Skullgirls/Game Systems/Advanced Attacks
Advanced attacks all require use of a teammate or consuming some amount of Dramatic Tension.
A Blockbuster uses 1 or more levels of Dramatic Tension to executes a character-defining, high damage attack. Typically, Blockbusters are the most common use for a team's Dramatic Tension. Most Blockbusters have some and can be used as a reversal. Blockbusters that use more than one level of tension have minimum damage scaling to ensure their potency, with a 45% minimum scaling for level 3 Blockbusters and a 55% minimum for level 5s.
During start up, a Blockbuster causes a super flash effect. This effect stops the timer, zooms in on the attacking character, and displays a background portrait image of the attacking character. Inputs during a super freeze will count towards preforming an action on the first available frame after the end of super freeze. At the end of the super freeze, the defending character is forced into an induced hit stop before the attack begins it's active frames. For most Blockbusters, the induced hit stop can prevent the defending player from blocking the attack on reaction at short ranges. based Blockbusters typically induce less frames of hit stop, often allowing the opponent to block on reaction. based Blockbusters have no induced hit stop.
Pressing LP+MK, LK+MP, or LK+HP calls an Ensemble from the second-in-line character on a team. MP+HK, MK+HP, or LP+HK calls the third-in-line character. Ensembles cannot be called during hit stun, during block stun, during a super jump, while preforming a special move, while preforming a super move, or while preforming a throw. An Ensemble can only be called once during a combo. During an Ensemble, the Ensemble character enters from the side of the screen invincible, goes through 2f of vulnerable start up, and executes their assigned Ensemble attack. After the 2f start up, the Ensemble attack executes as fast as it would if preformed by a point character. Any in the Ensemble attack still protects the character, but will not cover the minimum 2f of Ensemble start up. After the attack is over, the Ensemble character preforms a brief taunt before exiting the screen.
Ensemble attacks that would normally cause a or will instead cause a slightly modified version of the knockdown, indicated by a distinct green impact effect as the defending character touches the ground. Ensemble knockdown allows a Ground Recovery in 9f after the green hit effect. Ensemble slides allow recovery as soon as the slide stun begins.
All damage dealt to Ensemble characters gets a 35% increase, but is dealt as 100% Recoverable Damage. If the Ensemble character gets hit at any point it will leave the screen immediately after recovering, skipping the usual taunt before exiting the screen. Ensemble characters cannot be thrown.
As soon as an Ensemble character leaves the screen Ensembles become available again, as shown by the red and green lights on the Ensemble indicator in the HUD. Ensembles won't preform their attack if the point character gets hit while the Ensemble is on the way in. If they take any damage the Ensemble's team gets 60f lockout where the point character cannot call any Ensemble or Tag Out. Ensemble lockout stops the team's ability to heal recoverable damage for 300f.
Ensembles are not available when there are no other characters left on the team. Either Ensemble command can be used if there is only one other teammate alive.
The tag out command on MP+MK or HP+HK exchanges the point character with the second or third in-line character on the team, who enters the screen with a character specific tag in attack. Onn tag out the point character preforms an invincible, unique taunt animation before exiting the screen. The next character enters the screen with a tag in attack and becomes the point character.
Tag out is not available when there are no other characters left on the team. Either tag out command can be used if there is only one other teammate alive. The ability to tag out and recover life is a significant advantage to a 2 or 3 character team and the strongest argument against playing a solo character.
Individual tag in attack direction and timing varies across the cast. Tag in attacks have no invulnerability. They always contain an extended recovery, taunt, or start up animation that make them unsafe against a cautious opponent. No matter the character, the classic random tag out strategy is never safe on block. Some tag out attacks are useful in combos.
All characters have access to an Outtake with ↓↘→ + either tag command. All Outtakes use one level of Dramatic Tension, deal no damage, have 12f of start up before the super flash effect, then have 3f of before they are active. When hit by an Outtake, the defending character gets forced off the screen for a teammate to take their place. After the defending character leaves the screen, the defending team begins the same 300f lockout period that occurs after an Ensemble character take damage, stopping Ensembles, Tag Outs, and the team's ability to recover life for its duration. After the Outtake, the next character appears on screen in normal jump state after a 75f entrance delay similar to the entrance after a teammate's death. Using MP+MK or HP+HK tag commands for the Outtake will bring in the second or third-in-line character on the opposing team. Either Outtake command will work if there is only one other character on the opposing team.
Outtakes in solo character team vs solo character team (1v1) matches cause a instead of forcing the defending character off the side of the screen. The Outtake also will "reset" OTG for the combo, allowing another OTG hit on the defending player if it was already used before the Outtake hit. In matches between 2 and 3 character teams, Outtakes will use these properties if there is only one character left alive for the defending team.
When a solo character team faces any larger team (1v2 or 1v3), a successful Outtake will heal recoverable damage for the solo in addition to forcing the defending character off screen. Hitting a point character heals 2/3 of the current recoverable damage, hitting an Ensemble heals 1/3 recoverable damage, and hitting both at the same time heals all recoverable damage. When the solo gets hit by an Outtake, it removes all recoverable damage and forces a similar to a , giving the solo an immediate Ground Recovery with enough invulnerability to keep the solos character safe from any follow up combos.
During block stun, any character can call in a Stunt Double with → + a tag command. A Stunt Double uses 1 level of Dramatic Tension, tags out the point character, brings in the teammate with 13f of invincibility, then immediately preforms the Ensemble attack of the teammate and new point character. Using MP+MK or HP+HK chooses the second or third-in-line teammate for the move. Blocking standing, crouching, and in the air all allow a Stunt Double.
Stunt Doubles are not available when there are no other characters left on the team. Either command can be used if there is only one other teammate alive.
Blockbusters can be cancelled with a Blockbuster Sequel by performing any Blockbuster command for the next-in-line character on the team. During a Blockbuster Sequel, the point character leaves the screen as the teammate enters by with the chosen Blockbuster. Blockbuster Sequels are available starting immediately after the super flash and at any point during the attack animation. The chance to cancel ends when the background color shift effect from the Blockbuster ends.
Blockbuster Sequels use the expected additional level of Dramatic Tension for the additional Blockbuster move. Canceling a level 1 into a level 3 will consume only 2 levels of tension. A level 3 into another level 3 will use only 5 levels. Canceling to a level 5 will use 4 levels of tension. A team can continue to Blockbuster Sequel until it runs out of tension and as long as it has at least one teammate alive off screen.
Blockbuster Sequels are the only way reverse Damage Scaling. If scaled below 70%, the Blockbuster Sequel resets damage to 70%.