http://www.twitch.tv/finestko Skullgirls stream going on, it's pretty far in the tournament. Double's Cerebooty assist is so strong.
http://www.twitch.tv/finestko Skullgirls stream going on, it's pretty far in the tournament. Double's Cerebooty assist is so strong.
The problem I have is that I have Painwheel and Peacock, both of which are mostly point characters with limited assist options. Which is bad for synergy. But I like playing them, soo...
Maybe I'll just switch to a 3-team and add Double's R. Mika butt slam. Because why not. I suspect after that tournament that I linked to, we'll see a LOT more Double Cerebooty online. Cerebella doesn't have that move, right?
Last edited by DudewitdaK; 04-14-2012 at 08:17 PM. Reason: I do not actually stream that tournament.
OH GOD SOMEONE ON STREAM JUST DID A HUGE COMBO WITH DOUBLE'S LEVEL 5 AND KO'D A CHARACTER
(and then lost haha)
Actually no. I'm not sure of their dimensions, but each character is made up of at least 1000 raster frames of animations, I think about 1200 up. Each frame is made up of 3 layers;
1. The base color layer. This is likely aliased. This is how you get multiple palettes.
2. A monochrome shadow layer. This is anti-aliased and made up of, I think, 3 different shadow tones. A special shader gets added to this layer so it's not just a boring shadow layer with "Multiply" added to it. Gives you far more vibrant, interesting shadows.
3. The line layer. Also anti-aliased. Pretty self-explanatory I think.
The layers are stacked and that's how you get the beautiful, smooth, anti-aliased art that has multiple palettes/color swaps. If it was all a single layered image, this would be impossible without essentially having a new character for each color, which would completely blow out the size of the game.
Yeah, I've found a couple Valentine/Peacock DHC combos that get into the 6-7k at base multiplier range (now, actually landing those in a match - different story... but it's fucking sweet when you do) but nothing that high.
That video is making me feel terrible at the game. I can barely combo for anything. And I just noticed that guy made out of intestines(?) in the background. Eugh.
"No Infinites?"
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ugh.
It's not that there are no infinite combos, it's that there is a system in place to help people stuck in infinite combos. "Any crazy thing you can think of, as long as you don't start repeating yourself."
Currently playing: Borderlands 2
Currently laughing at: Xbox One
I enjoy this game.
I enjoyed whooping my buddy's ass with Cerebella.
I feel like Skullgirls has opened the door for me to enjoy other "serious" fighting games.
The more I played it though the more I wanted to rescind my statement that the art design is not sexist. This game is 100% titties.
Man I am so admittingly bad. In Training mode I'm like, YEAH COMBOBS MEMORIZED
Then, actual match: Durr button jam tap tap tap BANDWAGON RUSHDOWN
ugh.
Actually, their portrayal is quite empowering, all details considered.
But this is an argument we've all wanted to avoid so uhhh...
Like I said before, I do have one simple Valentine combo I go-to when I can (s.LP, s.LK, c.MP, c.HP, j.MP, j.HK, Savage Bypass), but I'm just trying to woman handle my foes as Cerebella, and when an oppertunity for a combo comes across off of a grab, I get a small one in (c.LK, s.MK, sF+HP, as per what the tutorials taught me) if it's mid-screen, and probably a more impressive one in the corner.
If you can consistently pull off an airdash, you can add another j.HK just before the end of the combo (for Valentine). Furthermore, if you've got a vial loaded, the link is tough, but possible to land a qcf.HP Vial and score poison instead of Savage Bypass - if you have hitstun loaded, you even have a chance at extending the combo further.