Skullgirls/Mechanics/Esoteric

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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.

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

Ground Moves

2 frames
  • Big Band's SSJ (Level 1)
  • Big Band's Level 5
3 frames
  • Filia's Fenrir (Level 1)
  • Squigly's Level 5
4 frames
  • Filia's Gregor (Level 1)
  • Cerebella's Diamond Drop
  • Cerebella's Ultimate Showstopper (Level 1 360 super)
  • Parasoul's Egret Charge (Level 1) (projectile super, which starts from the side of the screen behind Parasoul, so there's almost always travel time involved)
  • Ms. Fortune's Cat Scratch Fever (Level 1)
  • Valentine's EKG Flatliner (Level 1)
  • Big Band's Level 3
  • Fukua's Level 3
  • Beowulf's Wulfmania (Level 3 360 super)
5 frames
  • Filia and Ms. Fortune's s.LP
  • Ms. Fortune's Level 3
  • Valentine's Checkmate Incision (Level 1)
  • Squigly's Daisy Pusher (Level 1)
  • Fukua's Drill of My Dreams (Level 1)
  • Fukua's Level 5

Air Moves

3 frames
  • Painwheel's Buer Thresher (Level 1)
4 frames
  • Valentine's EKG Flatliner (Level 1)
  • Double's Megalith Array (Level 5)
5 frames
  • Ms. Fortune's Feral Edge (Level 1)
  • Ms. Fortune's Level 3
  • Fukua's Drill of My Dreams (Level 1)
6 frames
  • Cerebella, Ms. Fortune and Double's j.LP
  • Valentine's Checkmate Incision (Level 1)

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.

Source and full document: https://docs.google.com/spreadsheets/d/1rqieBOi1nZ_XaUBVYG2p3DcIhZENcB6S9PUHL8QWAho/edit#gid=523859675

  • Filia's Gregor (air version)
  • Peacock's Argus
  • Parasoul's Sniper
  • Parasoul's 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's Level 3
  • Ms. Fortune's Feral Edge
  • Valentine's Scalpels (air version)
  • Valentine's Level 3
    • Cant input any moves
    • Can only switch block post flash if not dashing
  • Double's Car (reverse sides) (same side can be blockable if there's enough travel time)
    • Cant input any moves
    • Can only switch block post flash if not dashing
  • Squigly's SBO
  • Squigly's Sing -> SBO
    • Cant input any moves
    • Can only switch block post flash if not dashing
  • Squigly's Daisy Pusher (unblockable with charged sing)
  • Beowulf's Arm
    • Cant input any moves
    • Can only switch block post flash if not dashing
  • Fukua's Fireball Super
  • Fukua's BFF
    • Cant input any moves
    • Can only switch block post flash if not dashing
  • Robo-Fortune's Magnet

Overhead Speed Comparison

Keep in mind Skullgirls does not include the first frame of active in the startup, as well as the presence of frame skip

  • 11f - Parasoul j2MK (4f jump startup, 7f j2MK) (12f total if done from crouch blocking, need 1f of jump to not get [2]8MK)
  • 14f - Beowulf dash jLP (6f dash, 8f jLP)
  • 15f - Squigly dj IOH jLP (4f jump startup, 4f of double jump, 7f jLP)
  • 15f - Big Band IOH jMK (4f jump startup, 11f jMK)
  • 15f - Robo-Fortune dj IOH jLP (4f jump startup, 4f of double jump, 7f jLP)
  • 16f - Ms. Fortune dj IOH jLK (4f jump startup, 4f of double jump, 8f jLK)
  • 17f - Filia IAD jLK (4f jump startup, 5f IAD lockout, 1f of airdash, 7f jLK)
  • 17f - Cerebella j2MP (4f jump startup, 11+2f j2MP, this move gains 2f of startup if done instantly)
  • 18f - Peacock dj IOH jLK (4f jump startup, 4f of double jump, 10f jLK)
  • 18f - Valentine 446 jLK (10f backdash, 1f airdash, 7f jLP)
  • 18f - Big Band L Giant Step
  • 19f - Cerebella jHP (4f jump startup, 15f jHP)
  • 19f - Ms. Fortune IAD jLK (head on) (4f jump startup, 6f IAD lockout, 1f of airdash, 8f jLK)
  • 20f - Parasoul 6LP
  • 20f - Painwheel fly 3jLP (12f of fly, 8f jLP)
  • 20f - Eliza IAD jLK (4f jump startup, 8f IAD lockout, 1f airdash, 7f jLK)
  • 21f - Peacock IAD jLP (4f jump startup, 8f IAD lockout, 1f of airdash, 8f jLP)
  • 21f - Ms. Fortune IAD jLK (headless) (4f jump startup, 8f IAD lockout, 1f of airdash, 8f jLK)
  • 22f - Squigly 6HP
  • 23f - Peacock IAD jLK (4f jump startup, 8f IAD lockout, 1f of airdash, 10f jLK)
  • 23f - Eliza jHP (4f jump startup, 19f jHP)
  • 24f - Double 2149MK (TK barrel) (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. Potential to shave off 2f by using a normal jump but doing that from a crouch blocking or idle state is difficult)
  • 29f - Valentine 446 jHP (10f backdash, 1f airdash, 18f jHP)
  • 30f - Eliza 236MK (30f before it hits crouching Double)
  • 31f - Valentine IAD jHP (4f jump startup, 8f IAD lockout, 1f airdash, 18f jHP)
  • 33f - Fukua point blank H Clone
  • 38f - Cerebella 5HK (2nd hit)
  • 40f - Painwheel 2[HP]
  • 44f - Beowulf 5[MP]

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

SG throws small.png

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.

  • 270px - Big Band
  • 214px - Eliza
  • 212px - Cerebella (92px forward movement + 120px throw range)
  • 208px - Beowulf (21px forward movement + 187px throw range)
  • 195px - Peacock
  • 190px - Squigly
  • 171px - Double
  • 168px - Painwheel (50px forward movement + 118px throw range)
  • 152px - Robo-Fortune
  • 144px - Parasoul (31px forward movement + 113px throw range)
  • 128px - Ms. Fortune
  • 126px - Valentine
  • 102px - Filia, Fukua

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

SG airthrows small.png

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.

Width
  • 222px - Eliza
  • 197px - Beowulf
  • 159px - Big Band
  • 158px - Squigly
  • 143px - Painwheel
  • 136px - Valentine
  • 131px - Ms. Fortune, Double, Robo-Fortune
  • 122px - Parasoul
  • 119px - Peacock
  • 101px - Cerebella
  • 57px - Filia, Fukua
Height
  • 381px - Big Band
  • 380px - Parasoul
  • 379px - Squigly
  • 292px - Valentine
  • 284px - Beowulf
  • 282px - Painwheel
  • 276px - Ms. Fortune, Double, Eliza, Robo-Fortune
  • 266px - Filia, Fukua
  • 256px - Cerebella
  • 204px - Peacock


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

SG crouching small.png

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.

  • 362px - Big Band *
  • 263px - Eliza **
  • 253px - Beowulf
  • 235px - Cerebella
  • 220px - Parasoul
  • 218px - Filia/Fukua, Peacock, Ms. Fortune/Robo-Fortune, Painwheel, Valentine, Squigly
  • 212px - Double

* Shrinks by 4px when in stun

** Hurtboxes are slightly changed when in hit/block stun, height is still the same (picture)

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

SG standing small.png

Stand blocking hurtboxes while not in blockstun vary with the animation. Painwheel's tallest point of her hurtbox is only at her back.

  • 456px - Double
  • 444px - Big Band
  • 412px - Eliza
  • 357px - Parasoul
  • 346px - Ms. Fortune
  • 340px - Beowulf
  • 333px - Robo-Fortune
  • 328px - Squigly
  • 304px - Filia, Fukua
  • 298px - Peacock
  • 285px - Valentine
  • 263px - Cerebella
  • 262px - Painwheel

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

SG jumping small.png

Jump blocking hurtboxes while not in blockstun vary with the animation.

  • 457px - Big Band
  • 334px - Painwheel
  • 318px - Cerebella
  • 316px - Beowulf
  • 290px - Squigly
  • 286px - Eliza
  • 277px - Peacock
  • 273px - Parasoul
  • 244px - Filia, Fukua
  • 235px - Valentine
  • 215px - Double
  • 206px - Ms. Fortune, Robo-Fortune

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

SG jumpinghurtbox small.png

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

  • 457px - Big Band
  • 443px - Parasoul
  • 379px - Cerebella
  • 357px - Eliza
  • 351px - Painwheel
  • 345px - Beowulf
  • 327px - Ms. Fortune, Robo-Fortune
  • 316px - Valentine
  • 310px - Peacock
  • 302px - Filia, Squigly, Fukua
  • 293px - Double

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

SG firstjump1 small.png

SG firstjump2 small.png

SG firstjump3 small.png

SG firstjump4 small.png

SG firstjump5 small.png

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

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.

Times:

  • 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

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)

Input Logic

Motions

  • DP motions typically have priority over QCF motions. An input of →↓↘→ + P will read as a DP + P.
  • QCF motions have priority over DP motions with anything resembling a half circle input. An input of →↙↓↘→ + P will read as a QCF + P.
  • Charge times are all 35f.
  • 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.
Some stuff from the 2nd Encore patch
  • Dragon punch motions can now never include a ← input in all cases; including a ← input will always read as a quarter circle.
  • A half circle towards motion no longer requires a ↙ input; now a ←↓↘→ will read has a half circle. This helps when attempting half circle towards, dragon punch, quarter circle motions in a continuous sequence.
  • ← (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.

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).

Direction Inputs

  • 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."

Movement

Using Preblock to Option Select Special Moves

Miscellaneous

Reading Meter Values

https://github.com/taylorsussex/SG-Meter-Probe


Skullgirls 2nd Encore+
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