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New System Mechanics You'd Like to Try

Nuuance

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Nuuance
Squigly Eliza
Thinking earlier today, i miss the team combination attacks between partners & lore-involved characters thematically! Right now i cant think of any other mechanics that might be a nice addition, but been going back & forth about how the game could have some choreographed team attack supers or moves in the same vein. They could be uber creative & even use/repurpose moves/animations for anything. at least something to shelve for later. Obviously not everyone will have one, that's fine & is partially the point. Combinations coming to mind are:

(suggestion to get the ball rolling, off top)

parasol + umbrella: for example ping-pong opponent to each other w/both their umbrellas then umbrella puts them in bubble for para to bombard with tears. or para sets enemy on fire then umbrella uses a big puddle to splash it out. youd have 2 different finisher versions in case umbrella special dhcs to para & vice-versa. same for others.

fukua + filia
valentine + double
robo + fortune
squigly + eliza
bella + beowulf
annie + beowulf
val + painwheel
annie + parasol
squigly + filia
Eliza + cerebella
peacock + big band
val + robo

future examples (if DLC):
b.dahlia + squigly // cerebella
aeon + double // Annie
minette + fortune // umbrella
brain drain + robot // valentine // painwheel // fukua
Marie + Double // Aeon // Squigly

special trio attacks:
Annie + para + beo (or bella)
val + painwheel + fukua (or double)
etc...?

 
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Lore-based combination supers would be cool although I feel like it would probably be a lot of work to go back to add them for existing characters lol. At the very least I'd love to see MvC2&3-style "Crosssover Combination" (aka THC) where all the characters will jump on the screen at the same time and each perform a pre-set Level 1 super.

I think this was something they wanted to do from the start but the limitations of the PS3 and the 360 versions made it not possible. Would be cool if it could be implemented now.

Although it's not directly gameplay-related, one thing I'd love to see that is somewhat related to the above is an intro animation that involves the whole team, and not just the point character (Another idea stolen from MvC3 lol. See below). It could just be generic intros or special interactions with lore-related characters. Once the intro plays, the other characters jump out of the frame leaving only the point character before the round starts.

Apart from being cool, I think it would also serve as a good display for viewers which characters are in both teams. You can see the characters in the health bar portraits of course, but they are really small. A lot of the times I am watching tournament footages, it's really hard to tell at the start of the match which team each player is using, especially with lower stream quality, and most tournament streams cut out the character select portion.

 
An update to previous post. playing earlier & later on it'd be sick to get custom intros. Voice work im not looking to see in any way since i know that's a bigger undertaking although i would loveeeee it & it'd really round out things lorewise, but even reusing lines that might apply could work. Like robo vs fortune, dodging beams & missiles running around, throwing her head at her & robo doing the new dizzy animation for install increase lol. can be as funny for some, epic for others or even have a couple interactions per character. more of a feature tbh thinking about it, ill add later, but felt like it went here since it was related


[previous post]
Nice idea :) crossed my mind but thought maybe I was overthinking. glad you mentioned, Agreed. And for sure. whatevers new will take time so I wanted to get the discussion rolling so when/if there can be new features solely apart from DLC Characters.. Happy to pay, happy to wait either way. Speaking of the marvel thing Forgot about this. Damage wouldn’t be nearly as ridiculous but being able to do that feels powerful. wonder how a scaled down version looks

edit: or spending meter for a special EX tag like Tekken combinations

 
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An update to previous post. playing earlier & later on it'd be sick to get custom intros.
I can live with custom intros since they aren't skippable in Skullgirls, and honestly I'd probably get more out of those than cast-wide taunts.
 
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Thinking earlier today, i miss the team combination attacks between partners & lore-involved characters thematically!
Sounds like a nice idea, at least in theory.

future examples (if DLC):
b.dahlia + squigly // cerebella
aeon + double // Annie
minette + fortune // umbrella
brain drain + robot // valentine // painwheel // fukua
Marie + Double // Aeon // Squigly
I'd like to add something.

Parasoul + any of the Egrets
Umbrella + Adam (similar to her unused concepts)
Annie + D. Violet
Big Band + Panzerfaust
Peacock + Stanley (or, basically, anyone from Lab 8 + someone else from Lab 8)
And the honourable mention goes to Peacock + Leduc + Hive (them joining their forces to play a prank, for example).

Kind of makes sense for them to have such techniques story-wise.

And I like the idea of custom intros. Well, it's not the most important thing to implement, but it would be nice to have in the game.
It adds a lot of personality.

A lot of the times I am watching tournament footages, it's really hard to tell at the start of the match which team each player is using, especially with lower stream quality, and most tournament streams cut out the character select portion.
I fully support that. I struggle with this issue frequently while watching.
SGM is way easier in that regard.
 
Custom intros and character relationship based supers would be nice to add to Skullgirls. Like Nuuance said, I would like to see these types of supers, team combination-wise, based on some of these characters.

Fortune + Minette
Aeon + Double
Bella + Feng
Beo + Bella
B. Dahlia + Squigly
Brain Drain + Robo-Fortune
Filia + Fukua
Parasoul + Umbrella
Parasoul + Annie
Beo + Annie
Peacock + Marie
 
Custom intros and character relationship based supers would be nice to add to Skullgirls. Like Nuuance said, I would like to see these types of supers, team combination-wise, based on some of these characters.

Fortune + Minette
Aeon + Double
Bella + Feng
Beo + Bella
B. Dahlia + Squigly
Brain Drain + Robo-Fortune
Filia + Fukua
Parasoul + Umbrella
Parasoul + Annie
Beo + Annie
Peacock + Marie
definitely that too. like alternative 2 or 3 meter supers with some really sick combinations. @fayestra niceee
 
Supers that only certain teams can use would be a lot of work for something few players would get to use. Even if sprites grew on trees, I wouldn't like it from a teambuilding perspective either, feels like devs playing favorites telling you to play specific teams.
 
i feel you. in general the sg working cycle will be a lot of work, whether its umbrella, bugs or otherwise. so definitely no rush or expectation. im over grateful for what we do have. but anything worthwhile for the game (not saying this) will require that just saying. ive zero clue on funds & the recent boon, but seems things been looking up & this is about suggestions for the future of sg,

As for combinations, it's a tag game. there've always been combinations which by virtue are unique. That shouldnt be looked at negatively. those are part of the reasons so many people liked them. Eddy gordo & christie in tekken. If mktag existed, scorpion & sub zero you could be sure people would want some special sauce. End of the day it's more flavour and lore. i mean thats why fighting games are dope & we play. It's a spectacle. the default was never having anything...so there's only upside. overall it'd be an alternate way to inflict damage from usual supers, but i would assume they wouldnt give excessive strategic utility. Obviously wouldnt want to stilt play

New edit: actually...would love to have as a match modifier the DFO mechanic of conversion where you can translate red health into more meter...would be really fun to try. Or have a character who does as much as an actual mechanic

Edit: this is just sick
 
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Calling assist lets the partner just press any button they want.
 
I think a cool new system mechanic could be an alpha attack. Pretty much a alpha counter but when the point hits something. I think assists that are used to alpha attack should get some extra plus frames or another extra property so it's useful for more assists. It would lead to more interesting routes and use of meter instead of just a bar dump at some point in a combo, which is pretty much all bar is used for in this game.
 
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For gods sake make pixel lobbies, or something that players can AFK in and see activity
 
A 2v2 team mechanic would be cool.

With 2 players on one team, each controlling one character on that team. And 2 players on the other team
would be fun to watch. The other suggestions are pretty dope too. Probably fits in QoL, but w/lobbies, a bit surprised user created lobbies arent listed in the QM screen while queueing, so you dont have to specifically check lobbies if youre curious. This way lobbies would get like 10x more exposure. Not sure about others, but i never check, and sometimes there's some fire lobbies

General Meter Use:
More on the gameplay side though, i want more to play with for meter over DHCs. I think maybe the game feels a bit repetitive in certain aspects because for the most part youre using a move in the same way for most matchups. you might use one special over another, but the gameplay itself is still routed the same.

Mentioned on the solos topic, but in general globally, holding buttons to wallbounce snap would be cool if it took away like 45 undizzy or a full string worth to give incentive to use. Apart from the dahlia solo exhibition, I dont see it & I suspect it's because you're still working with the same undizzy & lose damage when you could just route optimally & use a damaging special. With a solid wall bounce youd have time to setup with a slower move you cant usually use in combos & continue with a more uncommon route, getting creative. A higher & slightly slower wallbounce could fit that nicely. Of course I'm sure most of you already saw the RC slowdown thing, so there's that too as general mechanics available to everyone allowing variety.

Metered Character Mechanics:
Alluding to the Rainbow Edition Thread, I strongly think at least 1 more metered option attached to character mechanic should get thrown in per character. For everyone. It feels like at the moment mechanics have kind of devolved into more or less mainly other specials you use the same or in the most 'optimal' way. robo & peacock are the 2 characters I think have enough moves combining movement & freedom the most...bomb & install come to mind. When this movement & more flexible tools come together, there's a lot more variation. Additionally solo becomes a lot more interesting. Blazblue's drive system usually effects the characters moveset in a way entire gameplay is changed when used in tandem. For guilty gear it's the roman cancel changing everything.

[grabbed from Double Extra Moves thread. Always been curious to see grab & Monster store the transformation of last eaten character in her portrait for later. like 15 seconds mimic install via 22+kk or something draining meter just like annies old beta version install for 1 meter. So it's not free. End it early using same input & can do that characters supers as expected until she transforms back. Hold button (of grab or monster) to store. If midcombo, expires after last hit.

...would make for some bonkerssss combo videos for sure. Transforming back has low recovery for combos.

BallotBoxer said:
As more characters are added, doesn't it seem strange Double isn't imitating them?

been in mind for a while wanting to transform wholly into other characters while playing as her since she doesnt really have a mechanic per say despite transforming. She does it in story mode so just makes sense to diagetically. Now she's a Double for real & it'd fit perfectly with her theme while costing bar/having to work for it. As more DLC characters drop, the more longevity it has.

Playing Guilty Gear a lot has given me a bunch of ideas and this should be pretty easy to tell where it's going. A shadow gauge appears & fukua brings up a shadow she uses negative edge. give each button an attack, whatever you want. Cant call assists during the super. Not exactly sure how everything would work for fine details but I'd loveeee something like this. Increase skill ceiling away from just shadow resets.

Eliza never had her blood mechanic finished as in things she could do *with* blood rather than just picking it up. The idea was damage to herself for benefit. Sekh is great & is well...sekh, but for the most part, picking up blood is just a formality where you're not really losing that much health if you just pick it up like youre supposed to. Bite gives access to 2 charges, costing the blood you gained. Enhancing any move of hers with better properties. This way it costs meter *and* health.

You get a pain meter to see absorbed damage & when full you get can pop install for all that work. Will you use stored power in charged normals? Or install for some pain? You decide. Additionally install becomes lvl1 & damage toned down to compensate. better than her base, but weaker than it is now & drains meter like annie so you have a visual timer. As much extra damage as 1 usual super. I'd love to use it more often.

When in install you can still use hatred guard of course, but cant store damage until it's done.

Just a couple examples, to give some ideas. More expression & creativity please
 
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For gods sake make pixel lobbies, or something that players can AFK in and see activity
i personally love sgs lobbies the way they are with how simple and quick it is to get in to a match, i just navigate like 2 menu screens and now im playing a match instead of having to pilot some avatar to a setup to play with someone
 
As cute as TFH lobbies are and as much as I love the Salt chests, at the end of the day I honestly do prefer the convenience of just clicking Quick Match and it does what it says on the tin.
 
While its nice to have the convenience of getting into matches without any sort of navigation, it's not nice to know there's no one else on QM until you've sat there for like a good 5 minutes with "waiting for opponent" and then also having the possibility of only getting matched with some random demon.

With pixel lobbies, not only were hour count/rank displayed but also the player count and ping of each server. You knew exactly what you were walking into. If not the avatar lobbies just providing more information than just the barebones casino that QM is would be nice.

Also can we have spectator modes for lobbies so you don't have to constantly re-ready up and choose characters after each match in a >2 lobby?
 
A 2v2 team mechanic would be cool.
With 2 players on one team, each controlling one character on that team. And 2 players on the other team
That'd be really cool and innovative for team-based fighting games in general. Just having more teammate players based on how many characters there are in a ratio team can be really inclusive and possibly fun. This needs expanding, and I just got the idea of how to do that.

In skullgirls' case, that can be a separate game mode where players pick their choice of ratio and a # of their teammates can join in depending on the ratio chosen (EX: 1 player chooses solo, thus playing by themselves, while another player picks trio, allowing 2 teammates to pick their character in player order fashion, but they wont be able to pick their assists because they can choose any attack in game (more on this later). In gameplay, the current point player can call assists/tag/DHC's only if one of the teammates accept their point teammate's request by inputting the same command as them. There will still be general rules applied to the larger ratios.

When one of the teammates are used as an assist, they have 3 seconds to reposition and input any attack they wish (except supers, other super/character-specific metered actions can be inputted), otherwise, they will exit out after their attacks end, with their assist taunt as a signifier. Any attacks that have optional sequenced follow-ups, like chainable normals and specials like wulf blitzer, can still be inputted even if their assist timer has run out, as long as they have inputted any extra attacks beforehand. They can also block and use defensive mechanics (though they can't use alpha counter) but they will leave afterwards. If the point player uses alpha counter, one of their teammates can also input anything, same as their assist status.

For tag-ins, the point player can request a tagout with one of their teammates by inputting a tag command. This request will last for 10 seconds, a period of time where the requested teammate must input their respective tag input to switch with the point player. If it's not accepted within this window of time, the point player can request another tag-out after the 10 seconds have passed.

For DHC's, either the mid or anchor player can input their super within the point player's DHC window. The team order afterwards varies depending on which teammate inputted their DHC after the point player's super (EX: Anchor player remains the anchor (if they inputted first), mid-point becomes point (anchor if they inputted first), and point player becomes mid-point after a full DHC sequence). Instead of the point player inputting DHC's by themselves, their teammates will be the ones to input their respective supers, which might lead to interesting coordinated team combo routes if done well.

Overall, this mechanic can serve as an interesting alternative to playing with friends as opposed to by yourself and it can even as competitive as they like it to be. It's an interesting mechanic that other team-based fighting games can adopt if they like too. It be interesting to hear the feedback from others about it to see if it's good or not.
 
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Personally id love if there was a new assist mechanic where your teammates give point a cool passive buff based off their playstyle. In exchange for lesser meter gain, more scaled combos, or lower upfront damage. Nothing overly much. Thought about meter but assuming system changes are coming...meter's already gonna be at a premium so no.

Only 1 active at a time, but something like this:

- Cerebella - MerryGoRilla: grabs now hard knockdown
- Squigly - Let it Build!: Special moves are chargeable to be + on block
- Fukua - Shadow Work: Special moves now become shadows
- Eliza - Thicker Than Blood: Specials drop blood the point character heals from
- Double - CopyCat: Dash is now a flash step
- Fortune - FishboneFlight: +1 air-dashes

I came up w/this idea before seeing MK1 Kameo stuff but after seeing a couple assists give buffs or having non-attacking options, it solidified the idea of the game being more engaging

The other is time slowing down like Axl's super & your assist having 7secs to combo & momentum/trajectory resuming after time is up as new way to spend meter.
 
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Can we be able to pick the same characters in duo/trio teams? It'd be fun (and chaotic) if we could pick a trio of Big bands or any other characters.