?

As for SG2, I just want more single player/casual friendly content. And more money for Lab Zero. Sweet, sweet dosh. These fundraising campaigns are nerve-wracking, and I'm just a customer. Another campaign will likely have stretch goals for "fund it by this week or Render pulls out another clump of hair!"

No, SG was planned to be a trilogy. You're thinking about the list of possible DLC characters back in the day of the fundraiser. Not the same thing.

Also, except for Indiv's campaign, the team stated they wouldn't run another. I don't know what they think now but I don't see it has a good idea.
 
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Also, except for Indiv's campaign, the team stated they wouldn't run another
Can you cite this? I know they've said multiple times they didn't want to run a second IGG for Skullgirls itself since it already had one.

Given a lot of the things they said about why Indivisible had an IGG campaign I can't imagine they said that.
 
I mean I dunno. before indiv they did say they wouldn't do that. I think the reson was that SG IGG happened because of a lack of funds from Marvelous, so they resorted to it. Same with Indiv, although first they searched for a publisher, then after talks with 505 they came up with the IGG.

I can't see them running another if budget is available from Marvelous.
 
If SG2 goes the MvC2 route, just make the game exciting. Skullgirls and its characters feel really neutered in comparison to Marvel. Everything feels really safe as to not make anything too good but these type of games are characteristically dumb. And dumb is fun. Call a drone assist and fill the screen with lasers. Dash in every direction for weird mixups. Live laugh love.
 
Skullgirls is exciting.

And being pretty balanced is a good thing, I don't see why they should "mame it dumb".
 
Skullgirls is exciting.

And being pretty balanced is a good thing, I don't see why they should "mame it dumb".

It's opinion, I should have worded it differently. if we have a game that has a lot of open space (talking about how Marvel has that really high stage ceiling), one Napalm shot really doesn't take up much room. Zoning would probably feel pretty barebones (save for Peacock, her design could probably fare well) since Parasoul and R. Fortune don't have many tools to cover all of that space. Game speed/movement for Rushdown characters would increase to cover the extra space. Maybe it's just not having enough foresight to see how much would drastically change. But if the game changed so drastically, the characters would definitely need to follow suit too. They work in the current system they're in.

I come from playing Iron Man, Sentinel, Dorm, Doom etc. , so I guess I'm just used to big looking moves? I left after Big Band and came back after Robo Fortune. When I saw Robo initially, I was excited. But then her game play was "Use Beam to lock down from a distance. But Beam is your big zoning tool. The others you have to build a head for. And like, you don't have to perform an action before laying down a mine in Marvel, or using a tiny singular drone. You can call 3 drones, use a beam as your normal, or throw down a mine quick and dash away without thinking anything of it. Having a beam in this game is big when in Marvel it's like "ah okay a beam". It's just style differences. Semi-normal Girls fighting isn't innately going to look flashier than superheroes.

I don't mean to open this into a big hole but if we're going in the direction to be like Marvel, then be like Marvel.
 
@Cattfish Well, firstly I'd point out that Skullgirls isn't Marvel. It is its own thing, sure it takes a lot from Marvel in terms of how stuff works, but the same can be said for Guilty Gear and even VSav (sprinkle on some Jojo and 3S as well).

Secondly, talking about Robo, she is NOT a Marvel character and was NOT intended to be one.
 
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