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Post your last suggestions for Skullgirls Encore here!

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would it be a bit much to give pw's j.hp charge more armor against projectiles (not like how eliza has unlimited) but keep it at one hit for all other attacks? also it would be nice to see what a persons skill level is in lobbies, i know we can set which one we see but it would help to keep beginning players from stumbling into a high level lobby with a title that doesn't describe level of play.
 
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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 should just deal more damage % the less health the enemy has, making it useful, instead of having all those crazy requirements and being mostly for style.
 
Penguin referee is the true taunt.
People say all characters have taunts. That's not true. Those are just empty words.
Penguin, though, is the player saying "I was able to build max hype - and didn't even need any of it".
would it be a bit much to give pw's j.hp charge more armor against projectiles
Yes.
 
Ok here is my list of things
Perhaps it is read perhaps not, but now it is here and yay

- Don't allow Downcharge moves to come out on 7/8/9-LP+LK
This is an extension to the previously somewhere in the Beta topic mentioned other priority changes (Toss > Pillar, launch 9jMP not giving M.Tearshot, etc)
I get Trigger sometimes when I go from downback to trying to Airthrow someone, of course dwi l2p etc but I figured I may as well note it
I can't really see any reason whatsoever for anyone trying to use Trigger with LP+LK, so I doubt changing this would hurt anybody

- Allow Staggershake with LP-HP instead of stick wiggle
Would be in line with BigBand Beat Extend shake yeah
Would make me less afraid that I am ruining my stick!

- No hitbox shifting during Crouch / Idle / Stagger / etc to avoid random hits/whiffs
Chars bopping up and down when standing still in neutral is cool, but I don't think this needs to change the hurtboxes of a character?
Causes a bunch of silly things, such as certain Bella strings out of Stagger only working on specific frames vs PW due to her foot hurtbox massively receding during the stagger animation,
or making it difficult to discern the range of a normal (eg Pea sLK is prone to hit at various points during a character's idle animation due to them bopping down, while whiffing at same distance due to them standing up - I have no way to tell which of the two is gonna apply in a match)
Not a big issue, but would be cool to have this consistent (I'm fine with the link never working; I just don't want to test stuff in Training Mode and go "yay this works" and then try it in matches and it doesn't)

- Allow Assist Calls during the first frame (or first two frames? w/e) of a special
This has two advantages:
1) Slightly lowered execution barrier for people who don't use Macros (much easier to actually get out that Special Move + Assist)
2) If you're good, this allows you to call assists with any special! Eg Fukua could intentionally input QCF-HK~MP to get Drill+Assist, which currently is impossible (as QCF-HK+MP will be M.Dart+Assist)
This has two disadvantages (as far as I can see at least, as always I may be missing a thing~)
1) the advantage #2 only applies to people who aren't using Macros, so this is a bit mean for people who rely on them (eg due to using Pad)
2) If you screw up really badly, you are now hurt worse (eg Peacock wants M.George+Assist, fucks up the input and gets H.Bang instead - old: she now dies; new: she now gets happy birthday'd)
I think the benefits outweigh the losses?

- Bring back KK Dash/Pushblock
The given argument for removing it again was "Everyone I asked either didn't care or didn't like it" (or I think that was it, at least?)
I don't know who Mike asked, but for me it is the opposite - everyone *I* asked either didn't care or liked it a lot.
It helps with a bunch of basic things (Peacock IADs while holding M.SoID, IAD jMP when one doesn't like to doubletap buttons),
is obviously fully unexplored due to people being used to PP dash and not really exploring KK one but was still noted as useful by a bunch of people,
equalizes Kick and Punch supers as reversals (without KK Dash, you can mash KK supers during blockstun nilly willy; while mashing PP Supers gives you pushblocks),
and has no downside that I can really see?? The only thing I caught here was that cuteZ thing but.. ugh
Even the great dekillsage noted that it helped him http://skullgirls.com/forums/index....a-updates-discussion.407/page-126#post-232757

- Have Throws (and Fukua command grab) give the defender a bit less meter
Currently a normal throw generates 1:1 the same bar for you as for your opponent
Which, especially given the abundance of characters with a weakness to throws, characters that rely on throws as part of their mixup game, a wish for early resets (Val Throw - cLP - Throw!!), etc .. seems a bit off
One already can't do long combos out of throws without giving the opponent 2 bars (and they don't deal damage anyway due to 50% scaling), so I feel at least throw-2 hits-next mixup should give me a meter benefit
All(?) other grabs (tested MGR, DDrop, Val cmd grab, A-Train, I presume the rest stays in line) provide the attacker with a good nudge more meter than the defender; just normal throws and Fuk Cmd Grab don't.

- Gold Burst reduce Ud by half rather than putting it back to 0
Same as groundteching
Trigger burst (intentionally) into blocking/armoring it into "lol now you are stuck in the air while I get to do some free mixup and you have 0 Ud left" is a bit silly

- Reduce Timeframe until bursts become safe vs continuous hits
I really don't think it needs to be 90f - Even at 60f it is not a bait anymore but just .. ugh
Val hitting me with a burstable sHK into sHK.2 sHK.3 fullscreen push and then I get a blue burst as I try to groundtech is most definitely not an anti-mash option

- *Recently changed to* postflash reactable air supers changed to "can block if didn't do anything, can't act"
I originally thought this WAS the case :[ Like how Squigly Sing-Opera operates, or how any Super now does when you have Undizzy accumulated
Instead they just became fully postflash reactable, which mean something like Fortune's Air Super (which was never good) can also just be counter supered by (almost) everyone, so it's kinda .. bad?
This just reintroduced the DHC wars of old, where I know my opponent is gonna reset me and then yes they do!
Filia does a midair jHK crossup thingie and I super it and then she reaction Gregors and then I reaction DHC to BFF and then he reaction DHCs to car and everything feels silly

- Move hitbox on Fukua Drill a bit downward
Nudge nudge BRASS of all things hits Fortune's head nudge nudge it would be really cool if Fukua's H.Drill could do it too/

- Fortune cLK +1 on block
I will be hated even more than anyway, yay! Won't happen, but I thought I might as well~
I feel it is verrrrrrrry comparable to Bella cLK (almost same range, now same startup, both on chars that don't have a 2nd comboable low and need to cLK,cLK to catch upback for damage, both go into (almost) any string on max-distance hit, both sit on chars with other good mixup options (be that IAD jLK or j2MP/jHP/MGR), etc)
The 2nd comboable low thing really is my big gripe; where almost every other char* can stagger something like cLK cMK and catch people upbacking easily, Fortune and Bella have to cLK,cLK - which for Fortune went from a 4f gap (+3 on block, 7f startup) to an 8f one (+0 on block, 8f startup)
Bella's cLK for comparison sake is +6(!) on block - and yeah Fortune's has +1f advantage on hit, and is on a faster character so she has a much easier getting into the range, and has a 1f faster jab that is really really good in general, but I still feel this is too big a step (a bonus note being headless, which doesn't have access to gdlk sHP and sits on a slower IAD jLK)

*Band can't - his cLK is +5 on block; but in general not really comparable to Fortune/Bella so I didn't mention him

E: I originally decided to omit this due to "art work", but I am not sure if it is, and I presume it doesn't hurt to add.. if it doesn't happen it doesn't happen!:
- Grey out the Mini Portraits of dead characters (the small rectangles next to lifebar)
For one that would look cooler (heh), for two that would help with telling who is actually alive and who isn't
I had some cases where either player had a char on extremely low life (say, 20HP) and then tagged/DHCd it out
.. and then I kinda forgot the character was even alive anymore, due to the life bar essentially being empty.
If I could glance at the portraits and see one greyed out portrait and one that is still in full colour, it'd be clear which of my chars are still alive, no matter their remaining HP
 
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Can Squigly's j.lp overhead be reverted to the way it was? It isn't the same case as the other characters who got their's nerfed.

For one it doesn't even work on the whole cast. It works one Big Band, Eliza, Beowolf, and Cerebella, Cerebella's hitbox is also finicky to get the overhead to even work. Other characters have lots of character specific stuff. Squigly gets left right resets on her by painwheel all the time. Having this in those 4 match ups really helps when you actually manage to get in. You are an actual threat up close, now every one except big band just has to sit tight downbacking and react overhead or throw. Or just not respect your pressure and do what ever.

You don't get a lot of options off j.lp overhead certainly no where near as much as Filia or Eliza. You can't combo into any other normals and j.lp>divkick isn't a damaging combo starter like Filia's j.hk. If its blocked you get pushed blocked out and can't make your way in easily with an air dash. You get one shot at the overhead and not much after if they know you are going for it.

Was it that big a deal in the first place that she had it? If it wasn't I believe it would be more beneficial to keep it as a niche option than to remove it.
Fuzzy setups are nice but they can be pushed blocked away so they aren't as good as in other games. Guess its about time I start exploring some more fuzzy set ups.

Fillia's j.lk, eliza's j.lk and squigly's j.lk are all 7 frame start up. I know jump and air dash start up times are also factored in but Filia and Eliza's overhead are just as hard to block not to mention they cross up sometimes for what ever reason and they both work on the entire cast.

Please consider and thanks for all the work you guys do.

Thanks.
 
this game has stagger shake really? Can we just remove that all together mashing is stupid as hell. I'm serious shaking out of ice in persona is the most obnoxious thing ever, I cant believe people were making fun of that one guy for suggesting mashing on the beam super and then be ok with this. Yes I know it's in guilty gear, but that doesn't make it any less dumb.
 
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Create your own AI to fight against (in training mode?). For example, you can fight against yourself.

That is way too much work this late in the development cycle.
 
Oh wait I just remembered....This also may have been mentioned before but, how about allowing Beowulf's Moonsault moon cinematic to be Fast forward using punch buttons like in Val's level 3? BTW is there a limit to how many suggestions we can post? I don't plan on posting more, I'd just like to know just in case.
 
OST related one: Can we get the original MIDI version of Unfinished Business either as an option to hear (hold a button, ect) or at least available in the Gallery? And preferably under the name Unfinished Unfinished Business? The final version's real instruments sound fake as hell because Reality Is Unrealistic.

For reference
 
Another change I might suggest, would the HP interface be considered to be changed? The eyes are kind of hard to differentiate for some people or at some times, would you consider having the character's symbol (Peacock's George Bomb or MF's fishbone skeleton) be there instead? You could make it larger and raise the height or size of the HP bars of the characters waiting in the wings.

Just a suggestion!
 
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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?
...how would that not count as a game mode? :/

I know we're all sounding pretty snarky in here shooting down ideas... but so many of these require so much more work than people seem to think.

Another change I might suggest, would the HP interface be considered to be changed? The eyes are kind of hard to differentiate for some people or at some times, would you consider having the character's symbol (Peacock's George Bomb or MF's fishbone skeleton) be there instead? You could make it larger and raise the height or size of the HP bars of the characters waiting in the wings

I'd love to see a slightly larger character icon for the first assist so it'd be faster to see which is which.
UI change of this scale would probably not be happening at this point.
 
...how would that not count as a game mode? :/

I know we're all sounding pretty snarky in here shooting down ideas... but so many of these require so much more work than people seem to think.

I think to them game development is a process that involves magic computers and things proofing into existence.
 
Oh, I just didn't know how much work would be required to go into it! I don't know nearly anything about game design, so I didn't know if my suggestion was large or not! Thanks for replying, though!
 
OST related one: Can we get the original MIDI version of Unfinished Business either as an option to hear (hold a button, ect) or at least available in the Gallery?

No, Lab Zero isn't going to reintroduce placeholder midi music into Skullgirls. I'm curious how many saxophones you've heard in your life if you think Under the Bridge sounds "fake as hell".

ALSO for everyone here, Mike just confirmed on IRC that there will be zero balance changes (prior to 2nd Encore's release) from this point onwards. That 99% chance of being rejected just went up to 100%, so no more balance suggestions period please.
 
Someone might of said this already but, A custom character color editor like the one in KoFXIII would be nice (| ‿◠)

Already shot down
 
I dunno if this is feasible with existing assets, but can there be an indicator for when squigly has a stance charge? something like making the flame from leviathan's mouth during punch charge animation stick around. I realize I could handle this by sucking less, and maybe with some ginkgo baloba, but I sometimes forget if I have a stance charge and do silly things.
 
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snip

on the line about this suggestion because i'm leaning more towards it not really being needed but

a very slowly pulsating (more off than on) palette effect would possibly work

like every 2.5~ seconds she gently fades stance cancel color and then unfades from it

or w/e

bye
 
last one. on teams could there be some indication on which character has more life? the way the HUD is it can sometimes be hard to tell who has the life lead and who doesnt. maybe change the color of the health bar or highlight the character icon.
 
last one. on teams could there be some indication on which character has more life? the way the HUD is it can sometimes be hard to tell who has the life lead and who doesnt. maybe change the color of the health bar or highlight the character icon.
It says leader over the bar for the person with the most health.
 
Oh, similar to the stance status stuff, is there any indication of Eliza's taunt being successful? Sometimes I see a glint or a shine of some sort, but I don't know how consistent it is, or if I'm just seeing things. Like, Band has music notes that show up when his is good, does Eliza have one?
 
@Bit_Strife i meant on the single team. when deciding who to switch between the slight difference in health bar length can sometimes make a decision on double snap or alphas difficult. should have worded that better, sorry.
 
It says leader over the bar for the person with the most health.
I think what he wants is an indicator for which team member has the most health on his team because the bar sizes aren't the same.
 
It says leader over the bar for the person with the most health.
I think they meant which character on each individual team has more life.
 
Is it possible to get a launch option that disables lifebar and other HUD elements? This would be nice for videos and screenshots, and it's currently impossible to remove the super meter and character portraits through Skullmod.
 
Is there any way we can allow players to change damage multipliers during training mode? It would make it easier to test how much damage a combo is actually doing if the damage is consistently done at, say, 1.0, regardless of team composition (especially with 3v3 so you can test a combo against Squigly, Cerebella, and Double in one go)

Sorry if someone said this earlier, I just kinda skimmed pages 8&9 and it looked like nobody asked.
 
My friend have a suggest, he said all :DP: type of air against skill should be limited.
When you cast M or H :DP: skill aslo got a invincible moment on up body, but could still get hit on low body and cannot beat off from throw.
and L :DP: you chould beat off the thorw but haven't invincible time.

I just relay his message :)
 
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Penguin Ref on all level 3 Airwulfs

I don't know if this would count as a "balance" patch necessarily, but those requirements are ridiculous for such a small addition.

Heck, make it where any Dogstar Press (No Chair Standing H, NC Jumping H, Wulf Dash, LP+LK) can bring him out, but keep all those other ridiculous requirments

It's just such a medium-risk incredibly low-reward thing, but it's such a cool addition to be so practically useless.
 
the ref is awesome as a stylin thing
 
Final suggestion because a friend asked me.

Would it be possible to apply any of the unused vs/tagging Umbrella lines to other characters they can work on if they're ambiguous enough? Such as Beowulfs "When did we switch to TV PG?" as an alternate quote for a fight intro against Peacock or Peacock's "Poor widdle nimrod!" as a general winquote?

Id hate to see these lines go to waste on an unused character who likely wont ever make it in game now, even if I really wish she could of at some point.
 
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Any chance of increasing the volume on Ms. Fortune's lines against Big Band, Eliza, Beowulf, and Robo-Fortune? As they are, they're much quieter than all her other lines.
 
No, Lab Zero isn't going to reintroduce placeholder midi music into Skullgirls. I'm curious how many saxophones you've heard in your life if you think Under the Bridge sounds "fake as hell".

I only brought up that particular song because it's the most complete of any "wip" song that has been released. It's literally just a MIDI version of a complete song.

Also, i have heard exactly 0 saxophones in my life. I didn't really mean "fake", just more like, "not as crisp as a completely digital sound that can be fine tuned by moving around ones and zeroes". The Kingdom Hearts ReMIXes have shown us quite well that orchestrated does not always mean better.

Any chance of increasing the volume on Ms. Fortune's lines against Big Band, Eliza, Beowulf, and Robo-Fortune? As they are, they're much quieter than all her other lines.

I keep seeing this one and I have a hunch that the new lines may not have been recorded in the studio, probably due to budget limitations, which is why her and painey sound so damn weird. All we can do is cross our fingers that they'll be cleaned up in Audacity before release, or if we're really lucky the weird sounding lines can be re-recorded when the actors come in to do voiced story mode, but like everything else on this thread that's just wishful thinking. Why can't we just be happy for what we have?
 
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Super inconsequential, but having Peacock's fake teleport as an assist would be cool? QCB+PK would be the command.

If KK for dash is ever considered, it can be useful for pad players. If I have 1 macro dedicated to LP+MP, it's difficult to use that to IAD and j.LP or j.MP because I have to let go of the macro button before I press LP or MP, otherwise I'll get an empty airdash cause the game thinks I'm already pressing one of those buttons. If I dedicate a second macro to KK, I can have an IAD button for any attack I want without risk of mistake or doing it slower than instant. I would just have to use right stick for or manual button combinations for assists, but then having the macro would also make kick supers (Squigly Opera) easier so that seems like reason enough to justify having two dash macros? Alternatively, if someone decides they use punches after airdashes more than kicks, they could use KK instead of PP and still have an assist.
 
This may sound a lot but 2 things:
1.
I believe that the IPS systems are broken because their had been some matches that I couldnt get myself out from their massive combo Example when Eliza sends in his bird bodyguard as its connector to the combo and create an endless amount of attacks it was almost impossible for me to get myself out and hope for a miracle that you blocked it.
2.
Painwheel is almost impossible to get out with when it comes to combos and im pretty sure the attacks that most people that use her were sequential and it didnt ignite the IPS system. Please make a stricter IPS.

Question: Is it me or is there a reason or a solution to avoid this situation please let me know about it.
 
It was tried, was removed for reasons I can't be bothered to remember.
From my understanding, the reason why it was removed was because there wasn't much reason to keep it. Now there is?
 
It was tried, was removed for reasons I can't be bothered to remember.
The general response was apathetic or negative, so it got nixed.
 
IPS things

IPS isn't broken. You're likely getting reset, which means your opponent is intentionally ending a combo in an attempt to start another one. Skullgirls doesn't have any infinites, unblockable setups, or anything that could make the game impossible to win after you've been hit at full health.


The word from Lab Zero is that this thread has outlived its usefulness; the team is now at a point where they can't afford to commit any resources to non-essential tasks. As such, this thread will be locked. If you have any bugs you wish to report, do so here. Fixing bugs is still a priority for Mike & co, even at this late hour.

This is NOT an invitation to resume sending Lab Zero Games staff suggestion PMs: All suggestion/feature request PMs sent to Mike will be ignored until such a time where he is able to act on them.
 
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