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Skullgirls Instant Kills

majeh116

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majeh116
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Hey guys I was curious if anyone knew what Mike's personal opinion was on instand kills i.e blazblue/p4a. I am well aware they wont be in skullgirls but I just wanted to know if mike was opposed to them or it just wasent a priority as much as making skullgirls as awesome a fighting game as it is. Thanks!
 
Don't remember he wasting meter to use this when he played GG/BB very ofteb
 
What are the upsides to instant kills?
 
If they work, the character they hit is flat out dead. No need to horse around with resets and high-execution low-reward business.
 
If they work, the character they hit is flat out dead. No need to horse around with resets and high-execution low-reward business.
But what are the upsides?
 
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Is that not an upside to you?
 
Theoretical IK mechanic would feel awkward in this game though with varied team sizes. If I land an IK on a character in a 3 person team does that mean I wipe out the other 2 characters offscreen by default? Does a pixie member in a ratio 3 team landing an IK be enough to take down a tank solo? Not to mention most SG play is one round based so it would feel awkward to have access to this mechanic from the start of the gate once you accumulated enough resources. Speaking of resources.. how much would it cost? I imagine max amount of 5 bars, but even that would feel stupid when SG has SUPERS that can cost 5 bars.

Upside to IK in general will vary between character depending if you can combo into it, how fast it comes out, activation properties, how easy/hard to avoid, etc. Just a stylish way to instantly defeat an opponent using a ton of resources usually under specific conditions. Rarely (It happens though) will you see it in competitive play since those resources needed to be managed more optimally, but not too uncommon in casual play if the opponent wants to be cute with you.
 
I figure it would probably work like the "Endurance" fights from Mortal Kombat 1. You would be able to do the Instant Kill on the last opponent left standing in the team.

The upside to IKs would probably be poking fun of MK's "'Talities". Have one relating to the character, such as "Egretality" or "Nursetality". But other than that I got none :PUN:
 
I read that as Tailities. I saw the punhead and was looking for the joke before it even came.

Re. the OP: You could probably ask Mike on one of the streams while he's commentating and I'm sure he'd give an explanation of his views.
 
I like guilty gear's IK mechanic in that you need to trigger a mode so that the IK is available to you. It's unsafe, drains meter overtime, drains health once you run out of meter, and destroys your meter bar if you whiff the IK or if the IK gets blocked.

The IKs cannot be combo'd into, requires a clean hit for it to kill, and typically requires a batshit input. It's just flashy fluff that gives the illusion of a last-ditch comeback mechanic.

However IKs are best implemented with games revolved around 1v1s and rounds.
 
Even in GG, they're kinda dumb still honestly.

"Hey let's make a move that would be super dumb and overpowered if it was remotely useful, and instead let's make it so incredibly slow and lame that nobody above a beginner level will ever get hit by it (or if an advanced player, like, drops the controller or something)."

No thanks. SG's budget is tight enough as it is, no need for useless fluff.
 
Even in GG, they're kinda dumb still honestly.

"Hey let's make a move that would be super dumb and overpowered if it was remotely useful, and instead let's make it so incredibly slow and lame that nobody above a beginner level will ever get hit by it (or if an advanced player, like, drops the controller or something)."

No thanks. SG's budget is tight enough as it is, no need for useless fluff.
Ehhh, if you get dizzied, you get Ik'ed.

Characters with high stun output and A.B.A. know all about IKs.
 
Ehhh, if you get dizzied, you get Ik'ed.

Characters with high stun output and A.B.A. know all about IKs.

You have a point there. It's a decent finisher for getting dizzy'd.

That being said, there's no dizzy in SG, so point remains valid.
 
While I'm on a roll with asking questions here is a much more reasonable one. Why doesn't SG have the mechanic p4a does where under your combo number there is a tally of your damage and a bar indicating how much hitstun you have left to chain into the next move? I may be wrong but I would imagine that would be easier to implement since that information is already being recorded by the game and you would just be making it visible to the players. (plus it would help with the creation of combos if nothing else)
 
You have a hitstun bar, accurate frame data, and damage numbers in Training Mode. Where they matter.
Ingame you (should) know how much damage your combos do, so it's just useless fluff.
 
Everything enjoyable IKs bring to a game - The ability to troll your opponent and humiliate them - is already covered by having the capacity to do ridiculous troll resets.

Everything comboable IKs do competitively - Kill under a certain percentage if you have enough meter - is already covered by DHCing into high damage supers.
 
But it would be nice to have high animation quality pre-rendered action sequences. That's the only reason I really would like them is that they would look amazing. It could cut to the ending of a death note episode or something for all I care. Really pretty animation is the goal.
 
Everything enjoyable IKs bring to a game - The ability to troll your opponent and humiliate them - is already covered by having the capacity to do ridiculous troll resets.

Everything comboable IKs do competitively - Kill under a certain percentage if you have enough meter - is already covered by DHCing into high damage supers.
Both of those are heavily character dependent. IKs would be universal.
 
But it would be nice to have high animation quality pre-rendered action sequences. That's the only reason I really would like them is that they would look amazing. It could cut to the ending of a death note episode or something for all I care. Really pretty animation is the goal.
Yeah watching 20 seconds of animation in the middle of a match where you know that you're gonna die after is very entertaining.

Would also not be a waste of budget at all.
 
It doesn't have to be 20 seconds long. It could be quick and simple like in GG.
 
I'm glad you understand. Proper meter usage makes most other competitive users kinda of irrelevant. Watching your death with high production value is the only reason.
 
Putting instant kills in a game where you can play as teams of 2 to 3 doesn't seem worth it.
 
We don't need a troll move that's utterly useless at neutral.

"Astral Heat" style fatals that only work at uber low health percentage and full meter would work, but are mostly unnesecary budget consuming gimmicks that would add nothing real to the gameplay (if you have an enemy that low on hp in this game, and you have that much meter, they are already dead anyway).

And teams make the whole concept even more useless than it would be otherwise.
 
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And taunts and winposes aren't wastes of budget that do little in gameplay?
 
And taunts and winposes aren't wastes of budget that do little in gameplay?
Winposes aren't. I mean, technically they are "useless visual fluff", but they pop up every match and make the game look a lot better while giving visual feedback on the most important thing in the game (who won).
Instant Kills generally *don't* pop up every match and don't really accomplish anything that isn't already in the game.

The biggest use for something like Astral Heats or whatever is that people can make Youtube Videos with "All Skullgirls Instant Kills!!". Which is.. not a lot.
 
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And taunts and winposes aren't wastes of budget that do little in gameplay?
Vulpes already addressed the winposes, but as for taunts: Those are not present on every character in this game, are a lot shorter and require less animation and effects, and I would be willing to argue that taunting your opponent is a unique action that isn't covered by any other base.

You can already "instant kill" your opponent if they have 50% health or less and you have one meter.

If SG had a gigantic budget with Capcom pouring as much money as needed for anything the team wanted...maybe. But I still think they're kinda useless, especially in a team based game.
 
Well, we already have level 5 supers which fill the "humiliate your opponent while looking awesome" niche. I think the game has got this covered.
 
Taunts are stupid. Adding a button to solely pissing off your opponent is dumb as shit. SG taunts don't fall in this category because they actually have an effect, like Val's poison vials.
 
Or spikeballs, which I do the taunt for.
 
Not sure what teabag means, but if it's something like playing bad on purpose, I don't mind. No one is forced to play it's 100%, as long they don't use this as an excuse for losing match.

O god I went too much off topic. I don't think is a good idea putting something like instant kills on SG. The game is fine as it is now.
 
Teabagging is when someone vicariously jacks themselves off with a crouch button. I pretty much judge people who do it in public the same way anyway.
 
Winposes aren't. I mean, technically they are "useless visual fluff", but they pop up every match and make the game look a lot better while giving visual feedback on the most important thing in the game (who won).
Instant Kills generally *don't* pop up every match and don't really accomplish anything that isn't already in the game.

The biggest use for something like Astral Heats or whatever is that people can make Youtube Videos with "All Skullgirls Instant Kills!!". Which is.. not a lot.

FWiW, I think Mu-13 can combo into her astral heat, but that's about it.
 
FWiW, I think Mu-13 can combo into her astral heat, but that's about it.
Actually most can combo into an astral