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.

  • Fast: Filia, Peacock, Ms. Fortune, Painwheel, Big Band
  • Medium: Parasoul, Valentine
  • Slow: Cerebella, Double
  • 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): Cerebella > Filia > Painwheel > Parasoul
  • Backward Dash Length (longest to shortest): Squigly > Ms. Fortune > Peacock > Cerebella > Big Band > Painwheel > Parasoul > Valentine > Filia
  • Run Speed (fastest to slowest): Valentine > Ms. Fortune = Squigly > Filia = Peacock = Big Band

Jumping

Any up direction (↖ or ↑ or ↗) jumps in that direction. When already in the air, characters with a double jump will preform it with any jump command. Holding an upward direction at the end of any other action will not cause a double jump. Most ground normal and all air normal moves cannot be cancelled with a jump.

Jumping has 4f of start up before the character actually leaves the ground. The character will remain standing if hit during their jump start up, but is invulnerable to throws. Double jump has a similar start up but is vulnerable to throws. All characters have equal jump heights.

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, the only jump cancelable normal moves, 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.

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 (10f) > Peacock (8f) = Valentine > Head On Ms. Fortune (6f) > Filia (5f)