Difference between revisions of "Skullgirls/Mechanics/Defense"

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m (Absolute Guard and Unblockable Protection)
(Ground Recovery)
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* Ground recovery does not work during slide stun. Similar to normal knockdowns, any slide stuns after the first in a combo will show a blue hit effect and allow ground recovery.
 
* Ground recovery does not work during slide stun. Similar to normal knockdowns, any slide stuns after the first in a combo will show a blue hit effect and allow ground recovery.
 
* Crumple stuns never allow ground recovery.
 
* Crumple stuns never allow ground recovery.
 +
* Ensemble attacks that would normally cause a knockdown and a red hit effect will cause a green hit effect instead. The defending character can always use ground recovery 9f after the green hit effect.
  
 
==Throw Tech==
 
==Throw Tech==

Revision as of 03:28, 5 March 2013

SkullgirlsSGEncoreLogo.png
Skullgirls#BasicsSkullgirls#Game ElementsSkullgirls#CastSkullgirls/Game SystemsSkullgirls#Fun StuffSkullgirls/Strategy TacticsMvC3HeaderButtons.png

Blocking

  • Attacks that are high must be blocked high by a standing player (←) and attacks that are low must be blocked low (↙). Everything else is mid and can be blocked either way.
  • Jumping normals are typically high.
  • Air specials and Blockbusters are all mid.
  • Not all crouching attacks are low.
  • For multi hit air normals, the first hit that contacts the opponent must be blocked high. Any additional hits are considered mid.
  • When air blocking, holding either block direction covers everything. There is no "unblockable vs air". Ground based attacks are always air blockable.
  • Chicken blocking, or deliberately blocking during a low to the ground jump, works like it does in other 2D fighters with air blocking. Getting off the ground means high and low attacks can be blocked with the same direction. If the defending character hits the ground in the middle of normal block stun the block stun ends immediately.
  • After blocking an attack standing or crouching, the defending player will remain in their initial position even if holding the other block direction. The defending character will only change position when blocking an attack that requires the other block direction. The "fuzzy guard" tactic, which exploits this small detail, will work similar to Street Fighter series games.
  • When the attacking player whiffs a move, an opponent within a reasonably close range will show a blocking animation if holding a block direction. This range varies per move. Projectiles and any attack preformed as an Ensemble will not cause a blocking animation on whiff. The blocking animation prevents the defending player from walking backwards, but will not prevent any other action.

Push Block

Pushblocking (PP at any time during a blockstun) pushes the attacking character away and prevents the recoverable portion of chip damage. If an attack from an Ensemble character gets pushblocked, the Ensemble character gets the push back with no effect on the point character. Pushblocking a projectile pushes the projectile's owner away.

Pushblocking starts a 25f animation and a well timed pushblock can reduce the overall block stun of a sequence of attacks. When a single hit gets pushblocked, that single hit will always cause this minimum 25f block stun even if it would have less against a normal block. It is very possible for the defending player to actually lengthen block stun by pushblocking at the very end of normal block stun or by pushblocking a move with a very short blockstun. If any additional hits land during the pushblock animation the additional hits deal the same softened chip damage, inflict only 50% of their normal block stun, and stop the push effect on the attacking character. There is always a 25f minimum animation after a pushblock, even when normal blockstun is shorter than 25f.

There are several strategies to efficiently use pushblocks:

  • Rapid fire pushblocks to reduce chip damage from specials and Blockbusters with many rapid hits. This means pushblocking the first hit then mashing PP until it's over.
  • Strategic pushblocking on single hit pokes, projectiles, and the last hit of block strings to create space. This is useful when the defending player doesn't want the attacking player anywhere near them for any reason.
  • Timed pushblocking during a sequence of attacks to reduce overall block stun and create opportunities for a reversal. This requires careful timing by the defending player. For example, if the defending player pushblocks the first hit of an opponents MP, HP sequence, pushblocking on the first frame of the MP's blockstun will get the fastest recovery. The 25f pushblock animation will start and the push back on the attacking character will stop when the HP lands. The HP's block stun will get cut to 50% of it's normal length. The defending character will be free to act after the minimum 25f of pushblock or after the HP's reduced blockstun ends, whichever is longest. In either case the defending character will be left close to the attacker and free to punish their opponents block string faster than by holding a normal block.

Guard Canceling

When you pushblock, if you don't hold back or down when the pushblock animation finishes, your character returns to neutral state regardless of how much blockstun the opponent had you in. From this state, you can use any move to get out of pressure.

Absolute Guard and Unblockable Protection

When a high or low attack is blocked the player is protected, for a short time, against any high or low attacks (more details here). The character's hurtbox turns magenta when this happens and blocking in the air also gains this attribute.

In the latest SkullGirls patch 1.01 an added property to Pushblocking allows players to block both high and low attacks similar to the unblockable protection when blocking a high or low but does not require a specific type of move to be blocked to activate it. When you pushblock, if you hold the other block type, you can block both highs and lows for the duration of the pushblock.

Ground Recovery

After getting knocked down hitting either forward or backward and any button will preform a ground recovery in the chosen direction. Characters in a ground recovery remain invulnerable until they are standing and free to take another action. Ground recoveries are available in 12f window during a knockdown. In a typical knockdown, the defending character first hits the ground with a red impact effect. Depending on the knockdown attack, the character may briefly stay on the ground or bounce before showing a blue impact effect. The blue impact effect signals the available ground recovery. In a combo, any knockdown after the first shows the blue impact effect and allows immediate ground recovery.

SG hitbox PWrecover1.png SG hitbox PWrecover2.png SG hitbox PWrecover4.png
 
SG hitbox PWrecover3.png
Painwheel using a ground recovery. After the initial hit stun, a red hit effect shows as she first contacts the ground. A blue hit effect shows shortly after, signaling she can start the invulnerable ground recovery.
  • Sweep knockdowns allow immediate ground recovery and cannot start a combo if the defending player uses a reasonably quick ground recovery.
  • Ground recovery does not work during slide stun. Similar to normal knockdowns, any slide stuns after the first in a combo will show a blue hit effect and allow ground recovery.
  • Crumple stuns never allow ground recovery.
  • Ensemble attacks that would normally cause a knockdown and a red hit effect will cause a green hit effect instead. The defending character can always use ground recovery 9f after the green hit effect.

Throw Tech

Defending players can break incoming throws with a throw tech (LP+LK while being thrown). During a throw tech, both characters go through an invulnerable break animation that deals no damage and recovers on the same frame. Normal throws and air throws both have a 6f tech window after the throw hits. In addition, the start up frames for a normal throw will auto-tech other throws without an additional LP+LK input. Teching is unavailable whenever the character could not otherwise throw, such as during the start up or recovery frames of any other move. Characters cannot preform normal ground throws and techs while holding any down direction (↓ + LP+LK). This input gives a crouching LP. The popular option select throw technique, as seen in many other 2D fighting games with a 2 button normal throw input, does not work.