What I mean is there is a lot of required knowledge to even get started with SG, this has particularly been a problem with getting people who already play other FGs to pick up Skullgirls.
ive had a couple of people in my local scene show concerns that teh game is really hard to pick up/lots to learn [snip] and have never had more than 1 hrs worth of interest per person.
The problem is that more of the systems in SG are transparent and pretty fully understood, so players tend to over-explain them because they assume that knowledge is "required to play".
It isn't.
"Here is how IPS works" or "here is how PBGC or absolute guard works" is equivalent to "here's how to jump-install / impossible dust" or "here's how Flying Screen works with all the exceptions" or "here's how Vorpal really works", it's not something you need (or want!) to explain to a new player at all.
There is way LESS to explain about SG at a basic systems level than there is about BB, GG, UNiB, MvC2, KI, or even MvC3 - just try fully understanding how hitstun deterioration really works, it's way easier just to say "you can combo till you can't". That level of explanation is fine.
What I show new players, which takes about 10 minutes:
- You can pick 1-3 characters "like CvS2 x MvC2"; you can choose any move you want as an assist if you have assists.
- Everyone has at least LMH chains, there are superjumps and airdashes, here is how you call an assist.
- Specials, throws, supers, command throws; all easy inputs, all standard junk.
- You can DHC if you have a team, and that little light shows you when you have an assist to use.
- Pressing PP while blocking gives you a pushblock, but it won't always push them away if you do it during fast hits.
- If you do a long-enough combo that green bar will give them a burst.
- If you see colored hitsparks when being hit then you can burst by mashing; if you see those sparks when you were doing a combo then that combo was invalid.
and MAYBE
- There are no crouch-techs.
And then you get into "Which character do you like? Painwheel can fly and has armor, Fortune can take off her head, etc" and done.
Hell, Third Strike's juggle system was explained for many years as "you have 6 juggle points and most moves use one" with a mile-long list of exceptions like "this move takes off 3 points" or "this move can juggle anyway". Turns out that's
not at all how it works, but the basic "you have six juggle points and there are exceptions" was enough of a description for people to mostly "get it".
You can explain SG as if it is any other fighting game, at the same approximate hand-wavy level that is as far as it's possible to dive with most games.
I think THAT is a worthwhile goal for people wanting to get new players into SG.