skull person
...
I dunno about that.
It looks like Arizona has (cross-up/fake cross-up) safe jumps and overhead/low/throw after landing one of the lassos.
Does Velvet even have a reversal to deal with any of these options on her wake up?
I dunno about that.
Because 1v1 is not possible in SG? :^P
Pushblock is present in the Versus series, Vampire, and SG.
Following you just because of this post. Thank you for that throwback!
I never said anything about the backgrounds, nor did I say it wasn't intentional, I just noticed that they are flat as hell
To me long is anything that lasts longer than roughly 5 individual attacks or 3 seconds or something. I'm not disparaging long combos, as long as they serve a greater purpose. Skullgirls has resets, killer instinct has combo breakers, arcsys games have bursts and bursts baits, etc. If a game has long combos but no reason for the combos to be long besides flash, than why not shorten them? Velvet specifically seems to have a lengthy bnb that lasts roughly 10 seconds, which I definitely consider long.
1v1 is possible, i know (and is my favorite way to play sg honestly), but the game is not only that, they here have room to work on possible 1v1 only stuff. But i don't know really.Because 1v1 is not possible in SG? :^P
Pushblock is present in the Versus series, Vampire, and SG.
Undizzy is present in MvC2 and SG, and that's all. I guess KI has a variant of it, since KI1 did. Although it's not at all clear what the AKJSDLKJHKJLHKGH bar does from that video.
I do wish they'd replaced the grab sound for that video, though, it sticks out from the rest of their sound design.
The "TOTALLY NOT PINKIE PIE" Colour is going to be the best for tha Alpaca.
The moves were Super Turbo levels of strict, and they did use half-circles for several special move inputs. I really hope to God they move away from Double Half-Circles for supers. That's just... why?
I'll probably hold off on contributing until this gets figured out.
I don't see any reason to assume that. Crowdfunding efforts usually get a significant chunk of their total in the first day. I'm sure there were people who were very excited about the project who were counting the minutes until the Indiegogo went live, especially since Mane6 had a countdown timer and everything.
Seems normal, to me. Some people have been following this project for a long time, and have likely been waiting with bated breathe to throw down a hundreds of dollars the moment the campaign went live.
I don't see any reason to assume that. Crowdfunding efforts usually get a significant chunk of their total in the first day. I'm sure there were people who were very excited about the project who were counting the minutes until the Indiegogo went live, especially since Mane6 had a countdown timer and everything.
OK, I have probably underestimated fans. It's just that 1000$ seems really a lot for a video game.
No argument here, but again, every successful crowdfunding effort I've seen has had at least a few people who go ham af