Skullgirls/Mechanics/Advanced Mechanics

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Super Hitstop

How far Beowulf's arm travels before hitstop wears off. Source: https://twitter.com/Skarmand/status/829621004548730886

At the end of the super flash, the defending character is forced into an induced hitstop before the attack continues. This locks out any inputs from the defending character until the hitstop wears off. For most supers, the induced hit stop can prevent the defending player from blocking the attack after the flash if they weren't already blocking.

  • Projectile supers typically induce less frames of hit stop, often allowing the opponent to block on reaction.
  • DHCing into a throw super will remove applied hitstop, allowing you to jump out after the DHC


Assist and Dead Body Combos

Double Snap

An assist character will not fly off screen like a point character when hit by a snapback, only travel to the edge of the screen and leave after falling to the ground. If a point character and an assist get hit by the same snapback at the same time and reach the corner within 10f (approximately half a screen), the point character will get forced off the screen and leave the assist character behind. A new character cannot take the point until all other teammates are off screen. Trapping the assist character turns a snapback into a devastating double snap, where the enemy point character can continue to combo the helpless assist as long as it never hits the ground. IPS does not protect assists. A double snap often results in a highly repetitive combo, monosyllabic shouting from any spectators, a dead character, and the unfortunate defending player picking up the pieces of a broken team.

While the assist character is trapped on screen after a double snap:

  • The recently snapped point character regenerates health at a higher than normal rate.
  • The defending team slowly auto-generates additional meter.
  • All other meter gain is disabled during the double snap.
  • The timer stops until the helpless assist character is killed or leaves the screen after touching the ground.


If a snap is performed on a point character but doesn't hit the assist character, the game will turn the assist into invulnerable soft knockdown to prevent the assist character from being combo'd any further, specifically avoiding what was known as "Midscreen double snaps". However, a couple of assist setups still exist that keep the opponent's assist in hitstun during and after the snap, allowing for a midscreen followup. (video)

Midscreen Assist Kill

In certain situations, an attacking character will KO an enemy point character while also comboing their assist who still has life remaining. If this happens, a combo can be performed on that assist while it is on the field, where their state is similar to that when being combo'd by a double snap, allowing an infinite combo to kill the assist. If this combo ends up going past the dead body of the opponents point character, then the attacking character will auto correct to face the other side, making these combos trickier than their double snap counterparts.

  • It's only possible when the next upcoming character is on the field; if the assist was the 3rd character in order, then the 2nd character of the opponents team will come in like normal.
  • When comboing assist characters midscreen, the corners of the current screen edges are treated like corners, allowing several wallbounce tools to be used quite effectively (Parasoul sHK, Peacock MP Bang).
  • Several mechanics that are normally only available once per combo (i.e, Big Band soundstun, Filia Hairball cancel) do not apply, allowing them to be used repeatedly.

Skullgirls - Midscreen assist kills for every character

Midscreen Double-Snap All Characters

Double + Spiral Midscreen Doublesnap

Hitstop Drop

Dead Body Combos

In certain situations, an attacking character will KO an enemy point character in a combo and still be in position to continue the combo on the lifeless corpse. The next incoming character's incoming will be delayed until the combo ends. Hitting a dead corpse gives full meter to the defending team and nothing to the attacking team. Despite the disadvantages, players that can pull off a Dead Body Combo can use tactic to carry the body to a corner. This creates a significant positional advantage over the opponent's next character as it enters from the side of the screen.

  • If the character is KOed in the air, it will fall to the ground with a red bounce. If OTG hasn't been spent, you can use this to easily continue the combo.
  • If IPS or undizzy is triggered, the helpless character becomes invulnerable and falls to the ground, immediately ending the combo.
  • Otherwise, if the body touches the ground, it will fade into the background as usual and the combo will end.
  • Hitting the dead body with a snap will remove the corpse from the match, denying Valentine the ability to revive them.

Landing

Land Cancel

Hitting the ground while in blockstun will make you return to a neutral state, meaning you can eliminate extra blockstun and punish air attacks depending on the situation.

Land Cancel Examples

Landing Recovery

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."
  • (from Parasoul patch notes) "For 35f after a dash input, ←→←+button and ←→, neutral+button will not perform a special move. This allows dashing normal attacks even after holding a charge. A ←→+button or ←↘+button input can still give a dashing special move. "

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.

Canceling / Kara Techniques

Plink Throw

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 is possible within a 2f window of the first button press.

  • 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.
  • It is also possible to plink throw from Parasoul's j.MK and j.2MK as both these normals can chain into j.LK

Kara Airdash

Characters have an airdash lockout period where they need to wait a certain number of frames before they can airdash. You can still use a normal during the lockout, and normals can be canceled into an airdash. This is useful when the normal will alter your trajectory to be lower, improving the frame advantage after the airdash > normal. Peacock can use it with jMK ADC jLP, allowing her to combo off an IAD jLP. Filia can use it with jHK ADC jLK (https://twitter.com/CRYSTALPRlSON/status/1050274569552986117?s=19)

Suki Cancel

Using the ability to super jump after a launcher on hit, it's useful to attack an assist with a launcher, then immediately super jump cancel and block. Hitting the assist counts as a hit, even if the point character also blocks the attack. This causes the extended lockout period on the assist in a safer way than just hitting it with an attack and not cancelling it.

This allows allows a sort of rebeat under specific conditions - the super jump can be canceled into a grounded preblock animation, which can then be canceled into a move.

Plinking Throw Special Moves

Plinking a special move with a LP or LK input with another special that uses a similar motion and a LP+LK input is possible with a 2f window

Double Jump Techniques

DJ 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

DJ Instant Overhead

Option Selects

Throw Tech OS Examples

http://napalmpillar.blog.shinobi.jp/Date/20160916/

  • 1~4LK~LP+MP - Fuzzy block low>high. If they attack with a strike, you will pushblock. If they throw, you will throw tech. If they do nothing, you will throw.
  • 1~4LP+MP~LK - Fuzzy block low>high. If they attack with a strike, you will pushblock. If they throw, you will throw tech. If they do nothing, you will get sLK.
  • 1~4LP+LK~1 - Fuzzy block low>high. If they attack with a strike, you will just block. If they throw, you will throw tech. If they do nothing, you will throw.
  • 1~4LP+HK~MP+LK - Fuzzy block low>high. If they attack with a strike, you will pushblock. If they throw, you will throw tech. If they do nothing, you will get throw + assist.

Preblock OS

[1] [2]

Incoming DJ/Delay Tech

Characters with double jumps only. On incoming, input double jump then delay a throw. You will block meaties, tech throws, or double jump out of delayed attacks (although you will whiff an air throw)

Parry/Throw

Big Band only. Parry then input throw, you will parry moves with the chosen direction or input a throw. In the air, you can do 236LP+LK+MK, which will either get parry, throw tech, or Tympany.

Burst Untechable Knockdown

Timer

The match starts with 99 ticks on the timer. One tick lasts 125 frames. This is affected by frame skip, so the real time equivalent of one tick is 1.667 seconds. 99 ticks (one whole match) is 2 minutes and 45 seconds.

Gray Timer

Throw and hitgrab supers will cause the timer to turn gray, indicating that the game will wait for the super to finish before initiating the time out. In addition to turning the timer gray, Double's level 3 and the cinematic portion of Valentine's level 3 will halt the timer completely.

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)
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