Hopefully with less time outs than what i'm playing now
(buying PSN anyway)
Have you seen the game in action? Skullgirls doesn't know the meaning of the word.
Awesome, looking forward to this immensely. Is there anything on how long afterwards the DLC characters will be? Or are they already confirmed day 1? Not that I mind since they already said well in advance they'd be doing this and why, and budget limitations are far more understandable for a small independent team like this.
They started work on the first DLC character a few weeks ago. I expect that character to get lots of coverage around EVO.
Hopefully with less time outs than what i'm playing now
(buying PSN anyway)
Have you seen the game in action? Skullgirls doesn't know the meaning of the word.
Awesome, looking forward to this immensely. Is there anything on how long afterwards the DLC characters will be? Or are they already confirmed day 1? Not that I mind since they already said well in advance they'd be doing this and why, and budget limitations are far more understandable for a small independent team like this.
They started work on the first DLC character a few weeks ago. I expect that character to get lots of coverage around EVO.
Although I'm not too keen on the way it seems to play, I will support it anyway since it's an effort in the genre. I like the style, the wonky characters, and outlandish nature...but it doesn't seem like I will have much fun with it as a fighter. Maybe I don't know enough about it though. Can someone give me a basic, bullet point style mechanic run down? It is another alternative SF modeled fighter, or something different?
Inspired by Mahvel, not Street Fighter.
-Tag fighter like Mahvel, but you get to choose variable team sizes with ratio health/damage
-No super 50ft jumps here. More like Guilty in that sense
-Grabs don't lead to 80% damage
-Speed is similar to MvC2/MvC3
-Six buttons and each character has 2 launchers. None of them are crazy 50ft launchers
-360 motions are easy to pull off
-No crazy KOF motions and very few SRK motions. Most quarter circles
-Eight characters, but each one can plays extremely different like BlazBlue/Guilty
-Custom assists let you find your own favorite ways to mix up and pressure opponents
-Not every character an air dash
-Story mode is a lot like BlazBlue's except it isn't voiced iirc(This is an indie game. Budgets are limited)
-Tons more DLC characters will be made if the game sells well. Alex and Mike have like 35+ potential characters
-Training mode has hitbox data and hitstun bars. No need to buy a Vita for the features. Also, no important day one DLC
-PC style GGPO(gold standard) is the netcode that will be in use. You can increase or decrease delay on the fly in lobbies
-Cast is fairly balanced. It's been at the majority of last year's majors for constant tweaking and testing on the fly
*spectator mode, online training mode, 6/8 man lobbies and HD uploads will have to be patched in. Costs money they just didn't have