Skullgirls: Difference between revisions
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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 [https://steamcommunity.com/games/245170/announcements/detail/3017946057966482919 season pass] began, including the new characters Annie, Umbrella, Black Dahlia, and at least one more yet to be revealed. | '''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 [https://steamcommunity.com/games/245170/announcements/detail/3017946057966482919 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. A skilled player can loop resets into a character KO unless the flow of the match is reversed with use of the universal [[Skullgirls/Defense|defense mechanics]] or one of the many character specific reversal tools. Exactly how each player goes about this | 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. A skilled player can loop resets into a character KO unless the flow of the match is reversed with use of the universal [[Skullgirls/Defense|defense mechanics]] or one of the many character specific reversal tools. Exactly how each player goes about this, or if they opt for a less reset focused zoning team, will be up to the composition of their team and chosen custom assists. | ||
* '''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]]. | * '''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]]. |
Revision as of 21:11, 10 February 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. A skilled player can loop resets into a character KO unless the flow of the match is reversed with use of the universal defense mechanics or one of the many character specific reversal tools. Exactly how each player goes about this, or if they opt for a less reset focused zoning team, will be up to the composition of their team and chosen custom assists.
- 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 fewer characters you pick, the more health you have and damage you deal, but this is offset by less utility from team mechanics and less life bars.
- 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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