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Post your last suggestions for Skullgirls Encore here!

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Ok so this might be a REALLY EASY thing to make happen, or a really hard thing to make happen... I don't know. If it's really hard then fuck it:


A "paint" option when looking at hitboxes in training mode. This would "paint" the area that hitboxes cover and would much more easily allow us to see what hitboxes in motion cover as far as area affected.

Make it part of the simple viewer since no one really uses that one? (That I know of, lol) and simply pressing start clears the effects.


This would fix one problem of tracking where superjump moves and dash jump moves effect the screen since those types of movement move the screen and mess with perception.


Anyways, just a thought.
 
Names in an online match have the Selznik Remix NF font? (Or RitzyRemixNF)
 
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Hmm. Ah well......what about more lobby names? "Wulf Pit" "Egyptian Beach Party" "Feline Matrix" "Lab Band/Combo" (Y'know...like Lab Bands that play jazz in a high school band program)...something like those?
 
Add a feature that allows a player to actively sacrifice their life to put more time on the clock. This would be to allow people who don't like winning by time-outs more time to finish a match on their terms.
 
For PC version: Alter controller-player-select so that if two players select which controllers each player is at startup it doesn't ask again when you go to versus. If we can't completely bypass that second controller select screen could the second 'versus' controller select remember the startup settings so instead of players needing to press left/right again it can show what controllers was selected on startup and ask "ok/no" with default OK so players can keep pressing A after selecting Versus if both controllers were already selected. Something to bypass the experience of startup l/r player select, then seconds later having to do the exact same thing to enter VS.

If there needs to always be a l/r player controller select for tournament reasons could it be bypassed for a minute / 30 seconds for those that really want to jump into it on local?

For me and my friends when we see the player/controller select at startup we automatically both make our selections on prompt. When we're asked to do the same exact thing seconds later it feels like a minor obstacle. A quality of life kind of thing
 
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Cerebella has her run as an assist you can choose the ending on, from what I've been told, can beowulf get something similar for his command grab?
 
Cerebella has her run as an assist you can choose the ending on, from what I've been told, can beowulf get something similar for his command grab?
Shot down during his beta period.
 
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Will probably be ignored but may as well ask anyways.
For Robo-Fortune's Laser Super, if it kills the final member of the opposing team, can the KO face get the disintegration treatment, similar to in anime whenever someone dies to lasers?
 
For Robo-Fortune's Laser Super, if it kills the final member of the opposing team, can the KO face get the disintegration treatment, similar to in anime whenever someone dies to lasers?

*DON'T* Suggest:
  • Anything that requires a large amount of work by multiple people, such as new animations


Add a feature that allows a player to actively sacrifice their life to put more time on the clock. This would be to allow people who don't like winning by time-outs more time to finish a match on their terms.

*DON'T* Suggest:
  • Significant gameplay alterations. We are in the final days of the Endless Beta, there is no time to play-test major character alterations. 99% of these won't be considered.


Guys, you are only setting yourself up for disappointment if you don't read the OP. And if you did read the OP and make these sorts of suggestions anyways, then what's wrong with you??
 
Sorry, didn't/still don't know how much effort that would take. Ignore then.
 
If new room titles are even going to happen, can Fukua's be made only with words already present in other character room titles? This will reinforce the fact she's a clone with no original assets.
 
Only thing I would want that isn't happening is when you select *Now Streaming* as the name of the room, that there would be a way to have a link in lobby to your twitch/hitbox/whatever.
 
Hopefully easy change here:

In local versus on the button mapping screen, could you make it so that only Select exits from this menu and all other buttons are confirm? The amount of times we end up pressing Start > someone exits because they don't know the previous person's mapping > wait for the other person to finish mapping > Start.
 
Suggestion:
Probably already planned, but Voice Packs get their own section in Options. Some packs are Announcer (3) while others are Character (5), so if overlap is allowed (e.g. one announcer with perhaps one or more characters), then there will need to have individual switches. Kind of like the Japanese/English choices for each character in Marvel vs. Capcom 3.

can we get a flying mixtape who's only move is spitting fire
English is my native language and I don't know what you are saying.

The popularity of the manual Danisen leagues (PC - EU PC - PS3 - XB360) are evidence of a lack of interest for a ranking system.
ftfy

Aye, it did run out of steam, but there were an admirable amount of people that went through the steps to organize matches and maintain a database of imaginary statistics. There's something to compulsive leveling that fits so well in videogames. Not sure how one would level-up in a fighting game (times character played divided by wins?).
 
Not sure how one would level-up in a fighting game (times character played divided by wins?).
League of Legends recently added a "Champion Mastery" system where you're scored on how well you played that champ and gain levels and ranks with them.

Would be cool to see som'in like that on Skullgirls, but it's way too late to try and implement som'in like that though =( Would love to see it in a tourny style too! Would be easier to organize som'in like the leagues you guys threw together.
 
League of Legends recently added a "Champion Mastery" system where you're scored on how well you played that champ and gain levels and ranks with them.

Would be cool to see som'in like that on Skullgirls, but it's way too late to try and implement som'in like that though =( Would love to see it in a tourny style too! Would be easier to organize som'in like the leagues you guys threw together.

Oi m8

yee got a typo in that there signature (I still don't know how to edit that)

"What we should do today"?
 
So... Does this mean Skullgirls is more or less coming to an end, at least in terms of new additions? Is Robo-Fortune going to be the last character added? Or is this just a 'stopping for now' thing? I can't tell.
 
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The Indiegogo funds cover up to Robo-Fortune. After that, there's currently no public news on additional characters. So assume this is for the final venison.
 
Still, there are rumors of a non-fighting game unrelated to SG that L0 is working on (as everytime I say this I'll be glad if someone confirms or unconfirms this) and it doesn't mean there won't be a sequel to Skullgirls, but that's up to Mike. For now he (and everyone at Lab Zero I hope) needs a rest.
 
Please make Bella's run-stop the have the same frame data when done with LP as it is when done with LK. Currently LP is 1 frame slower than LK.
Mike said if he does anything, it is going to be the slower one.

Don't fix.
 
From Steam:

Ignika1407 said:
Hello! I don't know if it was already reported or if it's just me but with Beowulf, when I use Airwulf with 3 levels of hype, I don't have the improved version with the penguin referee and the additional damages. That's quite strange because it works perfectly in the tutorial...

Does make a point, as in the tutorial (if I remember correctly) you do it when there's a full bar of health, which is confusing.
 
Personally i would like it if SG2 comes out at some point, that the penguin comes out everytime you have lvl 3 hype. And that both players need to mash. Beowulf gets additional dmg on successful mash and the opponent gets out of the pinning faster.
 
Okay, I know this was suggested before, but I'm worried it might not be addressed.
So... the thing happens when you try to input a special and an assist call at the same time. Let's consider Robo Fortune's ground Theonite Beam and Danger specials 'cause those are the ones video shows.

Ground Theonite Beam's input is QCF+P
Danger's input is QCF+K
Assist call's input is any alternate strenght P+K

So...
- If you input QCF+MP+LK, Medium Theonite Beam will come out with an assist call. Everything goes as intended.
- If you input QCF+HP+MK, Heavy Theonite Beam will come out with an assist call. All's fine.
BUT
- If you input QCF+MP+HK, Medium Theonite Beam will come out with an assist call.

Shouldn't the special move that will come out be the one that was placed with the hightest priority button? So if in a QCF+MP+HK motion, the "highest" button is HK, shouldn't H Danger be the special coming along with the assist call?

As the video shows, plinking the input to try to get around it doesn't work (it is the way around the change on chain-in-itself normals+assist motion that took place a while ago). I figure that's because the same window the game reads plinking motions is getting ignored because some specials have priority over the others.

Is that intended? I want to be able to do an H Danger in the corner with an assist call and keep comboing without using my otg.

I have no clue if priority between specials is really the issue, I know stuff like this is important for Parasoul and characters that may have ambiguous inputs on their specials list, but it REALLY affects some situations. Both positively and negatively.

Currently, as Double, inputting FQCF+LK+MP will trigger an L Bomber with an assist call where it "should" instead place an M Luger. I'm sure there much more scenarios where L Bomber is preferrable. Why can't Robo anti air with L Danger and assist call at the same time just like Double could with L Bomber?

EDIT: formatting
 
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Only time I combine an assist with an input is when I super. Else I either do the assist first then quickly enter the special, or Special and then enter the assist quickly. usually better to get the assist out first before the special in most cases.
 
Penguin ref is specific:

Must be Airwulf or Level 3 grab
Must have 3 Hype
Must use Canis Major/DOGSTAR Press (Cannot use -> K then Canis Major, as that take one bar of hype away)
He adds, I believe, 10% more damage
Must be enough to kill final opponent
Must be Last Round

So yeah, it's a style thing.
 
Penguin ref is specific:

Must be Airwulf or Level 3 grab
Must have 3 Hype
Must use Canis Major/DOGSTAR Press (Cannot use -> K then Canis Major, as that take one bar of hype away)
He adds, I believe, 10% more damage
Must be enough to kill final opponent
Must be Last Round

So yeah, it's a style thing.
Holy shit, Penguin ref is a brutality. How did I not realize this earlier
 
Okay, I know this was suggested before, but I'm worried it might not be addressed.
So... the thing happens when you try to input a special and an assist call at the same time. Let's consider Robo Fortune's ground Theonite Beam and Danger specials 'cause those are the ones video shows.

Ground Theonite Beam's input is QCF+P
Danger's input is QCF+K
Assist call's input is any alternate strenght P+K

So...
- If you input QCF+MP+LK, Medium Theonite Beam will come out with an assist call. Everything goes as intended.
- If you input QCF+HP+MK, Heavy Theonite Beam will come out with an assist call. All's fine.
BUT
- If you input QCF+MP+HK, Medium Theonite Beam will come out with an assist call.

Shouldn't the special move that will come out be the one that was placed with the hightest priority button? So if in a QCF+MP+HK motion, the "highest" button is HK, shouldn't H Danger be the special coming along with the assist call?

As the video shows, plinking the input to try to get around it doesn't work (it is the way around the change on chain-in-itself normals+assist motion that took place a while ago). I figure that's because the same window the game reads plinking motions is getting ignored because some specials have priority over the others.

Is that intended? I want to be able to do an H Danger in the corner with an assist call and keep comboing without using my otg.

I have no clue if priority between specials is really the issue, I know stuff like this is important for Parasoul and characters that may have ambiguous inputs on their specials list, but it REALLY affects some situations. Both positively and negatively.

Currently, as Double, inputting FQCF+LK+MP will trigger an L Bomber with an assist call where it "should" instead place an M Luger. I'm sure there much more scenarios where L Bomber is preferrable. Why can't Robo anti air with L Danger and assist call at the same time just like Double could with L Bomber?

EDIT: formatting
Weaker buttons have priority in SG

HK <HP < MK < MP < LK < LP
 
This was the case from SDE to MDE. No one liked it because it was ugly and made the names harder to read.

Video of how it looked

How easy would it be to make the current font for player names have the soft yellow gradient that the old font did?

i'm a bit of a stickler for consistency
 
Weaker buttons have priority in SG

HK <HP < MK < MP < LK < LP
Then how come QCF+HP+MK results in a H Beam + assist?
 
Then how come QCF+HP+MK results in a H Beam + assist?


Not to answer your question above , but all these things were already addressed in an earlier beta patch.
Long story short is that there is no setup that everyone loves but the chosen setup seems to piss off the least amount of people.

It isn't just for stick users, there are also certain considerations for pad users as well.
 
Then how come QCF+HP+MK results in a H Beam + assist?
This has been discussed before, mike based it on what he felt would be more helpful in general cases for each character, for example, peacock gets K>P but val gets P>K
 
Create your own AI to fight against (in training mode?). For example, you can fight against yourself.
Unless that counts as a game mode and it wouldn't work?
 
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