Skullgirls Suggestions Thread (Please read OP!)

DaRabidDuckieDaRabidDuckie Happiest. Duck. Ever.Joined: Posts: 9,724 mod
So, in between Texas Showdown and PowerUp I was talking with Mike Z, and I mentioned to him an idea of a thread where people can submit ideas for serious consideration, as well as letting people know what features are being worked on.

He liked the idea, so here it is.

Couple of guidelines:
  1. This is not a Q&A thread.
  2. For the sake of making things easier to categorize, this thread will have its posts purged FREQUENTLY. Don't make any posts you don't want being deleted.
  3. This is not for tier list/balance discussion. There are already appropriate threads for this. Same with bug reporting.
  4. Do not make repeat requests. If it's already in the suggestions list, then it's likely already being considered (or has been rejected).
  5. If your suggestion doesn't get considered, don't gripe. It was probably too goofy or not possible.

Regarding the existence of an older thread, I'm aware there was one, but wanted something I could control and format as I saw fit.

I'll kick things off with the next post. If I like your post, it means I've seen it and added it.
Only modding at tournaments now. I'm no longer taking mail order jobs. Please don't ask.
"Being degrading or insulting is not the same as being hype. Huh, I think I just solved the problem with the entire community." -- Mike Z on the FGC

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Comments

  • DaRabidDuckieDaRabidDuckie Happiest. Duck. Ever. Joined: Posts: 9,724 mod
    General/UI Tweaks:
    • Skullheart Trophy for EVO side tourney. (Status: Passed on to Alex. Checking if possible.)
    • Art gallery viewer/sound test mode (Status: Game itself mentions these are on their way in a future update)
    • In-game movelist. (Status: Planned for future update)
    • Replay mode (Status: Originally planned for release, but disabled due to UI issues. Planned for future update.)
      • Online replay viewer feature
        • "REPLAY" indicator to show that it's not a live match.
        • Voice chat during replay.
        • Replay playlists with hosting options for group viewing.
    • Option to hide pause screen when paused. (Status: Should have already been in, but fix is coming in future update)
    • Menu cursors wrapping around borders (ie: pressing up at top takes you to the bottom) (Status: Planned for future update)
    • Taunts (Status: rumored to be worked on)
      • Ability to set taunts as assists (yessssss)
    • Allowing L3/R3 macros.
    • Shimapan should come in more varied colors. (Note that I did not request this... :p)
    • Smoother transitions between dialogue/portraits in story mode.
    • Sprite/animation viewer.
    • "Waiting for opponent" screen made into playable stage (as a self-referential joke).
    • Character combo trials.
    • In-game move tutorials with examples (ex: DoA move trials).
    • Preset teams/assists (like UMvC3).
    • In-game combo counter changes color/hue at end of combo to indicate reset status (like BB/GG).
    • Options to move meter gauge to bottom of screen.
    • Random tips during the loading screen.
      • Examples/Suggestions:
        • Letting people know about the 15f start button thing.
    • Mapping assists to right stick for pad players.
    • Larger icons for 2nd/3rd characters.
    • Character icons match palettes.
    • In-game character profiles (including npcs) and stage info with history and facts about the world itself.
    • Screen size resize (for CRT owners).
    • Quick Battle/Endless Mode/Survival Mode without Boss Marie.
    • 15f hold for guide/home button access.
    • Larger/more obvious "Assist OK!" indicator for CRTs (or the colorblind).
    • "Confirm Team/Assists?" dialogue in character select screen.
      • Yes requires being held for 15f (with timer on activation, like how in-game pause has an indicator when it's being held)
      • Team selection locked once confirmed to prevent constant deselects/counter-picks.
    • "Empty" versions of all stages (especially on PC mode).
    • Local/Online Stats tracking
        • Play %s
        • Win/loss records
        • Total play time
          • Local/Versus/Online
        • Fun/Trivial statistics
          • How many times announcer has said "Tuna With Bacon!"
          • Steamrollers seen.
          • Mike Z Cats seen.
          • Panties flashed (not really, that's a joke)
    • Indicator when clock is low (font changes color?)
    • Chip/Blockbuster/Timeout indicators for wins in 1v1 rounds.
    Training/Tutorial Mode:
    • Options to show command inputs. (Status: Planned for future update)
    • Adding tutorials for (Status: most of these are planned. Source)
      • Pushblocking
      • Stunt doubles
      • DHC
      • IPS and combo theory
      • Resets
      • Teching
      • Assists (choosing assists, when to use them, setup opportunities)
      • Stagger
      • Crumple
      • Crossovers
      • Restands
    • Lag simulator that simulates a customizable degree of input lag. (Status: Planned for future update. Source)
    • Training dummy options:
      • Blocking options.
      • Auto-burst options upon triggering of IPS
        • Possible to add a delay or "Burst after x hits" for practicing burst-baiting?
      • Movement mode.
      • AI difficulty.
      • Options to attack at first possible moment during blockstrings/hitstun.
      • Teching options.
      • Programmable macros, with options to replay macros randomly.
    • "Next tutorial" button in Tutorial mode.
    • Ability to change assists in training mode.
    • Frame advance during hidden pause menu, with optional inputs.
    • Option for different color hitsparks to correspond w/ combo stages.
    • Ability to adjust gameplay speed in training (ex: 1/8th, 1/2, 3/4th speed).
    • Indicators to see when DHCs are possible.
    • Faster shortcut to reset training mode. (Select button, Start/Select)
    • Options to program a combo (like something you saw in a post or video) and then perform it in a trial mode style setting.
    • Record/Replay option, with possible speed settings.
    • Change tutorial mode font/drop shadows.
    • Ability to toggle hitboxes/hurtboxes on/off.
      • Options for outlined hitboxes, instead of filled.
    • Ability to toggle hitsparks on/off when using hitboxes. (Status: Mike said he'll check on it.)
    • Ability to tweak ratio health/damage from training mode for yourself or your opponent, w/o need to switch characters.
    • Options to reset max damage.
    • Ability to see damage scaling %.
    • Ability to practice against mixups, throws, etc (basically the "do xxx 3 times" tutorials ad infinitum) with success/fail info, ratios, %s, and streak info.
    • Problem-solving type trials. (ex: perform a xx-hit /xxxx damage combo starting with a cr.lk).
    • Option to show Frame data (+/- on hit/block, etc).
    • Meter gain indicator.
    Online:
    • Player names in online versus mode. (Status: Planned for future update)
    • Online lobbies (status: Planned for future update, but Mike Z mentioned on UltraChenTV on 4-09-12 that it may not be possible due to GGPO limitations.)
      • Rematch options.
      • Live match streams to players in lobby with a delay. Players in lobby cannot talk to players actually playing.
      • Voice or tone to announce next match is ready.
    • Sound plays when you've found an opponent (status: Planned for future update)
    • Tier branching for matchmaking.
    • Option to search again for an opponent if the matchmaker fail to fin an opponent or time out causing an error.
    • Option to search for opponents of higher/lower rank.
    • Option to adjust GGPO settings between matches in unranked matches.
    • Ability to see what assists people are picking.
    • In-game ping indicator shown during matches to show lag spikes during gameplay.
    • Some sort of viewable online profile that shows character preferences, W/L records, disconnection percentages.
      • Ability to avoid players with high d/c%.
    • On that note, player avatars.
    • Controller vibrates when a match is found.
    • Ability to search for online matches during training mode/arcade. I assume story mode and local versus players don't want to be interrupted.
    • Unranked search options for 1v1, 2v2, 3v3, 1v3, etc...
    • Blind pick option.
    • Option for button check during online character select screen.
    • Tournament mode (like vanilla SF4)
    • Online/Offline mixed lobbies.
      • Non-spectator option: Players waiting for a game are in training mode until their match is up.
      • Online players have options to play against local players.
    • Option to auto-select lag settings (on/off toggle).
    • Matchmaking local options:
      • South East Asia
      • Midwest US
      • Central America
      • South America: North/Middle/South
      • Australia/Oceana
      • Middle East
      • East/West Europe
    • Online ping graded by 10 tests, not just 1.
    Local Versus:
    • Tournament mode feature. Possible options include:
      • Tracking options for best of 3, best of 5 or first to X (X being a user-specific number).
      • Options to force time to set amount.
      • Options to reset controllers to default between sets or default to controller setup on unplug/replug of sticks/controllers.
      • Options to return to player side choice (would help w/360 especially)
    • Options to reset win count.
    • Auto return to 1P/2P choose sides on controller disconnect detection at end of match.
    Console/Platform Specific:

    360:
    • Adding PS3 exclusive trophies to Achievements list.
    • Skullgirls Pinball FX2 table (SERIOUSLY)
    PS3:

    PC:
    • Steam (status: Confirmed, along with GameFly, GamersGate, GameStop PC Downloads, and Origin TM, and Steam)
      • As in no GFWL!!! (Confirmed!)
    • In-game text chat in lobby
    • TF2 Hats
    • Clan/Guild/Group feature
      • Tags/flags
      • Rankings
      • Alliances/rivalries
      • Reputations with overall win/loss info
    • Online tournament mode with website brackets and stat tracking
    Arcade:
    • Arcade version!
    Plausible ideas:
    • Pair play (reason: has to do with the way 360 handles profiles. MK did this though, so it's plausible, but not planned for the moment. Source)
    • Online training mode (reason: No pause function online. May be possible in future, but for now it's not happening. Source)
    • Cross-platform PS3/PC play (status: plausible, they want to add this a few months down the road.)
    Rejected ideas:
    • Palette editor. (reason: Rejected due to possibility of making flesh tone outfits.)
    • Options to reset in a specific corner. (reason: Already in game. Hold left/right when choosing "Play Again.")
    • Holding a button/buttons during vs screen to change lineup. (reason: Mike Z already shot this down. Need source on this.)
    Only modding at tournaments now. I'm no longer taking mail order jobs. Please don't ask.
    "Being degrading or insulting is not the same as being hype. Huh, I think I just solved the problem with the entire community." -- Mike Z on the FGC

  • DaRabidDuckieDaRabidDuckie Happiest. Duck. Ever. Joined: Posts: 9,724 mod
    Post reserved.
    Only modding at tournaments now. I'm no longer taking mail order jobs. Please don't ask.
    "Being degrading or insulting is not the same as being hype. Huh, I think I just solved the problem with the entire community." -- Mike Z on the FGC

  • DaRabidDuckieDaRabidDuckie Happiest. Duck. Ever. Joined: Posts: 9,724 mod
    Thread updated and reopened. Seriously guys, read the first post and follow it. Two people in this thread got enough infraction points for one-week bans for failure to comply to some simple rules.
    Only modding at tournaments now. I'm no longer taking mail order jobs. Please don't ask.
    "Being degrading or insulting is not the same as being hype. Huh, I think I just solved the problem with the entire community." -- Mike Z on the FGC

  • Jon SlaytonJon Slayton Consistently Inconsistent Joined: Posts: 4,296
    Not sure if this has been brought up before but I'd love to see the mechanic in KoF where if you hold the button for a special after the input, it will input the move on the first available frame when available for the next few seconds.

    For instance say I guess my opponent is going for a throw reset and I want to use Peacock qcf+MP move to beat the throw. Right around the time the reset is about to happen I could input qfc+MP and hold the MP, and on the first frame as the reset ends, peacock would do the special without me needing to mash out the move.

    Additionally:

    Not sure if this is intended but pushblock gets negated by certain state changes IE: painwheel going into flight mode off of a push blocked normal. It also gets negated by multihit strings such as Valentines cr.MK, if you push block the first hit, the second hit negates the push block.
    "You know that sinking feeling when Zero hits you?" - MTP

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  • ZidianeZidiane HyperCharging YOLO STAR Joined: Posts: 1,222
    I don't see a match recorder. Can we do that?

    Also, if we have a match recorder, can we have a Youtube upload feature like 3s:OE?

    And if we have a character usage %, like I saw up there, can we have the option to look for people with a high percentage using certain characters, or a low percentage using certain characters? If I want to train against Double, but no one I'm seeing is using her, then I'd like to be able to turn her thing to high so that I run into players using her often.
    xbl/psn: Zidiane/zidiane5
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  • Master_MindMaster_Mind Minette Z Joined: Posts: 300
    Not sure if this is intended but pushblock gets negated by certain state changes IE: painwheel going into flight mode off of a push blocked normal. It also gets negated by multihit strings such as Valentines cr.MK, if you push block the first hit, the second hit negates the push block.
    That's definitely intentional. I remember Mike on the UltraChen stream talking specifically about that mechanic.

    A few small suggestions regarding the leaderboards:
    -There should be a way to hit a button and jump up or down X number of places to make navigating the leaderboards easier. Currently you can either find yourself, find friends, or scroll through manually.
    -Show more player information when looking at the leaderboards. Things like tier, win/loss ratio, matches played, disconnect rate, most used character(s), etc.
    GT: MasterMind34
  • CAKE SLAPCAKE SLAP ... Joined: Posts: 16
    not sure if anyone else feels the same way but, in unranked if one player chooses 'play again' and the other chooses 'return to character select' i would prefer if both players were taken to character select, rather than just the player who chose to

    also would it be possible to be able to use jump attacks as assists, or would that be too implausible considering how much a jumping attack's effectiveness depends on how early or late you execute it during the jump?
  • The Last MilletianThe Last Milletian Rank 1 Windmill: Spin to Win Joined: Posts: 57
    Looks like this one got missed again. If it was considered already I apologise, but I don't see it on the list or rejected list:
    at least i got a better way to describe it
    Different sized health bars, ala Tatsunoko vs Capcom. Make use of that empty space for unused character slots.
  • MyLifeIsAnRPGMyLifeIsAnRPG The Cerebella Ninja Joined: Posts: 1,073
    I come bearing suggestions from local game groups that do not frequent the SRK forums.

    1) A quicker way to reset positioning in training mode, rather than selecting "play again."
    2) In hit-box viewing mode, a color key.
    3) In the hit-box viewing mode, an indicator of whether or not an attack is high/low/mid/throw
    4) Some sort of option that turns on a visual indication of when moves can be canceled.
    5) A combo analyzer. It would allow you to do combos and then display data such as, damage dealt, meter built, toughest link performed, moves blacklisted/not blacklisted by the IPS, how far the damage scaling went, net meter gain/loss after spending meter, opponent meter gain, so on so forth
  • The Last MilletianThe Last Milletian Rank 1 Windmill: Spin to Win Joined: Posts: 57
    On top of RPG's training suggestions, I'd like to see the ability to manually reset the counters. This way we can see how much damage we've done (among the other suggestions such as meter gain, etc.) through a reset or two.
  • tilopud_ryetilopud_rye Joined: Posts: 147
    Ability to throw the opponents assists: this could be its own thread but I think I have a way for it to work in this game.
    If player A's point character picks up player X's assist character then point A will be invincible throughout the initial grab animation. However they can be hit/punished as soon as X's assist is thrown out of their hands. However, assist X while being thrown becomes a projectile-like hitbox that can work against X's point character. The assist thrown to point hitbox may not need to do damage, but at least blockstun.
    The idea is that if A's point character goes for the throw against X's assist then A will need to throw X's assist towards X's point character, or else X's point can punish the throw against their assist.
    Too many letters in that one. Your point can throw the other persons assist at their own point character to damage both, but if you throw the wrong direction or if your opponent is careful you can be punished for attempting the throw against their assist.
    For special throws like Cerebellas 360 the arm slamming on both sides of her can be its own hitbox so point characters can try to interrupt it while their assist is being slammed on the other side (superarmor? projectile proof during 360 super?) but this is getting ahead of itself.
    Throwing against assists: the next step for Skullgirls gameplay.
  • MyLifeIsAnRPGMyLifeIsAnRPG The Cerebella Ninja Joined: Posts: 1,073
    Is it just me or do Hit-Boxes disappear during hit-stop. It would be cool if they didn't so your hit-box was highlighted when it makes contact with the enemy.
  • Raging GhostRaging Ghost Anarchic Witchkiller Joined: Posts: 165
    I don't know if that's posted already, but I think character-specific tutorials (like the iOS version of Street Fighter IV, in which it teaches you basic stuff about the characters) would be very helpful.
  • PobegaPobega #skullgirls Joined: Posts: 262
    Not sure if I already suggested this, but I didn't see it in the OP so here goes: the ability to turn off achievements/trophies or disable them for tournament play would be fantastic. I'm not sure about the PS3 side of things, but on the 360 getting achievements cause the game to lag horribly as we've already seen in a couple of tournament matches.

    Also, good job on this thread Duckie. Lots of organized information here.
  • The Last MilletianThe Last Milletian Rank 1 Windmill: Spin to Win Joined: Posts: 57
    Alternatively, award achievements at the end of a match/round, where the lag won't have any impact.
  • CAKE SLAPCAKE SLAP ... Joined: Posts: 16
    how about having all fights in the best-of-3 format no matter what team sizes people are using, instead of being limited to just 1v1 matches, as i feel that matches with teams of 2 or 3 never really seem to last much longer than 1 round of 1v1 anyway, and therefore the fights always seem to be over too soon.
  • CAKE SLAPCAKE SLAP ... Joined: Posts: 16
    sorry for the double post, i keep getting an error message everytime i try and edit the previous post.
    In the list you've mentioned having character profiles, but can i suggest specifically the possible inclusion of information on each character's colour palletes and their respective influences, within character profiles if they were to ever be included
  • worldjem7worldjem7 Seven World Jems Joined: Posts: 544
    Currently, if I Backdash, I have to let go of Back and hit down in order to cancel the dash. Would it be possible to make it so that if I backdash I only need to hit down-back so that I can wavedash backwards similar to forwards? Basically, allow the diagonals to make you crouch during the initial dash.
  • 4r54r5 FIGHTAN VIDYA GAEMS Joined: Posts: 2,531 ✭✭
    We have a Hitstun Bar, can we get a Recovery Bar?

    Also (lol) for people who think SG looks like a flash game, a pixalate and scanline filter to make it look spritier, like their favorite old school fighters.
    Spoiler:

    Or we can just tell people to deal with it.
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  • PobegaPobega #skullgirls Joined: Posts: 262
    Could we have Player Match like how MvC3 has it implemented?

    By that I mean, the Host/Join system is pretty great but why can't we do both at the same time? It would make it way quicker to find unranked matches.
  • The Last MilletianThe Last Milletian Rank 1 Windmill: Spin to Win Joined: Posts: 57
    how about having all fights in the best-of-3 format no matter what team sizes people are using, instead of being limited to just 1v1 matches, as i feel that matches with teams of 2 or 3 never really seem to last much longer than 1 round of 1v1 anyway, and therefore the fights always seem to be over too soon.
    That's in the options.

    Unless you mean online. But then again, I think it's fine to leave it to one round when it's a team match.
  • CAKE SLAPCAKE SLAP ... Joined: Posts: 16
    That's in the options.

    Unless you mean online. But then again, I think it's fine to leave it to one round when it's a team match.
    yeah i meant online. i just personally feel that team fights are over way too quick with just the one round. i suppose this may just be down to personal experience, and maybe they do last much longer at higher levels of play, but id still prefer all fights to use the same round settings, as opposed to it being different for 1v1 and team battles
  • BeaMBeaM 「Elec!」 Joined: Posts: 332
    I was wondering if you could also adjust the positioning of the HUD in addition to changing the size? The smaller versions are cool, but it feels like they're a lot lower than the fully-sized version. Using the smallest HUD in training mode even has the # of meters you have left get blocked out by the training mode data(not that it matters too much, because of the different colors, but still).
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  • d3vd3v #MAXCPM Fiber Override Joined: Posts: 23,967 mod
    Also (lol) for people who think SG looks like a flash game, a pixalate and scanline filter to make it look spritier, like their favorite old school fighters.
    Spoiler:

    Or we can just tell people to deal with it.
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  • ghandis spatulaghandis spatula Too Hype For the BattlePoll Joined: Posts: 129
    [posting before I forget, if it's in the game I'll delete the post tonight]

    -In 1v1 and all matches a "perfect" victory mark would be a nice touch along with a marquee that says "perfect" or the dark deco dapper equivalent. If they ever add a character that can drain health like ragna I figure they can add faux-perfects.

    -On a much more important note, a tutorial that explains how to punish bad assist calls and the lengths to which you can punish an assist wouldn't hurt. I'm sure one these days the tutorials will boil down to "go to the srk skullgirls wiki and watch some match vids ya lazy fuck"

    EDIT: Character specific meters- Painwheel install meter and peacock's lenny/fatman/236KK bomb HP meter.
  • MyLifeIsAnRPGMyLifeIsAnRPG The Cerebella Ninja Joined: Posts: 1,073
    So, I have a weird suggestion.

    If the game does eventually get updated so that you can see your inputs in training mode, can you have it highlight inputs that are translated into a single move. Like, if I press down, down forward, forward, lp as fillia you'd be able to see all these commands, but everything from the first down to the last LP would be highlighted in... Id on't know... orange or something, with the words (LP Ringlet Spire) on top of them. That way people will know exactly how their commands are being interpreted
  • rogueyoshirogueyoshi Nothing Comes Easy Joined: Posts: 1,917
    in addition to all the training mode suggestions, consider adding kof style input macro editor for training mode. in kof2k2um, 98um, xi and ngbc there are options to program your own macros for training mode frame by frame.

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  • ghandis spatulaghandis spatula Too Hype For the BattlePoll Joined: Posts: 129
    in addition to all the training mode suggestions, consider adding kof style input macro editor for training mode. in kof2k2um, 98um, xi and ngbc there are options to program your own macros for training mode frame by frame.

    It's already in the suggestions.
    ...snip
    Training/Tutorial Mode:
    • Training dummy options:
      • Blocking options.
      • Auto-burst options upon triggering of IPS
        • Possible to add a delay or "Burst after x hits" for practicing burst-baiting?
      • Movement mode.
      • AI difficulty.
      • Options to attack at first possible moment during blockstrings/hitstun.
      • Teching options.
      • Programmable macros, with options to replay macros randomly.
    .snip
  • Maji-OMNIMaji-OMNI Joined: Posts: 162
    A code/menu option that makes fighters always hitboxes only. For fun.
  • Age_of_FoolsAge_of_Fools Joined: Posts: 705
    The ability to see what your opponent is selecting as the ggpo delay, maybe what they see you ping as as well. There's been some mentions in the GD thread that different ggpo settings could be the cause for poor gameplay.
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  • The Last MilletianThe Last Milletian Rank 1 Windmill: Spin to Win Joined: Posts: 57
    Hey, to add on top of the whole programmed macro thing, how about some sample strings for mixup practice, like what the tutorial puts you through?
  • RoGE9RoGE9 Joined: Posts: 1,118 ✭✭✭
    An option to see damage OUTSIDE of training mode? I am surprised it doesn't appear below the combo meter, it's really nice to see how much damage a combo does in a vs match exactly and it helps people who are looking for a BnB combo to try out.
  • konkretekonkrete NCV Joined: Posts: 2,376
    As brought up in GD, a "reversal" indicator, perhaps with a snappy and appropriate SG specific name.
  • b1zz0bb1zz0b Cheep! Cheep! Cheep! Cheep! Cheep! Joined: Posts: 2
    I have a tweak for one of the 'official' suggestions that could make it easier/possible to implement. Button checking on character select could prove difficult to implement since every button is already mapped to a function, why not just make it so that we can button check during the load screens? Something as simple as an onscreen indicator of what the button is mapped to when you press it and hitting back/select to bring up the button config menu. Maybe also make it so that if someone presses back/select during load the game will start a quick timer (like 5 seconds) to let them make adjustments instead of just going right into the match the instant it loads.
  • PobegaPobega #skullgirls Joined: Posts: 262
    As brought up in GD, a "reversal" indicator, perhaps with a snappy and appropriate SG specific name.
    In keeping with the Skullgirls movie theme, I vote for it being caled "Plot Twist!"
  • VulpesVulpes No. Joined: Posts: 3,677 ✭✭✭
    Postmatch Options in Online/Unranked like in SF4.
    After deciding on "Exit to Main Menu / Back to Char Select / Play Again", one can still press 'Back' and rechoose. No time limit on choosing.

    The very short timer right now makes it impossible to write things between matches which causes me to get kicked and being forced to recreate room + reinvite opponent every time I pose a question / give a tip / start a discussion / write GG / anything really.
    Going back to char select to get at least a 70s timer is ~okay but still annoying.
    Why.
  • JCDJCD Enthusiast Joined: Posts: 29
    Might it be possible to prevent Cerebella's run from coming out when pressing throw? Or at least distinguish them more? I will be the first to admit my execution isn't great, but I get accidental runs all the time when playing her.
  • shiningnegroshiningnegro Joined: Posts: 1,172 ✭✭✭
    Simple request (i hope)

    Just because new players just don't know and/or care Auto Adjust the GGPO Delay Setting when a match is found to the higher suggestion this way casual players who don't know GGPO get the best experience out of it. If players are just hitting "OK" without looking at it at least they will have their delays the same
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  • RustyShacklefurdRustyShacklefurd Donkey Kong Engineer Joined: Posts: 594
    I posted something in GD which I probably should have placed here.

    Short version is, upon personal investigation I have been finding out people are still extremely uneducated about GGPO. I feel the brief explanation under the setting menu comes off as a negative/optional setting. I'm suggesting a rephrasing of, and quite possibly a tutorial that explains GGPO a little better.
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  • AXYPBAXYPB Joined: Posts: 10
    Since combo videos highlight damage totals, would it be viable to have an option in the training mode to replace the life bars with large numbers? It may also be helpful to show a log of damage per hit and possibly show a graph to illustrate the effect of scaling.
  • AabraAabra Joined: Posts: 130
    A tutorial is also desperately needed for Ground Recovery. It took me a good while before I even realized that this was in the game.

    http://wiki.shoryuken.com/Skullgirls/Game_Systems/Basic_Defense#Ground_Recovery
  • DeepEndDeepEnd Joined: Posts: 121
    You know what I'd like to see? Weather Effects in the stages, like Wind and rain and snow, etc....

    For being called the canopy kingdom, I never see any umbrellas or parasols being used for their original purpose.
  • VulpesVulpes No. Joined: Posts: 3,677 ✭✭✭
    Indicator when clock is low (font changes color?)
    Ticking sound. For the tension. ^-^

    Also, option to rebind Start and Select. My start button is fucked so I can't pause without using a 2nd controller.
    Why.
  • AXYPBAXYPB Joined: Posts: 10
    Also (lol) for people who think SG looks like a flash game, a pixalate and scanline filter to make it look spritier, like their favorite old school fighters.
    Additional graphic filters that emulate early films and television pictures could also be considered. As an Easter egg, the effect could be exaggerated to the point where dialogue is replaced with silent film-esque intertitles, but this would betray the game's 1930-1940s aesthetic.
  • shiningnegroshiningnegro Joined: Posts: 1,172 ✭✭✭
    Additional graphic filters that emulate early films and television pictures could also be considered. As an Easter egg, the effect could be exaggerated to the point where dialogue is replaced with silent film-esque intertitles, but this would betray the game's 1930-1940s aesthetic.

    Even though this sounds like so much work for so little this is too awesome
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  • Jet Set DizzyJet Set Dizzy Night of the Defender Joined: Posts: 2,270
    Black and white with film degradation would be awesome.
    "No, that's the extent of my knowledge. I just smash the keyboard with my elbows for a few hours a day and somehow this game happened."- Mike Z
  • d3vd3v #MAXCPM Fiber Override Joined: Posts: 23,967 mod
    Needs more DiveKick!





    Seriously though, I'd like to see Mike design a divekick character for this game.
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  • AXYPBAXYPB Joined: Posts: 10
    In training mode, when a character is juggled or knocked into the air a great distance (for example, far enough to bounce off the end of the field), I'd like to see motion paths that estimate the trajectory of the defending character. I'd also like an option to allow active attack hitboxes to remain on the screen for a short period of time to better illustrate effective range without needing to pause.
  • GhostfreakGhostfreak Mastering the way of the ninja nurse. Joined: Posts: 152
    I'd like to see Skullgirls have a trial mode for all the characters like the way UMVC3 and King Of Fighters 13 has for their characters to show potential combos that can be used in a fight. Personally, I feel that it would be a helpful tool in the long run especially for those who no nothing about fighting game forums or the like who need assistance with coming up with combos on their own. As their are a LOT of people who have never heard of Shoryuken or Dustloop, and I can admit that I was one of them, were it not for my friend who is a Veteran I wouldn't be here right now.
  • Ian ConwayIan Conway Rocket to Rail Joined: Posts: 131
    simplest thing, make it so that hitting select when you pause shows the game screen like in guilty gear, i want to look at the art. should be simple to do hopefully
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