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#like if they give us a dlc where we get the agony as a fourth weapon i'll go absolutely insane
rainysheen · 1 year
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In case you didn't know, there are several pieces of concept art for Blasphemous 2 where the Penitent One has a sword with red ribbons on it :')
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Woah, Skullgirls!? I haven't played that in a while but it was fun! Got a favourite fighter in that one? I'd probably go with Peacock.
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(I used the Cable color because that’s the color I play, but the Georges are those of normal Peacock)
I run a trio of 
Peacock(Point) - LK George, Big Band(Middle) - LP Beat Extend, Double(Anchor) - HK Hornet Bomber
I started with a duo of Peacock and Big Band, because they’re both fantastic, lovable characters! Seriously, I don’t understand how you can’t love these two, especially their chemistry together. Plus, I like zoning, so Peacock was the perfect fit with all her projectiles.
Peacock and Big Band have really nice synergy with each other too! Argus Agony and Supersonic Jazz DHC(delayed hyper combo) really nicely into each other, which is great because SSJ’s damage is really good for a one-bar super. Being able to cancel or DHC into Lenny, which is completely safe in almost all scenarios,(the most common exception being when they can cancel or DHC into Cerebella’s Ultimate Showstopper :( ) whenever a point character does something unsafe is really nice too.
Their assists also complement each other nicely! Big Band has plenty of good options. Originally I ran HP Brass Knuckles because it almost covers the whole screen and has armor, making it really nice for zoning. I later switched to Beat Extend because I wanted a Shoryuken-esque assist for stronger close-range defense, and it’s a safer alpha counter if you know they’re gonna try something because of its invincibility and faster startup. I added Double with HK Bomber, which is also a really nice assist, but we’ll get to that later.
Shoryuken assists are really nice for Peacock because her close-range options are pretty much the weakest in the game, so forcing your opponents off of you with an invincible move is ideal.
Peacock also has a really good assist for Big Band in the form of LK George, which walks along the ground slowly and explodes(1 hit) upon contact with an opponent. This is really neat for close range scenarios where you want to ensure safety after a failed mixup, for assist-exclusive combos and resets, and for covering an approach or a frame disadvantage.
Moving onto Double, the Hornet Bomber assist is by far the best reason to use her alongside Peacock. It’s fantastic for zoning. It’s 3 hits total, covers the whole length of the screen, at its peak it covers IADs in between Peacock’s projectiles, and drags them all the way back to a full screen’s distance away if it hits. 
Double also has some neat perks, like having another safe super to DHC into in the form of Catellite Lives(although admittedly I have no clue how to get the most of the cat heads it spawns, aside from mental damage induced by having to block a lot of stuff), and an SSJ-esque(although the damage isn’t as good) super in Bandwagon Beatdown so Peacock always has something to DHC into.
(but uhhhhh if someone has a guide for playing Double please send it to me because my Double neutral pretty much consists of “jump in and try to make stuff happen”) 
To wrap it up, please consider buying Skullgirls! Granted, the scene isn’t so large, but that’s nothing we can’t change! (this is not a sponsored advertisement i don’t know why lab zero would bother to hire me in particular)
Why buy Skullgirls? Well…
For starters, it’s really cheap, only $10 off sale! And with the holidays approaching, surely you can snatch it for sub-5! (I got it during Summer sale for 3, not counting the dlc) The DLC isn’t even really that offensive, considering you have plenty of options for team composition even with only 8 characters. 
Second of all, it’s all wonderfully hand animated at 30 fps, which is pretty crazy for a fighting game, especially an indie company! Every character took over 1000 frames of animation. Even deep in the woodwork of the game, the hitboxes and hurtboxes are very accurate to what you see. A true testament to a very dedicated team(that you totally should support)
Third of all, the game has an incredibly balanced roster and system. Nothing silly or broken anywhere to complain about. It’s just you, your opponent, and your skill.
Fourth of all, its tutorial is really really good. Play through it all. You won’t regret it. (except maybe the annoying throw tech segment) So is its training mode! Not only can you practice combos like crazy(disclaimer: you’ll need it), the game gives you hitboxes, framedata, and more right at your fingertips. It even lets you slow the game down to observe interactions in depth, which is way more useful that it sounds at first.
Alright, that’s it for this incredibly long post! Thanks for sticking with me if you got to the end! I really appreciate it!
TL;DR: I talk about building my team, Skullgirls is great, go buy it
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