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.
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 jumping or preforming any attack. Forward dashes cannot be interrupted by blocking, however, you can block during them. You cannot block during backdashes but every character can jump cancel their backdash, which will then allow them to air block. Characters with runs will immediately end their run and crouch with any down direction input during the run. All back dashes restrict the character from blocking until the dash ends, however, all back dashes can be cancelled with a jump. 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.
If a character interrupts a dash or run with any other action, the character will preserve momentum from the dash. Interrupting a dash with a jump will send a character much farther than jumping from neutral. With a normal jump and a super jump from either a dash or neutral, a skilled player can give an otherwise simple up forward (↗) direction jump 4 distinct trajectories. Careful use of a Momentum Jump can send a character above a projectile and across the screen in a single leap or slightly change a jump arc to land an ambiguous cross up attack. Exact timing and range for this technique varies between different characters with different dash properties, but becomes particularly useful for characters without an air dash.
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 or mid attacks, and restrict the character from blocking low attacks. If getting hit or blocking an attack interrupts jump start up the defending character will remain standing. Most Special moves can only be preformed once per jump, similar to an air dash or a double jump.
All characters can super jump, a longer, higher, and faster moving jump, by tapping any down direction before any up direction (↓ then ↑). Assists cannot be called during a super jump, but everything else works the same as a normal jump. Launchers 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. During a super jump, any attack will turn the attacking character around to face the opponent if the jump crossed over the opponent. Super jumps have 4 frames of jump startup just like normal jumps, except for Cerebella, whose super jump startup is 5 frames.
Most (but not all) characters can double jump. When already in the air, any jump command will perform a double jump once per jump. Assists 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.
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 be freely canceled from 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, and don't allow blocking or jumping.
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.
Character Air Options Comparison
|Character||Double Jump||Air Dash|
|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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