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Feature Suggestion's

Mataso Iai

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Valentine Parasoul Fukua
Before I get into the features I was thinking would be nice for SG in the future I wanted to give a quick introduction to give an idea for where I'm coming from with some of my suggestions. I'm Mataso I'm an SG player from the midwest, I come from mainly anime games starting with the P4AU and BB. Other than that I've dabbled in many other anime-related games before landing on SG last year. Other than that here are a few of the suggestions I had and was curious what people thought of them as well as what other people had ideas for.

-Replay Takeover
Replay Takeover from GGAC+R(don't know if it's showed up in other games) I feel as though is massive for studying a character/matchup as it just allows us as the player to figure out exactly what happens in a given situation and then figure out how we can improve on the situation. It's also extremely helpful for labbing against setups and mixups against characters that are high APM and execution heavy that we don't know the ins and outs of since we don't have to replicate what the other player did in a given situation and have the replay do it for us, then we can just take over our character at that moment and figure what happened.

-Character Specific Indicators
Indicators for things like Beowulf hype, Valentine vials, which Squigly stances are loaded, etc would be very helpful for both the player and spectators.

-Dedicated Record and Playback buttons
I'm not saying to remove the current playback options, but I think it'd be nice to have dedicated buttons that we can set that can record and another that can do playback. It'd also be nice if this was a thing that the current system is still there for people who prefer it that way.

-Reset Position Select Button Option
Just another select button option in training mode that would act as a reset position that's in other games. It also is nice if it can save the position that we reset the position so that when I say hold left and select it'd be 1P in the corner with 2P facing them, and it wouldn't change till I press select with a different direction then the one held.

-Training Mode Categories
I feel as though the current training mode options are too cluttered with everything in a single menu that has to be scrolled through to pick what I need. Traning modes in games such as TFH, GG, BB, etc have training mode options broken up into categories that pertain to specific things like dummy-related settings, recording settings, character-specific, etc.

-Favorite Training Mode Category
This goes with the last suggestion but it'd be a category that a player could start or favorite a training mode option and it'd also appear in that category with their other starred/favorited options. An example would be I want counter hit state and dummy state in the same tab to quickly change those without looking for them, so I'd star them, and then when I go to the training mode favorites tab they'd be the only two options that'd appear there.

That's all I have and I'm really happy that the game seems to be going through another renaissance and only want to see this amazing game get better! I really want to see what you all think about some of my suggestions and I'm curious to see what you all would like to see come into the game.
 
I'll just dig through everything I previously posted on Discord, better to repost it all here where it won't get lost:

  • Queue for Quick Match while in Training Mode.
  • TFH's custom trials.
  • TFH's ping graph and advanced stats.
  • TFH's ultra sleek Replay Theater with seek functionality.
  • Quick Match should not immediately rematch me with the 200 ping wifi I just said no to.
  • I'd really like to see assists during stage select in Quick Match. Character pick should still be blind, but once we've locked in our picks please reveal them.
  • Take another look at default assists. Things like Valentine throw assist just shouldn't be there, don't suggest that to new players. Note that for characters with more than 2 good assists I don't think it's worth arguing which 2 should be default, as long as the defaults are something good. I'm just concerned about the defaults that aren't good at all.
  • There's a menu in +R where you can turn on all kinds of weird modifiers like health regen, disabling certain actions, or combos only dealing damage below or even above N hits. A lot of those same modifiers do exist in SG via Challenge Mode. Would be rad to have that menu to play around with them.
  • Steam achievements are still just for the vanilla cast and no one else, while PS4 got a lot more for the other characters and extra game modes. Can those be brought over?
  • I was watching a streamer learn the game and found out that this is what we've been teaching the kids. Liam I know you made a video about this!
  • Why do we have both a damage multiplier and health modifier, instead of just one or the other? I think it would make more sense to normalize it by removing the damage multiplier but then dividing health values by that amount so that the end result is the same. I've seen new players get tripped up a bit measuring their combos at the wrong ratio because of this, if it was normalized you could just see the same numbers no matter what ratio you're looking at in training mode. Would make everyone's lives easier.
  • I love the little palette easter eggs like Samus Robo's Power Bomb or Ganondorf Beo's moon. I want more of those!
  • The combo used for the 4-7 undizzy tutorial is kinda nasty - I certainly struggled with it when I first started. I can see the idea was to try and hit 240 with nothing but normals, but I don't think that's easier, end result was kinda jank. I don't have any suggestion for what to replace it with, but I'm sure you could come up with something that's more beginner-friendly. And in general I think it's maybe worth also having a note somewhere that reading the text and understanding the concepts is more important than aceing all these homework assignments, let people know it's okay to skip over some things if you're stuck.
  • Nightmare Filia. When you're actually playing on Nightmare difficulty, she's fine, and totally cheesable anyway. But the fact that you can select Sleepwalk and the game will surprise you with Nightmare anyway, all without telling you, is really mean and I have seen a lot of casual players get frustrated with this. The April Fool's context is totally lost by now as well, most people who get stuck here have no idea what's going on (I've even seen people play Fukua first and think this is all Story Mode is, yikes). And they're not gonna know the cheese strat either. Please just change this fight to use the difficulty level the player actually chose, surprise max difficulty is not a nice prank. Maybe also lock Fukua's story mode until you've completed a few others just to make sure nobody plays it first.
 
I would *absolutely* kill for a handicap feature.

I teach a lot of relatively new players. It would be really good for both their development and for my own fun to be able to say, voluntarily start with a fraction of my life.

I realize that might not be everyone's priority or cup of tea, but from what I've seen it'd really help my group, our skill spread is pretty diverse.
 
Would love for my game icon to flash when somebody joins my lobby, its so easy to miss the sound cue watching stuff or listening to music while waiting for an opponent.
 
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I'll just dig through everything I previously posted on Discord, better to repost it all here where it won't get lost:

  • Queue for Quick Match while in Training Mode.
  • TFH's custom trials.
  • TFH's ping graph and advanced stats.
  • TFH's ultra sleek Replay Theater with seek functionality.
  • Quick Match should not immediately rematch me with the 200 ping wifi I just said no to.
  • I'd really like to see assists during stage select in Quick Match. Character pick should still be blind, but once we've locked in our picks please reveal them.
  • Take another look at default assists. Things like Valentine throw assist just shouldn't be there, don't suggest that to new players. Note that for characters with more than 2 good assists I don't think it's worth arguing which 2 should be default, as long as the defaults are something good. I'm just concerned about the defaults that aren't good at all.
  • There's a menu in +R where you can turn on all kinds of weird modifiers like health regen, disabling certain actions, or combos only dealing damage below or even above N hits. A lot of those same modifiers do exist in SG via Challenge Mode. Would be rad to have that menu to play around with them.
  • Steam achievements are still just for the vanilla cast and no one else, while PS4 got a lot more for the other characters and extra game modes. Can those be brought over?
  • I was watching a streamer learn the game and found out that this is what we've been teaching the kids. Liam I know you made a video about this!
  • Why do we have both a damage multiplier and health modifier, instead of just one or the other? I think it would make more sense to normalize it by removing the damage multiplier but then dividing health values by that amount so that the end result is the same. I've seen new players get tripped up a bit measuring their combos at the wrong ratio because of this, if it was normalized you could just see the same numbers no matter what ratio you're looking at in training mode. Would make everyone's lives easier.
  • I love the little palette easter eggs like Samus Robo's Power Bomb or Ganondorf Beo's moon. I want more of those!
  • The combo used for the 4-7 undizzy tutorial is kinda nasty - I certainly struggled with it when I first started. I can see the idea was to try and hit 240 with nothing but normals, but I don't think that's easier, end result was kinda jank. I don't have any suggestion for what to replace it with, but I'm sure you could come up with something that's more beginner-friendly. And in general I think it's maybe worth also having a note somewhere that reading the text and understanding the concepts is more important than aceing all these homework assignments, let people know it's okay to skip over some things if you're stuck.
  • Nightmare Filia. When you're actually playing on Nightmare difficulty, she's fine, and totally cheesable anyway. But the fact that you can select Sleepwalk and the game will surprise you with Nightmare anyway, all without telling you, is really mean and I have seen a lot of casual players get frustrated with this. The April Fool's context is totally lost by now as well, most people who get stuck here have no idea what's going on (I've even seen people play Fukua first and think this is all Story Mode is, yikes). And they're not gonna know the cheese strat either. Please just change this fight to use the difficulty level the player actually chose, surprise max difficulty is not a nice prank. Maybe also lock Fukua's story mode until you've completed a few others just to make sure nobody plays it first.
I didn't read all this but my guess on having separate damage and health modifiers is something to do with red life healing.
 
(Updated) Main Menu Slideshow

edit: can we have the “Skullheart is back” as first tab on slideshow because it’s the last slide & most people im sure aren’t sliding through. or have a glowing *NEW!!* above it or have the slides glow when there’s an update…I wouldn’t even have seen it if I didn’t scroll since I assume the rest is what’s been there for the past month

Ingame Replay export to mpg/mov

Posted in wrong thread earlier. Pasted: please enable direct output/encoding of replays to an mpg/mov or whatever container is best. In a ufgtx video some time ago, [redacted] said it was very doable seeing as games are allowed to use codecs ingame for various things. Just didn’t have time/never got around to much of the replay system. (It’s still online, can check for yourself if you care to). makes things much more shareable & just makes sense.

Trying to record 30 rounds back to back…wouldn’t wish that on anyone. Not to mention consistent sharp footage. Options to output at 720/1080 with or without hitboxes. That’s all

Beginner Mode: 3 visual changes

-❗️on f1 for specials & ⚠️ over opponents head for supers. Overheads as well. Enlarge during active, turn blue on recovery. Good at helping people attribute startup animations to react (outside of combos only). Beatemups, hacknslashes & other fast games use it. Same idea.
- Normal & super Jump arcs displayed with transparent but noticeable arc arrows ⤵️. Jump arcs is one of the simplest yet longest & important parts of each character to internalize. Half the battle hinges on how you space via movement/jumps. They'd be Seeable on opponents character too.
⁃ Distance marker ➡️ of best poke (or designated move) at fixed distance from yourself so you don’t have to eyeball. Can see opponents too.
The 3 things are among the most basic factors of any fg starting out, but also the ones when mastered truly separate people when these things are internalized as second nature.

⁃ option to have recommended option to match beginners to other beginners based on metrics like amount of damage output on average per conversion. decent indicator imo. If beginners aren’t around matches normally to lower skilled opponents with option to play with higher damage for beginner or health handicap for better player. Better players still win, but not so stilted as to make crossing the gap seem so stressful. Could You'd select/deselect in options if you dont mind playing against beginners with a handicap - (from above) option to have opponent start with reduced health.

- New playback mode: Responsive — enter input for AI to respond to with designated recording. Will *only* perform designated dummy action against watched input.
- Frame/Human Delay: can decide how many frames to delay dummy from recorded action & apply randomization within a certain range to mimic human reaction time; applicable to any playback mode. Could have 3 presets as well. Psychic/Intermediate/beginner reactions.
 
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Please let me kick people from lobbies who have readied. It's impossible to kick someone who always readies right away, meaning I had to deal with with this 500 ping 200 jitter wifi moron who wouldn't leave. I dunno if that's just a bug since it's always been there, but I don't know why it would ever be like that.
 
Could there be a steam launch option (I looked through what the wiki had and maybe I just missed it idk) that turns off effects like the fire, electricity, (whatever annie does)? I find the special lighting effects to be very overwhelming at times really if there's a way to tone down effects in general I think it'd be a great help for my eyes.

I'd be in trouble when it comes to competing but at least for now I don't intend to but I'd like to be able see things instead of get distracted by the bright flashing lights.
 
What I really want, more than anything else, is to be able to set ping limits in lobby and quick match.
Having to reject 300+ ping fights constantly is really tedious.

It would also be really nice if I can turn off menu music. (or having access to audio options during character select would work too) I don’t want to hear menu music while I wait for matches but I do want music during matches.
 
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I know features wont be focused on for a bit but something to bring up imo (for much much later if even that). Also didnt expect card images to be so big hah

Ranks & Leaderboards:
Honestly would be nice to have a real leaderboard & a simple ranking system. I know in the AM, player counts lessen but it’s frustrating in general during the day to keep getting matched to people basically beginner in skill. Doesn’t feel great & habits suffer. That’s no ones fault the way usual networking is, but this is something that just feels bad on both sides. Friends lists is a solution but sometimes people are busy/playing. I personally love the variety of qm but would be great to have tiny more ’priority’ criteria.

Beginner Ranks:
a soft-priority option for beginners or people with low hours accountwise or per character to get matched w/each other. Call it beginner mode. I see so many posts of newbies/beginners straight quitting who actually seem to want to learn…I strongly believe in the rite of passage of getting bodied, but I don’t think everyone should have to be a masochist to play.

there are some people who literally have never or rarely played a fg Or know what a dp is. That’s not the time to be getting bodied 6 ways to Sunday. Majority of game sales are casuals...but hardcore keep the games going. I think its more than possible to serve both bases more often than not.

could track metrics of average output damage since that’s always low for beginners/etc. Otherwise matching works as usual if. As well as soft-priority for higher level/play count players to match with high/er level players too.

Skull Card:
like how most fighting games have a ‘ranking card’ w/superficial stats or ‘level,’ SGMobile cards could solve that. Elements could be the sub ranks inbetween & “snap mode“ in training where if you put on slo-mo, you can take a custom pose as your rank pic. Could have main team on back of card, fave character, fave voice quote…could be whatever. overall it’d be nice to see who you’re playing. you get a skull on your card if you make it to semis/finals let’s say or make it to top 10 of your characters leaderboard. Number in upper right would be rank on your main's leaderboard. Also WHAT IF...your skullgirls pc characters are transferrable to sgmobile? Getting better rarity moves/skill points/etc more points you get with PC mains locked to your account. Some cool parity stuff could happen.


Leaderboards:
solving leaderboard camping problem, you have the live/current leaderboard which resets every couple months or whenever people want & then the ‘all time’ one w/peoples total all-time points. This way, everyone has more a chance to shine without robbing (or ignoring) time put in. People get higher points for defeating high level players & get a very small amount or none for lower players. This way thered be no subtracting points which feels horrible & keeps things fun/not scared to lose. When viewing card, can press select to toggle current & all-time stats. Lots of people want to be remembered for putting time into the game whether it's content, helping others or just a name shown...would be so nice having that again, but for real :D

i understand longevity in fgs is largely player-based, but a more tangible motivation besides just one more match would be nice again as well as leveraging natural competitive spirit to drive community forward in-game.
 

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Little known detail is that TrueSkill actually does exist behind the scenes, and matchmaking kinda attempts to use it but then quickly widens its search parameters when it doesn't find the perfect match right away. Would be nice to actually use it on the leaderboards instead of what is effectively just a measurement of playtime.
 
Little known detail is that TrueSkill actually does exist behind the scenes, and matchmaking kinda attempts to use it but then quickly widens its search parameters when it doesn't find the perfect match right away. Would be nice to actually use it on the leaderboards instead of what is effectively just a measurement of playtime.
Yeah I’ve heard. I wish it wouldn’t when you *want* to wait for a player of similar level. not A fan of preferences being hidden. let us do training mode or even setup match queuing when someone gets to say 30%-50% health or so. cant Remember but I heard another game does something similar & matching is butter.

sidenote: is it possible to have the app on mac jump up when a match is made. Honestly would be next level…
 
-Replay Theater on console versions.
-Ability to download replays both on PC and console. When there is a new update, the downloaded replays in older patches won't be played. Instead, they will be deleted automatically.
-Visual updates to Replay Theater to display character sigils.
-CPU vs. CPU battles.
-Quick Match to be divided into two types; Casual Match and Ranked Match, like in Street Fighter V for example.
-Capcom vs. SNK-style interactions between certain characters.
-Better matchmaking. When there is an error getting opponent info, I declined a match or my opponent declined a match, the matchmaking must be reset automatically.
-Blockbuster Duos and Trios. They are executed by performing a character's Blockbuster Attack and pressing the first assist button to call the first assist character to perform their Blockbuster and the second assist button to call the second assist character to perform their Blockbuster, like in Tatsunoko vs. Capcom. When performing one, the Blockbuster Attack cut outs must pop up and hold up to three portraits. Requires two levels of Dramatic Tension for Blockbuster Duos and three levels of Dramatic Tension for Blockbuster Trios.
-BBTAG-style team intros and outros between certain characters in a team of duos.
-Voice lines for when the characters call for an assist. Both generic and specific to certain characters.
-Idle flourishes with their voice lines that are generic and specific to certain characters.
-Longer loading screens to display what characters on their team.
-Spectators' ability to watch players pick their characters and stage.
-Ability to change the number of rounds and time limit in online lobbies.
-Better position for the username tags.
-Cross-play divided into two phases.

Phase 1: Restricted to PS4 and Switch.
Phase 2: Open for PC, PS4, and Switch.

-P1 and P2 markers on the corners of the character select portraits to make it easy to tell which characters the players have on their team. P1 markers on the upper left hand corner of the portraits and P2 markers on the lower right hand corner of the portraits.
 
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Launch option to either force to 2D or to stop the train on the Meridian Area Rapid Transit stage.
That's my favorite stage, and I love how it currently works; that option idea is not for me, but some people complained that I always pick this stage cause they don't feel good playing on this stage.

Also, could pick a better background for that stage on 2D? Imo that's one of the worst stages on 2D :PUN:
 
Replay Notation Feature:
been taking alotta notes on replays, so im guessing maybe others do occasionally. in the future, a simple notation/time stamp feature would be so nice. i know in TFH, they allow 'labels' at certain points, but imagine there's some important detail in the moment youll inevitably forget or just some constructive criticism to new players/friends while trading replays, would love that. could make text searchable too. Overall the usual other stuff people said, searchable categories (rounds, wins, losses, matchups, dates), favorites, 'playlists,' autosave after match, option to press select.

Match Finish Supers:
Seeing overdrive finishes in Blazblue Central Fiction really brang back memories of dope finishes. In SG if when we finish the match with a super, if there could be an added effect thatd be absolutely godlike. Like filia's gregor knocks you off screen, sekh lady of slaughter, a wall splat sliding down the wall into crumple, double monster eats (doesnt kill) opponent, stuff like that. just some extra flare

Match Modifiers:
just as well, 'dizzy mode' where undizzy meter is gone and you build enough for a burst through match. Overall that or better yet, match modifiers to make custom games like round start meter, meter gain rate, round count, undizzy cap, sekhmet health drain, vampiric move properties, 2x, 3x, 5x turbo mode, special-to-special cancels, etc. lobbies can create these custom matches modifiable for each person :)

edit: also seeing DNF Duel, ability to straight up convert red health on point character to meter would be sick im sure. As well as instant blocks being a thing & having a white flash visual tell & getting like 5% extra meter & no chip. Thought about reduction on frame data, but we already have PBGC so undermining that i dont think would be fun or healthy. Sidenote, option in visual options to have damage counter underneath combo counter like in blazblue so you can see exactly how much damage you're doing.

King of Fighters 15 dropped & stealing 2 features for custom lobbies would be sick. ‘Queen of fighters‘ mode where you have a team & fight solo for each, getting 2 additional bars after each character gets defeated. brings a new strategic aspect to team composition. more than that tho, ability to have 3 real players on a team & after one character gets defeated, next person takes over their character. Honestly would be incredible.

'Good Game' & 'Bathroom Break' buttons on inbetween match menu:
second edit: Can we please have a 'bathroom break' & 'great game/props' buttons to press inbetween rounds? semi-often i have to take a quick break & most the time i think people think (understandably since they cant see) that im trying to bm, when literally i gotta help my sister with something real quick or even wanna give big props without always adding or just because. these options wouldnt be inside the menu options we already have but most likely in some corner visible enough with corresponding button...maybe shoulder or trigger button.
 
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moved from another thread https://skullheart.com/threads/quality-of-life-changes-suggestion-thread.11603/#post-414140:
- pause button in replay theater that doesnt block the screen with a menu
- sub menus in training mode or the option to have sub menus, esp with the addition of umbrella's settings the training mode menu feels too cluttered
- have the characters in the combo trials start closer together
- have an indicator for cross ups for actual matches like the yellow/blue exclamation points that appear when getting hit low/high
 
Decided to go over the feature suggestions I listed, but the ones that are most important to me to clarify things. I'll also go over the ones I haven't listed.

CPU vs. CPU matches

It would be awesome if we get the ability to watch CPU matches. It so that we don't have to wait for a match to spectate online. Some fighting games in the old days have it. Especially Street FIghter IV.

Replay Theater on consoles

I know the PC version has replays, so I figured that consoles should also have replays because certain fighting games, like Dragonball FighterZ have it on both PC and console.

Ability to download replays

Some fighting games have the ability to download replays, so Skullgirls should have it too. But if there is a new update out, the replays downloaded in older patches can't playback. Instead, they will be deleted.

Better matchmaking

Since Skullgirls first came out, its matchmaking system needs work. When a player declines a match or when there is an error getting match information, its matchmaking isn't reset and we had to restart the matchmaking. Like some fighting games, we need better matchmaking.

Quick Match to be have two types; Ranked and Casual

Since lobbies came out on consoles, the old unranked room feature has been retired in favor of the lobbies on console versions and Quick Match is ranked. I think like Street Fighter IV and V, Quick Match should have two types. Ranked and Casual. But keep the lobbies.

Blockbuster Duos and Trios

Marvel vs. Capcom and Tatsunoko vs. Capcom have Crossover Combination, which allows two or three characters to perform their supers together. I thought it would be awesome if Skullgirls gets Blockbuster Duos and Trios. They can be executed by performing a lv. 1 super then quickly pressing the assist button to call the second character to perform their super and the other to call the third character to perform their super. They require two bars of Dramatic Tension for Blockbuster Duos and three bars for Blockbuster Trios. Imagine that if I have both Beowulf and Annie on my team and if they both perform their Bionic Arm-esque supers simultaneously, it'll be double trouble! They deal the same amount of damage too.

A Bionic Arm-style Blockbuster for a third character

To forward the previous suggestion, I appreciate the Bionic Arm-style supers in Skullgirls. I think it would be awesome and nicer if that third character gets one. I'm thinking Cerebella. She needs a Bionic Arm-style Blockbuster too.

Spectators' ability to watch players pick their characters and stage

It would be cool if we watch players pick their characters and stage in Skullgirls. In fact, it's to see what ratio they pick.

Lobby improvements and fixes on consoles

Since Skullgirls' debut to EVO, the PC version's lobbies have a couple of improvements and they work well without any delays during the waiting for opponent screen. Lobbies on consoles need love too because it lacks the jitter count, WiFi indicator, which the devs are aware of, and it has a couple of issues that have been lingering since the lobbies debuted to consoles. My main issue that plagued me the most is that one issue that occured when after playing a match and spectating a couple of matches, I get straight to the match while spectating with the yellow life bars at the start of the match skipping the waiting for opponent screen and I get kicked out. It is still lingering even after Annie came out on PS4. This needs to be fixed like right now.

Cross-play in two phases

I know Hidden Variable stated that this would happen in the future, but I think cross-play should be divided into two phases below.

Phase 1: Cross-play between PS4 and Switch
Phase 2: Cross-play between PC, PS4 and Switch

These are the phases for cross-play. Before it must happen, not only the Season 1 Pass must first release on Switch. The issues in lobbies on consoles need to be fixed first.

Idle flourishes

Some anime fighting games and Them's Fightin' Herds have them, so it would be nice if Skullgirls have them, but it must come with their voice lines. Both generic and character-specific.

Taunt button

A taunt button in Skullgirls would be cool. It's so that you don't have to input buttons and motions to taunt.
 
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Quick Match to be have two types; Ranked and Casual

Since lobbies came out on consoles, the old unranked room feature has been retired in favor of the lobbies on console versions and Quick Match is ranked. I think like Street Fighter IV and V, Quick Match should have two types. Ranked and Casual. But keep the lobbies.
This would unnecessarily split a small playerbase. We already have QM and lobbies as two things, no need for a third.

Blockbuster Duos and Trios

Marvel vs. Capcom and Tatsunoko vs. Capcom have Crossover Combination, which allows two or three characters to perform their supers together. I thought it would be awesome if Skullgirls gets Blockbuster Duos and Trios. They can be executed by performing a lv. 1 super then quickly pressing the assist button to call the second character to perform their super and the other to call the third character to perform their super. They require two bars of Dramatic Tension for Blockbuster Duos and three bars for Blockbuster Trios. Imagine that if I have both Beowulf and Annie on my team and if they both perform their Bionic Arm-esque supers simultaneously, it'll be double trouble! They deal the same amount of damage too.
Game doesn't need new mechanics, anything you add now would disrupt the meta and balance. Giving teams another tool solos don't have access to would probably require even more polarizing solo buffs to compensate. If we had to add any new mechanics, I'd rather give solos some kind of neutral tool and then use that as an excuse to nerf their damage.

A Bionic Arm-style Blockbuster for a third character

To forward the previous suggestion, I appreciate the Bionic Arm-style supers in Skullgirls. I think it would be awesome and nicer if that third character gets one. I'm thinking Cerebella. She needs a Bionic Arm-style Blockbuster too.
Two of those is enough. And Bella having a fullscreen callout for three bars is enough, she absolutely does not need a one bar arm.

Taunt button

A taunt button in Skullgirls would be cool. It's so that you don't have to input buttons and motions to taunt.
Taunts are the way they are by design, and remember that they do things in this game so one button would be a big buff. As much as I don't like Annie's taunt input, it would probably be lowkey wild if it was one button.
 
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Ability to download replays

Some fighting games have the ability to download replays, so Skullgirls should have it too. But if there is a new update out, the replays downloaded in older patches can't playback. Instead, they will be deleted.
I'm guessing you're thinking of it as some kind of more refined, in-game, feature but you can already download replays on PC fyi. Just copy paste their files into the folder w/the right number.
 
I wanna see an alternative Annie voicepack where her curse is lifted and now she just says expletives all the time with the little censor beep. I think itd be hilarious
 
Before I get into the features I was thinking would be nice for SG in the future I wanted to give a quick introduction to give an idea for where I'm coming from with some of my suggestions. I'm Mataso I'm an SG player from the midwest, I come from mainly anime games starting with the P4AU and BB. Other than that I've dabbled in many other anime-related games before landing on SG last year. Other than that here are a few of the suggestions I had and was curious what people thought of them as well as what other people had ideas for.

-Replay Takeover
Replay Takeover from GGAC+R(don't know if it's showed up in other games) I feel as though is massive for studying a character/matchup as it just allows us as the player to figure out exactly what happens in a given situation and then figure out how we can improve on the situation. It's also extremely helpful for labbing against setups and mixups against characters that are high APM and execution heavy that we don't know the ins and outs of since we don't have to replicate what the other player did in a given situation and have the replay do it for us, then we can just take over our character at that moment and figure what happened.

-Character Specific Indicators
Indicators for things like Beowulf hype, Valentine vials, which Squigly stances are loaded, etc would be very helpful for both the player and spectators.

-Dedicated Record and Playback buttons
I'm not saying to remove the current playback options, but I think it'd be nice to have dedicated buttons that we can set that can record and another that can do playback. It'd also be nice if this was a thing that the current system is still there for people who prefer it that way.

-Reset Position Select Button Option
Just another select button option in training mode that would act as a reset position that's in other games. It also is nice if it can save the position that we reset the position so that when I say hold left and select it'd be 1P in the corner with 2P facing them, and it wouldn't change till I press select with a different direction then the one held.

-Training Mode Categories
I feel as though the current training mode options are too cluttered with everything in a single menu that has to be scrolled through to pick what I need. Traning modes in games such as TFH, GG, BB, etc have training mode options broken up into categories that pertain to specific things like dummy-related settings, recording settings, character-specific, etc.

-Favorite Training Mode Category
This goes with the last suggestion but it'd be a category that a player could start or favorite a training mode option and it'd also appear in that category with their other starred/favorited options. An example would be I want counter hit state and dummy state in the same tab to quickly change those without looking for them, so I'd star them, and then when I go to the training mode favorites tab they'd be the only two options that'd appear there.

That's all I have and I'm really happy that the game seems to be going through another renaissance and only want to see this amazing game get better! I really want to see what you all think about some of my suggestions and I'm curious to see what you all would like to see come into the game.
I agree with these except I would like to also add to the list maybe a Wi-Fi indicator to make the player know if the other player is playing on Wi-Fi or not.

EDIT: I would also like to see the UI and tutorial get a facelift for a possible Season 2 for the game since they're due for an overhaul after 10 years and it'll greatly help newer players to get into the game.
 
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please add winners to rnd files so they are more useful as permanent game storage.

 
An option similar to "as reversal" which plays the input instantly but with the option to delay it to the nth frame so things like point + assist are possible to lab out since they aren't reversals but sometimes a reset isn't so tight that I'd only look out for strictly the 2f reversal window. Sometimes a player has the option to delay a bit instead of going strictly for the reversal timing and that nets different results.

Similar to the delay burst option.
 
I unknown if someone suggested this but i made, a little Suggestion for Tutorials.
In tutorials menu, yo can see that "Special Moves and BlockBusters" part are in reality "Character Tutorials" because the lessons obviously are Filia, Cerebella, Peacock, etc., and these tutorial as numbered like the most tutorials lessons. My suggestion is RENAME "Special Moves and BlockBusters" to "Specific Character Tutorials" and REPLACE the numbers with the respective characters icon. I hope that understand this please
 
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please add winners to rnd files so they are more useful as permanent game storage.

Dunno if this is already a thing, but having stage viewable in rnd or in the Replay theater would make it nice in trying to find specific replays beyond just trying to guess at the team and gamecount.
 
I literally just want the ability to invert the right stick assist on console
 
Allow me to search for games on QM and not get any wifi players..like turning on/off being able to get matched with Wifi players. I know it sucks for wifi players but its really annoying getting them. Besides that when the player count is low on QM and you keep getting matched with the same person who is on WIFI is draining

I'd also really like to be able to change the assist macro on right stick assist. It sometimes eats my inputs when I try to do do a move + call 3rd assist, causing the assist to never come out or the move I want to do never coming out. I have small hands and play on a dualshock, sometimes I have long acryl nails and pushing more than 2 buttons is already enough for moves to not come out, so a little change to stick assist would be great.

A way to lab AC punishes would be nice too. Eliza has some burst baits that let you do ac punishes and I would like to lab more of them. Most of these punishes I just found through playing the game for years, so having a way to actually lab them in training mode would be very nice.

Turning off palettes would be great too. There are some palettes that make characters flash green/red when they get hit, fucking me up and confusing me. Same way you can turn of voices I'd like to turn off palettes...
 
Dunno if this is already a thing, but having stage viewable in rnd or in the Replay theater would make it nice in trying to find specific replays beyond just trying to guess at the team and gamecount.
replay theatre displaying the full contents of the ini file would be cool, possibly even file creation time
 
Allow me to search for games on QM and not get any wifi players..like turning on/off being able to get matched with Wifi players. I know it sucks for wifi players but its really annoying getting them. Besides that when the player count is low on QM and you keep getting matched with the same person who is on WIFI is draining

I'd also really like to be able to change the assist macro on right stick assist. It sometimes eats my inputs when I try to do do a move + call 3rd assist, causing the assist to never come out or the move I want to do never coming out. I have small hands and play on a dualshock, sometimes I have long acryl nails and pushing more than 2 buttons is already enough for moves to not come out, so a little change to stick assist would be great.

A way to lab AC punishes would be nice too. Eliza has some burst baits that let you do ac punishes and I would like to lab more of them. Most of these punishes I just found through playing the game for years, so having a way to actually lab them in training mode would be very nice.

Turning off palettes would be great too. There are some palettes that make characters flash green/red when they get hit, fucking me up and confusing me. Same way you can turn of voices I'd like to turn off palettes...
As Reversal(no truncation) would let u lab ac punishes !!!!!
 
Training mode options for delaying health or meter refill after a combo ends by X amount of frames. It'd be nice for things like knowing if you could execute a reset quicker than you have been.
Also gonna add one more voice asking for the ability to change which assist inputs are used on the right stick macros. I know a Ms Fortune/Peacock player who wanted a set of macros that leave MP free for Pea's Item Drop setplay, and macros that leave HP free for Headless Fortune stuff, so being able to rebind right stick to LP+MK and LP+HK would give both characters both assists while leaving his other macros free.
 
As Reversal(no truncation) would let u lab ac punishes !!!!!
Everyone I spoke to said that labbing counters against ACs is almost impossible..If you can post a video of you doing that (after a burstbait) i'd appreciate it
 
Everyone I spoke to said that labbing counters against ACs is almost impossible..If you can post a video of you doing that (after a burstbait) i'd appreciate it
no see this is a feature i suggested that would address ur issues(and mine) there is next to no way to lab this amoung other things like double jump as reversal and pbgc jump/superjump
 
no see this is a feature i suggested that would address ur issues(and mine) there is next to no way to lab this amoung other things like double jump as reversal and pbgc jump/superjump
to add to this though, an "on burst" playback timing would also be welcome, as i can still see things getting very complicated even if the input truncation wasnt in effect
 
At this point, I would welcome the addition of crossplay to Skullgirls since it's been confirmed that even Street Fighter 6 will have this feature according to Capcom themselves. The playerbase will drastically increase for the game if this gets added for Season 2 or earlier.
 
I have photosensitivity, and for a very long time I've wanted an option to remove the bright flashes (yellow & green) when using Select options in training mode. They're frankly unnecessary and a hazard to my health.

Same goes for the game's transparent palettes. There's a lot of them, and they cause serious issues with my eyesight (stage blending, harder to focus/follow), so an option to either disable palettes altogether, remove transparency or prevent use of some in particular would help immensly. (squigly n°28, Painwheel n°7, and a bunch of Double's are notably bad outliers)
 
Here is my wish list of new challenges.

Let's Do This! II:

Your character: Any
Opponent's characters: Annie, Umbrella and Black Dahlia
Stage: Any
Description: Duke it out with the first three new characters!

TV Showdown:

Your character: Annie
Opponent's character: Beowulf
Stage: Sound Stage 15
Description: It's a TV showdown extravangaza!

Boss Showdown Rewritten:

Your character: Eliza
Opponent's character: Marie (Playable version)
Stage: Final Atrium
Description: It's round 2 and Marie is now a full-fledged fighter. Can you defeat her again?

Fish Game:

Your character: Ms. Fortune
Opponent's character: Black Dahlia
Stage: Little Innsmouth (Day)
Description: Ms. Fortune is seeking vengeance upon Black Dahlia to avenge the Fishbone Gang.

Family Fiction:

Your character: Cerebella
Opponent's character: Ms. Fortune
Stage: Little Innsmouth (Day)
Description: To save the Medici Mafia, Cerebella must take down the Feral.

You Asked for It Rewritten:

Your character: Marie (Playable version)
Opponent's character: Robo-Fortune
Stage: Any
Description: Robo-Fortune is asking for a rematch, but this time, Marie has all of her moves in her arsenal.

Famous Celebrities:

Your character: Any (Solo)
Opponent's characters: Cerebella, Beowulf and Annie
Stage: NMO Arena
Description: It's you against the three awesome celebrities. Prove to them that you are awesome like them!

Battle Against Evil:

Your character: Annie
Opponent's character: Double
Stage: Gehenna
Description: Only one heroine of the cosmos can quell evil off.

A Real Hero:

Your character: Annie
Opponent's character: Peacock
Stage: Sound Stage 15
Description: Since when did Peacock want to create her own show?!

Dawn of Justice:

Your character: Parasoul
Opponent's character: Valentine
Stage: Streets of New Meridian
Description: It's an iconic rivalry between a Commander of the military and a deadly nurse of Lab 0.

I think that's all of them... for now.
 
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I have photosensitivity, and for a very long time I've wanted an option to remove the bright flashes (yellow & green) when using Select options in training mode. They're frankly unnecessary and a hazard to my health.

Same goes for the game's transparent palettes. There's a lot of them, and they cause serious issues with my eyesight (stage blending, harder to focus/follow), so an option to either disable palettes altogether, remove transparency or prevent use of some in particular would help immensly. (squigly n°28, Painwheel n°7, and a bunch of Double's are notably bad outliers)
While I'm at it, the two white consecutive flashes upon roundstart, and 1 white flash upon character kill are equally as problematic, and cannot be solved by just not using features, and block gameplay entirely.
Would like these to also get looked at potentially!!