Skullgirls SRK wiki project

Check this out again and give feedback plzzzz

http://wiki.shoryuken.com/User:Vito_Mazzarino

I got an example of an easy normal move, a complex normal move, and a special move with 3 versions.

How can you be in recovery and startup at the same time?

If you’re talking about Valentine’s MP, it has a second part if you hit MP again.

Ah. Shouldn’t it be listed as its own move, then? The box for the bars is getting pretty big putting the move and its followup in the same thing. It looks more confusing to have multiple moves and their hitstun/blockstun bars all in one table.

There are a lot of normals in the game that chain off of itself into a second or third hit, especially for Valentine. It’s marked pretty clearly in the wiki which moves do that, or at least I haven’t had any trouble telling them apart.

Putting them with the timing bars right next to each other gives a nice way to see if you can MP, MP too slow and drop the chain. It also lets you visually compare the hit stuns and see it’s easier to cancel into a slower normal like s.HP from one MP instead of both.

Like I said, Valentine’s s.MP is the most complex normal in the game :open_mouth:

You shouldn’t summarize recovery frames and hitstop when calculating hit/block advantage.
HA = +4 from to +5 - that’s not right. Actually, HA = +11 to +12.

Hey, Pizza. Do you planing to mark invincible frames on those graphs? you can just apply some hatching on top of existing bars or use another color to avoid overcomplicating.

Pizzarino
Btw, we (I and other guys) are translating info from your wiki into russian: http://www.fighting.ru/wiki/index.php?title=Skullgirls
For example: http://www.fighting.ru/wiki/index.php?title=Filia#Strategy - Filia’s strategy section.
So, thank you for your work!

Хм… Самсон - не кот =3

Oh, I didn’t noticed. But ok, already removed it from the article.
I hope, Hidan wouldn’t be upset because of this:3

Are you Heven on fighting.ru btw?
Nice to see you here =] If you have something you want to find on SRK about Skullgirls feel free to ask me - I’m lurking here since september.

Yep, it’s me.

Thanks for offer to help, 'cause I have some problems with speaking in English:)

wut?

You hit the button and the attack hits on the first frame. When the dust settles, you’re free to act +4 before the defending player. If you hit meaty somehow, you hit on the second and last active frame and got +5. None of this can really be argued or change based on how you define hit stop.

On hit and block, the game holds the attacking character in their active drawn frame of animation for additional frames of game time. This is hit stop. The attacking player gets extra time to hit confirm or cancel into another attack because of hit stop. It’s always included in the hit and block stun for the defending player. The extra frames get added immediately after the active frames for the attacking character. Looking at the ST styled frame chart for Peacock’s s.LP, they extend the first drawn frame of animation for recovery (the one with the inactive, orange attack box).

Yes, I plan on making a better glossary for this stuff when I start putting up more complete frame data. These are just examples that I made to help me organize/template everything out.

Pizzarino, there’s a point: you and your opponent are frozen during hitstop. That’s why you shouldn’t summarize hitstop.
Formula for calculting hit/block advantage:
hit/block advantage = hit stun - (recovery frames + (active frames - 1))
For example:
Peacock’s Poke: start up = 6, active = 2, recovery = 14, hitstun = 26. So, hit advantage = 26 - (14 + (2 -1)) = 11.
For meaty attack, ha = 12.

Graphic example of advantage: http://userpages.umbc.edu/~esara1/ggac/may-meaty5K.png
from the article on dustloop: http://www.dustloop.com/forums/content.php?104-Reading-and-Using-Frame-Data-Part-1

The move is really 19f of hit stun by that formula. It’s +4 on hit.

Thank you for looking at these examples in such detail. Hit stop is not mentioned in that Dustloop post, and gets ignored in every chart I’ve seen. I think it’s pretty important to define hit stop and list it in Skullgirls, but maybe I’m wrong. Does anyone else care?

Are you guys talking about hitstun and blockstun?

we talked about calculating frame advantage, 'cause there was incorrect numbers.

If you have correct numbers then why not? I would like it.
Btw, where did you get these numbers for Poke move? Was it an official source?

Ok since hitstop isn’t an alternerative name for hitstun as I first thought, what is hitstop?

He have build actually. AFAIK he is just counting them. Hitboxes can be turned on in-game btw.