What got you into skullgirls, and why are you staying?

Discussion in 'Beginner Forum' started by clawmaster, Jan 29, 2015.

  1. HiroProtagonest

    HiroProtagonest Splatoonatic

    Hiro Protagonest
    Hiro Protagonest
    Big Band
    Dude, this thread is old. ...I guess there's no rule about thread necromancy?

    The story of how I got into Skullgirls is full of procrastination. Suffice to say I first found it when the only thing I thought of at the words "fighting game" was Street Fighter, and seeing more than two characters on-screen in the trailer was extremely confusing. I didn't actually buy it for years.

    In the last six months my knowledge of fighting games has expanded at an incredibly rapid pace. But Skullgirls is mine. The designs, the writing... *sigh* there are still a couple things I'd change, but they'd all be small (aside from TRUE TIMELINE PLZ), which is more than I can say of Guilty Gear, a franchise I still like a lot of the designs for (*glares at KoF*). The overall art style is fantabulous, and the music too. Of course, the gameplay is what keeps me here. PP dashes and all-powerful air blocks pls. LPLK grabs instead of option selects. No unnecessary half-circles when quarter-circle will do (I actually think GG's hcb-f super input is fantastic, though). No double-qcf supers! NO KOF SUPERS, NO TIGER KNEES!

    Oh yeah I guess I don't really like how Double is written, but since she's supposed to be like a scourge inflicted on the world, I can give her a pass for being one-dimensional. I'm just sad she's the only traditional anchor whose gameplay I like, and I won't play characters I don't like in personality.
    Last edited: Mar 4, 2017

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