Skullgirls: Difference between revisions
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'''Skullgirls 2nd Encore+''' is a 2D tag team fighting game initially released in 2012. Since then, it has been periodically updated with new characters and patches, culminating in the '2nd Encore+' subtitle. In 2021, a [https://steamcommunity.com/games/245170/announcements/detail/3017946057966482919 season pass] was announced including four new characters. | '''Skullgirls 2nd Encore+''' is a 2D tag team fighting game initially released in 2012. Since then, it has been periodically updated with new characters and patches, culminating in the '2nd Encore+' subtitle. In 2021, a [https://steamcommunity.com/games/245170/announcements/detail/3017946057966482919 season pass] was announced including four new characters. | ||
Skullgirls emphasizes using resets (intentionally dropping your combo to do a mixup) to maintain momentum after landing a hit. This means the action never stops since a reset point can occur at various points in a combo. The speed and pacing of resets are brutal, but the set of universal [[Skullgirls/Defense|defense mechanics]] and strong reversals can give the defender a chance to answer back | Skullgirls emphasizes using resets (intentionally dropping your combo to do a mixup) to maintain momentum after landing a hit. This means the action never stops since a reset point can occur at various points in a combo. The speed and pacing of resets are brutal, but the set of universal [[Skullgirls/Defense|defense mechanics]] and strong reversals can give the defender a chance to answer back. | ||
* '''Versus series style team game''': [[Skullgirls/Team_Mechanics|Assists, DHCs, tags, snapbacks, recoverable health]], lenient chain rules, and air blocking | * '''Versus series style team game''': [[Skullgirls/Team_Mechanics|Assists, DHCs, tags, snapbacks, recoverable health]], lenient chain rules, and air blocking |
Revision as of 11:24, 20 July 2021
Skullgirls 2nd Encore+ (SG) | |||||||||||||||||||
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Developers |
Hidden Variable, Future Club | ||||||||||||||||||
Systems |
Windows/OSX/Linux | ||||||||||||||||||
PS4, Switch, Vita, PS3 (2nd Encore+) | |||||||||||||||||||
Xbox 360, NesicaxLive (2nd Encore) | |||||||||||||||||||
Official Websites | |||||||||||||||||||
Online Play |
GGPO rollback netcode | ||||||||||||||||||
Quick match with endless rematch | |||||||||||||||||||
Lobbies | |||||||||||||||||||
Player Resources | |||||||||||||||||||
JP Wiki | |||||||||||||||||||
Community Channels | |||||||||||||||||||
@SGMolly_ | |||||||||||||||||||
playskullgirls.com | |||||||||||||||||||
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Skullgirls 2nd Encore+ is a 2D tag team fighting game initially released in 2012. Since then, it has been periodically updated with new characters and patches, culminating in the '2nd Encore+' subtitle. In 2021, a season pass was announced including four new characters.
Skullgirls emphasizes using resets (intentionally dropping your combo to do a mixup) to maintain momentum after landing a hit. This means the action never stops since a reset point can occur at various points in a combo. The speed and pacing of resets are brutal, but the set of universal defense mechanics and strong reversals can give the defender a chance to answer back.
- Versus series style team game: Assists, DHCs, tags, snapbacks, recoverable health, lenient chain rules, and air blocking
- Custom assist: Choose your assist from any grounded non-super move in a character's move set.
- Variable team size: Both players choose their own team size of 1, 2, or 3 characters. The less characters, the more health you have and damage you deal, but with less utility provided by team mechanics.
- Undizzy and IPS (Infinite Protection System): These mechanics set rules for how combos can be structured and for how long, effectively replacing the role of hitstun deterioration. If these rules are broken, the opponent is allowed to burst out of the combo. Working around the built up undizzy value to either fit in resets or maximize damage on the fly is a key skill at a high level.
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