Difference between revisions of "Skullgirls"

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<span style="font-size:125%;">Other</span><br><br>
 
<span style="font-size:125%;">Other</span><br><br>
 
[[Skullgirls/Community|Community]]<br>
 
[[Skullgirls/Community|Community]]<br>
[[Skullgirls/Videos|Match Videos]]<br>
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[[Skullgirls/Videos|Videos]]<br>
 
[[Skullgirls/Launch_Options|PC Launch Options]]<br>
 
[[Skullgirls/Launch_Options|PC Launch Options]]<br>
 
[[Skullgirls/Patch History|Patch History]]<br>
 
[[Skullgirls/Patch History|Patch History]]<br>

Revision as of 02:20, 18 October 2018

SG poster.jpg

Cast

SG Squigly select2.jpg SG BigBand select2.jpg SG Eliza select.jpg
SG MsFortune select2.jpg SG Peacock select2.jpg SG Painwheel select2.jpg
SG Filia select2.jpg SG Cerebella select2.jpg
SG Valentine select2.jpg SG Parasoul select2.jpg SG Double select2.jpg
SG Fukua select2.jpg SG Beowulf select2.JPG SG RoboFortune select2.jpg
  • 100%.gif = Page up to date
  • 80%.gif = Essential writeups (basics and move descriptions) outdated or missing


Help

FAQ
Controls
Glossary
UI/HUD
Training Room
Interpreting Frame Data
Interpreting Hitboxes

Game Mechanics

Movement
Attacks
Defense
Team Mechanics
Combos / Damage
Advanced Mechanics
Esoteric
Compiled Frame Data

Other

Community
Videos
PC Launch Options
Patch History
Extra

Meta

Contribute!


Links

Match Video Archive - http://tunawithbacon.com/
JP Skullgirls wiki - http://skullgirls-wiki.com/
Skullgirls Steam store page - https://store.steampowered.com/app/245170/Skullgirls/

Summary

Skullgirls 2nd Encore+ is the latest and final version of the 2D tag team fighting game developed by Lab Zero for PS4, PC/OSX/Linux, NESiCAxLive, Vita, PS3, and soon, Switch. Since its initial release in 2012, six characters have been added along with many gameplay updates, with the final patch released in 2017. The battle design of Skullgirls doesn't necessarily try to reinvent the wheel, it instead takes the lessons learned from the beloved fighting games that came before it, such as Marvel vs. Capcom 2, Guilty Gear, and Vampire Savior, and creates something new. One of the defining traits of the battle design is how many options it gives to the player in terms of team composition, combos, and setups, while also implementing universal rules that prevent undesirable traits such as infinites, practical touch of death combos, and loopable unblockables. Offense is powerful and the mixups are crazy, but the set of universal defense mechanics provide options and the combo mechanics ensure interaction. As the game was patched, the developers took an approach that considered player feedback and discoveries. The result is a very robust, fine tuned set of mechanics.

Gameplay traits
  • Team game: Assists, DHCs, tags, snapbacks, and recoverable health for characters not in play.
  • Custom assist: Choose your assist from any grounded normal or special move in a character's move set.
  • Variable team size: Choose your team size of 1, 2, or 3 characters, independent of what the opponent picks. The less characters, the more health you have and the more damage you deal, but less utility provided by team mechanics.
  • Infinite protection system (IPS) and undizzy: These two mechanics allow for flexible combos while keeping combo length and damage in check. If certain conditions are met during a combo, determined by either IPS or undizzy, the opponent is allowed to burst out. Bursts, which are ultimately up to the attacker to give the opportunity to the opponent, can be baited to whiff and punished. These mechanics effectively replace the role of hitstun deterioration, of which there is none in Skullgirls.
  • Focus on resets: Resets, where a combo is cut short for a quick mixup, are the primary way to maintain momentum. This is in part due to the lack of invulnerable air recovery, the ability to ground tech left or right on most knockdowns, and how easy it is to restand. The undizzy bar incentivizes doing shorter combos into resets, and makes doing max damage combos into a reset less rewarding.
  • Strong defense mechanics: While offense is very oppressive, there are multiple defense options to help lessen the pressure and turn the tables. Pushblocking is a very strong universal defensive tool not just because it pushes the opponent away, but it’s also tied to two other mechanics: pushblock guard cancel and absolute guard. An alpha counter / guard cancel is also an option for teams of 2 or 3 characters. For character specific tools, all characters have at least some kind of reversal option in their move set. Most characters can combo off their reversal, usually at the cost of 1 bar or a DHC. Some teams can also use DHCs to make reversals safe.
  • Diverse cast and condensed tiers: Despite being a team game, the characters have an amount of depth comparable to other fighting games where only one character is picked, and will continue to challenge players even after sinking in many hours of playtime. Each character in the roster is unique, and there are even strong zoning characters. On top of that, every character in the cast can compete, and most are flexible in the role they play on their team.
Other features
  • Visuals: Each frame of animation is individually hand drawn at a high resolution. They're also shaded in real time, meaning hit effects and different stages will affect the sprites.
  • Netcode: Online play uses GGPO rollback netcode, which means 0 frames of additional input delay. In most situations, connections from US coast to coast are playable and sometimes even overseas. If the ping is too high, additional input delay can be added on for smoother gameplay.
  • Training mode: The training mode is one of the best in any fighting game, complete with reversal playback, frame data and hitbox display, and frame by frame advancing on the PC version.
  • Player friendly: Inputs are generally only as complicated as they need to be, with the majority of special move motions requiring only single quarter circles or dragon punches, and supers being a motion plus any two punches or kicks. While execution difficulty is subjective, all of the character's combo routes are within reason to execute with practice, and there are many buffers in place to prevent extremely tight links. Two macro buttons can be mapped to any combination of buttons, as well as analog stick assist macros on top of that for pad players. So, pad players can have two assist macros, plus two other macros of their choice, such as dash or throw. Lastly, a detailed tutorial mode gets new players up to speed with both general fighting game concepts and Skullgirls specific details.
  • UI design: On top of quick and intuitive menus, there's also a tournament mode which forces button config on the character select screen, returns to controller select when a controller is unplugged after a match, and has a longer hold to pause timer.
  • Dual audio: Both English and Japanese voices are available, with the option to set the language per character.


Skullgirls 2nd Encore+
Help FAQControlsGlossaryUI/HUDTraining RoomFrame DataHitboxes
Characters FiliaCerebellaPeacockParasoulMs. FortunePainwheelValentineDoubleSquiglyBig BandElizaFukuaBeowulfRobo-Fortune
Mechanics MovementAttacksDefenseTeam MechanicsCombos / DamageAdvanced MechanicsEsotericCompiled Frame Data
Other CommunityVideosPC Launch OptionsPatch HistoryExtra
Meta Contribute!

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