Skullgirls/Mechanics/Esoteric
Contents
- 1 Frame Skip
- 2 Same Frame Interactions
- 3 Double Jump Startup Against While-Rising Unblockables
- 4 Optimal Movement
- 5 Preblock
- 6 Inputs
- 7 Move Stats
- 8 Damage Stats
- 9 Character Stats
- 9.1 Walk Speed
- 9.2 Dash Length
- 9.3 IAD Lockout Window
- 9.4 Throw Ranges
- 9.5 Air Throw Ranges
- 9.6 Crouch Hitstun / Blockstun / Blocking Hurtboxes
- 9.7 Standing Hitstun / Blockstun Hurtboxes
- 9.8 Air Blockstun Hurtboxes
- 9.9 Air Hitstun Hurtboxes
- 9.10 First Airborne Frame Hurtboxes
- 9.11 Wakeup Time
- 9.12 Assist Tag Out Times
- 10 Bugs
- 11 Miscellaneous
Frame Skip
Frame skip is a fighting game engine programming technique which allows the developer to speed up the game easily. It works by skipping drawing a frame at a certain interval. In Skullgirls there is 5 frames of frame skip, meaning every 5th frame will not appear on screen. In previous versions, the interval was longer, meaning the game was slower than in the current version. 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.
Same Frame Interactions
On each new frame, the game engine processes game logic in the order of player 1, then player 2. There are many exceptions in place to handle edge cases, but there are some notable situations that don't play out as expected. Here's an assorted collection of examples
- If two hit grabs hit on the same frame, P2 hits P1
- If two attacks trade and one of the attacks causes stagger, only P2 can stagger P1 (video)
- If a strike hitbox and throw hitbox hit on the same frame, P2 hits P1.
- Example: Using a throw meaty against SSJ (SSJ has invulnerable startup, but the first active frame is vulnerable and armored) (screenshots)
- Example: Using a throw meaty against Tympany Drive (Tympany has invulnerable startup, but the first active frame is vulnerable. A meaty strike will cause a trade, but usually not in the favor of the opponent since Tympany causes a KD)
- If two supers flashes occur on the same frame...
- P1 will get the super flash first, then on the first frame after P1's flash, P2's super flash will occur. (Example: do Cerebella level 3 on the same frame. This move is active 1st frame after the flash. P1 will make an active hitbox appear, then on the same frame P2's flash will occur)
- But, only P2 will inflict hitstop on P1. This can be seen by doing two supers on the same frame and having them whiff. P2 will recover (number of inflicted hit stop frames) - 1 frames faster than P1.
- This can cause some situations where P1 will be stuck in hitstop, P2's super will excecute, then P1's super resumes and the invulnerable frames avoids P2's super, causing P2 to get hit. (video)
Double Jump Startup Against While-Rising Unblockables
While-rising unblockables can be blocked during double jump startup since the character's upwards velocity is 0 during that time.
https://twitter.com/Skarmand/status/1071552388618571776
Optimal Movement
Preblock
- Preblock prevents walking backwards and jumping backwards.
- Preblock is activated if a hitbox is out within 275px of the character.
- Air moves will only cause preblock if the opponent is crouch blocking.
- Projectiles and any attack preformed as an assist will not cause preblock.
Preblock Option Selects
Inputs
QCFs and DPs
- DP motions typically have priority over QCF motions. An input of →↓↘→ + P will read as a DP + P.
- If you'd like to execute a QCF immediately after holding forward, inputting ← before your QCF will ensure it is read as a QCF.
Charge Moves
- Charge times are all 35f.
- ← (charge) → moves can no longer end with a ↗ input, separating special moves from a command to jump forward with a normal.
Standing 360 Motion
- "The game will stop you from jumping if it detects you're trying to do a 360 - the jump protection will only come into effect if you start from ← or →."
- 360 motion inputs now allow 6f between consecutive directions instead of only 3f, and allow a direction to be held for 6f instead of only 5f, making 360s easier for keyboard and Hitbox players.
Double Jump Instant Overhead
Plinking Throws
LP and LK don't need to be pressed on the exact same frame to input a throw. Meaning, you may plink LK~LP which will execute a few frames of LK, then throw. This can be used in a chain where LP can chain to LK to get a faster throw from a LP normal, as opposed to waiting for the LP to recover. One practical way to use this is to do air throw after a j.LP by inputting j.LP j.LK~LP. You may need to delay your super jump cancel, but with the right timing, you can cancel the j.LP into an air throw.
Kara Airdash
https://twitter.com/CRYSTALPRlSON/status/1050274569552986117?s=19
Input Priority
In general, the game engine gives lowest priority to normal moves and highest to supers (normals < command normals < 2 button commands < specials < supers).
SOCD (Simultaneous Opposite Cardinal Directions)
- Direction inputs are a +1 or -1 value to the game engine. Using a keyboard or a non-default controller to hit two opposite directions at the same time (← + → or ↓ + ↑) will give a 0, or a neutral input.
Button Inputs
- The game engine cannot read multiple inputs from the same button from the same frame, even after reassigning controller buttons or using a macro. Holding a button down effectively locks that button input.
- When the game engine reads multiple button inputs on the same frame, it registers the command with the highest priority to the game engine.
- For normal moves, button strength determines priority (LP < LK < MP < MK < HP < HK). For example, pressing LK and HK in the same frame will perform an HK.
- 2 button commands have priority over a single button command. For example, HK and calling an assist with MP+HK will only call the assist. HK and MK+HP will perform the normal move and call the assist on the same frame. Calling an assist has higher priority than other 2 button commands. LP+LK+MP will register the assist (LK+MP) over the throw (LP+LK) and dash commands (LP+MP).
Input Buffers
- "The game will buffer dash motions entered immediately after a superjump and perform the dash when the character reaches their minimum airdash height."
- "The game registers inputs during superflash and passes them to the characters, but the characters will use them to change state only when not frozen. In other words, you can do D,DF,F during the superflash, but you have to hit P after it's over or you won't get a fireball. There's no superflash buffering like in BB or MvC3, it's more like MvC2 or XSF."
Misc Motion Logic
- The game engine reads special and super move motions with distinct individual directions read for at least 1f.
- Button inputs for a special or super move read in a 4f window, starting at the last required direction for the motion.
- The game engine registers sequential directions within 4f for a special or super motion. The slowest allowable QCF + P takes 12f.
- The game engine registers non-sequential directions, or a sequence that require crossing through neutral, within 8f for a special or super motion. The slowest allowable DP + P takes 16f. The slowest allowable 360 + P takes 28f.
Move Stats
Fastest Moves
Super moves inflict hitstop when the super flash occurs, which means the opponent is frozen during some or all of the post flash startup. Super moves startup are listed considering inflicted hitstop.
Source and full document for supers: https://docs.google.com/spreadsheets/d/1rqieBOi1nZ_XaUBVYG2p3DcIhZENcB6S9PUHL8QWAho/edit#gid=523859675
Keep in mind Skullgirls does not include the first frame of active in the startup
Effective startup | Character | Move | Air/Ground | Notes |
---|---|---|---|---|
2f | Big Band | SSJ (Level 1) | Ground | |
2f | Big Band | Level 5 | Ground | |
3f | Filia | Fenrir (Level 1) | Ground | |
3f | Squigly | Level 5 | Ground | |
3f | Painwheel | Buer Thresher (Level 1) | Air | |
4f | Filia | Gregor (Level 1) | Ground | |
4f | Cerebella | Diamond Drop | Ground | |
4f | Cerebella | Ultimate Showstopper (Level 1 360 super) | Ground | |
4f | Parasoul | Egret Charge (Level 1) | Ground | Projectile super, which starts from the side of the screen behind Parasoul, so there's almost always travel time involved |
4f | Ms. Fortune | Cat Scratch Fever (Level 1) | Ground | |
4f | Valentine | EKG Flatliner (Level 1) | Ground | |
4f | Big Band | Level 3 | Ground | |
4f | Fukua | Level 3 | Ground | |
4f | Beowulf | Wulfmania (Level 3 360 super) | Ground | |
4f | Valentine | EKG Flatliner (Level 1) | Air | |
4f | Double | Level 5 | Air | |
5f | Filia | s.LP | Ground | |
5f | Ms. Fortune | s.LP | Ground | |
5f | Ms. Fortune | Level 3 | Ground | |
5f | Valentine | Checkmate Incision (Level 1) | Ground | |
5f | Squigly | Daisy Pusher (Level 1) | Ground | |
5f | Fukua | Drill of My Dreams (Level 1) | Ground | |
5f | Fukua | Level 5 | Ground | |
5f | Ms. Fortune | Feral Edge (Level 1) | Air | |
5f | Ms. Fortune | Level 3 | Air | |
5f | Fukua | Drill of My Dreams (Level 1) | Air | |
6f | Cerebella | j.LP | Air | |
6f | Ms. Fortune | j.LP | Air | |
6f | Double | j.LP | Air | |
6f | Valentine | Checkmate Incision (Level 1) | Air |
Overhead Speed
Keep in mind Skullgirls does not include the first frame of active in the startup, as well as the presence of frame skip
Character | Move | Time | Timing details | Notes |
---|---|---|---|---|
Parasoul | j2MK | 11f | 4f jump startup, 7f j2MK | Needs an assist or well-placed tear to convert. 12f total if done from crouch blocking; you need 1f of jump to not get [2]8MK |
Beowulf | 66jLP | 14f | 6f dash, 8f jLP | |
Squigly | dj IOH jLP | 15f | 4f jump startup, 4f of double jump, 7f jLP | Difficult. Explanation here |
Big Band | IOH jMK | 15f | 4f jump startup, 11f jMK | Need to spend meter or chain into j.HK to combo |
Robo-Fortune | dj IOH jLP | 15f | 4f jump startup, 4f of double jump, 7f jLP | Difficult. Explanation here |
Ms. Fortune | dj IOH jLK | 16f | 4f jump startup, 4f of double jump, 8f jLK | Difficult. Explanation here |
Filia | IAD jLK | 17f | 4f jump startup, 5f IAD lockout, 1f of airdash, 7f jLK | |
Cerebella | j2MP | 17f | 4f jump startup, 11+2f j2MP | This move gains 2f of startup if done instantly |
Peacock | dj IOH jLK | 18f | 4f jump startup, 4f of double jump, 10f jLK | Difficult. Explanation here |
Valentine | 446 jLP | 18f | 10f backdash, 1f airdash, 7f jLP | |
Big Band | L Giant Step | 18f | ||
Cerebella | jHP | 19f | 4f jump startup, 15f jHP | |
Ms. Fortune | IAD jLK (head on) | 19f | 4f jump startup, 6f IAD lockout, 1f of airdash, 8f jLK | |
Parasoul | 6LP | 20f | ||
Painwheel | fly 3jLP | 20f | 12f of fly, 8f jLP | |
Eliza | IAD jLK | 20f | 4f jump startup, 8f IAD lockout, 1f airdash, 7f jLK | |
Peacock | IAD jLP | 21f | 4f jump startup, 8f IAD lockout, 1f of airdash, 8f jLP | |
Ms. Fortune | IAD jLK (headless) | 21f | 4f jump startup, 8f IAD lockout, 1f of airdash, 8f jLK | |
Squigly | 6HP | 22f | ||
Peacock | IAD jLK | 23f | 4f jump startup, 8f IAD lockout, 1f of airdash, 10f jLK | |
Eliza | jHP | 23f | 4f jump startup, 19f jHP | |
Double | 2149MK (TK barrel) | 24f | 4f jump startup, 1f of jump, 12f barrel, 7f/6f/5f/2f before it hits crouching Double/Cerebella/Eliza/Big Band from a super jump | Unsafe without an assist to cover. Potential to shave off 2f by using a normal jump but doing that from a crouch blocking or idle state is difficult |
Valentine | 446 jHP | 29f | 10f backdash, 1f airdash, 18f jHP | |
Eliza | 236MK | 30f | Time is before it hits crouching Double (shortest croucher) | |
Valentine | IAD jHP | 31f | 4f jump startup, 8f IAD lockout, 1f airdash, 18f jHP | |
Fukua | Point blank H Clone | 33f | ||
Cerebella | 5HK (2nd hit) | 38f | ||
Painwheel | 2[HP] | 40f | ||
Beowulf | 5[MP] | 44f |
List of Post-Flash Blockable Supers
Some supers inflict more hitstop than the length of the post flash startup, causing the move to be unblockable if you weren't blocking before the flash. The majority of the supers of the game are post flash unblockable. This is a list of all the ones that CAN be blocked post flash. Remember that possessing any amount of undizzy will remove all inflicted hitstop from your level 1 or level 2 supers.
Source and full document: https://docs.google.com/spreadsheets/d/1rqieBOi1nZ_XaUBVYG2p3DcIhZENcB6S9PUHL8QWAho/edit#gid=523859675
Character | Move | Notes |
---|---|---|
Filia | Gregor (air version) | |
Peacock | Argus | |
Parasoul | Sniper | |
Parasoul | Bikes | In most situations, it is blockable since the bikes come from the side of the screen, but on paper it could potentially be post flash unblockable |
Parasoul | Level 3 | |
Ms. Fortune | Feral Edge | |
Valentine | Scalpels (air version) | |
Valentine | Level 3 | Can't input any moves, and can only switch to block post flash if not dashing |
Double | Car (reverse sides) | Can't input any moves, and can only switch to block post flash if not dashing. Same side version is blockable if there's enough travel time |
Squigly | SBO | |
Squigly | Sing -> SBO | Can't input any moves, and can only switch to block post flash if not dashing. |
Squigly | Daisy Pusher | Post flash unblockable with charged sing |
Beowulf | Arm | Can't input any moves, and can only switch to block post flash if not dashing. |
Fukua | Fireball Super | |
Fukua | BFF | Can't input any moves, and can only switch to block post flash if not dashing. |
Robo-Fortune | Magnet |
Data Collection Method Explanation |
Hitstop data collection done by Mao When working on the 'Optimal Dash Movement' project, a pointer for the x position of player 1 was found In order to find out the number of frames of hitstop on different supers the following method was used: - Player 2 does the super - Player 1 is in the dash animation during the superflash - The debugkeys launch option is used to pause the game/advance frame by frame - Start counting when the 'film background' from the super starts to move off screen - When the position of player 1 changes, they are no longer in hitstop
Exceptions to this are sing sbo, arm, val level 3 and fukua bff as well as any super if the performer has any undizzy accumulated. In this case you can block post flash only if you are at neutral |
Damage Stats
Super Damage Comparisons
Sortable and color coded Excel version here: [1]
At maximum scaling, undizzy doesn't affect non-DHC super damage, so there's no "point, full scaling, >240 ud" column.
All grab super DHCs were tested using Peacock L Bang to stagger, then Lenny into DHC.
Level 1 Supers
Scalpels usually hits 6 times. 8 hit DHC values are calculated.
*Argus damage is dependent on RNG and enemy hurtbox, testing was done with all bullets hitting (maximum damage).
**Catheads is a level 2, but it's here anyway since it's a 1 bar DHC. Assumes 49 hits, which is close to optimal if not optimal throw mashing. DHC tested after Sniper Shot for the restand.
Character | Super | point, counterhit, <240 ud | point, raw, <240 ud | point, full scaling, <240 ud | DHC, full scaling, <240 ud | DHC, full scaling, >240 ud | DHC over 240ud penalty |
---|---|---|---|---|---|---|---|
Band | SSJ (taunt) | 5394 | 5094 | 2060 | 3255 | 2355 | -28% |
PW | Death Crawl (Hatred Install) | 3000 | 2900 | 2340 | 2442 | 2340 | -5% |
Double | Catheads** | 3173 | 3073 | 1960 | 2381 | 2058 | -14% |
Bella | 360 | 4800 | 4800 | 1222 | 3360 | 1845 | -45% |
Robo | Cannon | 3320 | 3182 | 1650 | 2229 | 1785 | -20% |
Filia | Fenrir | 3481 | 3281 | 950 | 2114 | 1700 | -20% |
Peacock | Argus* | 3385 | 3235 | 1530 | 2206 | 1678 | -24% |
Eliza | LoS | 3200 | 3200 | 1200 | 2240 | 1550 | -31% |
Fortune | CSF (head-on) | 3362 | 3187 | 1222 | 1962 | 1394 | -29% |
Fortune | CSF (headless) | 3228 | 3053 | 1182 | 1922 | 1354 | -30% |
Val | EKG | 2813 | 2675 | 1168 | 1747 | 1303 | -25% |
PW | Death Crawl | 2477 | 2367 | 1144 | 1651 | 1251 | -24% |
Band | SSJ | 4112 | 3812 | 992 | 2186 | 1241 | -43% |
Fukua | Drill | 3187 | 3012 | 1060 | 1800 | 1232 | -32% |
Bella | Dynamo | 3011 | 2861 | 1057 | 1676 | 1205 | -28% |
Double | Car | 3105 | 2855 | 991 | 1649 | 1086 | -34% |
Robo | Magnetic Trap | 2750 | 2750 | 1000 | 1925 | 1058 | -45% |
Para | Bikes | 2206 | 2016 | 1026 | 1221 | 1026 | -16% |
Val | Scalpels (8 hits) | 3106 | 2881 | 720 | 1733 | 943 | -46% |
Fukua | Fireball | 3075 | 2625 | 540 | 1599 | 878 | -45% |
Beo | Arm | 3375 | 2250 | 618 | 1575 | 866 | -45% |
Filia | Gregor | 2651 | 2501 | 721 | 1411 | 862 | -39% |
Fukua | BFF | 2600 | 2500 | 672 | 1548 | 851 | -45% |
Squig | Daisy Pusher | 2500 | 2500 | 650 | 1531 | 841 | -45% |
Bella | 360 Horns | 1900 | 1900 | 590 | 1510 | 828 | -45% |
Val | Scalpels (6 hits) | 2613 | 2388 | 540 | 1387 | 763 | -45% |
Para | Sniper Shot | 2625 | 1750 | 481 | 1225 | 673 | -45% |
Double | Monster | 1500 | 1500 | 412 | 1050 | 577 | -45% |
Squig | SBO | 1928 | 1740 | 375 | 1019 | 560 | -45% |
Level 3 Supers
Since level 3s have a minimum scaling of 0.45, point/fullscaling damage is often equal to dhc/fullscaling/>240ud damage.
*Corner Band level 3 full scaled point testing was done after H A-Train (a realistic combo ender), which pulls you out of the corner a little. Damage would probably be lower with most other corner combo enders. DHC testing is done right up against the corner. Band level 3 damage is a bit inconsistent in general.
**Para level 3 damage is a little inconsistent, so your own testing may differ slightly.
Character | Super | point, counterhit, <240 ud | point, raw, <240 ud | point, full scaling, <240 ud | DHC, full scaling, <240 ud | DHC, full scaling, >240ud | DHC over 240 ud penalty |
---|---|---|---|---|---|---|---|
Band | SUtB (Midscreen on Band) | 7248 | 6973 | 5355 | 5590 | 5306 | -5% |
Band | SUtB (Midscreen on Eliza) | 6660 | 6287 | 4767 | 5149 | 4963 | -4% |
Band | SUtB (Midscreen on Filia) | 5974 | 5797 | 4228 | 4561 | 4228 | -7% |
PW | Buer Overdrive (Hatred Install) | 6154 | 5154 | 3893 | 4207 | 3893 | -8% |
Robo | Cannon Gamma | 4456 | 4361 | 3825 | 3924 | 3825 | -3% |
Double | Nightmare Legion | 5024 | 5024 | 3690 | 3963 | 3690 | -7% |
Para | Inferno Brigade** | 4067 | 4007 | 3726 | 3679 | 3672 | 0% |
Band | SUtB (Corner on Filia)* | 4741 | 4417 | 2997 | 3526 | 3242 | -8% |
Band | SUtB (Corner on Eliza)* | 4741 | 4466 | 3242 | 3526 | 3242 | -8% |
Band | SUtB (Corner on Band)* | 4741 | 4466 | 3242 | 3477 | 3193 | -8% |
Eliza | Khepri Sun | 4426 | 4236 | 3172 | 3367 | 3172 | -6% |
Peacock | Goodfellows | 6225 | 6225 | 2785 | 3408 | 2785 | -18% |
Val | DOA | 5000 | 5000 | 2750 | 3500 | 2750 | -21% |
Beo | Moonsault | 6031 | 5656 | 2699 | 3229 | 2699 | -16% |
PW | Buer Overdrive | 5096 | 4096 | 2598 | 3146 | 2598 | -17% |
Squig | Inferno of Leviathan | 4662 | 4324 | 2424 | 2774 | 2424 | -13% |
Bella | Diamonds AF | 5200 | 5200 | 2340 | 3395 | 2340 | -31% |
Fortune | 5th of Dismember | 5000 | 5000 | 2250 | 3500 | 2250 | -36% |
Fukua | Twice Shy | 4900 | 4900 | 2205 | 3430 | 2205 | -36% |
Filia | Trichobezoar | 7125 | 4750 | 2137 | 3325 | 2137 | -36% |
Level 5 Supers
Since level 5s have a minimum scaling of 0.55 (except Fukua level 5 for some reason), point/fullscaling damage is often equal to dhc/fullscaling/>240ud damage.
*Double level 5 tested by mashing all 6 buttons against Big Band. Each test was done 10 or so times and then the best one was chosen, so these are close to ideal values. Damage will be lower on smaller characters.
Character | Super | point, counterhit, <240 ud | point, raw, <240 ud | point, full scaling, <240 ud | DHC, full scaling, <240 ud | DHC, full scaling, >240ud | DHC over 240 ud penalty |
---|---|---|---|---|---|---|---|
Double | Megalith Array (explode)* | 9624 | 8844 | 8080 | 8432 | 8080 | -4% |
Band | Satchmo Deathblow | 7892 | 7692 | 6875 | 6960 | 6875 | -1% |
Double | Megalith Array (no explode)* | 8895 | 8091 | 6843 | 7195 | 6843 | -5% |
Robo | Cannon Omega | 7108 | 7008 | 6600 | 6642 | 6600 | -1% |
Squig | Rage of the Dragon | 7777 | 7777 | 5000 | 5443 | 5000 | -8% |
Val | Revive | 6750 | 4500 | 2475 | 3150 | 2475 | -21% |
Fukua | Head over Heels | 3000 | 3000 | 825 | 1837 | 1010 | -45% |
Damage/Undizzy Ratios
The following tables show the ratio between the damage done at maximum scaling and the amount of undizzy spent for the different moves in Skullgirls. This can be a useful heuristic for finding valuable moves when finding damaging combos. A simplified approach to combo crafting may have two phases:
- At the beginning of the combo do high damaging hits before scaling kicks in.
- Once damage scaling is significant, use the rest of the undizzy available as efficiently as possible.
These tables help with identifying valuable moves for the latter phase i.e. for later in a combo or off of a scaled starter.
Some examples of its use:
- Double's j.HK has a ratio of 12, the highest off of all their normals. So, focusing on using a lot of j.HK can help when creating damaging routes for this character.
- Fukua's j.HK however has a ratio of 3.33, meaning that it is very inefficient in terms of the undizzy spent using this move. Because of this, for the most damaging Fukua routes, j.HK should generally be used as little as possible.
- Cerebella's Battle Butt has a ratio of 19.25, a very valuable move. However, in many circumstances she is unable to continue comboing after this move. So using Battle Butt with an assist that lets her combo after may be a good way to squeeze more damage out of combos.
In general many of the most efficient moves that characters have are either difficult to combo into or out of, or require some kind of resource. Because of this, it may not always work out that using efficient moves is the best possible route, as using these moves can add constraints on what other moves are able to appear in the combo, but it is an idea worth considering for combo crafting.
https://drive.google.com/file/d/1mYiGhNrz4L6HJehfXtH8y9Q6iopqX9vw/view?usp=sharing
Character Stats
Walk Speed
- 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 Length
- Forward Dash Length: Eliza > Cerebella > Filia > Painwheel > Parasoul = Double > Beowulf
- Backward Dash Length: Squigly = Double > Eliza > Ms. Fortune = Robo-Fortune > Peacock > Cerebella > Big Band > Painwheel > Parasoul > Valentine > Filia > Beowulf
- Run Speed: Robo-Fortune > Valentine > Ms. Fortune = Squigly > Filia = Peacock = Big Band = Fukua
IAD Lockout Window
- 5 frames - Filia
- 6 frames - Head on Ms. Fortune
- 8 frames - Peacock, Headless Ms. Fortune, Valentine, Eliza
Throw Ranges
Click for full size
Big Band's throw range is significantly larger than the rest of the cast. Filia and Fukua have the same throw range which is a bit small. Everyone else has a slightly different throw range.
Character | Width | Notes |
---|---|---|
Big Band | 270px | |
Eliza | 214px | |
Cerebella | 212px | 92px forward movement + 120px throw range |
Beowulf | 208px | 21px forward movement + 187px throw range |
Peacock | 195px | |
Squigly | 190px | |
Double | 171px | |
Painwheel | 168px | 50px forward movement + 118px throw range |
Robo-Fortune | 152px | |
Parasoul | 144px | 31px forward movement + 113px throw range |
Ms. Fortune | 128px | |
Valentine | 126px | |
Filia | 102px | |
Fukua | 102px |
Measurements are from the the right end of the character's collision box to the right end of the throw hitbox, with the resolution set to 720p (1280x720). Cerebella, Parasoul, Painwheel, and Beowulf move forward from their idle stance during their throw animation.
Air Throw Ranges
Click for full size
Eliza and Beowulf have notably large air throw ranges. Filia and Fukua have the same air throw range which is notably short. Everyone else has a slightly different throw range, except for Ms. Fortune, Double and Robo-Fortune which are each the same. Parasoul's throw is deceptively big, since her sprite visual is quite a bit behind the attack box. Aside from being very tall, it's not actually much different from other air throws when compared to the collision box.
Character | Width | Height |
---|---|---|
Eliza | 222px | 276px |
Beowulf | 197px | 284px |
Big Band | 159px | 381px |
Squigly | 158px | 379px |
Painwheel | 143px | 282px |
Valentine | 136px | 292px |
Ms. Fortune | 131px | 276px |
Double | 131px | 276px |
Robo-Fortune | 131px | 276px |
Parasoul | 122px | 380px |
Peacock | 119px | 204px |
Cerebella | 101px | 256px |
Filia | 57px | 266px |
Fukua | 57px | 266px |
Measurements for the width are from the the right end of the character's collision box to the right end of the throw hitbox. Measurements for the height are from the center of the character's reference point to the top of the hitbox. For each, the resolution set to 720p (1280x720).
Crouch Hitstun / Blockstun / Blocking Hurtboxes
Click for full size
Big Band is significantly taller than the rest of the cast. The majority of the cast are the exact same height. The rest are only a bit taller, except for Double who is a tiny bit shorter. Beowulf's tallest point of is hurtbox is only at the very front.
Character | Width | Notes |
---|---|---|
Big Band | 362px | Shrinks by 4px when in stun |
Eliza | 263px | Hurtboxes are slightly changed when in hit/block stun, height is still the same (picture) |
Beowulf | 253px | |
Cerebella | 235px | |
Parasoul | 220px | |
Filia | 218px | |
Peacock | 218px | |
Ms. Fortune | 218px | |
Painwheel | 218px | |
Valentine | 218px | |
Squigly | 218px | |
Fukua | 218px | |
Robo-Fortune | 218px | |
Double | 212px |
Measurements are the height of the hurtbox from the center of the character's reference point to the top of the hurtbox, with the resolution set to 720p (1280x720).
Standing Hitstun / Blockstun Hurtboxes
Click for full size
Stand blocking hurtboxes while not in blockstun vary with the animation. Painwheel's tallest point of her hurtbox is only at her back.
Character | Height |
---|---|
Double | 456px |
Big Band | 444px |
Eliza | 412px |
Parasoul | 357px |
Ms. Fortune | 346px |
Beowulf | 340px |
Robo-Fortune | 333px |
Squigly | 328px |
Robo-Fortune | 131px |
Filia | 304px |
Fukua | 304px |
Peacock | 298px |
Valentine | 285px |
Cerebella | 263px |
Painwheel | 262px |
Measurements are the height of the hurtbox from the center of the character's reference point to the top of the hurtbox, with the resolution set to 720p (1280x720).
Air Blockstun Hurtboxes
Click for full size
Jump blocking hurtboxes while not in blockstun vary with the animation.
Character | Height |
---|---|
Big Band | 457px |
Painwheel | 334px |
Beowulf | 316px |
Squigly | 290px |
Eliza | 286px |
Peacock | 277px |
Parasoul | 273px |
Filia | 244px |
Fukua | 244px |
Valentine | 235px |
Double | 215px |
Ms. Fortune | 206px |
Robo-Fortune | 206px |
Measurements are the height of the hurtbox from the lowest point of the hurtbox to the highest part of the hurtbox, with the resolution set to 720p (1280x720).
Air Hitstun Hurtboxes
Click for full size
Filia and Fukua have a different hurtbox on the first frame of getting hit. These hurtboxes are just from regular air hitstun, not any kind of knockdown or wall bounce
Character | Height |
---|---|
Big Band | 457px |
Parasoul | 443px |
Cerebella | 379px |
Eliza | 357px |
Painwheel | 351px |
Beowulf | 345px |
Ms. Fortune | 327px |
Robo-Fortune | 327px |
Valentine | 316px |
Peacock | 310px |
Filia | 302px |
Squigly | 302px |
Fukua | 302px |
Double | 293px |
Measurements are the height of the hurtbox from the lowest point of the hurtbox to the highest part of the hurtbox, with the resolution set to 720p (1280x720).
First Airborne Frame Hurtboxes
As seen below, some character's hurtboxes during the first frame of their jump don't have many hurtboxes near the ground compared to others.
Click for full size
Wakeup Time
Character | Hard Knockdown | Forward Tech | Backwards Tech | Crumple | Sliding KD (relative to PS) |
---|---|---|---|---|---|
Filia / Fukua | 28 | 39 | 41 | 32 | +5 |
Cerebella | 34 | 34 | 35 | 32 | +4 |
Peacock | 34 | 40 | 40 | 32 | +10 |
Parasoul | 34 | 41 | 40 | 40 | ±0 |
Ms. Fortune | 31 | 37 | 37 | 32 | +6 |
Painwheel | 34 | 40 | 40 | 32 | +6 |
Valentine | 35 | 37 | 37 | 32 | +6 |
Double | 36 | 39 | 41 | 33 | +7 |
Squigly | 31 | 39 | 40 | 32 | +6 |
Big Band | 35 | 39 | 40 | 36 | +3 |
Eliza | 34 | 39 | 40 | 32 | +4 |
Beowulf | 34 | 39 | 40 | 34 | +4 |
Robo-Fortune | 31 | 37 | 37 | 32 | +4 |
Data Collection Method Explanation |
Sliding knockdown data by Lex. The numbers are listed as the difference between that character and Parasoul's sliding knockdown time. The move used was Valentine's s.HK x3 Hard KD, forward/back tech, crumple data and following writeup by AOW_Yoma Standing up from hard knockdown: Test used: Beowulf canis major (grab mode 7, 8, 9) Special note: Due to a bug in the frame advantage counter, this is not the real + frames, as Beowulf's recovery is not taken into account. I will do some math to fix this later. Raw frame advantage Squigly +46 Big Band +47 Eliza +46 MsFortune +43 Peacock +46 Painwheel +46 Filia +40 Cerebella +46 Valentine +47 Parasoul +46 Double +48 Fukua +40 Beowulf +46 Robo-Fortune +43 Beowulf whiffed c.LK has 22 frames of total animation On Filia, Beowulf c.HP 214KK land, whiff c.LK gives +6 (might be wrong? I don't know how to get frame perfect c.LK out from recovery, if someone can tell me the accurate number I'd be glad to fix this up) c.LK is -22 on whiff Total get up animation frames should be 22+6 = 28 Using this and using Filia's numbers as comparison Squigly 22+6+6 = 28+6 = 34 Big Band 22+6+7 = 28+7 = 35 Eliza 22+6+6 = 28+7 = 34 MsFortune 22+6+3 = 28+3 = 31 Peacock 22+6+6 = 28+6 = 34 Painwheel 22+6+6 = 28+6 = 34 Filia 22+6+0 = 22+6 = 28 Cerebella 22+6+6 = 28+6 = 34 Valentine 22+6+7 = 28+7 = 35 Parasoul 22+6+6 = 28+6 = 34 Double 22+6+8 = 28+8 = 36 Fukua 22+6+0 = 22+6 = 28 Beowulf 22+6+6 = 28+6 = 34 Robo-Fortune 22+6+3 = 28+3 = 31 From top to bottom ascending order Filia 28 Fukua 28 Robo-Fortune 31 MsFortune 31 Squigly 34 Eliza 34 Peacock 34 Painwheel 34 Cerebella 34 Parasoul 34 Beowulf 34 Big Band 35 Valentine 35 Double 36
Tech rolls: Test used: Filia cr.HK (aka 2HK aka sweep) at point blank, back tech Breakdown of frames: Filia: Invincible for 22 frames After you tech roll, a green bar shows up and counts for 18 frames Frame counter counts +19 Forward tech is counted as +17 Cerebella: Invincible for 24 frames After you tech roll, a green bar shows up and counts for 20 frames Frame counter counts +15 Forward tech is counted as +14 Peacock: Invincible for 22 frames After you tech roll, a green bar shows up and counts for 23 frames Frame counter counts +18 Forward tech is counted as +18 MsFortune: Invincible for 22 frames After you tech roll, a green bar shows up and counts for 20 frames Frame counter counts +15 Forward tech is counted as +15 Painwheel: Invincible for 22 frames After you tech roll, a green bar shows up and counts for 6 frames Frame counter counts +18 Forward tech is counted as +18 Parasoul: Invincible for 23 frames After you tech roll, a green bar shows up and counts for 8 frames Frame counter counts +19 Forward tech is counted as +20 Valentine: Invincible for 22 frames After you tech roll, a green bar shows up and counts for 4 frames Frame counter counts +15 Forward tech is counted as +15 Double: Invincible for 20 frames After you tech roll, a green bar shows up and counts for 16 frames Frame counter counts +17 Forward tech is counted as +15 Squigly: Invincible for 22 frames After you tech roll, a green bar shows up and counts for 11 frames Frame counter counts +18 Forward tech is counted as +17 Big Band: Invincible for 18 frames After you tech roll, a green bar shows up and counts for 8 frames Frame counter counts +14 Forward tech is counted as +13 Fukua: Invincible for 22 frames After you tech roll, a green bar shows up and counts for 18 frames Frame counter counts +19 Forward tech is counted as +17 Eliza: Invincible for 19 frames After you tech roll, a green bar shows up and counts for 7 frames Frame counter counts +15 Forward tech is counted as +14 Beowulf: Invincible for 19 frames After you tech roll, a green bar shows up and counts for 10 frames Frame counter counts +15 Forward tech is counted as +14 Robo-Fortune: Invincible for 19 frames After you tech roll, a green bar shows up and counts for 20 frames Frame counter counts +12 Forward tech is counted as +12 Back tech From top to bottom in ascending order Robo-Fortune +12 Big Band +14 Beowulf +15 Eliza +15 Valentine +15 MsFortune +15 Cerebella +15 Double +17 Squigly +18 Peacock +18 Painwheel +18 Fukua +19 Filia +19 Parasoul +19 Actual tech animation time (done by taking 44 frames of Filia's sweep recovery, adding the advantage from the knockdown and subtracting the time the opponent is invulnerable) From top to bottom in ascending order Cerebella 35 MsFortune 37 Robo-Fortune 37 Valentine 37 Peacock 40 Parasoul 40 Painwheel 40 Squigly 40 Big Band 40 Eliza 40 Beowulf 40 Filia 41 Double 41 Fukua 41 Forward tech From top to bottom in ascending order Robo-Fortune +12 Big Band +13 Beowulf +14 Eliza +14 Cerebella +14 Double +15 Valentine +15 MsFortune +15 Fukua +17 Squigly +17 Filia +17 Peacock +18 Painwheel +18 Parasoul +20 Actual tech animation time (done by taking 44 frames of Filia's sweep recovery, adding the advantage from the knockdown and subtracting the time the opponent is invulnerable) From top to bottom in ascending order Cerebella 34 MsFortune 37 Valentine 37 Robo-Fortune 37 Filia 39 Double 39 Squigly 39 Big Band 39 Fukua 39 Eliza 39 Beowulf 39 Peacock 40 Painwheel 40 Parasoul 41
Test used: Parasoul sniper shot on grounded opponent (characters have different stand up animation lengths so this may affect results, have to do math to fix this) Frame numbers from frame counter Squigly 66 Big Band 71 Eliza 66 MsFortune 63 Peacock 66 Painwheel 66 Filia 60 Cerebella 66 Valentine 67 Parasoul 74 Double 69 Fukua 60 Beowulf 68 Robo-Fortune 63 Subtracting numbers from Beowulf canis major test (wrong math, this is not actual crumple numbers, will fix this soon) Squigly 66-34 = 32 Big Band 71-35 = 36 Eliza 66-34 = 32 MsFortune 63-31 = 32 Peacock 66-34 = 32 Painwheel 66-34 = 32 Filia 60-28 = 32 Cerebella 66-34 = 32 Valentine 67-35 = 32 Parasoul 74-34 = 40 Double 69-36 = 33 Fukua 60-28 = 32 Beowulf 68-34 = 34 Robo-Fortune 63-31 = 32 From top to bottom in ascending order Squigly 32 Eliza 32 MsFortune 32 Peacock 32 Painwheel 32 Filia 32 Cerebella 32 Valentine 32 Fukua 32 Robo-Fortune 32 Double 33 Beowulf 34 Big Band 36 Parasoul 40 |
Assist Tag Out Times
The amount of time for each character's tag out animation to play before becoming invulnerable and exiting the screen, with some rules:
- If the assist was performing a crouching normal, they will stand up before playing their tag out animation. Effectively giving them increased recovery.
- If the assist was hit, after recovering, they will leave on the first possible frame with full invulnerability and no tag out animation.
Character | Time |
---|---|
Beowulf | 60f |
Big Band | 58f |
Cerebella | 36f |
Double | 40f |
Eliza | 48f |
Filia | 33f |
Fukua | 33f |
Ms. Fortune | 60f |
Painwheel | 38f |
Parasoul | 57f |
Peacock | 64f |
Robo-Fortune | 60f |
Squigly | 30f |
Valentine | 44f |
Bugs
- PBGC + alpha counter: https://youtu.be/vmnYa-6mASQ
- Double reverse motion: https://twitter.com/MikeZSez/status/1082797009646415872
- Meter gain bug: http://skullgirls.com/forums/index.php?threads/meter-value-bug.6025/#post-203561
- KO slowdown bug: https://twitter.com/Skarmand/status/1061460025099468803
- Flying Lenny: https://twitter.com/Skarmand/status/1041990761917472768
- Argus RNG bug: https://twitter.com/sigaken98/status/978988198444462087?s=19
Miscellaneous
- https://twitter.com/Skarmand/status/1061752601287450624
- https://twitter.com/MikeZSez/status/1021337588529971200
- https://twitter.com/sggllt/status/1023686550704541696
Reading Meter Values
https://github.com/taylorsussex/SG-Meter-Probe
Skullgirls 2nd Encore+ | |
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