The fundamental defensive tactic of any fighting game, incoming attacks can be blocked by holding away from the attacking character. Attacks that are high must be blocked high (←) by a standing character and attacks that are low must be blocked low (↙) while crouching. All other attacks are considered mid and can be blocked either way.
- Jumping normals are typically high.
- Air specials and supers are typically mid.
- Not all crouching attacks are low. Some characters have low attacks from standing.
- For multi hit normals, only the first hit that contacts the opponent must be blocked high or low. Any additional hits are considered mid.
- Air blocking defends against high, low, and mid moves at the same time.
- Chicken blocking, or deliberately blocking during a low to the ground jump, works like it does in other 2D fighters with air blocking. If the defending character hits the ground in the middle of normal block stun the block stun ends immediately, which effectively gives the defending character a faster recovery.
- After blocking an attack standing or crouching, the defending character will remain in their initial position even if holding the other block direction. The defending character will only change position when blocking an attack that requires the other block direction. The "fuzzy guard" tactic, which exploits this small detail, will work similar to Street Fighter series games.
- When the attacking player whiffs a move, an opponent within a reasonably close range will show a blocking animation if holding a block direction. This range varies per move. Projectiles and any attack preformed as an assist will not cause a blocking animation on whiff. The blocking animation prevents the defending player from walking backwards, but will not prevent any other action.
Defending players can break an incoming normal throw or air throw with a throw tech (LP+LK while being thrown). During a throw tech, both characters go through an invulnerable break animation that deals no damage and recovers on the same frame, leaving both players at an even frame advantage. All normal throws have a 13f tech window after the throw hits. In addition, the start up frames for a normal throw will auto-tech other throws without an additional LP+LK input. Teching is unavailable whenever the character could not otherwise throw, such as during the start up or recovery frames of any other move. Characters cannot preform normal ground throws and techs while holding any down direction, so they cannot break throws while holding a down direction. A ↓+LP+LK input always counts as a crouching LP. The popular option select throw technique, as seen in many other 2D fighting games with a 2 button normal throw input, will not work.
Using up-back to avoid throws
A defending player can push block by pressing PP at any time during a block stun. The defensive technique pushes the attacking character away and turns chip damage into recoverable health. If an attack from an assist character gets push blocked, the assist character gets the push back with no effect on the point character. Push blocking a projectile attack pushes the projectile's owner away.
Push blocking starts a 25f animation. When a single hit gets Push blocked, that single hit will always cause this minimum 25f block stun even when normal block stun is shorter than 25f. It is very possible for the defending player to actually lengthen block stun by Pushblocking at the very end of normal block stun or by Push blocking a move with a very short block stun. If any additional hits land during the Push block animation the additional hits deal the same softened chip damage, inflict only 50% of their normal block stun, and stop the push effect on the attacking character.
Pushblock is referred to by the in-game tutorial as reaction shot.
Pushblock Guard Cancel (PBGC)
A properly timed push block during a sequence of attacks can result in a Push Block Guard Cancel, reducing overall block stun for defending character. When successful, this leaves the character in position for a counter attack accompanied by a green flash effect. Additional hits against a push block animation end the push back effect and and only cause 50% of their normal block stun. As long as the defending character has gone through the minimum 25f of push block, the defending player can release the blocking direction and perform another action faster than with a standard block. The follow up action triggers the green flash effect, confirming the successful Push Block Guard Cancel.
As an example, a Push Block Guard Cancel can counter something as basic as a simple s.LP > s.MP > s.HP block string. The defending character must carefully push block early in the LP's block stun. As long as the push back effect does not take the attacking character out of range, the MP will land against the defending character's push block animation and end the push effect. As the s.MP hits, the defending character is still in the minimum 25f of push block. By the time s.HP hits, defending character has been in the animation longer than 25f and the s.HP will get cut to 50% of it's normal length. The defending character will recover from the last hit faster than by holding a normal block, closer to the opponent than with a haphazard push block, and free to punish while the attacking character is still in the recovery frames of the slow s.HP.
A PBGC tutorial by worldjem7
During push block, the defending player can give their character a brief period of Absolute Guard. During either a high or low push block animation, switching to the other block direction allows the character to block any high or low as long as the push block animation lasts. This is similar to extended Unblockable Protection, but it does not require a high or low initial hit. The Training Room's hit box option can show Absolute Guard as the defending character's hurt box holds a purple color, similar to blocking in the air.
An Absolute Guard tutorial by worldjem7:
An additional guard cancel is available for duos or trios. See here for more info.
After getting hit by a knockdown, inputting either forward or backward and any button will preform a ground recovery in the chosen direction. Characters performing a ground recovery remain invulnerable until they are standing and free to take another action. In a typical knockdown, the defending character first hits the ground with a red impact effect. Depending on the knockdown attack, the character may briefly stay on the ground or bounce before showing a blue impact effect. The blue impact effect signals the 12f window for inputting a ground recovery. In a combo, any knockdown after the first shows the blue impact effect and allows immediate ground recovery.
- Sweep attacks will cause a knockdown on hit, but the defending player gets full invulnerability on hit and a blue impact effect on the first bounce. This knockdown can never start a combo if the opponent used a reasonably quick ground recovery input. Sweep attacks lose all invulnerability, knockdown, and an special ground recovery rules if hitting as an OTG.
- Soft knockdown attacks can never cause a red impact effect. Unlike a sweep, they do not give invulnerability to the opponent.
- Hard knockdown attacks show no impact effect, never allow a ground recovery, and force the opponent to get up with a default recovery animation.
- The start of the first sliding knockdown in a combo counts as a knockdown and forces the opponent must get up with a default recovery animation. Any additional slide stuns in the combo will show a blue hit effect and allow ground recovery.
- Crumple stuns never allow ground recovery; they always force a default recovery animation even when used in a combo and after a knockdown.
- Assist attacks that would normally knockdown for a red hit effect cause a green impact effect instead. The defending character can use ground recovery 9f after the green impact effect, but is just as vulnerable as normal and must wait for a blue impact effect if ground recovery is not used in this window.
- Assists that would normally cause a slide on hit will cause a similar green impact effect, signaling to the defending player that a ground recovery will become available in the middle of the slide animation.
|Painwheel using a ground recovery. After the initial hit stun, a red hit effect shows as she first contacts the ground. A blue hit effect shows shortly after, signaling she can start the invulnerable ground recovery.|
Defending characters get a brief period of high/low protection after successfully blocking any high or low hit. This protection lasts for 7f, including hitstop. If the defending player blocks another high or low hit during this period, the protection timer restarts.
The standard jump start up animation gives every character 4f of invulnerability against throw attacks. Stopping any ground throw using these frames gives full invulnerability to the remaining frames of throw start up, then gives the defending character 8f of additional projection against Anti-Air Throw attacks, such as Cerebella's Excellebella and Big Band's Take the 'A' Train. The 8f of protection effectively removes the 'unblockable while rising' property, allowing the defending character to avoid both a ground throw and the Anti-Air Throw if they hit on approximately the same frame.
|Skullgirls 2nd Encore+|
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|Mechanics||Movement • Attacks • Defense • Team Mechanics • Combos / Damage • Advanced Mechanics • Esoteric • Compiled Frame Data|
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