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Skullgirls DLC Crowdsourcing - Completed, $829,829 raised, 4+1 characters funded

joe2187

Banned
I don't want to see Ileum either.

I would love to see her in motion, she sounds gross.

I imagine her walking animation is accompanied by "squish" sounds with every step.

EDIT: I found this while looking for more info on her...not sure if it's fan created or not, but it has illeum, peacock and Hive without the battlesuit.

illeum1_zps717d67eb.jpg

illeum2_zps24241bb3.jpg
illeum3_zps4a945ece.jpg
 

Loona

Member
But double doesn't have any attack in her grotesque form other than the normal throw. Ileum will have an entire moveset based on her freaky intestine body.

She still looks pretty grotestque for the unending seconds it takes for a round to actually start and you have to look at her discuting-looking self. Ileum at least has a relatable sillouette, even if her texture's messy.
 
Did Mike really say that he would let mane6 use the engine for free if you guys hit 720k? cause..if so.

Somebody needs to advertise to pony people stat.
 

NEO0MJ

Member
She still looks pretty grotestque for the unending seconds it takes for a round to actually start and you have to look at her discuting-looking self. Ileum at least has a relatable sillouette, even if her texture's messy.

Who knows, maybe Ileum will have a move where she unravels her body, wraps her opponent in her intestines, and then slowly squeezes and digesting them.

After Mike explained him, I'm surprised everyone hasn't dropped everyone for Isaac.

we need to see him first. Still, he sounds amazing and original.
 

Loona

Member
Who knows, maybe Ileum will have a move where she unravels her body, wraps her opponent in her intestines, and then slowly squeezes and digesting them.

It'd be just one move, Ms. Fortune has something similar for a throw.


Speaking of which, with all the talk of Robo Fortune - how many frames are used for the Ms. Fortune head alone? Since there's talk of canonizing the robotic version, literal headswap where the head looks robotic would be fitting IMO...


Also, where are pics of this Isaac person?
 

Ravidrath

Member
Did Mike really say that he would let mane6 use the engine for free if you guys hit 720k? cause..if so.

Somebody needs to advertise to pony people stat.

Yes, but I think it was $725k.


Speaking of which, with all the talk of Robo Fortune - how many frames are used for the Ms. Fortune head alone? Since there's talk of canonizing the robotic version, literal headswap where the head looks robotic would be fitting IMO...

I think they're insane, but they do sound like they're seriously considering making her a full "new" EX version character.

And just about every single frame has a headed and headless version. She was about double the size of any other character in memory until Mike wrote some delta-ing code to reduce her memory footprint.


Also, where are pics of this Isaac person?

None will exist until we get to the bottom row.
 
After Mike explained him, I'm surprised everyone hasn't dropped everyone for Isaac.

You confirm whether or not he can have White Ren's dash and that'll determine whether I support him or not. Maybe.

Minette4lyfe

I think they're insane, but they do sound like they're seriously considering making her a full "new" EX version character.

And just about every single frame has a headed and headless version. She was about double the size of any other character in memory until Mike wrote some delta-ing code to reduce her memory footprint.

Giving her completely new robotic palettes and changing the properties and hit effects on her moves seems like it'd be a lot easier. I think Mike mentioned she'd be like GGXX Robo-Ky, and I think that's how he first started off.
 

NEO0MJ

Member
I think they're insane, but they do sound like they're seriously considering making her a full "new" EX version character.

If that's true then she's taking Ms.fortunes place on my team. Everything is better when it's a robot.

Edit: Thinking about her I imagine Robo-Fortune being a Shadow Lady version of Ms.Fortune with missiles, jets and actual drills. That would be cool.
 

Loona

Member
Yes, but I think it was $725k.

5k feels like a pittance when taking into account the spending power of the Lauren Faust fan legion.

I think they're insane, but they do sound like they're seriously considering making her a full "new" EX version character.

And just about every single frame has a headed and headless version. She was about double the size of any other character in memory until Mike wrote some delta-ing code to reduce her memory footprint.

Odd, I figured her head was handled separately, with the "whole" version just making sure the head was always placed above her shoulders.

When I followed the Mugen scene closely, there was a guy to coded a Captain America in that manner, having shield-less Cap as the actual character, with the shield as a detachable "helper" that would affect his attack depending on whether its state was currently equipped or not. And this was based on the Captain America sprites that one could rip from the CPS2 games, so that's how Captaom handled it in at least one of those.

With all the talk of how efficient the sprite handling in SG is, I was taking this sort of thing for granted...

Something to ponder for a sequel, if that comes to pass, I guess...
 

bon

Member
I hope Intestines Girl and Naked Guts Lady don't get elected. Skullgirls already has enough gross-out characters between Double, Painwheel, and Miss Fortune.
 

Johnz

Neo Member
stream character info shamelessly taken from the skullheart speculation thread..

Taliesin - Has a remote parasite named Muse and his arms have been replaced with Muse's wooden arms. Remote Parasites always require a body part from the host. In Taliesin's case, his fingers are in Muse's mouth, which is why her mouth is always closed (this info came from Alex). A creeper who likes to turn women into living instruments using the abilities of his remote parasite. Muse is very loyal to him despite this personality trait of his. Muse is a Violin and not a Cello, contrary to popular belief. Part of the assassination group of the Circus Troupe that Cerebella is apart of.

Mike said that his kick buttons would control Muse when she's separated from him; however, no details were given on what constitutes as being separated from Taliesin or how that would be done. Mike said that Taliesin would not be a traditional puppet-type character, ala Blazblue's Carl. Mike was thinking about something similar to Kankuro's puppet-style from Naruto games (not sure if he meant the gamecube ones or the PS3 ones). From my experiences with the PS3 games, if Kankuro moves around the puppets don't follow him but if you press the block button the puppet would come back to Kankuro, so there was a lot of positioning involved.

He doesn't want Muse to function like Carl's puppet where you could throw it out there to take hits and sacrifice it. There would be some moves where you could sacrifice it but Taliesin would take damage. Overall, Mike wants to design the character in a way where you have to play smart with the puppet and defend it accordingly. Mike wants to play with some ideas that punish Taliesin if Muse gets hit. Mike's initial concepts are having Taliesin take damage or putting Taliesin in hit stun (more focus on this). Mike is not interested in this character at all and ranks him in the bottom for interesting characters.

Annie - Alex and Mike are thinking that when she attacks she has this bad-ass-don't-give-a-fuck look. They are inspired by Sol Badguy in this regard so I guess her play style would be similar to Sol. Mike later on referenced Mito from Rumble Fish 2 (http://www.youtube.com/watch?v=RSZnRX2_MK0) in regards to being a little girl with an over sized sword. He also referenced Nayuki (sleepy form) from Eternal Fighter Zero.

Isaac - Mike's favorite character because he has the most interesting play style, in his opinion. He's also spent the most time developing his play style so he's urging people to vote for him. Isaac has a 'time glove' so a lot of his attacks would be time based. His play style would involve time control but not the typical slow down/rewind mechanics. His play style would involve calling on a future self to do an attack but there's an additional twist. It's hard to explain given Mike's description of it but I'll try my best to paraphrase.

Initial intro concept is to have him appear with a jacket on; he would then disappear and reappear with the jacket off. At the end of the match, if he won his self from the beginning of the match would reappear to hand him his jacket, which he would then put on. If he lost, his self at the beginning of the match would reappear and drape the coat over his fallen body.

Mike gives an example where you do a move (ie. qcb+P) and a future version of Isaac would come out to do a rush punch and disappear. After wards, there's a count down and when it reaches 0, Isaac preps to go back into time to perform the rush punch you did previously. If Isaac gets hit out of the prep time then the opponent gains the life lost from getting hit by that rush punch initially. If the future version gets hit then Isaac would take the damage when the count down reaches 0.

Mike has a concept of a special move that when performed would come out as a special but would also give the player the opportunity to turn into a super move. It would expend a meter and it would be the end of the super at that point. I can't quite wrap my head around the way Mike worded that but for reference it's http://www.twitch.tv/eightysixed/b/375060029 at the 4:25:53 mark.

Mike later on mentioned that he would like to try to do something where Isaac is able to mess with the round timer. For example, he would be able to speed up the timer clock to time scam people.

Venus Lovelace - Her current play style influences are Vanilla Ice (from Jojo), Midler (from Jojo), (MvC1+2 Venom, and Nero Chaos from Melty Blood. She would be able to teleport around and create portals where her parasite Ab-baddon would come out from to attack.

Lovelace is a character that both Mike and Mariel really like. Mariel is pushing fans to vote for this character. lol

Aeon - Mike Z has no clue on how she would work yet.

Crazy Samson - Mike says it reminds him of the Mini-Colossi fights from Shadow of the Colossus. There's also some inspirations from Tekken's Marduk but no good reason for this.

Umbrella - Mike discusses Umbrella at the 4:57:05 mark at http://www.twitch.tv/eightysixed/b/375060029 I recommend viewing this, as I'm having a somewhat difficult time understanding parts of her play style.

Her weapon gets hungry over time. Mike said that a lot of her special moves would have the option of using hunger to bite. If the player uses the special move to bite then they would be able to extend their combos. From my understanding, if they choose not to do the special move they can go for knockdowns or create positional advantage. This aspect reminds me of ABA from guilty gear. The longer you don't 'feed' the Umbrella the more stronger these moves become. Not sure if Mike meant that the special moves would get more powerful or if Umbrella's attacks get stronger. Mike says it'll be a mix of Holy Order Sol and Wario's fart mechanic from Smash.

Marie - She would be able to suck up corpses with her vacuum cleaner. I'm not sure if Mike meant defeated characters on a team when he said corpses. Based on his description of Scythana later down I'm leaning towards a yes to using defeated characters corpses. She would primarily have a keep away style and would have the ability to summon minions.

Black Dhalia - She would be primarily a zoning/chip based characters. Mike was thinking along the lines of a lot of grenades and tear gas shots. She would have lots of different zoning capabilities. Apparently, there will be giant Doilies because she loves Doilies. Aesthetically, she would have attacks where she would shoot you executioner style or shanking you with a knive that she keeps in her stockings. Maybe some references to B.B. Hood from Vampires Savior; however, Mike described her play style as a mix between MvC3's Chris Reidfield and MvC2's Cable.

Victoria - She studies fighting game characters from other franchises. Her moves will be ripped off from other fighting game characters. They will be 'improved' upon because she thinks she's a better fighter than everyone else.

D.Violet - She would be a mix of Whip from KoF and Linda from Double Dragon. Mike doesn't have much information on her.

Stanley - Attack names and ideas are Shark Bite, Street Shark Dive, Rising Upper, and Shark Knuckle (from Captain Kid in World Heroes 2). Mike said he would probably be a charge character.

Hive - Mike said she would have a 5-way air dash at least. She would be a rush down oriented character.

Leduc - Mike's least favorite character (I think we all know this by now lol). His attacks would be electricity based but haven't been fleshed out. He says he wouldn't be like Necro from SF3 since he doesn't have stretchable limbs. Mike commented about how there would be a lot of interesting electricity concepts he could play around with. Some rough concepts are immersing them in water after electrocuting them or having some magnetism utilizing opposite polarities. All of these are very basic ideas that haven't been fleshed out due to his hatred of the character. lol

Illium - She would be a mix of Toxi Seahorse (Megaman X3), Dhalsim, and Omega Red. There would be a mode where it would damage the opponent if she's touched due to her acid secretion. She would be more of a zoning type character with area effect poison attacks and ranged limb attacks.

Brain Drain - No information. Later on in the stream there was some thoughts on maybe something similar to MvC2 Doom.

Andy - He would be a mix of Tekken Steve (not SFxT), Dudley's dodge attacks, T.J Combo from Killer Instinct, and Akihiko from P4. He would be more of an up close rush down character. Might have a counter attack utilizing his anvil head. I believe Alex said he was initially a joke character.

Feng - A mix of Psylocke/Adon/Makoto(3S)/Jam. She would be an agility based rush down character. The two birds (Phoenixes) in her hair can be used as projectiles to cover her approaches; however, they would have slow start up. Mike mentioned that the projectiles would not have a lot of active frames like Peacocks bombs but would just take a while before the action would be performed. They would probably be hittable as they are coming out. Think Rachel's Frog (George) from Blazblue.

Huebrect - Mike described him as a good natured character who doesn't want to hurt you as he's hurting you. There would be a lot of playful attacks like giving the opponent a noogie with a big smile on his face. He was said to be a 'Happy' Haggar. There would be no lariat but he would have a clothesline. No Haggar Pipe.

Regina - Mike's not completely sure how she would work. MvC2 Jill/Ruby Hart/Strider without Ouroboros. She would have a lot of 'stuff' to throw at you that would have different properties and would be able to interact with. She would also have decent movement options. Mike is thinking about auto-guard properties utilizing the shield. He would also want to somehow make an attack utilizing a wooden stool (similar to how the shield looks).

Prior to Mike's break down, Alex was giving some opinions on how she would play. His vision was to have Regina have Batou-style attacks aka quick draw attacks with her taming Crop. Alex said her tamed beasts would be chimeras but she'll have normal beasts withing context of the Skullgirls universe. I'm not sure if we would see typical 'Earth' animals such as Lions.

Beatrix - She is a magician and she stores knives in herself. Most of the team was thinking about how she could do this without hurting herself. Mike thought it would be more interesting that it would hurt her but she would just deal with it. Mike was thinking she would have slightly better healing as a result but noted that it wouldn't be to Wolverine's extreme. Since she's magician based she would have attacks like sawing you in half and utilizing her many knives. Mike noted it wouldn't be quite like MvC2's Spiral but he would really like to experiment with the idea, as he loves MvC2's Spiral.

Robo Butler - Mike referenced a butler character named Gre Nade from "Evolution: The World of Sacred Device", which is an old Dreamcast RPG.

Eliza - Her parasites sucks out blood to keep her alive. With this in mind, Mike was thinking of when she gets hit, she would bleed profusely but the blood (or whatever fluid they decide to use as it might be rating issue) would remain on the stage. She can then control the blood that was on the stage in some way. So as she takes more damage she would have more options available to her. Some concepts were to form minions from the blood, teleport to the blood pools, or recalling it back in her super for damage. Her play style would be focus on positioning and having to keep track of her blood pools.

Yu-Wan - He would play like older Wolverines (basically not MvC3 Wolverine). Mike wants to play off of butcher aspects rather than chef aspects. However, when Alex was describing the play style he was focusing more on the chef aspects. Alex wanted food porn. lol

Minette - Mike sees her as a character who doesn't want to fight and literally runs away from you. She's accidentally hurting you. Cowering when she's blocking. Sounds like generic clutz fighter character. Mike doesn't have a clear idea on her.

Beowulf - Basically, not Kanji from P4. He would hae a lot of wrestling references. The chair is more than just a chair but not confirmed if it's a living weapon or not. The name of the chair is called "Hurting" as a play on Hrunting.

Scythana - Interacting with character corpses (as in defeated characters on a team). Use them for attacks and shields drawing similarities to 2D side scrolling games. She would have something to pick up if you picked her as Ratio 3 character.

In terms of size comparisons, Scythana is taller than Double and Robo Butler would be the same height as Double. Size comparisons to PanzerFaust and Big Band was not apart of the discussion.

Roxy - She would be a 'buff' rush down type of character. Mike referenced Sabertooth's rush down from XvsSF.

Alex had some comments about her play style but I forgot to note them. I think there were along the lines of construction based attacks among other things.

Juju - Mike says it's probably best not to vote for Juju because she's a fan designed character and there would be potential for legal/licensing complications. She would be a mix of Sharon from SF EX, Area from SF EX, Saki from TvC. She would be required to load up different type of shots, which can then be used to control space rather than being able to shoot at a consistent rate. This makes more sense since she's using a sniper rifle.

Note: Even if Juju wins the vote she might not get made due to the licensing issues. It also doesn't help that the creator has been kind of bugging Lab Zero about it based on some facebook posts that were in a different thread.

Panzerfaust - He would be a mix of Juggernaut, Potemkin, and the Hulk. Anything involving a punch button, if the punch button is pressed again while the move is active he will shoot from the tank. Mike references Victor from Vampire Savior where the electricity changes the hit properties. He would most likely would have super armor if super armor is implemented. There would be a super move called 'World War Wonderful.'

Adam - Mike doesn't like this character and he sees him as a joke character along the lines of Dan or Norimaro (MSH vs SF).

Molly - Mike thought he saw concept art of her in a mech. Initially references to Catherine from AH or Tron. However, since that's not the case he's not sure at the moment.
 
What's the score? $336,242 is the score, an increase of $8301 (the lowest so far in the campaign), bringing the five day rolling average down to $9510.60 and the estimate for the final result to $516,943.60. 83k is the difference, and I've seen sillier final days. We also have to see how well the cels do. In more positive news, Big Band is all but secure: to miss the goal, we would have to see a collapse to an average of less than $2040/day for the rest of the campaign. Frankly, that's not going to happen.
 
Haven't donated yet because I'm awful at this game (and fighting games in general) and because I haven't played much in months, but that Isaac description...damn. If a donation would help us get closer to that (also acceptable: Stanley or Feng) I might have to bite the bullet on this one.
The fundraiser is barely half way there. Big Band is getting his funding even if contributions crater to three thousand a day. Every dollar counts at this point if you want to see a third.
Also this came in a week ago. The packaging kind of wrinkled one of the edges but it looks great. For some reason I can't get it to stick to the wall for more than 4 hours. I think my poster sticker thingies have run out of adhesive.
I got mine last week and I'm thinking of just framing it instead since it'd look better.
I would love to see her in motion, she sounds gross.

I imagine her walking animation is accompanied by "squish" sounds with every step.
Yeah, she'll definitely send shivers up and down people's spines. Mariel is dreading having to animate her.
EDIT: I found this while looking for more info on her...not sure if it's fan created or not, but it has illeum, peacock and Hive without the battlesuit.
Pretty nice little comic.
After Mike explained him, I'm surprised everyone hasn't dropped everyone for Isaac.
No one knows what he looks like. Art tends to have a strong impact on people's preferences. Some people would have bought Skullgirls day one and proclaimed the characters the greatest things ever had the genders been flipped. :p

Except Professor Beef
I hope Intestines Girl and Naked Guts Lady don't get elected. Skullgirls already has enough gross-out characters between Double, Painwheel, and Miss Fortune.
They're not gonna make it even though Venus is somewhat popular. The competition is too high with this huge cast. It'd be like expecting Q and Alex over Blanka/Dhalsim. Good luck with that lmao.
What's the score? $336,242 is the score, an increase of $8301 (the lowest so far in the campaign), bringing the five day rolling average down to $9510.60 and the estimate for the final result to $516,943.60. 83k is the difference, and I've seen sillier final days. We also have to see how well the cels do. In more positive news, Big Band is all but secure: to miss the goal, we would have to see a collapse to an average of less than $2040/day for the rest of the campaign. Frankly, that's not going to happen.
Yep

The real concern is how we get a third character.
 
Venus Lovelace - Her current play style influences are Vanilla Ice (from Jojo), Midler (from Jojo), (MvC1+2 Venom, and Nero Chaos from Melty Blood. She would be able to teleport around and create portals where her parasite Ab-baddon would come out from to attack.

Lovelace is a character that both Mike and Mariel really like. Mariel is pushing fans to vote for this character. lol

Panzerfaust - He would be a mix of Juggernaut, Potemkin, and the Hulk. Anything involving a punch button, if the punch button is pressed again while the move is active he will shoot from the tank. Mike references Victor from Vampire Savior where the electricity changes the hit properties. He would most likely would have super armor if super armor is implemented. There would be a super move called 'World War Wonderful.'

Good god who do I even want to vote for anymore when I just can't choose
 

mao2

Member
Am I the only one who sees the horrific set of jagged teeth running along her torso?

I am scared of what she animates into, lol
j9k9Pl3yuJSWk.jpg


From the previous page.
I'm also not looking forward to know what other stuff her torso can do, LOL.
 

so1337

Member
j9k9Pl3yuJSWk.jpg


From the previous page.
I'm also not looking forward to know what other stuff her torso can do, LOL.
I'm okay with this.

As cool as Big Band may be, a line needs to be drawn somewhere. The game is called Skullgirls.

I'm only half-joking.
 
The Planetscape Torment sequel Kickstarter was right above this thread and I saw 2.2M funded and I flipped the fuck out. It wasn't meant to be :(

at least not yet
 
The Planetscape Torment sequel Kickstarter was right above this thread and I saw 2.2M funded and I flipped the fuck out. It wasn't meant to be :(

at least not yet

Currently sitting at $340K. Minette is so close, yet so far.

It'd be pretty amazing if this game had the pull to get $2.2M though. That'd be like, nine characters in total. It'd feel like a classic expansion.
 

Azure J

Member
Man, I missed a lot of developments the last few days. Black Dahlia still sounds and looks interesting as hell, but I was soooooo hoping Mike Z and the team were planing on making her a nimble Megaman X style pixie zoner. I need a fighting game with a character that lets me fly around like a nut going pewpewpew/EAT LEAD already. :lol

This Issac dude though, all kinds of whoa going on in my head.
 

SupaNaab

Member
If I'm understanding correctly Isaac works like this:

Assuming [Future Isaac] hits the opponent:
1. Input a dash punch (qcb + P)
2. A second [Future] Isaac appears and performs the rush punch
3A. The opponent takes damage.
4A. A countdown timer appears over [Original] Isaac.
5A. [Original] Isaac is free to continue a combo as the timer continues to run
6A. The timer hits 0
7A. [Original] Isaac is left in a yet to be determined vulnerable state and his combo ends
8A. If [Original] Isaac is hit by the opponent in his vulnerable state, the opponent recovers the health lost from [Future] Isaac (but not necessarily the combo damage from [Original] Isaac)

Assuming [Future] Isaac is hit by the opponent during rush punch:
3B. [Future] Isaac is interrupted during the rush punch
4B. A countdown timer appears over [Original] Isaac.
5B. The timer hits 0
6B. [Original Isaac] has the damage taken by [Future Isaac] applied to his health bar

Special move cancel into super move:
Isaac would perform a special move and be given the chance for it to instead become a super move. He would lose 1 bar for this.
*Total speculation: Don't think of these supers as more arbitrary damage. Think of them as time extenders/expenders for the timer over his head

What I'd like to see:

Isaac's glove should be dependent on the super meter LVL. If the meter was below a certain threshold then the vulnerable state should be longer. If the meter is above a certain state, the vulnerable time should be smaller. Since he has a limited time for his combos, he would basically want to dump his meter before the timer hits 0, but he if doesn't finish his combo properly he could be in his vulnerable state too long. This also plays really well into the special move into super. Issac could use his special moves in his limited time combos and transform them into supers (dumping his super meter that hes so dependent on). Since supers freeze the clock, supers free up more time for his combos and we can assume his supers would put him in a more ideal position to recover from his vulnerable state or allow him to extend his combos further.
 

Dreavus

Member
If I'm understanding correctly Isaac works like this:

Assuming [Future Isaac] hits the opponent:
1. Input a dash punch (qcb + P)
2. A second [Future] Isaac appears and performs the rush punch
3A. The opponent takes damage.
4A. A countdown timer appears over [Original] Isaac.
5A. [Original] Isaac is free to continue a combo as the timer continues to run
6A. The timer hits 0
7A. [Original] Isaac is left in a yet to be determined vulnerable state and his combo ends
8A. If [Original] Isaac is hit by the opponent in his vulnerable state, the opponent recovers the health lost from [Future] Isaac (but not necessarily the combo damage from [Original] Isaac)

Assuming [Future] Isaac is hit by the opponent during rush punch:
3B. [Future] Isaac is interrupted during the rush punch
4B. A countdown timer appears over [Original] Isaac.
5B. The timer hits 0
6B. [Original Isaac] has the damage taken by [Future Isaac] applied to his health bar

Special move cancel into super move:
Isaac would perform a special move and be given the chance for it to instead become a super move. He would lose 1 bar for this.
*Total speculation: Don't think of these supers as more arbitrary damage. Think of them as time extenders/expenders for the timer over his head

What I'd like to see:

Isaac's glove should be dependent on the super meter LVL. If the meter was below a certain threshold then the vulnerable state should be longer. If the meter is above a certain state, the vulnerable time should be smaller. Since he has a limited time for his combos, he would basically want to dump his meter before the timer hits 0, but he if doesn't finish his combo properly he could be in his vulnerable state too long. This also plays really well into the special move into super. Issac could use his special moves in his limited time combos and transform them into supers (dumping his super meter that hes so dependant on). Since supers freeze the clock, supers free up more time for his combos and we can assume his supers would put him in a more ideal position to recover from his vulnerable state or allow him to extend his combos further.

His concept sounds very interesting (reminds me of that time travel RTS game Achron) but it's hard to see an upside in this mechanic. Having to "make up for" whatever special move you decide to do at a later time, or else having it be negated entirely (opponent getting their health back), seems like a pretty big handicap. Especially if it's a timed thing that the other player knows is coming, like MvC3's Arthur and his King's Armor super.

I guess if these moves deal lots of damage it could offset the cost of having to execute them later? Or maybe the whole future-rush-punch thing could be relegated to super move only (how would you account for multiple rush-punches before the first one has been "executed")?

I know they haven't sat down to design him proper yet, but there are so many questions! Isaac would probably get my vote just for the fact that I want to see what the heck they do with him.
 
Issac would probably not have a visible timer. It'd be something you'd have to keep track of yourself, like Sol's Dragon Install timer. The preparation (punishable) window would likely also be relatively small.

So, as an Issac player you'd have to know when you're going to be vulnerable, and when fighting against Isaac, you need to know when he's going to be vulnerable.
 
Edit : Nevermind

Yeah, Beatrix looks amazing. The list of awesome character reveals increases.

Isaac just sort of blows my mind, Grandfather Paradox : The character and all the time travel shenanigans that go along with that. His silhouette looks a bit strange to me but I'm super excited to see what the character looks like all the same.
 
Scores: $343,808 which is an increase of $7,566 for today, a new low. This knocks the five day average down to $9317.8 and the overall estimate down to $511,528. We now require an average of $14,232 per day for the rest of the campaign in order to hit the third character stretch goal.

In more positive news, we should hit Big Band's target in about three and a half day's time, and Skullgirls has now overtaken American Gut and Protest The Hero to take the 16th spot in the Indiegogo all time leaderboards.
 
Scores: $343,808 which is an increase of $7,566 for today, a new low. This knocks the five day average down to $9317.8 and the overall estimate down to $511,528. We now require an average of $14,232 per day for the rest of the campaign in order to hit the third character stretch goal.

In more positive news, we should hit Big Band's target in about three and a half day's time, and Skullgirls has now overtaken American Gut and Protest The Hero to take the 16th spot in the Indiegogo all time leaderboards.

I just wanted to say I really appreciate you taking the time to post up the stats each day. It's pretty awesome of you.

And woo! Big Band is practically a lock, hoping the shifted focus to the third character riles up the campaign funds again.
 
Dear Lab Zero,

While your choice for a voice actor for Big Band was not my initial choice, I am happy with it. I will not be stealing any equipment.

PS: He needs lines like "TUBA-MABAAAAAA!" and "SAXAMAPHONE!" for supers.
 
Less than five thousand dollars away from Robo Fortune.

Here is a nice little interview with Peter at Gamezone:
GZ: I imagine fans are happy. And given the outpouring of support, they definitely love Skullgirls. How is your community different than other those of other fighting games? How would you describe these fans?

Bartholow: I’m not sure there’s really a scientific explanation for what’s going on here — we certainly didn’t expect things to turn out this well. But we’ve worked very hard to cultivate a strong connection and communication with the Skullgirls community and directly incorporate their feedback into the game whenever possible.

My favorite example of this is at Evo 2011, when [design director] MikeZ first unveiled [the character] Parasoul. This was the first time the public got to try her out, and they just weren’t feeling it. So that night he went back up to his hotel room and completely reimplemented her based on the feedback he’d gotten and brought her down for testing the next day. The feedback was markedly improved, and that’s basically the character that’s in the game today.

So being as small as we are means that we’re able to listen and do things that larger studios can’t, and the community has really responded to that.

GZ: Where do you stand with Autumn Games, currently? What kind of future do you hope to have with them, if at all?
Bartholow: We have a pretty good relationship with Autumn Games, and I think the team would be happy to work with them again once they resolve the legal issues that are draining their capital.

While their legal and financial situation has been frustrating, creatively they’re everything you could want in a publisher. The freedom they gave us was is pretty much unheard of in a developer/publisher relationship: they trusted us to do what was right for the game and let us handle all of our own promotion and communication. And the freedom to interact with the community is probably the singular reason why our Indiegogo campaign is doing as well as it is.

GZ: Why propose a male character, Big Band?
Bartholow: The title of the game is Skullgirls, so naturally people are thrown by the inclusion of male characters. But the title is referencing the boss characters, not the fact that the core roster is all women.

Alex has always had plans for male characters to come into play; they just didn’t feature prominently in the first story arc. But we’re skipping around a bit because there’s a lot of demand for male characters in the community, and Big Band was our most requested one.
More at the link
Man, I missed a lot of developments the last few days. Black Dahlia still sounds and looks interesting as hell, but I was soooooo hoping Mike Z and the team were planing on making her a nimble Megaman X style pixie zoner. I need a fighting game with a character that lets me fly around like a nut going pewpewpew/EAT LEAD already. :lol

This Issac dude though, all kinds of whoa going on in my head.
Hive is going to be at least a five way air dasher according to Mike(iirc) and she will be shooting BEES and such at you while buzzing all over the place.
New character update: Beatrix

20130309122742-DLC_Beatrix.png
Can't say her character design grabs me, but I ended up using Peacock and Parasoul over Val/Soul so who knows what the future holds(besides Annie, she is practically a lock when she comes out).
Scores: $343,808 which is an increase of $7,566 for today, a new low. This knocks the five day average down to $9317.8 and the overall estimate down to $511,528. We now require an average of $14,232 per day for the rest of the campaign in order to hit the third character stretch goal.

In more positive news, we should hit Big Band's target in about three and a half day's time, and Skullgirls has now overtaken American Gut and Protest The Hero to take the 16th spot in the Indiegogo all time leaderboards.
I hope the slowdown is just a weekend thing.
I just wanted to say I really appreciate you taking the time to post up the stats each day. It's pretty awesome of you.
Indeed
And woo! Big Band is practically a lock, hoping the shifted focus to the third character riles up the campaign funds again.
Yeah and it needs to be the mean shift. I won't say more than that because the only thing hated more than a backseat driver is a backseat developer. :p
 
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