Oh, absolutely! The game is so damn pretty and the animators are genuinely madmen for animating frame-by-frame at 60 fps. Skullgirls is by far one of the most visually impressive fighting games I've ever played.
the "hate" part of this was much more personal than i thought, and honestly that's really great. it helps me understand exactly how the game is for you specifically, and ergo how it could be for me. nice video :D
Yeah, I'd say that the game is objectively really good and only flawed by a matter of opinion. If you can get past my own personal complaints, Skullgirls is definitely one of the best fighting games out there.
I honestly feel the same: I love the game, I really do, but it is just too complex for me. I just keep buying the DLCs to support the devs but playing other easier games. Maybe one day I'll be good enough to have fun actually playing it.
I definitely do think there's a bit of a steep learning curve at the start, but the game is a really satisfying experience once you get to it. It's all a matter of preference in the end, I'd say.
Bro skullgirls is literally one of the best fighting games of all time. Hand drawn animations, gameplay that actually exceeds ultimate marvel vs capcom 3, amazing net code, visually it's better then any fighting game, and its community cares. It refuses to die because it's so good. I mean the entire company was shut down and layer off over time due to some issues with business conduct. But somehow it's following and some real supporters revived it from the dead and now it has active DLC and seasons like 10 years later. Skullgirls is the best 2D fighter, period. Maybe not the number one fighting game ever, but it's sitting high af up on the list.
Uh... this game isn't better than MvC3, gameplay wise at least. Visually, artistically and soundtrack? Yes, but MvC3 gameplay was astronomically better than this lol. This game is halfway busted, MvC3 was 100% busted and that was the magic of it.
Dont fucking exaggerate animation is ok but lorewise- style of the game enjoyability is below mid u start playing 25 7 get tired and leave it like it is
I would say one problem I personally have with the game is the lack of a rank system as by pressing quick join, you run into the real mix of fighitng someone that has a similar skill level or just mops the floor with you. This would make it less painful in my opinion for newer players like myself to learn the game more deeply.
@@kevinpeixes3735 well, i have 120 hours in this game now, and i defeated the person who won me 85 times in a row( he is Beowulf and robo fortune main i think). Only one time tho. Most of the players aren't this strong anyway
I heavily respect the honesty on display here at the end, because it's true to the problem alot of fighting games have. It's why rushdown is typically the best thing in most games, but it turns the majority of games into just rushdown heavy nonsense of "let's nerf zoner/grapple in bottom tier more, and over reward the same combo you need to do maybe twice as we pretend it's hard to get". Where playing at high end is incredibly samey and very stale.
I really like your video dude! Skullgirls has to be one of my favorite games, but it is undeniable that the learning curve is STEEP. It’s a super brutal game, with a lot of knowledge checks that take many hours to learn, and it is definitely not for everyone. Hell it took me 400 hours to even get decent. But I really appreciate that you could see past the inevitable frustration and see the unparalleled qualities of the game, there needs to be more videos like this one. Damn good video dude!
Recently I just decided to get over it and play skullgirls till I die. I want to play strive but the server disconnects happen all the time for me on Ethernet. I don’t know why. Skullgirls plays seamlessly online for me. Plus you got big band
Great video and I loved that your main gripe was less with the game and more with yourself as a player. I think that's very refreshing as most people would gladly rather blame something else. Very healthy mindset and I hope you crush it at whatever you decide do!
You nailed it. I love learning new characters, labbing super long combos on training mode and even doing the combo trials. The game’s creativity is limitless, especially with custom assists, which allows any player to come up with a different route. My problem is how the offense/defense ratio is so lopsided. When I mess up once and my opponent drags me to the corner doing resets I just don’t know what to do. Pushblock helps in neutral definitely, but not when you’re already in disadvantage. When there’s a skill gap between two people the worse one just doesn’t get to play the game. If a sequel gets made in the future it would be nice to have more defensive mechanics.
My theory as to why pushblock isn't stronger is because fans of Vsav always say that if pushblock was free in that game that you would have too much defensive play, and so when transitioning that mechanic over to Skullgirls Mikez tried his best to make it not that big of a deal, the thing is that its just not that big of a deal because of it. But, in his eyes, he buffed the mechanic (by making it so easy to input) that it was more than enough to balance the mechanic out, but that's not really how it works.
Defensive mechanic’s definitely exist but they require you to pay a lot of attention to use them effectively, like jump back blocks, all guarding, etc, and the point on if a skill gap is present, sure, that’s fair, but that exists in every fighting game ever, even simpler ones like smash to moderate ones like strive, if a skill gap is there one side is gonna feel like their getting abused and not playing the game.
@@enchantingggg8399 Of course in fighting games the better player is going to win most of the time, but usually the worse one is still able to somewhat fight back. In Skullgirls it’s common for inexperienced players to not land any hits at all in a match because one failed interaction in neutral is already enough for them to get reset over and over. The player pool online is small and are usually people who already have hundreds of hours into the game, so newcomers will just get destroyed 99% of the time. It’s true that you have to lose to learn it and get better, but in Skullgirls’ case it’s so extreme that I bet most people just quickly drop it. I have ~60 hours into this game and though things definitely get better I still struggle to find a match that’s not a massacre, and that’s way more time than an average player is willing to put in a game nowadays. And now I’m at a level where if once in a blue moon I find a newcomer online I can just pull off a similar thing on them and make them not play the game instead. You either get stomped or stomp someone else. The skill progression in Skullgirls is like a steep mountain, it’s just too difficult to find that sweetspot where an opponent is just as good as you. Granted, when you do find that match it becomes the best game ever, but it’s definitely a big issue that keeps a lot of people afraid from trying to learn the game.
@@bulb9970 I feel that MikeZ, though talented at programming, may not be as good of a game designer as people hype him up to be, but of course its hard to be both a technologically-minded person and also a people-person, which imo people who are more social are better at accessible game design because they are better at directing new players, and caring about fostering casual audiences, because they know that player retention is very important for a multiplayer game, and want the social aspect of the game to be pushed forward.
My favorite part of the game is the diversity in the moves themselves, one move can do a little extra if you hit the button a couple more times, or you can have the cat head running around while the body is doing attacks, then also attack with the head you were also running around with. Little things like that enhance the entertainment so much more because I want to discover all the little combos and specials they have throughout every characters moveset
The way you described how you play fighting games applies to me perfectly. Relying more on muscle memory than brain cells, sure I can make the switch for mixups but so much of the time I don't. Ive never had anything to do while getting hit other than think about how I'll wake up, so I can see myself being terrible at Skullgirls as well
I gave up on getting gud on this game. I love fighters, and for years I tried to love this game, but with the issues you mentioned, along with some trolling issues that newer games have dealt with that SG is behind the times on, I'll play something else. But I still believe in this project and the people. I just hope the devs, after they make a sequel, they make a another fighter where resets aren't the point of the game.
I'm slowly beginning the game (20hours) and begin at last to understand the game system. Playing online atm is brutal (with 50+ hit combos took and the absence of a real ranking system It was at the beginning frustrating) but I discovered there was a Discord for "beginners" and intermediate players. In tournaments, I see big players executing 50+hit combos and still crushing other big players so I think that IPS should be more balanced in favour of defensive players, giving them more tools to escape or even counter the combos. The game is perfectly balanced, has stunning visuals and music, amazing characters, a deep system. It just lacks more defense to prevent infinite resets.
great video, i love skullgirls and always have fun playing casuals with some of my beginner friends but suffer from the same issues you described in the video as well whenever i play with more experienced players with good mix and resets that send me to hell and back
Same opinion on resets too. I pretty much hate them and can't always remember make them but there're same combos. You described that you remember combos because muscle memory. I have same problem too but resets are no more or less than just the same combos. From you, you need just sometimes mixing em up but even that is not important.
Is it just my impression or does Annie look like she has less frames than the rest of the cast? I used to play the game before they started making DLC so I’m kinda curious
I came from playing Mortal Kombat and when I played this game 2nd January, 2023. I couldn't and can't stop playing. It gets frustrating with the resets and sometimes I do wish I never got into it, but it has become one of my favorite fighting games because I can have a frustrating one sided set and next meet someone who's evenly matched with me and we have a long set and all that frustration disappears and is replaced with a drive to get better. I've also met some friendly players who helped me out a lot and while I'm not very good, I'm pretty decent with it. The game will make you fume and as a player considering to buy the game you'd have to understand the game has been around for a while and long time players are insanely good and losing your first matches will definitely turn you off but if you pull through you can have a great time with other players. The game will pit you with someone who is way better than you or sometimes worse but if you're lucky you'll end up with your equal and you know the rest and you have fun.
I kind of wish we could use burst in other ways. As in, being able to freely use it, and not just as an infinite prevention tool. If for example you could manually activate burst, for let's say the cost of 2 or 3 bars, then it could have some interesting resource management going on. Do you use up your meter early on for damage, or do you save up for your more powerful blockbusters or additional defensive tool?
You make a good point here. Guilty Gear and Blazblue have shown that burst mechanics definitely work well when the defender exclusively decides when it's used, especially with resource management skills being required since it carries over like meter in SG. However, I think burst and resets are pretty much two sides of the same coin. Bursts give defenders that one big "get off me moment" that they decide when to use while resets give the defenders smaller but more frequent opportunities to escape that the attacker decides to give them. Combining both in a game might make attackers feel "scammed" out of combos they deserve since defenders could just get out one way or another. While the burst in SG is definitely very limited, I think the game does a great job at enabling defenders as-is.
Tatsunoko vs Capcom did this, a while ago. It just creates a power spiral. Burst should probably be an independent resource, unless you specifically want to encourage steamrolling. Personally, I think burst, no matter its implimentation, feels awful. My least favorite part about any series it's in.
@@elporteltv I would argue that, since the cost of a burst wouldn't be free, then resets would still work, you just have to know when to do them and not 'just do them' like it is right now.
I play on keyboard but that doesn't stop me from playing this game, that is just how much I love it. You made some valid points, it got me hitting instant like, nice vid man you deserve more subs 🚁
Have you heard of Guilty Gear Xrd? Has all the best things you described, is not reset heavy, and the only downside being that it has those half-circle inputs instead of circles. Rather than an IPS system Xrd has multiple tools, 2 in particular that make the defending side still engaging; The ability to tech in 3 directions to exploit gaps in your opponents combos, requiring you to pay attention and make decisions on when to escape. A burst meter that gives you an easy combo escape roughly once per round depending on your skill with it or alternatively a couple offensive options. Theres also a damage modifier based on combo length and a few other defensive tools to help escape pressure. So rather than a one-size fits all system, you are given several flexible tools to discover and master for various situations as you become a better player. I could go on about Xrd but I'll stop there.
I'm glad this video was recommended to me! I thought I was the only one with this opinion. I really dislike how long you spend getting hit in this game with little counterplay. It's too close to touch of death for me, particularly when you're playing a solo character. I also dislike how hard Peacock can zone. I'd even try to play Cerebella to reflect projectiles but at fullscreen the reflect is reactable. I'm glad people who like Skullgirls usually really like it because it's just about flawless in all other areas as a competitive fighting game
@@trevorpanimator9219 i know but i don't play it and they don't really say much on Mobile either its more then what the Console version does but its not enough
I mean, it is explained bro, the Skull Heart was created by the Trinity (secretly a trio of Euclidean horrors disguises as goddesses) with Double as their assistant.
@@saposo that part I mostly everyone knows I'm talking about the stuff that's never explained why who created parasites or what is or who created double and why does Eliza want to take over the world and even besides those still have a bunch of other info that's never explained
I came into this like ‘how dare you hate skullgirls’ but you’re valid. Love the game hate taking it online i get destroyed every single time. I really wanna get good at it but if I want to win and feel like I have a chance I just hop on strive lol
idk if its just me but i felt this aswell when i made my first scripted talking video, i tried to sound enthusiastic when i said things but it ended up just sounding slightly aggresive, and this reminded me of that. good video tho.
I don't think the reason you hate Skullgirls is about Skullgirls but rather the players. Skullgirls came out 10 years ago as a niche game. That means you have a much smaller pool of players than bigger games. And it's so old that players have literally been playing it for a decade. The average skill level of Skullgirls players is much higher than almost every other game due to its age and nicheness. You'll find more players of all skill levels with more popular games like SF and TK so you're not fighting really good players unless you're really good yourself. Skullgirls throws you to the wolves.
its ok ppl just dont want to put time in on fighting gamez anymore thats why we got strive/grandblu/dungenfighterduel/dbfz sorta its really gone from lab your heart out to lets let casuals have fun witch is fine most of the time
Honestly, there are ways to play around a hard knockdown style instead of being more reset heavy or even just full combos alongside solid zoning, ending your combos in a position where you can get solid control of the screen rather than stay on top of them. Resets help of course and it's solid to learn some, but I personally lean towards oki set ups more with my play. It depends on the characters you play, but there's good room for variety.
Huh neat. Maybe I’ll like this one. I have a tendency to get a bit creative with the way I play my video games. I’d probably main Black Dahlia if I were to ever get into this game because I like that kind of zoner play style (villager is one of my two smash mains. Other one is Dedede.) and it also reminds me of a gimmick from one of the characters in a roguelike I play (Davy Jones in Skul the Hero Slayer.)
I bought SG when it first released (2012, PS3) after hearing about it online and on a podcast (Ask Dr Sub Zero). Had fun casually but I'm just absolute trash at tag fighters and dropped it after a while. I always see 2nd Encore on sale be it Steam or PS and think about grabbing it again and trying everyone that's new. Just wish I could finally get that style of fighter to 'click' since I do like how chaotic it all looks.
I have a skill issue when it comes to this game and I have that hate but love relationship with it, cuz...when it comes to remembering combos....figuring out new ones, how to to escape a combo(I can never escape one)and how to start them it goes downhill real hard for me...but overall I still have fun learning and playing the game!
I have the same problem I really love this game but I've never been someone who's good with long combos and I get bodied by resets I should probably play one character so at least I can get more damage but I feel like I'm fighting naked without an assist 😂
Yeah i agree, i love so much skullgirls and i don't want to stop playing, but... The game isn't for me! I hate playing and i love playing this shit at same time, the highest combos and switchs and cross up's and resets and tag team and all of this like mvc isn't for me, i really don't like this system but i definitely enjoy playing/watching some like this. Skullgirls is definitely my favorite FG but always have a "but".
Yeah, I agree. The game is fun to play but the resets are just so annoying. Having to guess on what attack the opponent will do is ridiculous. They could do a low attack, an overhead attack, a grab, or a freaking crossup. In which you basically have a 25% chance of getting out of the combo like what the heck was autumn games thinking?
You consider blocking down time? I consider it very active especially when the person you're blocking is going for crazy mixups and you just block the whole thing and get a sick punish
Im recently got into skull girls the only other fighting game i play is fighters and my only complaint is how stiff the movements have to be like fighterz may detect that i went a lil too high when doing a quartercircle forward but still do the move i wanted it to but skull girls require accuracy
I honestly thought you were going to say something corny like, "it's not that I hate Skullgirls, I just hate how it ruined every other fighting game for me"
i'm honestly of the opinion that what you say isn't just due to your failings as a player, but are in fact flaws of the game's design. many people will say this game is way too "complex" or "intricate", but this isn't complexity in the same vein as other fighting games. what makes it feel so difficult is how little you can actually do in the game unless you have completely optimized your offensive flowchart with extensive labbing. once you've done that, the game kind of... doesn't really have anything else to it. the slow movement on almost every character means the neutral state ends the moment someone calls an assist, and combo resets endlessly put you in true unseeable 50/50 RPS scenarios which are completely in the attacker's favour and really do not have much defensive depth to them no matter how much you practice. at the end of the day, rock paper scissors just isn't a very deep or complex game unless you're a poker player staring right at a person's face trying to read their intentions. most proper fighting games that are taken seriously at a competitive level (street fighter, tekken) have so much player-to-player interaction going on in the match that isn't simply a pre-scriped outcome of a combo/reset that the player labbed endlessly to get off. while skullgirls is a really fun game to lab and be creative with setup-wise, it is extremely discouraging to anyone who wants to have any other playstyle or play in a way that is adaptive towards their opponent's habits. i say this as someone with experience and skill in skullgirls and lots of other fighting games. if you want a game with really interesting interactions between offense/defense, i recommend looking at tekken and how its movement system leads to tons of nuance in how to deal with moves on defense.
In mobile I hate buffs. Can’t we just fight normal? The ai can cheat and the drop rate can be abysmal at times. I hate when a 10k fighter has infinite (5 stack) armor or immune buffs. How’s that happen I have 5 of ea catalyst I want maxed.
What I hate about SG: I hate that the Art Direction is so debaucherous, that I could never play this game around family and frinds, without them thinking, that I'm a meesed up individual that needs to go to an asylum What I love about SG: EVERYTHING ELSE!
My favorite thing about skullgirls is the art style I can't get enough of how good the game looks from a visual stand point
Oh, absolutely! The game is so damn pretty and the animators are genuinely madmen for animating frame-by-frame at 60 fps. Skullgirls is by far one of the most visually impressive fighting games I've ever played.
And I tried annie and I think she's a good character and I'm still awaiting umbrella to be playable soon in the season pass
@@aaronatkinson3050 Same
Because of that I often just watch games like this, if it's hard to get into it myself. Not playing you can enjoy the art even more 💟
Agreed
Skull Girls has some of the most beautiful and unique animation in any game I've seen. Its frustrating it wasn't more popular.
Facts
the "hate" part of this was much more personal than i thought, and honestly that's really great. it helps me understand exactly how the game is for you specifically, and ergo how it could be for me. nice video :D
Yeah, I'd say that the game is objectively really good and only flawed by a matter of opinion. If you can get past my own personal complaints, Skullgirls is definitely one of the best fighting games out there.
I honestly feel the same: I love the game, I really do, but it is just too complex for me. I just keep buying the DLCs to support the devs but playing other easier games.
Maybe one day I'll be good enough to have fun actually playing it.
I definitely do think there's a bit of a steep learning curve at the start, but the game is a really satisfying experience once you get to it. It's all a matter of preference in the end, I'd say.
Same lol. I just play 1v1s with my friends.
It's just as complex for you as it is for anyone else so you can still have a great time playing with friends.
Bro skullgirls is literally one of the best fighting games of all time. Hand drawn animations, gameplay that actually exceeds ultimate marvel vs capcom 3, amazing net code, visually it's better then any fighting game, and its community cares.
It refuses to die because it's so good.
I mean the entire company was shut down and layer off over time due to some issues with business conduct.
But somehow it's following and some real supporters revived it from the dead and now it has active DLC and seasons like 10 years later.
Skullgirls is the best 2D fighter, period. Maybe not the number one fighting game ever, but it's sitting high af up on the list.
this man spittin
@@ryversims4422 he's spitting FACTS
Uh... this game isn't better than MvC3, gameplay wise at least.
Visually, artistically and soundtrack? Yes, but MvC3 gameplay was astronomically better than this lol.
This game is halfway busted, MvC3 was 100% busted and that was the magic of it.
Dont fucking exaggerate animation is ok but lorewise- style of the game enjoyability is below mid u start playing 25 7 get tired and leave it like it is
@@Haise.17 Facts. The game just becomes tiring after a while and the small (horribly balanced) roster of characters doesn't help.
I would say one problem I personally have with the game is the lack of a rank system as by pressing quick join, you run into the real mix of fighitng someone that has a similar skill level or just mops the floor with you. This would make it less painful in my opinion for newer players like myself to learn the game more deeply.
Online is too little to do something like this. It's just +-200 players
@@DiMon-ika true, they all mop the floor with you
@@kevinpeixes3735 well, i have 120 hours in this game now, and i defeated the person who won me 85 times in a row( he is Beowulf and robo fortune main i think). Only one time tho. Most of the players aren't this strong anyway
I heavily respect the honesty on display here at the end, because it's true to the problem alot of fighting games have.
It's why rushdown is typically the best thing in most games, but it turns the majority of games into just rushdown heavy nonsense of "let's nerf zoner/grapple in bottom tier more, and over reward the same combo you need to do maybe twice as we pretend it's hard to get". Where playing at high end is incredibly samey and very stale.
I like how creative it is, being able to choose your assist (like literally as almost any move) and being able to choose team size is great
I really like your video dude! Skullgirls has to be one of my favorite games, but it is undeniable that the learning curve is STEEP. It’s a super brutal game, with a lot of knowledge checks that take many hours to learn, and it is definitely not for everyone. Hell it took me 400 hours to even get decent. But I really appreciate that you could see past the inevitable frustration and see the unparalleled qualities of the game, there needs to be more videos like this one. Damn good video dude!
Recently I just decided to get over it and play skullgirls till I die. I want to play strive but the server disconnects happen all the time for me on Ethernet. I don’t know why. Skullgirls plays seamlessly online for me. Plus you got big band
Great video and I loved that your main gripe was less with the game and more with yourself as a player. I think that's very refreshing as most people would gladly rather blame something else. Very healthy mindset and I hope you crush it at whatever you decide do!
This bulling with Brazilian kens is going out of the chart. As a Brazilian, I aprove.
I can wait to buy this game
EDIT:
Guys i buy the game and its awesome :D
You nailed it. I love learning new characters, labbing super long combos on training mode and even doing the combo trials. The game’s creativity is limitless, especially with custom assists, which allows any player to come up with a different route. My problem is how the offense/defense ratio is so lopsided. When I mess up once and my opponent drags me to the corner doing resets I just don’t know what to do. Pushblock helps in neutral definitely, but not when you’re already in disadvantage. When there’s a skill gap between two people the worse one just doesn’t get to play the game. If a sequel gets made in the future it would be nice to have more defensive mechanics.
My theory as to why pushblock isn't stronger is because fans of Vsav always say that if pushblock was free in that game that you would have too much defensive play, and so when transitioning that mechanic over to Skullgirls Mikez tried his best to make it not that big of a deal, the thing is that its just not that big of a deal because of it. But, in his eyes, he buffed the mechanic (by making it so easy to input) that it was more than enough to balance the mechanic out, but that's not really how it works.
Defensive mechanic’s definitely exist but they require you to pay a lot of attention to use them effectively, like jump back blocks, all guarding, etc, and the point on if a skill gap is present, sure, that’s fair, but that exists in every fighting game ever, even simpler ones like smash to moderate ones like strive, if a skill gap is there one side is gonna feel like their getting abused and not playing the game.
@@enchantingggg8399 Of course in fighting games the better player is going to win most of the time, but usually the worse one is still able to somewhat fight back. In Skullgirls it’s common for inexperienced players to not land any hits at all in a match because one failed interaction in neutral is already enough for them to get reset over and over. The player pool online is small and are usually people who already have hundreds of hours into the game, so newcomers will just get destroyed 99% of the time. It’s true that you have to lose to learn it and get better, but in Skullgirls’ case it’s so extreme that I bet most people just quickly drop it.
I have ~60 hours into this game and though things definitely get better I still struggle to find a match that’s not a massacre, and that’s way more time than an average player is willing to put in a game nowadays. And now I’m at a level where if once in a blue moon I find a newcomer online I can just pull off a similar thing on them and make them not play the game instead. You either get stomped or stomp someone else. The skill progression in Skullgirls is like a steep mountain, it’s just too difficult to find that sweetspot where an opponent is just as good as you. Granted, when you do find that match it becomes the best game ever, but it’s definitely a big issue that keeps a lot of people afraid from trying to learn the game.
@@bulb9970 I feel that MikeZ, though talented at programming, may not be as good of a game designer as people hype him up to be, but of course its hard to be both a technologically-minded person and also a people-person, which imo people who are more social are better at accessible game design because they are better at directing new players, and caring about fostering casual audiences, because they know that player retention is very important for a multiplayer game, and want the social aspect of the game to be pushed forward.
Which skullgirls are you guys playing? I don't see any of that on mobile
My favorite part of the game is the diversity in the moves themselves, one move can do a little extra if you hit the button a couple more times, or you can have the cat head running around while the body is doing attacks, then also attack with the head you were also running around with.
Little things like that enhance the entertainment so much more because I want to discover all the little combos and specials they have throughout every characters moveset
You should add visuals to coincide the essay. It helps the viewer understand what you are talking about and focuses your content, but nice video!
My man MauCat needs to block high vs Eliza lol.
The way you described how you play fighting games applies to me perfectly. Relying more on muscle memory than brain cells, sure I can make the switch for mixups but so much of the time I don't. Ive never had anything to do while getting hit other than think about how I'll wake up, so I can see myself being terrible at Skullgirls as well
You need muscle memory for combos. LOL.
@@justice8718 yes. Muscle memory is important.
I gave up on getting gud on this game. I love fighters, and for years I tried to love this game, but with the issues you mentioned, along with some trolling issues that newer games have dealt with that SG is behind the times on, I'll play something else. But I still believe in this project and the people. I just hope the devs, after they make a sequel, they make a another fighter where resets aren't the point of the game.
tekken and dbfz boiz sayin they gave you more than one hit?
I'm slowly beginning the game (20hours) and begin at last to understand the game system. Playing online atm is brutal (with 50+ hit combos took and the absence of a real ranking system It was at the beginning frustrating) but I discovered there was a Discord for "beginners" and intermediate players. In tournaments, I see big players executing 50+hit combos and still crushing other big players so I think that IPS should be more balanced in favour of defensive players, giving them more tools to escape or even counter the combos. The game is perfectly balanced, has stunning visuals and music, amazing characters, a deep system. It just lacks more defense to prevent infinite resets.
i agree with everything you said, i hate playing the game but damn is it fun to watch, i rely on muscle memory and rarely think at all in gameplay
What is muscle memory ?
@@astrobeyondtheworld your muscles or body just knows what to press and do because it happen before
great video, i love skullgirls and always have fun playing casuals with some of my beginner friends but suffer from the same issues you described in the video as well whenever i play with more experienced players with good mix and resets that send me to hell and back
trust im the same jjust play more get games in its REAL ROUGH early but you get it one way or another
Mention of Soku makes happy
Same opinion on resets too. I pretty much hate them and can't always remember make them but there're same combos. You described that you remember combos because muscle memory. I have same problem too but resets are no more or less than just the same combos. From you, you need just sometimes mixing em up but even that is not important.
Is it just my impression or does Annie look like she has less frames than the rest of the cast? I used to play the game before they started making DLC so I’m kinda curious
i like that somehow you mentioned soku in this video
I came from playing Mortal Kombat and when I played this game 2nd January, 2023. I couldn't and can't stop playing. It gets frustrating with the resets and sometimes I do wish I never got into it, but it has become one of my favorite fighting games because I can have a frustrating one sided set and next meet someone who's evenly matched with me and we have a long set and all that frustration disappears and is replaced with a drive to get better. I've also met some friendly players who helped me out a lot and while I'm not very good, I'm pretty decent with it. The game will make you fume and as a player considering to buy the game you'd have to understand the game has been around for a while and long time players are insanely good and losing your first matches will definitely turn you off but if you pull through you can have a great time with other players. The game will pit you with someone who is way better than you or sometimes worse but if you're lucky you'll end up with your equal and you know the rest and you have fun.
I just starting playing since yesterday I didn't know what to expect but tbh I love it and the specials and combos and characters only get more superb
Skullgirls is such a amazing game, sadly i suck in fighting games, ALL OF THEM
I kind of wish we could use burst in other ways. As in, being able to freely use it, and not just as an infinite prevention tool. If for example you could manually activate burst, for let's say the cost of 2 or 3 bars, then it could have some interesting resource management going on. Do you use up your meter early on for damage, or do you save up for your more powerful blockbusters or additional defensive tool?
You make a good point here. Guilty Gear and Blazblue have shown that burst mechanics definitely work well when the defender exclusively decides when it's used, especially with resource management skills being required since it carries over like meter in SG.
However, I think burst and resets are pretty much two sides of the same coin. Bursts give defenders that one big "get off me moment" that they decide when to use while resets give the defenders smaller but more frequent opportunities to escape that the attacker decides to give them. Combining both in a game might make attackers feel "scammed" out of combos they deserve since defenders could just get out one way or another. While the burst in SG is definitely very limited, I think the game does a great job at enabling defenders as-is.
Tatsunoko vs Capcom did this, a while ago. It just creates a power spiral. Burst should probably be an independent resource, unless you specifically want to encourage steamrolling. Personally, I think burst, no matter its implimentation, feels awful. My least favorite part about any series it's in.
@@elporteltv I would argue that, since the cost of a burst wouldn't be free, then resets would still work, you just have to know when to do them and not 'just do them' like it is right now.
I play on keyboard but that doesn't stop me from playing this game, that is just how much I love it. You made some valid points, it got me hitting instant like, nice vid man you deserve more subs 🚁
I would argue that sidewinder loops aren't boring
I hate how soo many people hate skullgirls beacouse off the fan Service
Shout-out to hisoutensoku in 3:37
Have you heard of Guilty Gear Xrd? Has all the best things you described, is not reset heavy, and the only downside being that it has those half-circle inputs instead of circles.
Rather than an IPS system Xrd has multiple tools, 2 in particular that make the defending side still engaging; The ability to tech in 3 directions to exploit gaps in your opponents combos, requiring you to pay attention and make decisions on when to escape. A burst meter that gives you an easy combo escape roughly once per round depending on your skill with it or alternatively a couple offensive options.
Theres also a damage modifier based on combo length and a few other defensive tools to help escape pressure. So rather than a one-size fits all system, you are given several flexible tools to discover and master for various situations as you become a better player. I could go on about Xrd but I'll stop there.
I'm glad this video was recommended to me! I thought I was the only one with this opinion. I really dislike how long you spend getting hit in this game with little counterplay. It's too close to touch of death for me, particularly when you're playing a solo character. I also dislike how hard Peacock can zone. I'd even try to play Cerebella to reflect projectiles but at fullscreen the reflect is reactable. I'm glad people who like Skullgirls usually really like it because it's just about flawless in all other areas as a competitive fighting game
Pros - Really good game
Cons - I suck at it
Agree
I dont really have any problems with the game the only thing i dont really like is the lack of lore like who made the Skullgirl and other stuff
Mobile has much more lore but yeah I agree
@@trevorpanimator9219 i know but i don't play it and they don't really say much on Mobile either its more then what the Console version does but its not enough
I mean, it is explained bro, the Skull Heart was created by the Trinity (secretly a trio of Euclidean horrors disguises as goddesses) with Double as their assistant.
@@saposo that part I mostly everyone knows I'm talking about the stuff that's never explained why who created parasites or what is or who created double and why does Eliza want to take over the world and even besides those still have a bunch of other info that's never explained
@@trevorpanimator9219 mobile lore sucks
I came into this like ‘how dare you hate skullgirls’ but you’re valid. Love the game hate taking it online i get destroyed every single time. I really wanna get good at it but if I want to win and feel like I have a chance I just hop on strive lol
idk if its just me but i felt this aswell when i made my first scripted talking video, i tried to sound enthusiastic when i said things but it ended up just sounding slightly aggresive, and this reminded me of that. good video tho.
I don't think the reason you hate Skullgirls is about Skullgirls but rather the players. Skullgirls came out 10 years ago as a niche game. That means you have a much smaller pool of players than bigger games. And it's so old that players have literally been playing it for a decade. The average skill level of Skullgirls players is much higher than almost every other game due to its age and nicheness. You'll find more players of all skill levels with more popular games like SF and TK so you're not fighting really good players unless you're really good yourself. Skullgirls throws you to the wolves.
its ok ppl just dont want to put time in on fighting gamez anymore thats why we got strive/grandblu/dungenfighterduel/dbfz sorta its really gone from lab your heart out to lets let casuals have fun witch is fine most of the time
Just put a rank system, so that newbs aren't penalized with the combo. There the problem is solved.
Video in a nutshell: "I love the game but hate how much I suck at it"
My feelings as well 😂
"everyone has to play by the same rules" beoband sweatting
Honestly, there are ways to play around a hard knockdown style instead of being more reset heavy or even just full combos alongside solid zoning, ending your combos in a position where you can get solid control of the screen rather than stay on top of them. Resets help of course and it's solid to learn some, but I personally lean towards oki set ups more with my play. It depends on the characters you play, but there's good room for variety.
Huh neat. Maybe I’ll like this one. I have a tendency to get a bit creative with the way I play my video games. I’d probably main Black Dahlia if I were to ever get into this game because I like that kind of zoner play style (villager is one of my two smash mains. Other one is Dedede.) and it also reminds me of a gimmick from one of the characters in a roguelike I play (Davy Jones in Skul the Hero Slayer.)
I bought SG when it first released (2012, PS3) after hearing about it online and on a podcast (Ask Dr Sub Zero). Had fun casually but I'm just absolute trash at tag fighters and dropped it after a while. I always see 2nd Encore on sale be it Steam or PS and think about grabbing it again and trying everyone that's new. Just wish I could finally get that style of fighter to 'click' since I do like how chaotic it all looks.
I have a skill issue when it comes to this game and I have that hate but love relationship with it, cuz...when it comes to remembering combos....figuring out new ones, how to to escape a combo(I can never escape one)and how to start them it goes downhill real hard for me...but overall I still have fun learning and playing the game!
Especially figuring out which charecter is best for beginners like meXD
I flow chart too and I still get wins in Skullgirls. I never lab fr
I don't like resets also but the game looks fun I maybe give it a chance
10/10 would recommend :)_
I have the same problem
I really love this game but I've never been someone who's good with long combos and I get bodied by resets
I should probably play one character so at least I can get more damage but I feel like I'm fighting naked without an assist 😂
Yeah i agree, i love so much skullgirls and i don't want to stop playing, but... The game isn't for me! I hate playing and i love playing this shit at same time, the highest combos and switchs and cross up's and resets and tag team and all of this like mvc isn't for me, i really don't like this system but i definitely enjoy playing/watching some like this. Skullgirls is definitely my favorite FG but always have a "but".
Really enjoyed the video. Skullgirls is a masterpiece of a game.
I love Skullgirls, i even bought the season 1 pass the moment it came out, but i haven't played it since September or even August of 2021
Not enough Eliza gameplay. 0/10
silence, eliza player
@@elporteltv No u.
Yeah, I agree. The game is fun to play but the resets are just so annoying. Having to guess on what attack the opponent will do is ridiculous. They could do a low attack, an overhead attack, a grab, or a freaking crossup. In which you basically have a 25% chance of getting out of the combo like what the heck was autumn games thinking?
You consider blocking down time? I consider it very active especially when the person you're blocking is going for crazy mixups and you just block the whole thing and get a sick punish
Heyyyy Brasil mentioned, Brasil number one
my favourite part is when i grab someone
my least favorite thing is when i get grabed
And there is some anime girls
my favorite thing about the game is getting instant over headed for the 5th time and somehow still having fun
When does Skullgirls 2nd oncore come out on xbox
Never
I think it was confirmed a few days ago that it's coming this year! I'm hyped because I really wanted to play it but have a Series S.
Random touhou mention, pog
This is such a good video! Subscribed!
great video i cant believe it took you tube this to recommend it
Im recently got into skull girls the only other fighting game i play is fighters and my only complaint is how stiff the movements have to be like fighterz may detect that i went a lil too high when doing a quartercircle forward but still do the move i wanted it to but skull girls require accuracy
Amazing video bro
This is the kinda game where even amateur players look flashy hitting . I could watch anyone play and still very shocked
Skullgirls is really a love letter to that whole genre.
How can you love and hate smth at the same time must be to good to be hated but at the same time its so bad that i just cant stop !
bro have you ever played any tag team fighting game like mvc or tvc or even dbfz?
I honestly thought you were going to say something corny like, "it's not that I hate Skullgirls, I just hate how it ruined every other fighting game for me"
I wonder what game has a good way to solve tag games infinite issue.
This probably the best fighting game I'll never play because it's already too late to start learning it
@@PringleTheOne That's great then! I'll buy when it's in sale then
I’m pretty sure the Black Friday sale is stilll going
@@morrasod1858 thanks for reminding me, I'll check if I can still buy it
Are the matches from advanced tests?
Ik this vid is like from a year ago but in skullgirls mobile you theres no combo limit im the mobile version
i'm honestly of the opinion that what you say isn't just due to your failings as a player, but are in fact flaws of the game's design. many people will say this game is way too "complex" or "intricate", but this isn't complexity in the same vein as other fighting games. what makes it feel so difficult is how little you can actually do in the game unless you have completely optimized your offensive flowchart with extensive labbing. once you've done that, the game kind of... doesn't really have anything else to it. the slow movement on almost every character means the neutral state ends the moment someone calls an assist, and combo resets endlessly put you in true unseeable 50/50 RPS scenarios which are completely in the attacker's favour and really do not have much defensive depth to them no matter how much you practice. at the end of the day, rock paper scissors just isn't a very deep or complex game unless you're a poker player staring right at a person's face trying to read their intentions.
most proper fighting games that are taken seriously at a competitive level (street fighter, tekken) have so much player-to-player interaction going on in the match that isn't simply a pre-scriped outcome of a combo/reset that the player labbed endlessly to get off. while skullgirls is a really fun game to lab and be creative with setup-wise, it is extremely discouraging to anyone who wants to have any other playstyle or play in a way that is adaptive towards their opponent's habits. i say this as someone with experience and skill in skullgirls and lots of other fighting games. if you want a game with really interesting interactions between offense/defense, i recommend looking at tekken and how its movement system leads to tons of nuance in how to deal with moves on defense.
3:50 - UMvC3, TAC Infinites *yawn*
This aged tremendously.
Great video. You got my sub
Honestly the only thing i absolutely hate about skullgirls is the difficulty of the achievements jesus it's harder the a petrified nut sack
Can you talk about skullgirls Xbox? We are stuck in 2016, we don’t receive updates, and no dev support. There are very few resources for us.
Block Fukua reset into safe jump into 3 way mix up and lose
TLDW:
Just buy a quality 3d fighter like Tekken 7 or SC 6. Then you only really have to worry about Oki far more than resets.
resets are just oki on fastforward
I like your opinion it's you not the game I respect that
Big band style!
dbfz players be like they gave you more than one hit?
Nah. Unnexperienced players are watching on the tits. They're a lot of them in Skullgirls
In mobile I hate buffs. Can’t we just fight normal? The ai can cheat and the drop rate can be abysmal at times. I hate when a 10k fighter has infinite (5 stack) armor or immune buffs. How’s that happen I have 5 of ea catalyst I want maxed.
Anyone wanna tell him
there's only one thing i hate about skullgirls
Peacock
What is wrong with you
My guy, if your entire reason for not wanting to play is because you're bad at it, just go to the official discord and match up with fellow beginners.
me likey video, mr portel
Dont give up
Honestly? Samesies
💟
Nice vid
Nice video.
This aged like fine wine
What I hate about SG: I hate that the Art Direction is so debaucherous, that I could never play this game around family and frinds, without them thinking, that I'm a meesed up individual that needs to go to an asylum
What I love about SG: EVERYTHING ELSE!
What?
@@bubblebloom3942 sussy images