Skullgirls/Game Systems/Movement

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Movement

SG CEwalk.jpg
Cerebella makes up for her slow walk speed with high damage
when she gets close.

Walking

Holding either the forward (→) or back (←) directions will walk the character in the appropriate direction. Most players prefer to use faster methods of getting a character across the screen. Appreciating a detailed walk animation takes time.

  • Very Fast: Beowulf
  • Fast: Filia, Peacock, Ms. Fortune, Painwheel, Big Band, Fukua
  • Medium: Parasoul, Valentine
  • Slow: Cerebella, Double, Eliza, Robo-Fortune
  • Very Slow: Squigly

Dash and Run

All characters can dash or run forward by either double tapping the forward direction (→→) or pressing PP. ←← or ← + PP will dash backwards. For characters with a run, holding the appropriate direction after either input will continue the run. All characters can interrupt their ground dash or run by blocking, jumping, or preforming any attack. Characters with runs will immediately end their run and crouch with any down direction input during the run. Dashes cannot end early with a crouch, making dashes significantly more vulnerable to low attacks than runs. All back dashes restrict the character from blocking until the dash ends. When ending a dash or a run in an attack, the character keeps some momentum and may slide a short distance while preforming the move.

  • Forward Dash Length (longest to shortest): Eliza > Cerebella > Filia > Painwheel > Parasoul = Double > Beowulf
  • Backward Dash Length (longest to shortest): Squigly = Double > Eliza > Ms. Fortune = Robo-Fortune > Peacock > Cerebella > Big Band > Painwheel > Parasoul > Valentine > Filia > Beowulf
  • Run Speed (fastest to slowest): Robo-Fortune > Valentine > Ms. Fortune = Squigly > Filia = Peacock = Big Band = Fukua

Jumping

Any up direction (↖ or ↑ or ↗) jumps in that direction. All characters have equal jump heights. Jumping has a 4f start up before the character actually leaves the ground. These frames make the character invulnerable to throws, allow blocking against High.png or Med.png attacks, and restrict the character from blocking Low.png attacks. If getting hit or blocking an attack interrupts jump start up the defending character will remain standing.

Super Jump

All characters can super jump, a longer, higher, and faster moving jump, by tapping any down direction before any up direction (↓ then ↑). Ensembles cannot be called during a super jump, but everything else works the same as a normal jump. Launch.png attacks can be canceled into a super jump in any upward direction by holding up during the attack or tapping any upward direction after it hits. These are the only normal moves that cancel to a jump of any kind. During a super jump, any attack will turn the attacking character around to face the opponent if the jump crossed over the opponent.

Double Jump

Most (but not all) characters can double jump. When already in the air, any jump command will perform a double jump once per jump. Ensembles cannot be called during a double jump, similar to a super jump. Starting a double jump will turn the character around to face the opponent if the initial jump crossed over the opponent. Attacks performed during a double jump will not turn the character around unless the original jump was a super jump.

Double jumps have a 4f start up similar to a jump from the ground, but does not give invulnerability to throws of any kind. Getting hit or blocking during the start up frames still counts as the one double jump allowed for the jump. On the ground, holding an upward direction during any another action will start a jump as soon as the character returns to free state. This is not true for double jumps; holding an upward block direction (↖) will not make a airborne character immediately attempt a double jump when at the end of a hit stun.

Some air normals with unique mobility properties, such as Cerebella's j.HP and Big Band's j.MK, will count as a double jump. When used before a double jump, these attacks will disable the double jump for the character. When used after a double jump, the attack will have limited mobility properties.

SG FIairdash.jpg
With the shortest IAD lockout, Filia can air dash lower
to the ground than any other character.

Air Dash

During a jump, either dash command will preform an air dash. Not all characters have an air dash, but those that do can use it once per jump. An air dash can freely cancel any normal move at any time, making an air dash an extremely useful tool to reduce the recovery on air normals. Air dashes can be interrupted by attacks only. Blocking or double jumping cannot interrupt an air dash.

Instant Air Dash

Characters with an air dash can instant air dash as both an offensive tool and a way to increase overall mobility. Instant air dashes are preformed by either double taping an angled jump then the horizontal direction (↗ then →) or by jumping then immediately hiting PP (↗ then PP). Both will result air dashes as low to the ground as possible.

All characters with an air dash also have a character specific minimum height to air dash, or a period of IAD lockout between jumping and the start of their dash. The lockout period effectively gives different air dash characters different minimum heights for their IADs. The shortest lockout, resulting in the fastest possible IADs, is 5f.

  • IAD lockouts (longest to shortest): Headless Ms. Fortune (8f) = Peacock = Valentine = Eliza > Head On Ms. Fortune (6f) > Filia (5f)