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Under Night In-Birth

Yeah I tried to do that when I first got the game. But either I suck, it is character specific or just very tight to pull off.
 
So I have a fuzzy with Chaos that was inspired by my friend's Fortune fuzzy on big band and I feel like a big dick OG.
 
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Opening people up with anything other than a low/throw mixup with Byakuya is hard. But the pressure can be nuts when you make it in.
 
Opening people up with anything other than a low/throw mixup with Byakuya is hard. But the pressure can be nuts when you make it in.
Remember, his B+C and charged 3c are overheads.
 
Remember, his B+C and charged 3c are overheads.

Lol, not for anything if you get hit with his b+c you're an idiot
 
Remember, his B+C and charged 3c are overheads.

B+C is never opening anyone up.

3[C] is because 3C is low for some reason
 
Pursuit is also a thing, and Bya's jump in normals are pretty decent.
 
Mike's UNIB infinite guide said:
"Infonite"
Just know that, even if you don't like the game, that made your purchase worthwhile, Mike.

Anyway, how fun is the game? Would any of you recommend it?
 
Just know that, even if you don't like the game, that made your purchase worthwhile, Mike.

Anyway, how fun is the game? Would any of you recommend it?

I personally think it's amazing, i'm taking a break from skullgirls until eliza comes out because of that game
 
Just know that, even if you don't like the game, that made your purchase worthwhile, Mike.
I thought the same thing, heh.

Anyway, how fun is the game? Would any of you recommend it?
I personally am not a fan, mostly because after air tech you can't move or be hit until you land, which means any airborne hit anywhere ends in the equivalent of "knockdown" in other fighting games - you can't move, the opponent can easily meaty you and has time to set up positioning, etc. Since there is nothing you can do to retaliate or defend until you touch the ground it's basically an extended wakeup animation, which makes moves that knock you waaaay up into the air feel pretty stupid afterwards and it makes momentum HUGE. Large long combo into knock up hit, follow them as they tech, okizeme when they land into another combo, etc. Your only options are reversal DP or amazing defense, but each time a combo ends it feels like wakeup. Yes, you can choose which way you tech, but as long as your opponent isn't asleep they can follow it anyway.
[My suggestion: After an air tech you are immediately vulnerable and can attack or use air options, but can block anything without having to shield until you land or do something. You could even make the throw tech window longer as long as you're allowed to block anything. It would have the same effect of not being constantly molested in the air but get rid of the everything-is-a-knockdown aspect. It would also speed up the game a lot.]

I mean, there are other things that bother me (the fact that Vorpal is so important and yet timer-based, etc) but that's the main one for me. There are also things that make it not worth being a $60 game (no button config on character select, no win count in versus mode, etc) but those are unrelated to the mechanics.

Though of course, if you like it, play it! Same goes for any game.

[edit] Full disclosure, doing that infinite is really dumb-fun and you can set it up from anywhere on the stage, so I do greatly enjoy that single thing about the game.
 
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the fact that Vorpal is so important and yet timer-based

I respect your opinion a great deal (though I won't drop a game for it) so I'm curious about your reasoning behind this. I'm a complete amateur at fighting games so I can't really figure that out for myself.

(plus I haven't played it yet :PUN:).
 
play with us ausdrake

UNIEL looks cool I want to play Boring McSword or Infinitestein.

Yuzuriha caught my eye. I'd definitely like to try maining her, even knowing the execution requirements.
 
play with us ausdrake

UNIEL looks cool I want to play Boring McSword or Infinitestein.
Hyde is actually quite interesting. The only 2 characters I don't care to touch at all are Orie and Linne.

The air techs in this game do feel really weird but I love the flow of neutral and this type of pressure but tamed down a little from Melty
 
Fuck it though, how's Hilda?
She's really ridiculously stupid fun. She seems to struggle a lot though, she plays her game well but there are characters who are just much more rounded than her, her lack of defense or even ability to do much at all up close stands out when you compare her to the likes of Gordeau and Merkava etc who also control massive portions of the screen, but have fantastic (stupid) defensive options and offensive pressure as well.
 
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I respect your opinion a great deal (though I won't drop a game for it) so I'm curious about your reasoning behind this.
Vorpal is really important to both offense and defense, but it's timer based rather than flow-of-the-match based.
If you were ahead on diamonds when the little ring completed a circuit, you're blessed for the next 12 sec or so. Which means if you landed a punish but it was at the wrong time, too bad, you can't do a lot of useful things. If you mashed a hit and it happened to land at the right time, yahoo you get free meter, an RC, and the ability to do a lot of damage into an okizeme mixup (remember you can't act after air techs!).
If you can continually land mixups with decently long combos and you happened to start at the right spot in the circuit, you can keep yourself in a good position because the times the opponent was free to act weren't the times that determined whether they could get blessed. This Waldstein video from the previous version sums it up well...

DISCLAIMER: YOU CAN'T DO LOOPS LIKE THIS COMBO ANYMORE because using Chain Shift (getting rid of all your diamonds to RC and build a bunch of meter) locks you out from gaining diamonds again for the rest of your combo, so you can't do two Chain Shifts in one combo.

BUT. Now imagine that each loop of that combo is a reset into an okizeme mixup (remember you can't act after air techs! So that reset point can be anywhere, even after a super, and you still get okizeme).
Since it's a new combo you DO get diamonds again, which means you can keep up that type of pressure consistently, with an RC available each time, and your opponent never has a chance to get blessed themselves unless they mash out a reversal or block all your mixups until you're done, and even then they have to be at advantage at the proper time.

Also, if you have a combo that needs a Chain Shift to work but the setup is really long, you can guarantee that you'll get your Chain Shift as long as you started it within about 60% of a ring circuit from the decision point, because during a combo you get diamonds and your opponent loses them.
My Waldstein infinite setup video demonstrates this by being long enough to start the combo with more than half the ring left, and still using a Chain Shift at the end to both RC and give yourself enough meter to start said infinite, while only having 18% when starting the combo:
 
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I'm pretty interested in this game because it has the diverse character designs and options of a typical anime game minus the whole blocking 5 unseeable mixups in a row when you're on defense thing. Too bad it's a bit of a pain to get.
 
Vorpal is really important to both offense and defense, but it's timer based rather than flow-of-the-match based.
If you were ahead on diamonds when the little ring completed a circuit, you're blessed for the next 12 sec or so. Which means if you landed a punish but it was at the wrong time, too bad, you can't do a lot of useful things. If you mashed a hit and it happened to land at the right time, yahoo you get free meter, an RC, and the ability to do a lot of damage into an okizeme mixup (remember you can't act after air techs!).
If you can continually land mixups with decently long combos and you happened to start at the right spot in the circuit, you can keep yourself in a good position because the times the opponent was free to act weren't the times that determined whether they could get blessed. This Waldstein video from the previous version sums it up well...

DISCLAIMER: YOU CAN'T DO LOOPS LIKE THIS COMBO ANYMORE because using Chain Shift (getting rid of all your diamonds to RC and build a bunch of meter) locks you out from gaining diamonds again for the rest of your combo, so you can't do two Chain Shifts in one combo.

BUT. Now imagine that each loop of that combo is a reset into an okizeme mixup (remember you can't act after air techs! So that reset point can be anywhere, even after a super, and you still get okizeme).
Since it's a new combo you DO get diamonds again, which means you can keep up that type of pressure consistently, with an RC available each time, and your opponent never has a chance to get blessed themselves unless they mash out a reversal or block all your mixups until you're done, and even then they have to be at advantage at the proper time.

Also, if you have a combo that needs a Chain Shift to work but the setup is really long, you can guarantee that you'll get your Chain Shift as long as you started it within about 60% of a ring circuit from the decision point, because during a combo you get diamonds and your opponent loses them.
My Waldstein infinite setup video demonstrates this by being long enough to start the combo with more than half the ring left, and still using a Chain Shift at the end to both RC and give yourself enough meter to start said infinite, while only having 18% when starting the combo:

Why I keep reading this posts with MikeZ's Voice in my mind?

Anyhoo... I have 1 question. Do Skullgirls have Infinite combos?
 
Heh that's funny. As I was learning this game's mechanics and combos and stuff, I was thinking Mike Z would hate it. It breaks like every rule he talked about on the how to make FG's panel
 
Im going to be importing this next week
Eltnum <3
 
Which means if you landed a punish but it was at the wrong time, too bad, you can't do a lot of useful things.

This quote reminded me that I appreciate how intentional your design process is. It isn't my favorite game by any stretch, but it reminds me of League of Legend's design process which is also very transparent, intentional, and player oriented (I use the phrase "meaningful weakness" a lot when talking about games, and it is because of Riot's insistence that their charaters be developed with both meaningful weaknesses and strenghts ie periods in which they are at their optimal and counterable).

It is great to add things to a game because "they're cool", but it is better when there is consideration as to whether they'll have unfun side-effects like punishing the loser (stun), unreactable gameplay (infinite combos), or in this case momentum vs time based gameplay (though I don't have it, so I'm taking you at your word).

I know you're a pretty big critic of the genre (as well as a fan), and that you obviously have a softspot for SG, but are there any FGs you do like or consider good examples of the genre? I got the impression from your panel at UFGT that maybe GG?

Anyway, this is super off-topic (I didn't want to make a whole topic and couldn't find the panel post) so I'm not going to respond even if you do answer, but the tenor of this post is really just 'thanks for the deliberate (and transparent) design choices.'

/ass kissing off
 
How's the balance so far?
Fine? I guess?

The top tier are assuredly top tier, but it doesn't feel overwhelming.
 
Anyhoo... I have 1 question. Do Skullgirls have Infinite combos?
Nope! Provably. (^.^)

I know you're a pretty big critic of the genre (as well as a fan), and that you obviously have a softspot for SG, but are there any FGs you do like or consider good examples of the genre? I got the impression from your panel at UFGT that maybe GG?
Offtopic:
A - I'm harder on SG than I am on anything else, because I can change it. It's the opposite of a soft spot, I have a list of things I would change if I could do so without pissing off the players. (Just imagine how angry Val/Fortune/Filia/Peacock mains would be if their s.LLMMH turned into s.LMH!)
B - Nothing is without problems, but GGAC was close. The later iterations of GG have the best intentionally designed fighting game systems I've ever seen. (MvC2 being the best accidental system design.) 3s is also close for different reasons, except for the lack of range game and the fact that parries dominate everything. KOF13 and Melee as well.
 
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How's the balance so far?

There are characters that a re definitely better than the norm and characters that are definitely worse than the norm. I wouldn't say there is anyone Dee Jay/Phoenix Wright terrible though.

But if you wanna pick Akatsuki, or to a less extent Chaos, Hilda or Seth you are going to struggle a little.

Akatsuki just hasn't transitioned very well, they kept him too faithful to his original and normals...REALLLLY don't stack up in this game.

Chaos just seems to have too many flaws, his defense is pretty poor, he can be zoned pretty hard, big normals tend to bop his lizard and without his lizard he is a shell of a character.

Hilda seems to be able to play her game pretty well as I already mentioned. If she plays "perfectly" you can certainly beat even great players of top tier characters but the discrepency between her up close game and top tier up close game does make things hard on her.

Seth is a really interesting character that would be absolutely unstoppable in most games, but the UNIEL engine tames him down so much. He has a lot of mobility options but with the size of normals in UNIEL it is still really hard to move around characters appropriately. Once he is in he is a pressure monster and has some great mixups. But his "vortex" as such is kind of weak due to UNIEL's anti crossup system. He needs to spend a lot of resources to make you afraid of unblockables to really get his momentum going. All of this would be ok if his health wasn't so abysmally low (I hate balancing with health...), he does not get many chances to screw up and even playing patient Seth, the buildup of chip damage is very significant. I think he has something like 1.7k less health than anyone else.

EDIT: I'mma scrub, take that into account when I talk about anything.
 
There are characters that a re definitely better than the norm and characters that are definitely worse than the norm. I wouldn't say there is anyone Dee Jay/Phoenix Wright terrible though.
But if you wanna pick Akatsuki, or to a less extent Chaos, Hilda or Seth you are going to struggle a little.
From what I've heard serious players of Akatsuki in Japan all have another character they use in tournament, cuz he's below Tager bad. Chaos isn't quite THAT bad, but he's also very bad.
 
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How do you determinate when a character is good or bad, MikeZ-sama?
Rumors and the forceful opinions of people who don't play the game at a high level. :^P

In this case I'm literally just repeating what I heard, so take it with a grain of salt. I know next to nothing about what the tiers are aside from that in my own experience Merkava is pretty damn good.
 
How do you determinate when a character is good or bad, MikeZ-sama?
There are some things that are easy enough to deduce.

One character can barely punch more than a character length in front of them, has a DP but a near vertical one.

Another character character has 2/3 screen pokes as normals, a comboable command grab that drains GRD (GRD is critically important) and GRIM REAPAAAAAAAAAA which is a full screen DP.
 
It is also pretty early to being talking balance. I just wanted to get a picture as I despise games in which half the cast is seemingly unusable (MvC3).
 
It is also pretty early to being talking balance. I just wanted to get a picture as I despise games in which half the cast is seemingly unusable (MvC3).
i mean there were arcade versions before the console version so people have a good idea on balance from what I understand
 
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It is also pretty early to being talking balance. I just wanted to get a picture as I despise games in which half the cast is seemingly unusable (MvC3).
The characters have gone unchanged for quite a long time so Japan has a lot of play to make judgements from.

Byakuya and Nanase are entirely new though.
 
My friend plays Akatsuki, and he has some of the best footsies in my state, he does just fine.
He kind of struggles against my friend who plays Yuzu, but later on into last night he started to get the hang of it.
I have another friend who plays Seth, and he kind of just runs around my Chaos, I have to run away, but once I establish space, he lost.

Also, the antir crossup system is different from what we think it is.

My friends Seth crossed me up all last night. I crossed people up with Chaos' Pursuit down C.

I think the anti crossup only applies to fireballs and Ahl Lizard.
 
Upcoming patch nothing too big.

According to translation on DL
- Fixed a bug that made Assault attacks retain landing recovery.
- Fixed a bug that made particular throws miss the hit in the corner.
- Fixed a bug that gave Gordeau's "Turbulence" greater reach when he's on the left side of the screen.
- Fixed a bug that made Akatsuki's EX Denkoudan weird when it hits the opponent in hit stun and is canceled with Chain Shift.
- Other minor system adjustments.