From Shoryuken Wiki, Marvel vs. Capcom 3 Strategy and More!
Frames, Timing, and Animation
Skullgirls plays and reads player inputs at a base 60 frames per second. Frames serve as a extremely useful unit of measurement for any action during gameplay. Even though the game engine runs at 60 frames per second, this does not mean there are 60 distinctly drawn frames per 1 second of animation. Characters are typically drawn with 24 frames (24f) of animation per second and these are held from 2-5 frames (2-5f) at the 60 fps base game speed.
Frame skip determines Skullgirls gameplay speed, effectively running the game faster as frames get skipped. There is a default 7f of frame skip, meaning every 7th frame will not appear on screen. This effectively gives Skullgirls 68.6 fps and a 14.3% chance for skip on any individual frame. Inputs for these skipped frames are still read by the game engine and frame skip cannot skip in a way that makes a 1f input timing impossible for the player. All references to frame timing or frame data in this guide use the base 60f frame speed.
The frame by frame timing of any attack, movement, or action acts as a useful reference for experienced players. Several concepts based on frames are common to fighting games and referred to freely in this guide.
- Frame Data Reference: Frame data for every character's attacks all in one place.
|The start up of Parasoul's s.HP. It hits Valentine on the first active frame, causing a brief hit stop.|
Start Up Frames
All attacks have start up, or some number of frames as the attack begins and before it hits.
The number of frames an attack can actually make contact with an opponent.
Hit stop briefly freezes the screen on a successful hit, adding an impact effect and additional frames for inputs. Some attacks cause a screen shake effect during hit stop.
|The recovery frames of Parasoul's s.HP and Valentine in hit stun.|
As a defending player goes through hit stun while taking a hit, leaving frames of vulnerability before any other action is possible. The length of hit stun is specific to the attack, and many attacks have effects that cause a non-standard stun. Combos are successive hits that keep that defending player in hit stun, unable to block or recover fully. There is no hit stun scaling in combos.
|Valentine's hit stun ends before Parasoul fully recovers from her s.HP.|
An attacking character goes through recovery frames after an attack's active frames. When recovery ends, the character is free to act again. Canceling an attack will stop the active or recovery frames of the move in progress to start another action.
As a defending player goes through block stun after successfully Blocking an attack. The defending player can't move or attack during these frames of stun, but they can still take some actions such as Pushblocking or calling a Stunt Double. The length of block stun is specific to the attack, but block stuns are typically shorter than hit stuns.