Difference between revisions of "Skullgirls/Help/Frame Data"

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===Block Stun===
 
===Block Stun===
 
As a defending player goes through block stun after successfully [[Skullgirls/Game_Systems/Basic_Defense#Blocking|blocking]] an attack. The defending player can't move or attack during these frames of stun, but they can still take some actions such as [[Skullgirls/Game_Systems/Basic_Defense#Push_Block|push blocking]] or calling a [[Skullgirls/Game_Systems/Advanced_Attacks#Stunt_Doubles|Stunt Double]]. The length of block stun is specific to the attack, but block stuns are typically shorter than hit stuns.
 
As a defending player goes through block stun after successfully [[Skullgirls/Game_Systems/Basic_Defense#Blocking|blocking]] an attack. The defending player can't move or attack during these frames of stun, but they can still take some actions such as [[Skullgirls/Game_Systems/Basic_Defense#Push_Block|push blocking]] or calling a [[Skullgirls/Game_Systems/Advanced_Attacks#Stunt_Doubles|Stunt Double]]. The length of block stun is specific to the attack, but block stuns are typically shorter than hit stuns.
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==Visual Frame Data Color Reference==
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Revision as of 21:07, 13 February 2018

Frames, Timing, and Animation

Skullgirls plays and reads player inputs at a base 60 frames per second. Frames serve as a extremely useful unit of measurement for any action during gameplay. Even though the game engine runs at 60 frames per second, this does not mean there are 60 distinctly drawn frames per 1 second of animation. Characters are typically drawn with 30 frames (30f) of animation per second and these are held from 2–5 frames (2–5f) at the 60 fps base game speed.

Frame Skip

Frame skip determines Skullgirls gameplay speed, effectively running the game faster as frames get skipped. There is a default 6f of frame skip, meaning every 6th frame will not appear on screen. This effectively gives Skullgirls 72 fps and a 16.7% chance for skip on any individual frame. 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. All references to frame timing or frame data in this guide use the base 60f frame speed.

Frame Timing

The frame by frame timing of any attack, movement, or action acts as a useful reference for experienced players. Several concepts based on frames are common to fighting games and referred to freely in this guide.

SG timing1.jpg SG timing2.jpg
The start up of Parasoul's s.HP. It hits Valentine on the first active frame, causing a brief hit stop.

Start Up Frames

All attacks have start up, or some number of frames as the attack begins and before it hits.

Active Frames

The number of frames an attack can actually make contact with an opponent.

Hit Stop

Hit stop briefly freezes the screen on a successful hit, adding an impact effect and additional frames for inputs. Hit stop is often ignored by players, but has a few additional details that can subtly affect gameplay:

  • If an attack causes a screen shake effect, it occurs during hit stop.
  • If a projectile causes hit stop, it applies to the defending character and the projectile itself; it does not stop the projectile's owner.
  • The super freeze during a Blockbuster counts as a hit stop for all characters, even as the screen zooms and the attacking character continues the animation.
  • Blockbusters cause an induced hit stop for defending characters after the super flash and before the Blockbuster hits. Most have enough frames of induced hit stop to cover the post-flash start up frames, making the Blockbuster impossible to block on reaction. Proj.png Blockbusters often have less and Throw.png based Blockbusters have 0f of induced hit stop.
SG timing3.jpg
The recovery frames of Parasoul's s.HP and Valentine in hit stun.

Hit Stun

As a defending player goes through hit stun while taking a hit, leaving frames of vulnerability before any other action is possible. The length of hit stun is specific to the attack, and many attacks have effects that cause a non-standard stun. Combos are successive hits that keep that defending player in hit stun, unable to block or recover fully. There is no hit stun scaling in combos.

SG timing4.jpg
Valentine's hit stun ends before Parasoul fully recovers from her s.HP.

Recovery Frames

An attacking character goes through recovery frames after an attack's active frames. When recovery ends, the character is free to act again. Canceling an attack will stop the active or recovery frames of the move in progress to start another action.

Block Stun

As a defending player goes through block stun after successfully blocking an attack. The defending player can't move or attack during these frames of stun, but they can still take some actions such as push blocking or calling a Stunt Double. The length of block stun is specific to the attack, but block stuns are typically shorter than hit stuns.

Visual Frame Data Color Reference


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