Autumn Games speak on the mechanics of Skullgirls

In this new trailer, indie fighting game developers Reverge Labs have shed some light on some of the features in their upcoming title Skullgirls.

Lead designer Mike “Mike Z” Zaimont, a former tournament fighter, is trying to address known problems regarding balance that he sees in competitive fighting games today. Zaimont’s answer to these issues are an anti-infinite combo system and a small protection window from high-low attack combos; as well as custom team sizes and custom assists.

The anti-infinite combo system was put in place to balance out those players who are constantly throwing out a barrage of easily repeatable attacks. Skullgirl‘s engine can recognize these patterns and give the player on the receiving end a chance to break the combo by hitting any button.

Autumn Games has also given players a grace period during blocking either low or high attacks. One strategy utilized by some players in team-based fighting games is having your character attack low while calling in another character on your team to attack high, essentially creating an unblockable attack. With this grace period in place, players will have an opportunity to recompose and strike back.

The custom team sizes and assists also put a interesting spin on team-based fighting. If a player decides to go into a three versus one match, they still have a fair chance of getting the victory. In these fights, the single character will be able to deal out and take more damage then their team of opponents. The custom assists also grant team players the ability to call on the special moves of their allies throughout the battle, and by addressing the high-low unblockable attacks of assists in other games, gives the team player more combo options available while keeping the match a fair one.

In one final note, Skullgirls looks to be pushed back until early 2012. So fighting game fans will need to hold on a little bit longer to get their fix of cute girls and crazy hair.

Jason Cabral