chainsawface
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chainsawface2 karma
When making skullgirls, why did you guys decide to go for a marvel-style fighting game which focuses on such ridiculously long combos, as opposed to one more like street fighter or KOF? Doesn't this create an unnecessarily high barrier of entry for non-casual play that emphasizes heavy practice of repetition and memorization rather than strategy and understanding of neutral? tl;dr why mahvel?
chainsawface20 karma
How's the new DLC where you fight Brad coming along?
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