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Skullgirls Beginner FAQ compilation

WaterMystic277

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Squigly Cerebella
SO yeah, ask Questions and shit and get answers, all of these (Well most) will be comprised onto a sticky'd forum which is easily accessible to other players.

I'd like to focus on building a development timeline and general questions, so I guess help me fill out all the information, okay guys?

Questions go here.

My memory here is SUPER rusty, so forgive me if I get anything wrong and PLEASE correct me/give more information

  • 2004, alpha development begins on "Skullgals", the idea phase and extremely early demos.
  • 20??, At college, Alex "o-8" Ahad, lead art director meets up with Mike "Z" Zaimont, head designer
  • 2011, Skullgirls is annouced to come to consoles, delayed heavily until April 11th 2012
  • 2012, Shortly after release, Skullgirls team is laid off mid-production of Squigly.
  • 2013, Lab 0 is formed from Skullgirls team, Mariel "Kinucakes" Carthwright, Mike "Z" Zaimont, Alex "o-8" Ahad, ??? "Ravidrath" ???, ???, "Render", ???
  • 2013, Skullgirls 1.01 patch, "Slightly Different Edition" is made and Lab 0 begins a IndieGoGo, raises roughly $829, 000, enough to finish production on Squigly, fund Big Band, Eliza, Beowulf and Robo Fortune.
  • April 1st, 2014. Mike Z releases Fukua, a clone of Filia that would be soon added to the game properly.
[/spoiler]
 
In fighting games in general what are you supposed to do when you are being combo-ed to death in a corner? How do you attempt to break the chain?
 
1. Think about how you got into the situation where your opponent was able to convert into the combo, and work to avoid being put in that situation again.
2. Combos are guaranteed, you can't break them, unless your opponent forgets to pay attention to Drama/Infinite prevention system, or intentionally triggers them to bait a burst for a mixup of some kind.
 
In fighting games in general what are you supposed to do when you are being combo-ed to death in a corner? How do you attempt to break the chain?
In fighting games in general, nothing, you just die. In this game in particular, though, it's not normally possible to kill a character with one combo. Instead people usually go for resets, which is when you intentionally end your combo early in such a way that you're likely to get another hit. Pay close attention to the combo counter, when the number abruptly goes back to one, that's actually the start of a new combo. Resets are usually done with like high/low mixups or crossups or something so basically get ready to block something tricky while you're being hit.

Also I noticed you have Boston as your location pls check out the New England thread it's fulla some great stuff http://skullgirls.com/forums/index.php?threads/new-england-thread-not-uk.27/
 
How does team compositions work? I've been playing for nearly 30 hours as solo Valentine, often told I need an additional one or two characters to my lineup. I'm told extra characters help setting off "assists" and a good character to synergize with a character like Valentine requires a DP (?).
 
How does team compositions work? I've been playing for nearly 30 hours as solo Valentine, often told I need an additional one or two characters to my lineup. I'm told extra characters help setting off "assists" and a good character to synergize with a character like Valentine requires a DP (?).
DP is short for dragon punch. It's shorthand for any kind of invincible move with a large vertical hitbox, so in this game things like Filia's Updo, Parasoul's Napalm Pillar, etc.

When you have multiple characters on a team, you can assign an assist move to each character, which can be any move that character is capable of doing (with a few exceptions). The advantage of assists is that they're moves that effectively don't have any startup or recovery, as your point character can move and act while the assist character does whatever their chosen assist is.

This actually is another answer to your last question, which I didn't think of at the time. If you're locked down in the corner and you have a DP assist, you can block with Valentine while calling out the assist, which since it's invincible will just blow through whatever your opponent happens to be doing (with a few exceptions). The drawback to this is if you block the wrong way and Valentine gets hit, the assist won't come out and then both characters will get hit, so there's some risk associated with it.

"Need" is a strong word, I've seen solo Valentine played pretty effectively. But you may want to try a two character team to see if you like playing it more. Up to you.
 
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What do these buttons correlate to? I understand they are the typical arcade buttons but I dont know what button means what.
I cant tell what button is low punch or anything.
I'm having a hard time rebinding the keys to my shitty controller (I'm getting a new one later but for now..)
 
In order left to right top to bottom

LP - MP - HP
LK - MK - HK
 
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In Fighters, more specifically Skullgirls, are there tiers of speed and damage output? The age old balance of character true to the Smash Bros franchise, the slower the attacks dictates great damage output, the faster the attack the more poking prodding but damage output per attack is much less than that of the opposite. Does this stay true for Skullgirls? No right? Val combo's will just hit for the same damage as say a Big Band one? Or am I wrong?