I’m waiting for my wiki account to be approved atm
Updated the Basic Defense section with Absolute Guard and Unblockable Protection.
Aww I wanted to do that and pushblock “guard cancels” for the advanced strategy section. Oh well.
You could probably go more in depth with guard cancels, I just put a little blurb about it in basic defense.
…and mammals emerge to feast on the corpse of a dinosaur.
Yeah, please continue to update this stuff. I sort of hit a wall when patch details started to come out and I wasn’t even done with the frame data for normals yet @_@
The thing about trying to take frame data from SkullGirls is that it’s different every time because of frame skip.
For example: Filia’s j.HK
I recorded 2 different instances of the move (listed as startup - active - recov)
- 12 - 1 - 23
- 11 - 2 - 22
What am I to make of this? Which version of the frame data do I use?
This has happened before when I was taking down Fortune’s data, pre-patch, and the Filia data above is post patch.
Mike Z please see this.
Use the version with the highest amount of frames since frameskip cant ADD frames… This should mean the version with the smaller amount of frames is the skipped version and therefor more likely to be inaccurate.
At least thats what i would do…if you record enough times the startup frames are likely to change as well right?
That’s a good point about looking for the versions that have more frames, but that doesn’t happen all the time.
Another example:
Filia j.HP (startup - active - recov)
- 9 - 7 - 13
- 8 - 7 - 14
Most of the time it’s the same number of frames but the frames are swapped in places like the example above.
I think what I’ll have to do is just record data for each move multiple times and use the one that occurs the most as the true frame data.
In the case of the above example, I recoded 8 instances of that move and 6 were 9f startup and 2 were 8f startup.
The funny thing is that it occured in a pattern:
9 - 7 - 13
9 - 7 - 13
9 - 7 - 13
8 - 7 - 14
9 - 7 - 13
9 - 7 - 13
9 - 7 - 13
8 - 7 - 14
Thats just straight up weird…
Maybe use both versions of the frame data? Seems like more of a pain than its worth but it would at least be concise.
Uh, I’d read from that that the frameskip occurs at different spots, so the real frame data would be 9-7-14.
Frame skip is exactly every 7th frame. (In the patch. It was every 9th frame in the original release.) It’s done independently of the moves being executed. This, and collecting a few data points, should be enough to figure actual numbers out from observed numbers.
Damn, I’m suprised I’m just seeing this wiki!
Very nicely done.
Every 8th frame is skipped, not 7th. Every segment of 7 frames will always play in full and anything longer will have a skipped frame somewhere in the move. You have to divide the highest number of a segment you find by 7 to find out the minimum number of frames that would be skipped in that segment (rounded down) then add that to the largest number of recorded frames, and that’s how many frames it actually is.
The Skullgirls crowdfunding effort has stirred up a ton of new information about potential DLC characters, so I’m actually updating them!
I’ve been spending more time in training mode. Not only will this help me not get bodied at Evo, but has inspired many new updates:
A shiny new advanced tactics page! http://wiki.shoryuken.com/Skullgirls/Strategy_Tactics
Big revisions to IPS section, including a new version 1.01 example! http://wiki.shoryuken.com/Skullgirls/Game_Systems#The_Infinite_Prevention_System
Napalm Toss is 214+K
I think the first one is MK as well
herp derp
The use of Napalm Toss is actully the most confusing part of that entire combo. I’m still not sure EXACTLY how tear explosions interact with the IPS. Try as I may, I can’t make a combo that triggers on a tear explosion. Does anyone know how?

herp derp
The use of Napalm Toss is actully the most confusing part of that entire combo. I’m still not sure EXACTLY how tear explosions interact with the IPS. Try as I may, I can’t make a combo that triggers on a tear explosion. Does anyone know how?
The full Parasoul section is:
cr.LK > cr.MK > cr.HP > j.MP > j.HP > j.HK > st.MK,MK > st.HP,HP > LP Napalm Shot > cr.LP > st.MK,MK > st.HK > Napalm Toss MK > j.LK > j.HP > Explosion+LK Napalm Toss > j.LP > j.LK > j.MP > Land > j.MK > j.HK > Explosion+LK Napalm Toss > cr.LK > st.MK,MK > st.HP+Ms. Fortune Assist+Explosion,HP > LK Napalm Toss x3 > Napalm Trigger > F+MP > F+HP > Hard Tag Ms. Fortune
As for Tears, they work like any other special. If you use one in a combo then they start being watched along with every other move, and like other specials or chains, if you special cancel into it from another move then it is counted as a part of the chain, rather than a unique normal.
To give you an example, here is a combo using Cerebella’s anti-air throw assist:
Opening Combo > LP Napalm Shot > cr.LP > st.MK,MK > st.HK > Explosion+Cerebella Assist > LK Napalm Toss x3 > MP+Explosions x3 - This combo will activate IPS because the Tears are placed without being chained into, making them solo specials, rather than a chained special.
Opening Combo > LP Napalm Shot > cr.LP > st.MK,MK > st.HK > LK Napalm Toss x3 > Explosion+Cerebella Assist > MP+Explosions x3 - This combo does not activate IPS because the Tears are chained into from st.HK, rather than being done alone after Cerebella’s assist.
If you’re still confused I’ll try to explain it a little more thoroughly.