Skullgirls 2nd Encore (Linux, Windows, Mac, Xbox Series X|S, Xbox One, Switch, PS4)

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I really liked the game, just the online was pretty absymal and netcode was inconsistent it seems. I only saw/played a few cats from my buddy list online. Would've like to have played it more tho, cuz it was smooth as fukk.


The online wasn't good for you? I always read that Skullgirls has some of the best netcode because it uses GGPO.
 

Khalil's_Black_Excellence

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The online wasn't good for you? I always read that Skullgirls has some of the best netcode because it uses GGPO.
When it was good, it was good, but it wasn't always good.

For instance. Me and @Kodie tried playing it a few times and it was quite a bit sketchy and showing us to have like 1 bar or some shyt. Whereas, we've played each other countless times in Marvel & SF and our games were always pretty smooth on them.
 

llt23

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you know real shyt, the problem with this game is that they tried too hard.

In Marvel 2, almost the entire cast was copy pasted sprites from other games, and a majority of the cast pretty much played very similarly. Like they all had diff moves, but you knew you could do a few jabs into cr heavy punch launcher into your basic jab, short, jab, short, fierce/super air combo with 90 percent of the roster.

In Skullgirls every character plays so differently that you cant just tell your homies to pick it up and tell em hey it plays like MVC2. They gotta go buy it and play thru the whole tutorial first. I think thats why this game didnt pop off like it should have.
 

Red Shield

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you know real shyt, the problem with this game is that they tried too hard.

In Marvel 2, almost the entire cast was copy pasted sprites from other games, and a majority of the cast pretty much played very similarly. Like they all had diff moves, but you knew you could do a few jabs into cr heavy punch launcher into your basic jab, short, jab, short, fierce/super air combo with 90 percent of the roster.

In Skullgirls every character plays so differently that you cant just tell your homies to pick it up and tell em hey it plays like MVC2. They gotta go buy it and play thru the whole tutorial first. I think thats why this game didnt pop off like it should have.

That and they shouldn't have did the whole 3v3 2v2 thing. Should have just kept it 1v1
 

Nephilim_BC

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you know real shyt, the problem with this game is that they tried too hard.

In Marvel 2, almost the entire cast was copy pasted sprites from other games, and a majority of the cast pretty much played very similarly. Like they all had diff moves, but you knew you could do a few jabs into cr heavy punch launcher into your basic jab, short, jab, short, fierce/super air combo with 90 percent of the roster.

In Skullgirls every character plays so differently that you cant just tell your homies to pick it up and tell em hey it plays like MVC2. They gotta go buy it and play thru the whole tutorial first. I think thats why this game didnt pop off like it should have.

That and they shouldn't have did the whole 3v3 2v2 thing. Should have just kept it 1v1

:snoop:
 
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B86

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you know real shyt, the problem with this game is that they tried too hard.

In Marvel 2, almost the entire cast was copy pasted sprites from other games, and a majority of the cast pretty much played very similarly. Like they all had diff moves, but you knew you could do a few jabs into cr heavy punch launcher into your basic jab, short, jab, short, fierce/super air combo with 90 percent of the roster.

In Skullgirls every character plays so differently that you cant just tell your homies to pick it up and tell em hey it plays like MVC2. They gotta go buy it and play thru the whole tutorial first. I think thats why this game didnt pop off like it should have.

That and they shouldn't have did the whole 3v3 2v2 thing. Should have just kept it 1v1

Complain about fighting games being different, brehs
 

llt23

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Its not about being different its about accessibility.

Fighters should be easy to pick and up play, and difficult to master. This game is not easy to pick up and play, which is what I was trying to say.


I bought the game for xbox and steam, its not like I dont like it. But Ive tried to get peeps into it and it wasnt happening.

Another indie title is coming out soon called Yatagarasu, and i actually got all my friends into it. It feels familiar for Street Fighter players but is a damn deep game. But its familiarity is where it becomes easier to just go at it. That initial experience matters a lot. And thats where I felt Skullgirls went wrong.
 
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Phillyrider807

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you know real shyt, the problem with this game is that they tried too hard.

In Marvel 2, almost the entire cast was copy pasted sprites from other games, and a majority of the cast pretty much played very similarly. Like they all had diff moves, but you knew you could do a few jabs into cr heavy punch launcher into your basic jab, short, jab, short, fierce/super air combo with 90 percent of the roster.

In Skullgirls every character plays so differently that you cant just tell your homies to pick it up and tell em hey it plays like MVC2. They gotta go buy it and play thru the whole tutorial first. I think thats why this game didnt pop off like it should have.

What the fukk am i reading?? Complain about a fighter being diverse brehs........... :scust:
 

Tic Tac T O

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Had the most fun with this game in 1v1. When you throw in two more teammates, assists, and sometimes custom assists it got to be a little much. I just wanted to play Parasol while everyone else initially were running Peacock with Double and completely keeping you out. Don't know how fun that shyt was but playing against it was dull. This is the game that made me absolutely despise zoning in fighting games

I feel it should've either been a 1v1 game or 3v3, not pick and choose style like CvS2 especially with the option of creating your own assists
 
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