Skullgirls/Game Systems/Advanced Attacks

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Advanced Attacks

Advanced attacks all require use of a teammate or consuming some amount of Dramatic Tension.

Blockbusters

A Blockbuster uses 1 or more levels of Dramatic Tension and causes a super flash effect before the character executes a distinctive, high damage attack. Typically, Blockbusters are the most common use for a team's Dramatic Tension. Most Blockbusters have some File:startupinv.png and can be used as a reversal.

Ensembles

Pressing LP+MK or LK+MP calls an Ensemble from the second-in-line character on a team. MP+HK and MK+HP 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. 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. An Ensemble can only be called once per combo.

During an Ensemble, the Ensemble character enters from the side of the screen invincible, goes through 3f of vulnerable start up, and executes their assigned Ensemble attack. After the 3f start up, the Ensemble attack executes as fast as it would if preformed by a point character. After the attack is over, the Ensemble character preforms a brief taunt before exiting the screen. Any File:startupinv.png in the Ensemble attack still protects the character, but will not cover the minimum 3f of Ensemble start up. Ensembles won’t preform their attack if the point character gets hit while the Ensemble is on the way in. If the Ensemble character gets hit at any point it will leave the screen immediately after recovering.

Ensemble attacks that would normally cause a File:knockdown.png will instead cause a slightly modified knockdown, indicated by a distinct green hit effect as the defending character touches the ground. Ensemble knockdown allows a Ground Recovery in 9f after the green hit effect.

All damage dealt to Ensemble characters gets a 20% increase, but is dealt as 100% Recoverable Damage. Ensemble characters cannot be thrown.

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.

Tag Out

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.

Tag In

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.

Outtakes

All characters have access to an Outtake with ↓↘→ + either tag command. Outtakes all use one level of Dramatic Tension, deal no damage, have 12f of start up before the super flash effect, then have 3f of File:startupinv.png before they are active. When hit by an Outtake, the defending character gets forced off the screen for a teammate to take their place. The character appears on screen in normal jump state after a 75f entrance dealy, similar to entering the screen after an teammate 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 against solo characters, or a character with no teammates left alive, causes a File:wallbounce.png instead of forcing the 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.

Stunt Doubles

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.

Blockbuster Sequels

Blockbusters can be cancelled with a Blockbuster Sequel by preforming 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 80%, the Blockbuster Sequel resets damage to 80%.

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