Skullgirls: Difference between revisions
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The gameplay flow of Skullgirls emphasizes using resets (intentionally dropping a 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. After whittling down the opponent's health with resets, players will have to utilize the combo system, their team composition, and available meter as best they can to maximize damage and KO a character. The pressure and mixup potential of certain teams can be brutal, but the set of universal [[Skullgirls/Defense|defense mechanics]] and strong character specific reversal tools can give the defender a chance to answer back in many situations. | The gameplay flow of Skullgirls emphasizes using resets (intentionally dropping a 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. After whittling down the opponent's health with resets, players will have to utilize the combo system, their team composition, and available meter as best they can to maximize damage and KO a character. The pressure and mixup potential of certain teams can be brutal, but the set of universal [[Skullgirls/Defense|defense mechanics]] and strong character specific reversal tools can give the defender a chance to answer back in many situations. | ||
* '''Versus series style team game''': [[Skullgirls/Team_Mechanics| | * '''Versus series style team game''': Skullgirls has mechanics such as [[Skullgirls/Team_Mechanics|assists, DHCs, tags, snapbacks, recoverable health]], lenient chain rules, and air blocking. There's a pushblock mechanic that doesn't cost any resource, is tied to a [[Skullgirls/Defense#Pushblock_Guard_Cancel_.28PBGC.29|guard cancel]] mechanic, and can [[Skullgirls/Defense#Absolute_Guard|grant high/low protection]]. | ||
* '''Custom assist''': Any action can be chosen as an assist, excluding air actions and metered actions. Even things such as [[Skullgirls/Ms._Fortune/Team_Building#Dash|dash]] can be chosen. | * '''Custom assist''': Any action can be chosen as an assist, excluding air actions and metered actions. Even things such as [[Skullgirls/Ms._Fortune/Team_Building#Dash|dash]] can be chosen. | ||
* '''Variable team size''': Both players choose their own team size of 1, 2, or 3 characters. The less characters, the more [[Skullgirls/Combo_Mechanics#Team_Size|health you have and damage you deal]], but with less utility provided by team mechanics. | * '''Variable team size''': Both players choose their own team size of 1, 2, or 3 characters. The less characters, the more [[Skullgirls/Combo_Mechanics#Team_Size|health you have and damage you deal]], but with less utility provided by team mechanics. |
Revision as of 19:08, 4 January 2022
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 with a cast of original characters, each animated using traditional hand drawn techniques. Initially released in 2012, it has been periodically updated over the years with new characters and patches, culminating in the '2nd Encore+' subtitle. In 2021, a season pass began, including the new characters Annie, Umbrella, Black Dahlia, and at least one more yet to be revealed.
The gameplay flow of Skullgirls emphasizes using resets (intentionally dropping a 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. After whittling down the opponent's health with resets, players will have to utilize the combo system, their team composition, and available meter as best they can to maximize damage and KO a character. The pressure and mixup potential of certain teams can be brutal, but the set of universal defense mechanics and strong character specific reversal tools can give the defender a chance to answer back in many situations.
- Versus series style team game: Skullgirls has mechanics such as assists, DHCs, tags, snapbacks, recoverable health, lenient chain rules, and air blocking. There's a pushblock mechanic that doesn't cost any resource, is tied to a guard cancel mechanic, and can grant high/low protection.
- Custom assist: Any action can be chosen as an assist, excluding air actions and metered actions. Even things such as dash can be chosen.
- 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): The Skullgirls combo system is flexible, and lacks hitstun deterioration. Instead, these mechanics set rules for how combos can be structured. If these rules are broken, the opponent is allowed to burst out of the combo. However, the burst is not always fail-safe and can be baited and punished with a high damage combo. Working around the built up undizzy value to either fit in resets or maximize damage on the fly is a key skill at high level.
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