Thanks, but it's not entirely perfect. I just wrote dash instead of "air dash" for Eliza and hers is great. Squigly's section could be fixed a bit to mention that she has two stances (one for kick buttons and one for punch buttons). Her total of six specials range from stuff like corner creation, multi hitting lows, an invincible multi-hit DP, etc.
I'll just refine the write ups down the road. Just glad I could help you understand the characters a bit.
This sounds so unlikely that I'm tempted to try to actually do this just to see how right (or wrong) this is.
I guess it depends on the person. I've been combo challenged for most of my life and I couldn't do a thirty hit combo outside of MvC1/2. It wasn't until MvC3 and SG that I became less afraid of long combos, but I've never been good at making up my own combos and even now I struggle a bit. SG helped me a lot in that regard, though. Bella and Parasoul really helped me shed that fear because their strings are probably the easiest to understand if we're talking the 8 vanilla characters. Thanks them learning Squigs wasn't that hard either. Her easiest chains are mostly ground based.
Someone who naturally knows how to put together amazing sequences, sections and strings would stress SG to the limit... and everyone knows how that went down in vanilla SG. People were just spitting out full health combos like a DS prints dollar bills.
Don't do it! It's just a devious trick to get you to actually play Skullgirls!!
>.>
<.<
shhh
but part of the question was how often do you use those buttons outside of that combo system. lets take squigly for example. how often do you use s.mp in neutral? cr.mp? sweep? (sweeps seem to suck int his game anyways)
Mike talked about sweeps in the last SG ultrachen show he did a couple of weeks ago and how making them too strong risked making SG too much like MvC3 and less like MvC2. It was definitely a conscious decision.
how many of those buttons could be removed before you thought this character is dramatically changed. if someone told me squiglys cr. mp had more range i dont think i would give a shit or think it was a useful buff.
This is a fair observation. Some characters might not change too differently, but in those critical moments those buttons might come in handy and it's more than just normal crouching/standing or special moves too. Let's take Parasoul for instance. Six buttons gives her a lot of room to work with. She has a total of 4 command normals (f.lp, f.mp, f.hp and b.hk). You might be able to squeeze those moves into a hypothetical 4 button Parasoul, but current Parasoul's scheme is easy to understand. She has 3 punch buttons, 3 kick buttons and she has 4 command normals with only one being a kick cmd normal. If you sit someone down and calmly talk them through her it should a pretty intuitive process to explain her command normal game. With 4 buttons she'd have punch command normals on buttons that normally kick or vice versa. I think it ends up being a problem similar to the one with specials where it's easy to get mixed up.
I concede that six buttons aren't really necessary, but I think they work for slightly different reasons in SG's case considering how special stacked characters are, how restrictive the current IPS system+undizzy bar would be on a 4 button fighter and how surprisingly useful that obscure normal might be in just the right matchup. My apologies if this just comes off as rambling. There is a reason you don't see me rattling off combo notation, discussing game metas or putting up combo videos. I'm more of a player, so this sort of discussion is a bit beyond me.