SkullGirls anyone?

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.No.

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It looks good, and I want to get it, but I'm shit a fighting games. Should I get it?
 

Dreiko_v1legacy

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.No. said:
It looks good, and I want to get it, but I'm shit a fighting games. Should I get it?
If you don't have unrealistic expectations about how well you'll do, why not. People don't have fun with fighters only when they go into them expecting to kick ass right away from my experience. If you know you'll suck and lose a lot and treat each match as a learning experience rather than a "must win" situation I think you'll have a blast with the game.
 

Syzygy23

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e2density said:
Syzygy23 said:
The new Mortal Kombat did it right. Simple Combos and an in game LIST of how to do them on demand, plus if you wanted to do a totally sweet bonebreaking move, all you had to do was pull both triggers.
Unfortunately dumbing down games to make them more accessible to bad players spawned things like input leniency in the SF4 series, which is probably one of the most disliked thing amongst the serious fighting game community.

Fortunately most people that find it too hard to learn a couple combos will eventually drop the game after a few months and go on to another game, but unfortunately the relaxed input system where anyone can do a combo with no effort will be there forever.

It's essentially like saying you want to be really good at a shooter but you don't want to have to aim.
It's not considered "dumbing" it down if the games were originally designed so that only an elite few with the ninja-fingers required to play the game and pull off all the cool, flashy, and fun moves.

I rented SF 4 once, and tried pulling off that one move Bison can do where he ignites himself with purple fire, flies at the opponent and does a bunch of matrix kicking shit.

I remember that the combo required me to make a Z motion with the joystick while pressing some weird combination of buttons. Even in the training room, after 45 minutes of practicing, it would never friggin' work for me.

If anything, the new MK made a stupid gameplay system into a balanced one where a good player could excel WITHOUT needing inhuman super reflexes.
 

Dreiko_v1legacy

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Syzygy23 said:
It's not considered "dumbing" it down if the games were originally designed so that only an elite few with the ninja-fingers required to play the game and pull off all the cool, flashy, and fun moves.

I rented SF 4 once, and tried pulling off that one move Bison can do where he ignites himself with purple fire, flies at the opponent and does a bunch of matrix kicking shit.

I remember that the combo required me to make a Z motion with the joystick while pressing some weird combination of buttons. Even in the training room, after 45 minutes of practicing, it would never friggin' work for me.

If anything, the new MK made a stupid gameplay system into a balanced one where a good player could excel WITHOUT needing inhuman super reflexes.

You don't need inhuman fingers, just a functioning brain. Also, for those inputs you can just do a 720 motion (make two circles with the arcade stick) and they'll come out, SF4 had stupid-easy shortcuts as mentioned above. Oh and there was no "weird combination of buttons", you just have to press all 3 of his kicks, which you can actually assign to any single one button that you're not already using.

Don't fault the game for not looking deeper into it and getting discouraged after a mere 45 minutes.


It really takes time, that's the gist of it. It doesn't require "ninja fingers", it requires ninja training and after a few hundred hours of practice and fighting other people you'll be able to do all the moves in every fighter ever like it's nothing...and then you'll realize that "combos" or "doing the moves whenever you want" are not even a fraction of what goes into actually playing fighters.


It's all about options and resources and the ability to read your foe, mere execution is just the vehicle for all that. :D
 

blackdwarf

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i like it so far. i love the freedom the player has in everything. you can decide the size of your team and you can decide which move your assist are by making the input in the character selection screen. i don't mind the numbers of fighters, because i learned from blazeblue that few fighters can be just as good or even better as many fighters, because the chance you have clones is small. the game is hard and the is really in his early stages, but i like it so far.

i hope to get some male fighters soon, because i like most of the characters, i find it a bit boring to only have female fighters.
 

Et3rnalLegend64

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Dansen said:
That is a really small cast. Just eight characters?
I don't feel like paying fifteen bucks for such a small roster, sorry.
15 bucks for a game is not a bad deal, even if the roster is tiny compared to Street Fighter or Tekken. Street Fighter has too many Shotoclones anyway. BlazBlue launched with 12 characters I believe, and Calamity Trigger sold for full price. The newer versions sell for $40 but have more characters and content. New DLC characters sold for 6 or 7 dollars. 8 characters is not a bad deal for a $15 indie game. Someone also said that Street Fighter 2 started with only 8 characters. I'm not completely trying to convince you to buy it. I'm just throwing out some numbers.

Personally, I'm not getting it. Still getting my playtime out of BlazBlue CS Extend and I really want Persona 4 Arena. Partially because it was made by Arc System Works, partially because it's Persona 4.
I'm 90% certain that I'm picking up Yukiko. Favorite girl from the game, next to Rise maybe. Just wish her blush portrait didn't look so awkward. Also since she's a ranged character because I've been spoiled by Lambda. Aigis looks interesting as a sub.
 

Syzygy23

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Dreiko said:
Syzygy23 said:
It's not considered "dumbing" it down if the games were originally designed so that only an elite few with the ninja-fingers required to play the game and pull off all the cool, flashy, and fun moves.

I rented SF 4 once, and tried pulling off that one move Bison can do where he ignites himself with purple fire, flies at the opponent and does a bunch of matrix kicking shit.

I remember that the combo required me to make a Z motion with the joystick while pressing some weird combination of buttons. Even in the training room, after 45 minutes of practicing, it would never friggin' work for me.

If anything, the new MK made a stupid gameplay system into a balanced one where a good player could excel WITHOUT needing inhuman super reflexes.

You don't need inhuman fingers, just a functioning brain. Also, for those inputs you can just do a 720 motion (make two circles with the arcade stick) and they'll come out, SF4 had stupid-easy shortcuts as mentioned above. Oh and there was no "weird combination of buttons", you just have to press all 3 of his kicks, which you can actually assign to any single one button that you're not already using.

Don't fault the game for not looking deeper into it and getting discouraged after a mere 45 minutes.


It really takes time, that's the gist of it. It doesn't require "ninja fingers", it requires ninja training and after a few hundred hours of practice and fighting other people you'll be able to do all the moves in every fighter ever like it's nothing...and then you'll realize that "combos" or "doing the moves whenever you want" are not even a fraction of what goes into actually playing fighters.


It's all about options and resources and the ability to read your foe, mere execution is just the vehicle for all that. :D
No, it requires NINJA FINGERS. And if that guys move requires two full rotations of the thumbstick, then why do the instructions tell me to make a Z pattern? Twice? Do you know how hard it is to make a perfect Z with a stick? That, and if it's not timed PERFECTLY it won't work.

And when I say "weird button combination" I should clarify that isntead of telling me to press X, Y, and then B twice (Or Square, Triangle, Circle twice, whichever console you prefer) It says... HK, MP, LK... What the hell? I don't see any buttons with those letters on them. Oh, HK means High Kick? Which button is friggin' High Kick?!? It's B? THEN JUST SAY PRESS B.
 

Zelcor

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Syzygy23 said:
Dreiko said:
Syzygy23 said:
It's not considered "dumbing" it down if the games were originally designed so that only an elite few with the ninja-fingers required to play the game and pull off all the cool, flashy, and fun moves.

I rented SF 4 once, and tried pulling off that one move Bison can do where he ignites himself with purple fire, flies at the opponent and does a bunch of matrix kicking shit.

I remember that the combo required me to make a Z motion with the joystick while pressing some weird combination of buttons. Even in the training room, after 45 minutes of practicing, it would never friggin' work for me.

If anything, the new MK made a stupid gameplay system into a balanced one where a good player could excel WITHOUT needing inhuman super reflexes.

You don't need inhuman fingers, just a functioning brain. Also, for those inputs you can just do a 720 motion (make two circles with the arcade stick) and they'll come out, SF4 had stupid-easy shortcuts as mentioned above. Oh and there was no "weird combination of buttons", you just have to press all 3 of his kicks, which you can actually assign to any single one button that you're not already using.

Don't fault the game for not looking deeper into it and getting discouraged after a mere 45 minutes.


It really takes time, that's the gist of it. It doesn't require "ninja fingers", it requires ninja training and after a few hundred hours of practice and fighting other people you'll be able to do all the moves in every fighter ever like it's nothing...and then you'll realize that "combos" or "doing the moves whenever you want" are not even a fraction of what goes into actually playing fighters.


It's all about options and resources and the ability to read your foe, mere execution is just the vehicle for all that. :D
No, it requires NINJA FINGERS. And if that guys move requires two full rotations of the thumbstick, then why do the instructions tell me to make a Z pattern? Twice? Do you know how hard it is to make a perfect Z with a stick? That, and if it's not timed PERFECTLY it won't work.

And when I say "weird button combination" I should clarify that isntead of telling me to press X, Y, and then B twice (Or Square, Triangle, Circle twice, whichever console you prefer) It says... HK, MP, LK... What the hell? I don't see any buttons with those letters on them. Oh, HK means High Kick? Which button is friggin' High Kick?!? It's B? THEN JUST SAY PRESS B.
What you just said shows how absolutely little you know about how fighters work. It doesn't show the buttons because lots of people like to use arcade sticks. Honestly your rage is the funniest thing I've read all day.
 

Et3rnalLegend64

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Syzygy23 said:
Dreiko said:
Syzygy23 said:
It's not considered "dumbing" it down if the games were originally designed so that only an elite few with the ninja-fingers required to play the game and pull off all the cool, flashy, and fun moves.

I rented SF 4 once, and tried pulling off that one move Bison can do where he ignites himself with purple fire, flies at the opponent and does a bunch of matrix kicking shit.

I remember that the combo required me to make a Z motion with the joystick while pressing some weird combination of buttons. Even in the training room, after 45 minutes of practicing, it would never friggin' work for me.

If anything, the new MK made a stupid gameplay system into a balanced one where a good player could excel WITHOUT needing inhuman super reflexes.

You don't need inhuman fingers, just a functioning brain. Also, for those inputs you can just do a 720 motion (make two circles with the arcade stick) and they'll come out, SF4 had stupid-easy shortcuts as mentioned above. Oh and there was no "weird combination of buttons", you just have to press all 3 of his kicks, which you can actually assign to any single one button that you're not already using.

Don't fault the game for not looking deeper into it and getting discouraged after a mere 45 minutes.


It really takes time, that's the gist of it. It doesn't require "ninja fingers", it requires ninja training and after a few hundred hours of practice and fighting other people you'll be able to do all the moves in every fighter ever like it's nothing...and then you'll realize that "combos" or "doing the moves whenever you want" are not even a fraction of what goes into actually playing fighters.


It's all about options and resources and the ability to read your foe, mere execution is just the vehicle for all that. :D
No, it requires NINJA FINGERS. And if that guys move requires two full rotations of the thumbstick, then why do the instructions tell me to make a Z pattern? Twice? Do you know how hard it is to make a perfect Z with a stick? That, and if it's not timed PERFECTLY it won't work.

And when I say "weird button combination" I should clarify that isntead of telling me to press X, Y, and then B twice (Or Square, Triangle, Circle twice, whichever console you prefer) It says... HK, MP, LK... What the hell? I don't see any buttons with those letters on them. Oh, HK means High Kick? Which button is friggin' High Kick?!? It's B? THEN JUST SAY PRESS B.
Less rage, and I'll reply as a less "into it" fighting game player. I don't know how the SF tutorial works anymore. I don't know if you can change your options so that it says "B" instead of "MK." I know BlazBlue let's you do that, and I love it.
Thing is, people usually map a trigger or something for multiple punches or kicks. The controller is already mapped by default for Punch X3 and Kick X3 to the left bumper and trigger respectively. When you see the input for 3 kicks, you don't twist your fingers to press A B and RB/R1. You just hit Left Trigger.

It's not a Z motion. I don't know if you understand the concept of charge characters? You have to hold backwards for a couple seconds, then input forward back forward in one quick motion. I don't think a 720 would have worked. I know for a fact that the SF tutorial was horrible at making that clear. The timing is more lenient than you think. It's just that the icons on the screen (for charge characters) make very little sense to a newcomer without someone giving you hints.

Most characters in fighting games don't require ninja fingers. It just takes time to learn the terminology and develop a little muscle memory. I'm learning a new character in BlazBlue and I'm taking baby steps since my fingers are geared so heavily towards my main character of 3000 games and because BlazBlue characters are so drastically different than Street Fighter ones. A little patience and you'll be having fun in a bit.
 

Dreiko_v1legacy

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Syzygy23 said:
No, it requires NINJA FINGERS. And if that guys move requires two full rotations of the thumbstick, then why do the instructions tell me to make a Z pattern? Twice? Do you know how hard it is to make a perfect Z with a stick? That, and if it's not timed PERFECTLY it won't work.

And when I say "weird button combination" I should clarify that isntead of telling me to press X, Y, and then B twice (Or Square, Triangle, Circle twice, whichever console you prefer) It says... HK, MP, LK... What the hell? I don't see any buttons with those letters on them. Oh, HK means High Kick? Which button is friggin' High Kick?!? It's B? THEN JUST SAY PRESS B.

Read betturz!


I said the 720 input is a "shortcut", not the required input, a way to do the required input with less precision but with more speed to make up for it.


Buttons can be assigned to any letter, your HK may be B but mine may be X, instead of having a player-specific system, they just list the combo and the buttons are whatever you assigned them to be.


If you haven't memorized which button does which strength of which attack, you have no hope of playing a fighting game properly so again, use your brain and play for a long time, eventually it'll stick.
 

LilithSlave

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I don't need to be spending my money right now. I have A-Kon coming up and I broke the bank a lot lately. I need to put a lot more into savings again to make up for it.

But when things get a little better for me, I'll drop down some money and get the game. If just because Peacock is really awesome.
 

natster43

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I bought it a few days ago, and am enjoying it. I really like Filia and Ms. Fortune. Only real complaint so far is there is no actual command list.
 

Baralak

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natster43 said:
I bought it a few days ago, and am enjoying it. I really like Filia and Ms. Fortune. Only real complaint so far is there is no actual command list.
Command list is on the website.
 

RaikuFA

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kyosai7 said:
natster43 said:
I bought it a few days ago, and am enjoying it. I really like Filia and Ms. Fortune. Only real complaint so far is there is no actual command list.
Command list is on the website.
Not just that, but its gonna be patched in. But Mike Z said its low priority right now.
 

Syzygy23

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Et3rnalLegend64 said:
Syzygy23 said:
Dreiko said:
Syzygy23 said:

-snip-
No, it requires NINJA FINGERS. And if that guys move requires two full rotations of the thumbstick, then why do the instructions tell me to make a Z pattern? Twice? Do you know how hard it is to make a perfect Z with a stick? That, and if it's not timed PERFECTLY it won't work.

And when I say "weird button combination" I should clarify that isntead of telling me to press X, Y, and then B twice (Or Square, Triangle, Circle twice, whichever console you prefer) It says... HK, MP, LK... What the hell? I don't see any buttons with those letters on them. Oh, HK means High Kick? Which button is friggin' High Kick?!? It's B? THEN JUST SAY PRESS B.
Less rage, and I'll reply as a less "into it" fighting game player. I don't know how the SF tutorial works anymore. I don't know if you can change your options so that it says "B" instead of "MK." I know BlazBlue let's you do that, and I love it.
Thing is, people usually map a trigger or something for multiple punches or kicks. The controller is already mapped by default for Punch X3 and Kick X3 to the left bumper and trigger respectively. When you see the input for 3 kicks, you don't twist your fingers to press A B and RB/R1. You just hit Left Trigger.

It's not a Z motion. I don't know if you understand the concept of charge characters? You have to hold backwards for a couple seconds, then input forward back forward in one quick motion. I don't think a 720 would have worked. I know for a fact that the SF tutorial was horrible at making that clear. The timing is more lenient than you think. It's just that the icons on the screen (for charge characters) make very little sense to a newcomer without someone giving you hints.

Most characters in fighting games don't require ninja fingers. It just takes time to learn the terminology and develop a little muscle memory. I'm learning a new character in BlazBlue and I'm taking baby steps since my fingers are geared so heavily towards my main character of 3000 games and because BlazBlue characters are so drastically different than Street Fighter ones. A little patience and you'll be having fun in a bit.
Rage is all I get from most fighting games, due to everything I've said about the genre so far. Rage is the only emotion tied to any memories of fighting games I've played.

As far as the people who prefer the arcade terminology and developers not catering towards those who don't, I didn't grow up in a family that could spare me a sack of quarters to piss away losing at Street Fighter, Tekken, or MK until I figured out the combos myself. That's another thing I hate(d), about the arcade cabinets at least. They would show a demo at the start screen of a random match between two characters, and they'd be pulling off all these cool awesome moves, then I would get suckered into spending a quarter miserably failing at doing anything more than button mashing.
 

Et3rnalLegend64

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Syzygy23 said:
Et3rnalLegend64 said:
Syzygy23 said:
Dreiko said:
Syzygy23 said:

-snip-
No, it requires NINJA FINGERS. And if that guys move requires two full rotations of the thumbstick, then why do the instructions tell me to make a Z pattern? Twice? Do you know how hard it is to make a perfect Z with a stick? That, and if it's not timed PERFECTLY it won't work.

And when I say "weird button combination" I should clarify that isntead of telling me to press X, Y, and then B twice (Or Square, Triangle, Circle twice, whichever console you prefer) It says... HK, MP, LK... What the hell? I don't see any buttons with those letters on them. Oh, HK means High Kick? Which button is friggin' High Kick?!? It's B? THEN JUST SAY PRESS B.
Less rage, and I'll reply as a less "into it" fighting game player. I don't know how the SF tutorial works anymore. I don't know if you can change your options so that it says "B" instead of "MK." I know BlazBlue let's you do that, and I love it.
Thing is, people usually map a trigger or something for multiple punches or kicks. The controller is already mapped by default for Punch X3 and Kick X3 to the left bumper and trigger respectively. When you see the input for 3 kicks, you don't twist your fingers to press A B and RB/R1. You just hit Left Trigger.

It's not a Z motion. I don't know if you understand the concept of charge characters? You have to hold backwards for a couple seconds, then input forward back forward in one quick motion. I don't think a 720 would have worked. I know for a fact that the SF tutorial was horrible at making that clear. The timing is more lenient than you think. It's just that the icons on the screen (for charge characters) make very little sense to a newcomer without someone giving you hints.

Most characters in fighting games don't require ninja fingers. It just takes time to learn the terminology and develop a little muscle memory. I'm learning a new character in BlazBlue and I'm taking baby steps since my fingers are geared so heavily towards my main character of 3000 games and because BlazBlue characters are so drastically different than Street Fighter ones. A little patience and you'll be having fun in a bit.
Rage is all I get from most fighting games, due to everything I've said about the genre so far. Rage is the only emotion tied to any memories of fighting games I've played.

As far as the people who prefer the arcade terminology and developers not catering towards those who don't, I didn't grow up in a family that could spare me a sack of quarters to piss away losing at Street Fighter, Tekken, or MK until I figured out the combos myself. That's another thing I hate(d), about the arcade cabinets at least. They would show a demo at the start screen of a random match between two characters, and they'd be pulling off all these cool awesome moves, then I would get suckered into spending a quarter miserably failing at doing anything more than button mashing.
Yeah, I didn't really get into fighting games until SF4 came out. Before then, I kinda played them off and on but wasn't completely serious since I was still a kid of sorts. I sucked at SF4 btw. Couldn't really do more than the basics. Played it a bunch though. Got BlazBlue once Continuum Shift came out because it looked really cool. The tutorial is much more beginner friendly than SF's since it shows you what the combo actually looks like before you attempt it yourself. Makes learning the timing a little easier for the ones where the whole combo falls apart if you start too early or late.

I know the genre is pretty unforgiving to the newbies. Some condescending attitudes from the vets just makes it worse. I'm all for hand holding the new guys. Eventually it'll just stop working and you have to kick out on your own, but nothing wrong with teaching the basics. I'm the kind of person to watch vids online and (attempt to) adapt their tricks into my game. That's probably why I'm better at BB. Of course, not everyone does that, especially if you're not a fan of the genre in the first place.

I probably went off on a little tangent there. Guess all I can say is sorry that the whole thing annoys you so much. It's fun once you become decent at it, but there aren't enough games with good tutorials. Capcom's method is just to give you the buttons and expect you to figure out the rest yourself, which really sucks if you haven't been playing fighters much up till now.
 

Strain42

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kyosai7 said:
natster43 said:
I bought it a few days ago, and am enjoying it. I really like Filia and Ms. Fortune. Only real complaint so far is there is no actual command list.
Command list is on the website.
Which is kinda stupid in my opinion. Was it really too much hassle to put it in the game itself?

Anyway, my stance on Skullgirls...ok, I'll admit it and be petty up front. I suck at it, and it's hindering my personal enjoyment. I'm not saying that this is the game's fault.

I was really excited for the game, but even on the easiest difficulty (that's Sleepwalker, right? They weren't exactly clear on this) I didn't get very far into the story mode, usually getting my ass kicked pretty badly.

Again, this is not a problem with the game itself, it's more an issue with my own personal impatience to memorize combos and my desire to win fights through the ancient art of random-button-mashing-fu.

For what it's worth though, I'm still loving everything about the game I thought I would. The art style is fantastic, and I really am enjoying it.

I'm gonna keep playing it. Who knows, maybe I'll learn something.
 

Syzygy23

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Et3rnalLegend64 said:
Syzygy23 said:
Et3rnalLegend64 said:
Syzygy23 said:
Dreiko said:
Syzygy23 said:

-snip-

Yeah, I didn't really get into fighting games until SF4 came out. Before then, I kinda played them off and on but wasn't completely serious since I was still a kid of sorts. I sucked at SF4 btw. Couldn't really do more than the basics. Played it a bunch though. Got BlazBlue once Continuum Shift came out because it looked really cool. The tutorial is much more beginner friendly than SF's since it shows you what the combo actually looks like before you attempt it yourself. Makes learning the timing a little easier for the ones where the whole combo falls apart if you start too early or late.

I know the genre is pretty unforgiving to the newbies. Some condescending attitudes from the vets just makes it worse. I'm all for hand holding the new guys. Eventually it'll just stop working and you have to kick out on your own, but nothing wrong with teaching the basics. I'm the kind of person to watch vids online and (attempt to) adapt their tricks into my game. That's probably why I'm better at BB. Of course, not everyone does that, especially if you're not a fan of the genre in the first place.

I probably went off on a little tangent there. Guess all I can say is sorry that the whole thing annoys you so much. It's fun once you become decent at it, but there aren't enough games with good tutorials. Capcom's method is just to give you the buttons and expect you to figure out the rest yourself, which really sucks if you haven't been playing fighters much up till now.
Yeah, not everyone had a truckload of quarters to piss away on trial and error in the arcades as kids. Glad someone here understands.

Skullgirls, however, after spending some time with the demo, seems to have the forumlae perfect. It's more SF than MK, but the training exercises have explained everything to me I need to know about modern fighting games. None of that Canceling bullshit or frame-counting or whatever.

My only complaint is that is seems that a LITTLE bit of ninja-finger power is required for certain moves, and countering a grab is nigh impossible due to the fact that you get maybe a MILLISECOND window of opportunity to perform one.
 

Et3rnalLegend64

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Syzygy23 said:
Et3rnalLegend64 said:
Syzygy23 said:
Et3rnalLegend64 said:
Syzygy23 said:
Dreiko said:
Syzygy23 said:

-snip-

Yeah, I didn't really get into fighting games until SF4 came out. Before then, I kinda played them off and on but wasn't completely serious since I was still a kid of sorts. I sucked at SF4 btw. Couldn't really do more than the basics. Played it a bunch though. Got BlazBlue once Continuum Shift came out because it looked really cool. The tutorial is much more beginner friendly than SF's since it shows you what the combo actually looks like before you attempt it yourself. Makes learning the timing a little easier for the ones where the whole combo falls apart if you start too early or late.

I know the genre is pretty unforgiving to the newbies. Some condescending attitudes from the vets just makes it worse. I'm all for hand holding the new guys. Eventually it'll just stop working and you have to kick out on your own, but nothing wrong with teaching the basics. I'm the kind of person to watch vids online and (attempt to) adapt their tricks into my game. That's probably why I'm better at BB. Of course, not everyone does that, especially if you're not a fan of the genre in the first place.

I probably went off on a little tangent there. Guess all I can say is sorry that the whole thing annoys you so much. It's fun once you become decent at it, but there aren't enough games with good tutorials. Capcom's method is just to give you the buttons and expect you to figure out the rest yourself, which really sucks if you haven't been playing fighters much up till now.
Yeah, not everyone had a truckload of quarters to piss away on trial and error in the arcades as kids. Glad someone here understands.

Skullgirls, however, after spending some time with the demo, seems to have the forumlae perfect. It's more SF than MK, but the training exercises have explained everything to me I need to know about modern fighting games. None of that Canceling bullshit or frame-counting or whatever.

My only complaint is that is seems that a LITTLE bit of ninja-finger power is required for certain moves, and countering a grab is nigh impossible due to the fact that you get maybe a MILLISECOND window of opportunity to perform one.
I wouldn't know about the move inputs since I haven't played the demo myself. If the grab-break mechanics are the same as BlazBlue or Street Fighter, then the timing is more geared towards people who input the throw break by predicting instead of reacting. The BlazBlue timing for a clean throw (not in the middle of a combo) can't be more than half a second. If your mind is ungodly fast then you can probably throw break on reaction, but I doubt more than a handful of people can do it consistently. There are certain tricks in the mechanics of BB and SF to make it easier for the defender, but that's not really what we're here to talk about and I don't know the SkullGirls mechanics anyway.

Edit: Watching a SkullGirls tutorial video now. It is amazing.