Difference between revisions of "Skullgirls/Game Data Key"

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* Diamond: Reference point
 
* Diamond: Reference point
  
==Examples==
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===Examples===
  
 
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<li style="display: inline-block;"> [[File:SG_hitbox_8.png|frame|300px|<span style="color:#000000">Double's Flesh Step has a moment of projectile invulnerability, indicated by orange hurtboxes.</span>]] </li>
 
<li style="display: inline-block;"> [[File:SG_hitbox_8.png|frame|300px|<span style="color:#000000">Double's Flesh Step has a moment of projectile invulnerability, indicated by orange hurtboxes.</span>]] </li>
 
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</ul></div>
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==Combo Formatting Guide==
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'''Chains'''
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* Indent the notation in between each chain. Since this can imply each line is it's own normal > special > super chain, omit using '>' or 'xx' in notations.
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'''Normals'''
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* Use numpad notation for normals and command normals Example: sLP = 5LP, fHP = 6HP, etc
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* It can be assumed the first normal in an air chain is done from a forward jump. If it is not, indicate with the first jump normal which direction the jump was. Example: 2HP j7LK (2HP launcher, backwards jump, jLK)
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 +
'''Specials and supers'''
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* Use names for special / super moves. Refer to the shorthand guide for each character for what name to use. If one has not been created yet, please create one using the others as a guide.
 +
* Exceptions:
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** Use square brackets alongside numpad [ ] for special moves that can be held and released. If it is simply tapped and not held, the name can be used instead. Example (Peacock): 214[HP] Argus ]HP[ Argus
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** Use numpad any time it's necessary to specify directions. (eg, Painwheel fly normals, Blitzer directions, etc)
 +
 +
'''Multihits and self chaining normals'''
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* For moves that can chain into themselves, always specify how many button presses with xN. Example: 5LPx2
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* It can be assumed when a multi hit normal is listed without specifying the number of hits that all the hits were used. If not all the hits are used, use parentheses to specify the number of hits. Example: jMP(4)
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'''OTG'''
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* Notate moves that hit OTG by prefacing the move with 'OTG'.
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'''Location'''
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* Use 'Anywhere' if it works anywhere (midscreen or corner)
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* If it only works midscreen/corner, write the locations where it works.
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 +
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Make sure each addition to the combo/setups section, as well as existing combos/setups, explain why you would use that combo/setup over another one. If a combo/setup has no use, remove it for brevity. Note: ‘Easy to execute’ is a valid use. If something is unsure, look at the other combo pages as an example.
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{{SG}}
 
{{SG}}
  
 
[[Category: Skullgirls]]
 
[[Category: Skullgirls]]

Latest revision as of 17:08, 14 February 2020

Visual Frame Data Color Key

Each graph shows the attack on whiff unless otherwise noted.

Some frame data graphs have dimmed portions to indicate that section is part of a different, preceding move.

Top row (active frames)
  • Red - Active strike hitbox frames
  • Purple - Active throw hitbox frames
2nd row (invulnerability)
3rd row
  • Dark red - No super cancel allowed
Bottom row (armor and collision boxes)
  • Gray - Armor
  • Yellow w/ gray outline - Hyper Armor
  • Purple w/ gray outline - Hatred Guard (Painwheel only)
  • Dark purple - No collision box
  • Brown - No collision box if you are hitting an opponent
Super flash

Frame Data Notation and Formulas

  • All hit and block advantages assume an attack hits the opponent on the earliest possible active frame.
    • Advantage = stun - (recovery + (active - 1))
  • Attacks with multiple hits list the active frames for every distinct hit separated by commas. The intermediate start up frames between the hits, if there are any, are listed in parenthesis. Calculation of hit and block advantages uses the same formula as a single hit attack using the numbers from the last attack only.
  • Some multi-hit attacks have continuous window of active frames for the entire move. After hit stop, these attacks immediately transition to the next hit with no intermediate start up. If a continuous multi-hit attack hits early, the remaining active frames become additional recovery frames after the last hit. If the attack hits late, the active frames may end before the attacking character can get to the last hit. Advantages for continuous multi-hit moves use a slightly different formula but still assume the attack hits the opponent on the earliest possible active frame.
    • Advantage = stun from last hit - (recovery + (active window - number of hits))
  • Air attacks have hit and block advantages that assume both characters remain in the air until they fully recover. In a real match this usually doesn't happen, as the characters will "recover" as soon as they hit the ground.
  • Hit and block advantages for projectiles assume the attack hits on the first possible frame. For typical "fireball" projectiles (such as Parasoul's Napalm Shot, Double's Luger Replica, or Peacock's BANG BANG BANG!), this means the attack hits the opponent at point blank range. The advantages increase if the projectile takes longer to hit the opponent. In addition, projectiles do not cause a hit stop effect for the attacking character, requiring a different formula for projectile hit an block advantage.
    • Advantage = stun + stop - (recovery - projectile start up - 1)
  • All projectile attacks have start up frames for the attacking character and additional start up frames for the projectile itself. Projectile start up is listed with the normal start up and separated by a comma. Most projectiles have active frames listed as "-"; they remain active until they leave the screen, making the number of active frames dependent entirely on position. Projectiles that do have a fixed number of active frames (such as Filia's Ringlet Spike or Peacock's j.MK) have the active frames listed as a number.
  • Projectiles that appear from a remote location (such as Peacock's George at the Air Show or Parasoul's Egret Charge) and have no fixed number of active frames do not have advantages listed at all. These attacks cannot consistently hit on the first active frame, making the hit and block advantages depend entirely on the opponent's position.
  • All throws and throw on hit attacks have damage listed for the complete throw and all frame data from an unsuccessful throw.
  • Any super that only does a full animation on hit has damage listed for the complete move and all frame data from the attack on block or whiff.
  • Tag In attacks are all different, but all similarly depend on positioning of the opponent and the entrance location of the attacking character. They on have advantages listed if they give a consistent advantage on hit or block. They are generally disadvantaged on block and have some sort of knockdown effect on hit.
  • Supers use a "+" to indicate a super flash effect. For most supers the flash will occur during the start up, creating distinct pre-flash and post-flash start up frames. Supers can also have the super flash listed during the active frames (Cerebella's Diamonds are Forever) or not at all (Valentine's Acquisitive Prescription).
  • Induced hit stop to the defending character after a super flash is listed with parenthesis under the hit stop for the move.

Hitbox Color Key

  • Red: Active attack box
  • Green: Hurt box
  • White: Fully invulnerable hurt box
  • Light Blue: Strike invulnerable hurt box OR high blocking hurt box
  • Yellow: Throw invulnerable hurt box OR hitstun hurtbox
  • Orange: Projectile invulnerable hurt box
  • Dark Blue: Low blocking hurt box
  • Purple: Air blocking hurt box. Used during unblockable protection and absolute guard to indicate blocking both ways
  • Blue: Collision box
  • Diamond: Reference point

Examples

  • Left: Filia's standing hurt box. Her hair does not have any boxes when not attacking.
    Right: Painwheel's standing block hurt box. Her spine has a hurt box and the blades do not.
  • Left: Ms. Fortune's crouching hurt box. Her head has it's own hurt box, and the body's boxes do not get any smaller when headless.
    Right: Squigly's crouching block hurt box.
  • Left: Ms. Fortune's jumping block hurt box. In the air, Ms. Fortune is small compared to other characters.
    Right: Cerebella's jumping hurt box. Vice-Versa's arms only have boxes while attacking.
  • Beowulf's s.HP attack during the active frames. The red area represents where the attack can hit, and the green boxes represents where Beowulf can get hit. The amount of space where there are red boxes but no green boxes make this attack hard to challenge during the active frames.
  • Parasoul hitting Valentine with s.MP. Valentine's hurtboxes turn yellow as she's in hitstun.
  • Valentine blocking Cerebella's c.LK. After blocking any high or low hit, the defender's hurtboxes turn purple for 7 frames, indicating hard to blockable protection is in place and they can block both highs and lows during this time.
  • Peacock's hurt boxes and the active projectile attack box from Peacock's s.HP.
  • Two attacks with full invulnerability on startup, indicated by white hurtboxes
  • Left: Eliza's Upper Khat has strike invulnerable startup, indicated by light blue hurtboxes.
    Right: Peacock's L Bang has throw invulnerable startup, indicated by yellow hurtboxes.
  • Double's Flesh Step has a moment of projectile invulnerability, indicated by orange hurtboxes.

Combo Formatting Guide

Chains

  • Indent the notation in between each chain. Since this can imply each line is it's own normal > special > super chain, omit using '>' or 'xx' in notations.

Normals

  • Use numpad notation for normals and command normals Example: sLP = 5LP, fHP = 6HP, etc
  • It can be assumed the first normal in an air chain is done from a forward jump. If it is not, indicate with the first jump normal which direction the jump was. Example: 2HP j7LK (2HP launcher, backwards jump, jLK)

Specials and supers

  • Use names for special / super moves. Refer to the shorthand guide for each character for what name to use. If one has not been created yet, please create one using the others as a guide.
  • Exceptions:
    • Use square brackets alongside numpad [ ] for special moves that can be held and released. If it is simply tapped and not held, the name can be used instead. Example (Peacock): 214[HP] Argus ]HP[ Argus
    • Use numpad any time it's necessary to specify directions. (eg, Painwheel fly normals, Blitzer directions, etc)

Multihits and self chaining normals

  • For moves that can chain into themselves, always specify how many button presses with xN. Example: 5LPx2
  • It can be assumed when a multi hit normal is listed without specifying the number of hits that all the hits were used. If not all the hits are used, use parentheses to specify the number of hits. Example: jMP(4)

OTG

  • Notate moves that hit OTG by prefacing the move with 'OTG'.

Location

  • Use 'Anywhere' if it works anywhere (midscreen or corner)
  • If it only works midscreen/corner, write the locations where it works.


Make sure each addition to the combo/setups section, as well as existing combos/setups, explain why you would use that combo/setup over another one. If a combo/setup has no use, remove it for brevity. Note: ‘Easy to execute’ is a valid use. If something is unsure, look at the other combo pages as an example.


Skullgirls 2nd Encore+
General
FAQ
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Game Data Key
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Characters
Filia
Cerebella
Peacock
Parasoul
Ms. Fortune
Painwheel
Valentine
Double
Squigly
Big Band
Eliza
Fukua
Beowulf
Robo-Fortune
Mechanics
Other