Skullgirls SRK wiki project

There’s no left/right unblockables, you always block towards the point character.

I appreciate the Fillia frame data, I now see why I am getting stomped so hard when I finish a blockstring with c.mk. Good god -10 is bad. I also now see that I should be using s.mp more, to end blockstrings. +5 on block is damn good for a standing normal that isn’t a light.

Thanks a lot. Be sure to say what’s up if you notice anything with an advantage on hit/block that doesn’t match up right. I’ll get more characters up as soon as I can!

I can’t understand next thing (http://wiki.shoryuken.com/Skullgirls/Game_Systems/Basic_Attacks#Normal_Throws):

I think that all the tech-frames must be after throw connects.
At least I thought so.

It means you’re allowed to be 2 frames early on your throw break attempt.

What do you mean? The auto-tech throw?

Cerebella has frame data for normals now.

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

Hey you’re right. I wrote section before the auto-tech detail was added. It’s correct now.

Waaait, 6f tech window? Not 8f?

And you wrote “typical normal throw has a 5f start up”, but there’s no throw with 5f start up. The smallest startup frames - 6f (only one character). And the most common startup - 7f (four characters).

Small correction:
you wrote there (http://wiki.shoryuken.com/Skullgirls/Valentine#Signature_Techniques)

But there (http://wiki.shoryuken.com/Skullgirls/Game_Systems/Movement#Instant_Air_Dash):

And can you add lockouts for other characters?

Another important resource: Weights

Character Weights, not adjusted for boobie size

Lightest to Heaviest

Peacock
Painwheel
Ms. Fortune
Filia
Valentine
Parasoul
Cerebella
Double

Added official character official weights

Edited the details for throws and throw techs again (7f is average start up, throws tech 6f after they hit)

Fixed Valentine’s IAD lockout (it’s really 8f unless you use backdash IAD)

Put a few more changes into the IPS section

So on Parasoul’s page it says she gets 5 button chains Standing/Crouching.

Don’t think this is true.

http://wiki.shoryuken.com/Skullgirls/Game_Systems/Movement#Air_Dash

Do you mean forward and backward air dashes are pretty same for one character or for all characters in game?
Something like this:
All girls have forward=backward=5.
Or Filia have forward=backward=5, but Double have forward=backward=7 and so on and so on?

I edited that section to make more sense. I wrote it when there were only 5 characters in the game :open_mouth:

Filia and Fortune all have the same forward air dash speeds. Valentine is upward angled but still about the same. Peacock is the only slow air dasher because of the start up frames.

I don’t think it’s very useful to rank the air dashes fast to slow. Minimum IAD height is much more important.

pizza… 2 quick questions:

1 are you the same pizzarino that sometimes came down to aladdins castle in torrance to play SC2 (back in like '03-'04)?

2 are you still working on frame data for SG or has that been put on the backburner?

-dime

Yes I was and yes I am.

Frame data is hard. Assuming the attack hits on the first possible active frame, what’s the equation for hit advantage?

Advantage = Stun - ( Recover + ( Active - 1 ) )

Did you know there are 2 kinds of multi hit normals in the this game? Some of them are like most multi hit normals in other games. Think SF4 Akuma’s far HK. Start up, on, off, on, recover. Get hit advantage by just using the stun and active frames for the last hit. Filia’s c.MK, Cerebella’s s.HK, and the second part of Valentine’s s.MP work like this.

The other kind is just “on”. It gets active and stays out there for some set number of hits, with less hits possible if it makes contact in the middle of the active frames. Even if the attack hits on the first frames and all of the hits land as early as possible, the “extra” active frames still happen with no hits. You need to go to Marvel for stuff like this. I don’t know of any comparable normal moves in SF or GG games. Filia’s j.MP, Peacock’s j.LK, and the first part of Valentine’s s.MP work like this. For these attacks the real equation for hit advantage is:

Advantage = Stun - ( Recover + ( Active - Number of hits ) )

For projectiles, you have a bit more to consider. To give meaningful hit advantage you have to assume the attack is point blank, connecting on the first active frame. You also have to respect that the projectile is completely separate from the attacking character. When it spawns it has at minimum 1f of it’s own start up before it’s active. Projectiles also handle hit stop differently, stopping the defending character only. When you’re trying to get hit advantage for these moves you want to include the projectile’s start up from spawn into the start up and add hit stop to hit stun. For hit advantage to make any sense, the recovery should start on the same frame as hit stun and not necessarily when the projectile spawns.

Advantage = Stun + Stop - ( Recover - projectile’s start up )

…at least I think that can describe every projectile attack in the game. I haven’t quite got there yet.

Please check out the frame data for Peacock and Parasoul’s normals. If any of the hit advantages (especially for Peacock) don’t match up right say something!

http://wiki.shoryuken.com/Skullgirls/Peacock#Frame_Data
http://wiki.shoryuken.com/Skullgirls/Parasoul#Frame_Data

I also take back what I said about Valentine’s s.MP. Peacock’s s.HP is the craziest normal.

Cerebella’s Showstopper super has 0 frames of afterflash startup. Superflash lasts until recovery begins.
http://i.minus.com/ibb36KUcFQVuX2.png

Hi Pizzarino, i checked the pushblock data and i found most of the time 23 frames of animation (sometimes 22 frames) but i’m not 100% sure (i use an HDPVR + laptop +Avidemux)

About the blockstun, you said pushblock reduce it by 25 % but Mike Z said several times it cut off the blockstun by half. So i checked it too and it’s look like it’s 50 % and not 25 %

Thanks, I corrected the pushblock description to 50%. Basic game systems sections are the first things I wrote so please tell me when they don’t make sense anymore.

I’m almost 100% on the minimum pushblock being 25f. Are you accounting for frame skip at all? Every 9th frame from base speed gets skipped. 25f * 1/9 = the game doesn’t let you see between 2f and 3f per pushblock. Makes sense with what you recorded.

As far as I know, Ultimate Showstopper, Diamonds are Forever, Gregor Samson, and Fenrir Drive are all 0f after flash supers. I don’t think there are any more. I haven’t really checked in super detail yet. I’m getting all the normals first before collecting data on the much harder/more complex special and super moves. With that in mind:

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

Thanks for your answer ! It makes sense now :). Does that mean that i cannot calculate frame data with my tools ? :frowning:

I notice something strange, when i pushblock and i hold on UP to see when the pushblock animation actually end, i can jump as soon as the pushblock finish only if i do UP. But if i do up back, my character stays on the ground and comeback in normal blockstun animation for 6 frames (?) after the end of the pushblock.

No idea about that one.

Hey, Painwheel normals and throws!

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