• [2018/06/22]
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Fights The new mechanics drove longtime oldplayers away a long time ago. Need changes for bring this players back

VecSK

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Clearly understood the new main design issues affecting Skullgirls Mobile. This feedback focuses on three core areas: infinite defense, lack of a technical blocking system, and the negative competitive impact of relics.

1. Problem: Infinite Defense / No Real Guard Break

Current situation:

• Players can block continuously without meaningful mechanical cost.
• There is no consistent guard break or defensive stamina system.
• This encourages passive gameplay and artificially prolongs fights.

Proposed improvement:

Implement a defensive limitation system through one or more of the following:

• Guard meter or posture system
• Gradual guard damage when blocking attacks
• Guard break after sustained pressure
• Stamina penalty for excessive blocking

Why this would improve the game ?

• Encourages offensive strategy and timing.
• Reduces infinite defensive playstyles.
• Rewards mechanical skill instead of passive waiting.
• Increases match pacing and excitement.
• Aligns the game with competitive fighting game standards.

Result: more technical and dynamic matches.

2. Problem: Lack of a Clear High / Low Blocking System

Current situation:

• The game does not clearly teach high vs low blocking.
• Inputs are not intuitive or technically distinct enough.
• This reduces tactical depth and gameplay readability.

Proposed improvement Implement a clear and educational blocking system:

• High block protects against aerial attacks
• Low block protects against low attacks
• Clear visual feedback for correct defense
• Tutorial teaching proper finger positioning
• Reward for correctly reading opponent attacks

Why this would improve the game ?

• Introduces real mind games and mix-ups.
• Raises the skill ceiling.
• Makes combat more fair and less automatic.
• Enables more viable attack types.
• Brings gameplay closer to traditional fighting game logic.

Result: more strategy and less defensive spam.

3. Problem: Relics Invited Harm Competitive Balance

Current situation:

• Relics create disproportionate advantages with 3 assist per match.
• The system favors financial investment over skill.
• Veteran players feel the loss of competitive merit.

Proposed improvement Re-evaluate the role of relics:

• Limit relic usage per match (for example: one per fight)
• Create modes without relics (pure competitive mode)
• Rebalance effects so they do not override skill
• Make relics more tactical and less dominant

Why this would improve the game ?

• Restores skill-based competition.
• Helps retain veteran players.
• Improves competitive credibility.
• Reduces pay-to-win perception.
• Supports both casual and competitive audiences.

Result: a more stable and engaged community.

4. Stage and Visual Improvements


Where's the new stages ? Like Beowolf? Or others characters main stages ?

Or enhance the old visual ?

Proposed improvement

• Progressive graphical upgrades to stages.
• Stage transitions when pushing the opponent (similar to Injustice).
• Basic environmental interaction.

Why this would improve the game ?

• Increases immersion.
• Modernizes the experience.
• Strengthens the game’s identity in the mobile market.
• Creates a stronger sense of impact during fights.

Core Argument

These changes are not just balance adjustments — they support player retention, competitive depth, and long-term sustainability of the game.
This is the type of evolution that keeps fighting games alive for many years.


This was one of the reasons I and others players stopped playing — the company completely lost its way. For example, nobody cares about Silver Relics anymore; there isn’t wiki even a proper guide for them on the official site, it only focuses on Diamonds. All because this system was created behind the scenes where the focus is no longer on gameplay, but on new variants and new ways to monetize — like Assist Invite Relics, which drove many core players away who, like me, thought the idea was stupid 3 assist per match considering how many great ideas here in feedback exist and they could have implemented instead.