Added: 4 months ago
From: SkullgirlsGame
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  • 1:21

    18 Hit Combo

    Barely Legal

    I got an immature laugh out of that.

  • @rangerwolf447 1 = 300% damage no assists 2= 150% damage each 1 assist 3= 100% damage 2 assists... There's a chart that describes the matchup on skull girls Srk wiki... Check it out.

  • O.o LMAO there 201 likes and 1 dislike and my iPad says there is 100% likes xD well computers don't make mistakes, this is 100% likable!

  • anyone notice how Ms.Fortune says (5th) of dismember and Ms victoria has a 3 in her hair?

    Either this is coming out in 4 days or its coming out in may. Or maybe using averages 3 + 5 = 8 % 2 = 4, maybe april. So maybe Skullgirls might come out during the next 3 months?

  • Man the balancing must be insane to make sure a 1 person team can fight three or for 2 v 2 2v1 and so on

  • I'm really liking the soundtrack. Finally no metal in the background.

  • @deadithink Indeed. The majority of the music has been composed by Michiru Yamane of Castlevania fame.

  • theres a very good chance Mrs Victoria is future DLC. Double takes her form. but then again it could jsut be my wishful thinking.

  • Whoa... this games looks awesome! At first, I thought this game looked seriously complicated too, but this little tutorial explained a whole lot!

  • You cna actually customize your assists?! Nice!

  • This is incredible and thee fan-base is gonna do their best to make hentai for our craves too :3

  • Mrs Victoria,... is she married? XD

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  • i want the ending song that one is really hot better then the character select theme where can i get that one

  • TAKE MY GOD DAMN MONEY ALREADY *throws money at screen* TAKE IT, ALL OF IT!!!

  • TAKE MY MONEY...and since they announced more male and female characters for upcoming DLC, TAKE MORE MONEY!!!

  • custom assist?! ...thats crazy! this game just keeps getting better and better

  • I wish you guys would put out an mp3 of the song that plays at 0:40. There are unofficial vids here on YouTube of that song, but they're incomplete (they don't have the part that starts around 1:12).

    Also, who composed and performed that song? What's its title? That is some groovy jazz.

  • That's some innovative stuff there.

  • I'm sorry, did I see right? CUSTOM ASSISTS!? HOLY S***, I'M SOLD! TAKE MY MONEY ALREADY!

  • In Before Fighterpedia viewers

  • The anti-infinite system doesn't work yet by the looks of it. All they would have to do to make it work would be to add a higher damage drop off on repeated moves in a combo. At the moment you can still use it to do huge amounts of damage, before your combo is broken. Seems a bit lazy to make this anti-infinite system, but not realize how exploitable it still is.

  • @cerberusguns What? It stopped doing damage when the person being hit burst, which coincided with the combo becoming an infinite.

  • I guess as a girl, I should be upset about the obvious exploitation of the female body or whatever in this game.

    But you know what? I don't care. It's stylization, and it works. And it looks SO COOL.

  • @atomicmelonade Right on, Ma'am!

    Unlike the trolls out there, you seem to realize the Sexy does not equate to Sexist. Besides, with a deep storyline, unique characters (not just in visual terms), and great gameplay, this goes way beyond a tidbit of erogenous fan-service.

  • You guys are only making one point clear the more videos you guys post:

    This game deserves to take my money.

  • anti combo spamming system. something brawl lacked.

  • @Adventruer That applies more to Melee than to Brawl, bro. Brawl didn't have the hit-stun for super-long combos to be effective, let alone possible in many instances.

  • Ok, I officially find this guy awesome. Step 1, he's making an awesome game with creative characters. Step 2, he fixed the combo loop people would exploit in other fighting games, Step 3, He's on Aksys systems work's gamesite, Step 4, he was wearing an Invader Zim shirt in the video on that site

    He is freaking awesome

  • I hate when in fighting games, the people online exploit cheap combo loops to make it impossible to escape once it starts. I love how this game automatically kicks you out of it.

  • I liked reading the part on the preview of this game that said "without the cheesiness" Isn't that how fighting games are supposed to be made? looking it over and over to make sure stuff doesn't get exploited? +reps to Skullgirls team.

  • I'm not a fan of fighting games but this one looks great, and I love the art deco interface

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  • Make YOU'RE OWN ASSIST?! WTF TAKE MY GOD DAMN MONEY @___@

  • Its short sweet and simple :) thats how i like my fighting games

  • I just noticed the Talking Shark in the lab coat.....AWESOME or should I SAY JAWESOME!

  • What a solid system. Great work guys.

  • I'm still a little confused with the High-Block, Low Block Protection. Does that mean if you are hit by a high hit and a low hit, blocking one will block the other?

  • @dogzilla0578 well you know in most fighting games, its impossible to block an overhead and a low attack at the same time(team assist attack mainly), i guess this allows you to block both as long as you are doing that one type of block(high, low, blah blah)

  • Question to the team....Is Mrs. Victoria gonna be playable?

  • I wonder if this game will be able to train a noob(such as myself) into a decent player. it looks very promising so far.

  • @MrEvilResident They are planning a extensive tutorial mode that is said to teach this games mechanics and tactics alike while hopefully providing a general knowledge of 2d fighters.

  • Mrs. Victoria for dlc plz

  • The anti High/low mix up tech is really gonna make us step up our mix up game when trying to open people up....

  • @Bigmac8r Mix-ups are still in, but you can't do unblockables. So hitting with a high and low within a few frames of each other still requires the opponent to block whichever one hit first.

  • The combos are very impressive yet intimidating. I wonder if it will require crazy execution and button presses. Maybe it'll have a bunch of double press normals like MvsC2. My biggest concern though, is will it be Pad Player Friendly (being one my self). While still on the fence for buying this game, theres no doubt it is THE most innovative of fighters seen in a good while

  • @Bigmac8r The combos are very flashy and are meant to show the mechanics of the game. You don't need to do crazy links, but everything can be canceled into a special on wiff or hit. Hotkeying assists onto pad is an option. The system detects 360 motions so you won't jump when you buffer it and Parasoul is the only character that has double press normals.

    tl;dr - RL is making a tournament grade fighter that's fun for anyone who wants to play fighting games; this includes pad player scrubs.

  • @llamastrike Well yes I just got done reading the SG blog and making it pad friendly for those who don't prefer to use sticks was one of the reasons for its delay. The fact that combos are this long WITHOUT double press normals ( with the exception of Parasoul) makes it even more intimidating but Im good with the pad in every other fighting I play so im confident I can master this on pad. Happy Playing!

  • I don't play fighting games. I'll probably still buy the game anyways just to support the awesome job you're doing.

  • Hahaha oh man, the Anti-Skullgirl Labs stage is looking kickass

  • At least it isn't anime style.

  • @CaptainBlackSparrows because it's not made in japan

  • That's some really good animation for a 2D fighting game.

  • Can't wait for it!!

  • Aw man, Reverge, for the love of God can you make this game come out no later than January!!

  • you had me at Mrs. Victoria

  • A great GREAT game !!!!!! Need!!!!

  • Hey, MedicHaus is right; you guys have added Garbage Day to your tags.

    Hallelujah! I was hoping it'd happen soon, but never thought it would. You guys really do care about your fans, don't you? I sniffle with happiness.

  • Hype

  • What I don't get is how will the game constitute what's an infinite and what's an extended combo? Other than that, I'm loving the fact that there IS a combo breaker and the custom assist (Oh, dear God, YES!), but that high-low protection's may turn alot of people off, because then the game turns into a turtle-fest with no way to break the opponent's guard.

  • @edwiniseman4 An "infinite combo" will consist of the same move or set of moves being repeated over and over again. In each of the examples here in this video, you'll notice they all consist of the same lather-rinse-repeat attack patterns. Once that's detected, the Anti-Infinite push-back can be done at the tap of the victim's button.

    As long as it's not repetitive, you can keep the combo going. The enemy, with good timing, could probably escape from that and start her own combo at some point.

  • @ryarod Has an official list been announced of when it should kick in? It looks character-specific, seeing as Cerebellum can only get off 10 hits before tripping the breaker, while Filia and her multi-hitting normals pull off 29.

    Also, any word on hitstun deterioration?

  • @edwiniseman4 It detects attack repetition of any kind, be it a single attack, a set combo, or otherwise; so I don't believe there's a set-in-stone list of how many/which moves. Besides, if that kind of thing was publicized, it wouldn't be as much fun for us to explore for ourselves upon purchase. ;)

    I'll bet you're right, though- the attacker's strength will probably help determine how long it takes. Those 10 hits from Cerebella more than halved PC's health. Filia's 29 hits only took out 1/3.

  • @edwiniseman4 There's no hitstun deterioration.

    The Infinite Prevention System has been fully documented.  You basically get a couple "Free" sections per combo, but right about the third link (give or take) it'll remember what moves you start chains with. If you start a chain with the same move more than once, the IPS will kick in.

  • @badicalawesome I actually think there are 2 types of IPS. One is the ground combo you're talking about that limits a loop up to a certain point. Another is the relaunch limitation for air combos: if you use a previous move to launch, it'll activate the IPS.

  • @edwiniseman4 There is. Grab 'em. Oh and also if you do a high-low assist attack a certain way, you can get it off. I gotta find the video where Mike Z explains it.

  • @Doberboy218

    Basically, the high-low unblockables system is based on what Mike Z deems humanly possible. He has is set up to where if you block a low hit, and a high hit comes out before a human can possibly start blocking high to prevent the hit, it will block the high hit as well.

    Mix-ups still work, but they have to be legitimately blockable.

  • @IrukutheNinja Yes, that's the explanation I was looking for. Thank you!

  • @IrukutheNinja so, say if a low hit hits you, but a high hit comes immediately after it before you can start blocking, it'll block the high hit?

  • @edwiniseman4 Preventing high/low unblockables does not prevent mixups.

  • More mechanics here i have not seen in most fighting games.

    How innovative is that?

  • @Sleepingcobrox I wouldn't say any of these are innovative, really... just refined versions of things you've seen in other games. We're kind of trying to have a "best of fighting games" feature set.

  • Tags: skullgirls - game - video game - fighting game - gameplay - indie - ps3 - microsoft - xbox - xbox360 - sony - playstation - GARBAGE DAY - PlayStation - Xbox - games

    Oh you guys

  • I've got it bad, got it bad, got it bad.

    I'm hot for teacher.

  • @RMG8S I can see why.

  • Oh, and you know what I just realized at about 1:05? Parasoul's personality shows in her combat stance here; she just breathes a bit while the fighters on the other team move around [In more ways than one, in Cerebella's case].

    She's truly a well-composed military leader. No wonder she's in such a high societal position.

    Sorry if anyone's annoyed by this. I love great storylines, and characters with memorable personalities; consequently, I dissect the hell out of them, especially when excited.

  • wow well have the CCCCCOmbo Breaker! xD

  • I really love the direction this game is heading. The animation is golden, the art is fantastic, the music is superb, and the designers really put a lot of love into small details. Definitely buying this the day it releases. I kinda wish the first song in this video would leak, I'm really in love with the tune.

  • I have high hopes for this game. Definitely has a lot of potential to be something good. I'm hoping the roster'll flesh out over time, and hopefully won't take too much out of my paycheck with DLC(if any).

  • @EricKYR3 Hope the dlc characters aren't over priced like Ca$hcom's.

  • @ticksmilk Me too but I'll still pay. This game is just bound to be better than UMVC3!

  • I want that updated character select theme

  • @theanimebolagames  the game is still in development

  • @theanimebolagames

    Its still in Alpha :|

  • Lol really

  • I really, really, really, really like the custom assist system. I can't believe no one came up with it sooner. Well done, Reverge.

  • I like how this game is going against the "Let's turn every fighting game into Smash Bros." craze that has swpet so many fighting game developers.

  • @PinuyashaRPG *looks at MVC3, Street Fighter 4 and KOF13* what?

  • cant wait til this game comes out so i can toss out mvc3

  • it may be a "small cast" but in realistic terms if the characters are interesting and unique you'll likely end up playing exactly the same number of characters in this game as you would in some mainstream game. SUPPORT THIS GAME!!!

  • @Gimpyfish62 Hear hear!

  • This is going to be the best fighting game of this generation by a longshot. No stupid comeback mechanic (which sadly seems to be something that will exist in every mainstream fighting game from this point on) customized assists a fighting system that makes sense and is at least relatively balanced the inability to do any actual infinites online modes that make sense good music and the ability to chose 1-3 characters regardless of how many your opponent chooses? Amazing.

  • @Gimpyfish62 have you not heard of KOF XIII???

  • @Gimpyfish62 Not to mention, it's absolutely gorgeous without being stereotypical like 90% of today's fighters seem to be. And even though it only has a handful of character, my god do they have personality up and down and all around and over the place!

  • @M30W3R You took the words from my mouth. Sophisticated, Unique, yet Dynamic personalities are what this fighting game has that others don't... at least, not for female leads.

    You know, because of the unique personalities and such, I've no complaints with the fanservice bits here and there. It's not as bad as many others, and a woman who's an actual character, not a bubble-headed sidekick to a male, is one whose allure brings me to be quite fine with... detail.

  • @ryarod Sex sells, and that's undeniable, but at the same time it's just a small way to bait those who're not really interested in fighters to get into the actual thing - and it's heavily downplayed here, especially considering there's no male playable characters. In all honesty, I wish it'd be kept a female-only fighter for the sole purpose of having that as an original trait compared to the countless "cool guys with bandanas (and some dudettes with no clothes)" style of other ones.

  • @M30W3R There are ENOUGH (male) gamers) they don't like to play female Charakters, anyway. (no i prefer female chars in most of the games)

  • @Gimpyfish62 Don't forget that huge game companies will eventually leave sf4 and marvel for their next big money maker. Smaller fighting game companies exploit this fact as long the fighting game community keeps growing.

  • You had me at custom assists, but the infinite detection system? gdlike

  • im in love with this game now

  • writing our own assist?

    ...SOLD!!

  • M.Fortune finally got a voice actor. WHY THE FUCK IS THERE NOT ANY NEW GAMEPLAY OF HER?

  • @Grimmomega Honestly, I still haven't truly heard her voice yet. Which is sad, because I'm going head-over-heels for her as it is.

  • @ryarod

    Yeah. The only pieces I've heard of her voice were he grunts and meows in this video. I NEED MORE. 

  • @ryarod

    New Skullgirls video with M.Fortune's voice was just uploaded onto IGN!

    ign(DOT)com/videos/2011/11/07/­skullgirls-friday-fights?objec­tid=99614

  • Comment removed

  • @Grimmomega We're putting the finishing touches on her character trailer as we speak.

  • @Ravidrath

    Good to know. CAN'T FUCKING WAIT

  • Mrs Victoria better be an unlockable playable character -_-

  • @Anime4Life35 If she is to become one, I wonder if she could "administer discipline" with that crop of hers.

  • Peacock and Painwheel= Skullgirl Hunters of Destruction

    SHD!!!

  • Filia and Cerebella for top tier

  • Lmao 18 hits = barely legal

  • it looks real nice

  • I want this gameeeeeeeeeeeeeeeeeeeeeeeeeee­eeeeeeee

  • I'm the first to comment :-D I'm totally on the edge of my seat for Skullgirls release. I loved seeing all the cool attacks. I loved Ms.Fortune's, Parasoul's and Peacock's Anti-Infinite Combo rage move expressions. The Cathedral stage is beautiful very wispy looking. Love it. The selection screen and it's music is classic. Everything about this game is classic and super awesome. Can't wait to see the other characters for this game. The whole designs are beautiful. Thanks for the upload :-)

  • Will the teacher be a playable character? =U

  • wassa matter ms fortune cat gotcher tongue?

  • @Athanase48067 Nerk-nerk-nerk.

  • Teach Me, Ms. Litchi err....

    Mrs.Victoria

  • nice :D

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