Skullgirls SRK wiki project

Ever play Brawl and get hit by Captain Falcon’s knee? That’s hit stop. That brief pause before you go flying.

When an attack makes contact, hit or block, the players get frozen in animation for a moment. That is hitstop. (Or hitfreeze, hitpause, etc) This is commonly used to make moves appear to hit HARD. You can see this a lot with Painwheel’s attacks. For most games, it’s something like sub 5 frames, most people don’t realize it’s there.

I can really only talk about how hitstop works in GG, so I will. You don’t hear much about hitstop because it mostly doesn’t matter. Hitstop occurs between the attacking entity and the defending entity. For most situations this would be one character and another character, both characters get frozen for the same amount of time, and so the hitstop doesn’t matter. In cases where the attacking entity is a projectile and the defender is character, that’s when it matters. The projectile and the blocking/getting-hit character will experience hitstop, but the third party (the guy how launched the projectile) won’t. That’s when hitstop matters. Ky’s combos work because his projectiles inflict hitstop.

I think in ST, hitstop always applies over the entire game. Making knowing hitstop pretty irrelevant.

If Skullgirls’ hitstop works like in GG, then hitstop would matter alot, with all these assists and projectiles being lobbed all over the place.

I see. That’s cool:)

I have a pre-alpha build. Don’t get too excited!

Hit stop is important in Skullgirls because of the wide rage of hit stops you can find. A simple jab has 7f, more than what’s standard in other games. Certain other moves (I’m looking at you, Painwheel) have massive hit stop to make them look and feel different from “softer” attacks.

What about unblockable protection? I’m finding that it’s a move property, assigned by a number, with some attacks having more of it than others. How does that apply through hit stop?

Right now it’s looking like I want to have frame data as a simple table, showing a minimum amount of information similar to the SF4 guide. I really want to make the frame data bar graphs work, but there’s no way to make a good template for them without installing new functions to the wiki from an admin level.

I guess I should start PMing people…

Making solid basic information first and building up from that is a good thing. It took ages to get solid basic frame data for SF games, if we get even that during the first year it’ll be amazing (though admittedly slightly easier with the smaller cast).

Hmmm… Hey, Pizza, what about this “blockbuster” stuff?

Spoiler

http://farm6.staticflickr.com/5312/6905611680_b193590671_c.jpg

Do you planning to use this term in the wiki?

Yes. Much like “outtake” for “snap out”, “blockbuster” and “ensemble” are the Skullgirls official names for “super move” and “assist”.

That’s actually a really good, easy thing I can update right now…

If it’s not too presumptuous of me, I advise you to strive for clarity. I know there are Japanese users reading the wiki – I saw them discussing it on the 2ch Skullgirls thread a little earlier and they were trying to figure out what the hell all the terminology meant.

They came up with awesome stuff like “throw reject miss” and “flying screen deterioration”. I think they can hang.

Official game lingo update from Ravidrath. These are all used in the tutorials/training mode:

Super = Blockbuster

DHC = Blockbuster Sequel (recently changed from Co-Star Combo!)

Super Meter = Dramatic Tension

Assist = Ensemble

Snap Out = Outtake

So sequels are legit after all? I thought Ravi was trolling =]

They are. I find/replaced all of that stuff so say something if I missed one.

I’ve also added an in a nutshell for Painwheel and assist choices for Double.

2 days before lab time changes everything…

Thread falling off the first page? Shame on me.

I’m starting to get frame data together in a simple format. The pretty bar graphs are a nice concept, but they aren’t even close to practical without getting a comprehensive template for them. That can’t happen without adding functions to the SRK wiki and a lot more work. I think I’ll do simple first then try to re-invent the wheel second…

http://wiki.shoryuken.com/Skullgirls/Valentine#Frame_Data

Valentine has frame data for all of her normals now. Check it out and give me delicious feedback.

I have to ask, is this true startup or “time-to-hit”?

True start up. It’s how the game is actually scripted @_@

Thank youuuu~

Mike_Z is using COMMON SENSE!
It’s super effective!

Added frame data for Filia normals. Valentine has been revised.

http://wiki.shoryuken.com/Skullgirls/Filia#Frame_Data

Also updated the combo fanfare list and many of the DLC characters. Hive and Aeon are new!

My feedback

http://wiki.shoryuken.com/Skullgirls/Valentine
Information are great but the template is not. Frame data at the end after strategy is not goo imo.

I really prefer like this http://wiki.shoryuken.com/User:Vito_Mazzarino (3rd example with stand lp)
Having notes with frame data in the same place is better that scrolling to search information. Also you should add hitstop in blue instead of adding it to the recovery.
You should add Launch properties in frame data too like you add sweep, wall bounce, etc

One picture (at least) of each moves can help a lot to learn this game
Hitbox pictures (with startup+active+recovery) should be an option. You click to see them for advanced player

I made some nice revisions the unblockable/infinite protection sections. Thanks, Desk!

http://wiki.shoryuken.com/Skullgirls/Game_Systems