Hey, Pizza! I wonder if you sought it:
There are all palettes posted ineaster egg thread by shama.shi IIRC. They aren’t very clear but until we get better ones I think it won’t hurt to post those in the wiki.
Hey, Pizza! I wonder if you sought it:
There are all palettes posted ineaster egg thread by shama.shi IIRC. They aren’t very clear but until we get better ones I think it won’t hurt to post those in the wiki.
Added a link to that AND frame data for Double’s normals and throws.
…I’m glad I’m not the only person who thinks of Hatredcopter when it comes to Painwheel <3 . Oh Painwheel, you and your wonderful amount of active frames to stuff assists. /continuesreading (thanks Pizzarino)
You will most likely die
By the hands of my arm
When I come and fly
And take over your face with the front of my HATREDCOPTER!
I’m sorry it’s so off topic but I had to do it >.<
How are you finding out the meter gain? Also, I PM’d Mike Z a while ago about how meter works.
It’s 100 units per level, 500 units total. Units can be fractional.
For Filia’s LP I’m getting 1.375 for her whiff meter gain and 2.5 for her on-hit meter gain, and it looks like the opponent gains 55% of meter gained when hit and 25% when blocked.
It takes 73 whiffs of Filia’s LP to get from 0 to 1 level and it takes 40 hits from Filia’s LP to get from level 1 to level 2.
When you have less than 1 meter, you gain the whiff meter on top of the meter you would gain if you it them, so you gain 155% meter when you combo them while having less than 1 meter, but gain 55% on whiff and gain 0 on whiff after you reach 1 level.
Ah, thanks. I’m listing whiffed meter only for “base” meter for most of this with 100% as 1 full bar.
Should we use the meter gained on hit with at least 1 meter stocked as base meter?
Does blocked count as whiff or hit when it comes to meter gain?
Blocked is its own category. The attacker gets 75% of the on-hit meter if the victim blocks and the victim gets 25% of the when-hit meter if he blocks.
I think we should be using on-hit meter gain as base meter gain since that is the main way to get meter. People are going to be looking up meter gain values to see how much meter their combos would gain. The whiff value doesn’t really come into play. The meter on whiff is an exception because it only lasts until you have 1 meter.
http://wiki.shoryuken.com/Skullgirls/Game_Elements/Dramatic_Tension
I updated all of this, so tell me if anything is out of line. I still need to update all of the meter gains on the frame data tables, but at least I understand the system now
Sorry if this is a stupid question—I’ve been playing fighting games for as long as just about anyone here, and I can read frame data—EXCEPT, I’ve NEVER heard of hit stop…? I thought it was the SG wiki way of saying hit stun until I noticed hit stun to the right So…what is hit stop?
Basically when a move lands, the game freezes for a period of time. Helps with hit-confirms. It’s why moves last longer on hit and why you see a certain frame very clearly you wouldn’t notice on whiff.
EDIT: When I say game, I really just mean the characters
It always matters doesn’t it? Adds more frames so you can hit confirm easier?
Hitstop doesn’t really matter. It’s hitstun/blockstun that matters.
For the new tension info:
There’s no mention of the opponent getting 55% tension from getting hit.
Whiffing moves does not generate tension on the first active frame, it generates tension BEFORE the hit. Around the first frame of startup.
Whiffed tension is not the same as base tension gained on hit, it’s approximately 55% of the tension you would gain if you were to hit.
Each Tension level size is 100 units, not 100%, but I guess since they’re the same number it doesn’t really matter that much, but it would help the number not have to take up so much space by removing the “%” sign.
i could have sworn reading once upon a time that skullgirls has a input buffer like blazblue where a button can be held up to 5f and have an action be registered. i could also have sworn that said buffer is 3f in skullgirls. this doesn’t seem to be the case in practice but since i don’t have a programmable controller or similar gadget i can’t tell for sure whether my memory’s full of shit or not (strongly suspecting the former atm).
couldn’t find anything in the literature. can someone confirm/deny?
Ah thanks guys! I know what it’s referring to now, as it’s in every fighter (Not as pronounced as skullgirls though, perhaps). Funny though, I think it’s the first frame data table I’ve seen with hit stop info on it.
Something I noticed a few weeks ago (didn’t see this thread until now)
I have a few different numbers for Valentine ground normal startup frame data than the wiki. I made a 60fps recording of the normals and counted each frame for the normals until they were active. These numbers are when the red boxes are out. Wondering if you can double check the wiki numbers?
Pizaarino answered about this on the previous page.
[LEFT]“There is a default 9f of frame skip, meaning every 9th frame will not appear on screen. This effectively gives Skullgirls 66.7 fps and a 11.1% chance for skip on any individual frame.”[/LEFT]
[LEFT] [/LEFT]
[LEFT] http://wiki.shoryuken.com/Skullgirls/Game_Systems/Frames[/LEFT]
[LEFT] [/LEFT]
[LEFT] [/LEFT]
[LEFT]----------[/LEFT]
[LEFT] [/LEFT]
[LEFT]About Hitstop, it matter a lot, That hitstop which make option select possible. Without Hitstop, no option select ![/LEFT]
Hit stop is also important in SG because it’s bound to unblockabale protection. As long as you’re in hit stop you don’t have to change guard directions.
Just double checked all of these. You’re right on s.LP, c.LP, and c.LK, so I those get corrected. Thanks!
So how does the game actually get meter gain?
Let’s agree on some vocabulary first:
Tension value = number actually in the script.
Base meter gain = meter the attacking team gets for an individual hit, with no scaling effects.
Every normal has a whiffed tension value, which is usually standard for button strength. 100/72 for lights, 100/24 for mediums, and 100/18 for heavies. They’re scored by the game as fractions, letting you easily figure them out by whiffing the move and seeing how many reps it takes to get to 100%.
When you whiff something under 1 meter, you get the whiff value. So for a MP it’s 100/24 = 4.17%.
After that the normal has separate tension value per hit, also stored as a fraction. For a single hit normal, the tension value for the hit is exactly the same as the whiff value. For multi hit normals the individual hits have smaller fractions that add up to appropriate meter gain for the button strength. When you hit with something while over 1 meter you get base meter gain for the move. The base meter gain doesn’t exist anywhere in the script for the move. Teams get meter gain per hit from the tension value plugged into the appropriate equation. A single hit MP hitting outside of a combo under normal conditions gives 1.8*(.81+.2)(100/24) = 7.50%. The whiff meter gain is about 55% of the base meter gain.
When hit, the defending player under the same conditions would get (.5*(1-1)+1)*(100/24) = 4.17%. The same as the whiffed value and about 55% of the base meter gain.
What happens if you have a multi hit move? Fortune’s MP has 100/80 tension values for all the hits, which almost add up to what a single hit MP would give. Scaling hits these sort of attacks pretty hard. The whiff value is still 100/24.
Hitting with a move while under 1 meter gives the whiff value up front on the first frame of start up, then gives (.81+.2)(100/24) = 4.17%, the same as the whiffed value again. Both portions together give 4.17%+4.17% = 8.34% for the standard, single hit MP. This is double the tension and 111% of the base meter gain, but again only for 1 hit normal moves.
Blocking gives meter according to the on hit tension values, not the base meter again. So .75*(100/24) = 3.13% for the attacking team and .25*(100/24) = 1.04%.
Special moves have whiffed meter gain that you always get unscaled. The tension value will give on hit and block meter gain with scaling just like with normal moves.
So what does this all actually mean for a data table? We want to see the base meter gain as we understand it as a player. I think normals want to have their unscaled, on hit meter gain. Whiffed meter doesn’t belong here. Specials want to get listed something like “(20%), 15% x3”, with the parenthesis showing the whiffed meter gain and the rest showing the meter gain on hit that is subject to scaling.
There is something i don’t really understand.
I noticed that vs Filia people tend to block low the first hit or her cr mk and just after they stood up and block the others hit of cr mk standing !!
Is that two situations are the results of the unblockable protection ?
Unblockable protection letting you crouch guard multi hit air normal as soon as you block stand the first hit and same with multi hit low on the ground ?