Skullgirls

From Shoryuken Wiki!
Jump to: navigation, search
SkullgirlsSGLogo.png
Skullgirls#BasicsSkullgirls#Game ElementsSkullgirls#CastSkullgirls/Game SystemsSkullgirls#Fun StuffSkullgirls/Strategy TacticsMvC3HeaderButtons.png

Summary

Skullgirls, a combination of the unique art of Alex "o_8" Ahad and gameplay genius of renowned tournament champion Mike "Mike Z" Zaimont, gives players control of fierce female warriors in an extraordinary Dark Deco world. As a fully featured downloadable title, Skullgirls brings back the open ended combo system and fast pace of classic, 2D arcade fighters along with a single player story mode for its all new cast of characters. High resolution hand drawn sprites, unequaled frames of animation per character, the first real time lighting system for a 2D fighter, a comprehensive training mode, and GGPO netcode all challenge set expectations for the genre. The Variable Tag Battle system and the choose-your-own assist custom Ensemble improve upon the older, sometimes forgotten innovations of other games. For high-level players, Skullgirls attempts to solve some common fighting game "features" with an Infinite Prevention System and unblockable protection.[1][2][3]

Cast

Main Cast

SG Eliza select.jpg SG Squigly select2.jpg
SG MsFortune select2.jpg SG Peacock select2.jpg SG Painwheel select2.jpg
SG Filia select2.jpg SG random select.jpg SG Cerebella select2.jpg
SG Valentine select2.jpg SG Parasoul select2.jpg SG Double select2.jpg
SG BigBand select2.jpg SG Fukua select2.jpg

Confirmed DLC Characters

Before the game was signed to a publisher, Skullgirls had a proposed cast of 8 playable characters. Somewhere along the way Valentine and Double became initial cast members, leaving Squigly and Umbrella as top DLC candidates. Months later, the Evo 2013 8th Game Donation Drive ended with a public reveal of Squigly as the first work in progress DLC character. Later DLC characters would be determined by popularity, with Big Band taking the second slot.

DLC Candidate Characters

The Skullgirls crowdfunding campaign gave the first official list of DLC candidates, stating the characters that actually make it to the playable cast are up to the availability of funding and a popular vote. Lab Zero eventually provided an extremely detailed list of candidate characters, their tentative stories, playstyles, and even specific inspirations from other fighting game characters.

Basics

Game Modes

  • Single Player: Select a single character and fight through multiple AI opponents, watch cut scenes, fight a boss, and eventually see the character's ending.
    • Story: Play a single character through a random assortment of regular matches.
    • Arcade: Play any team of characters against a random assortment of teams.
      • Difficulties: Sleepwalk, Easy, Normal, Hard, Ridiculous, Nightmare
  • Versus: A 1v1 match between two players.
    • Local Only: A versus mode between two players on one console or computer.
    • Quick Match: A ranked match against an unknown internet opponent.
    • Lobby Play: A room with multiple players, allowing the players to start matches or spectate within the lobby.
  • Training: Learn to play here!
    • Tutorials: A variety of training missions designed to allow a single player to get comfortable with Skullgirls for the first time.
    • Training Room: Use a variety of options to practice combos, mess with a defenselessness dummy, and stare at hit boxes.
  • Extras
    • Art Gallery?
      • Music test!
    • Contributor Credits
  • Bonus/Easter Egg Features
    • Typing of the Skullgirls

Controls and Notation

Skullgirls uses directional inputs and 6 default attack buttons for gameplay. The six buttons are light punch, medium punch, heavy punch, light kick, medium kick, and heavy kick. All characters have standing, crouching, and jumping versions of their normal moves associated with the 6 buttons. Button and directional inputs combine for command normals, special moves, Blockbusters, and all other commands.

In character move lists, this guide will use the Shoryuken.com Wiki's default symbols to represent button commands. For written sections LP, MP, HP, LK, MK, and HK will abbreviate the buttons. Street Fighter series players may know these buttons as jab, strong, fierce, short, forward, and roundhouse, but those terms will not appear in this guide.

Lp.png Mp.png Hp.png
Lk.png Mk.png Hk.png
 = 
LP MP HP
LK MK HK

For directional inputs, this guide will use the default wiki symbols whenever possible. For written sections, unicode arrows will represent the 8 vertical, horizontal, and diagonal directions. Many Street Fighter, King of Fighters, and Tekken series players use f, b, d, and u to abbreviate forward, back, down, and up directional inputs. Many Guilty Gear, Blaz Blue, and Virtua Fighter players prefer a keypad based notation to represent all 8 directions and neutral. Both are shown here for new Skullgirls players with experience in other fighting games.

Ub.png U.png Uf.png
B.png N.png F.png
Db.png D.png Df.png
 = 
 
 = 
ub u uf
b   f
db d df
 = 
7 8 9
4 5 6
1 2 3

This guide will also use the Shoryuken.com Wiki symbols for directional motions required by special moves and Blockbusters. All of these commands are common to 2D fighters.

Symbol Motion
Qcf.png A quarter circle forward (QCF), or a smooth motion between the down and forward directions (↓↘→)
Qcb.png A quarter circle back (QCB), or a smooth motion between down and back directions (↓↙←)
Dp.png The dragon-punch motion (DP), or a tap forward before hitting down and down-forward (→↓↘)
Rdp.png The reverse dragon-punch motion (RDP), or a tap backward before hitting down and down-back (←↓↙)
360.png The 360 motion, or a circular motion that hits all four axis directions in sequence (→↓←↑)

Universal Commands

The following techniques, allowing basic movement, defense, and offense, are available to all characters.

Game Elements

Fun Stuff

  • Glossary: An index of move properties and a general fighting game vocabulary reference.
  • Frame Data Reference: Frame data for every character's attacks, all in one place, organized in a chart format similar to the SRK wiki guides for other games. Not just some of the frame datas. ALL OF THE FRAME DATAS.
  • Hit Box Color Reference: A visual index of hit box colors.
  • Combo Fanfare List: 157 total combo counter fanfare messages between 2 and the maximum 999 hits.
  • Patch History: A complete history of changes from patches and updates.