Skullgirls SRK wiki project

With the G4 reveal, I’ve added as much stuff as I can for Valentine without getting in trouble.

Little suggestion:
on this page http://wiki.shoryuken.com/Skullgirls/Game_Systems there are Q&A typed like that:

“Q: words words words A: stuff stuff stuff stuff”

It’ll be easier to read if you change it like this:

“Q: words words words
A: stuff stuff stuff stuff”.

PS submitted request in order to not bother you people with such little things in future.

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

Hit boxes look pretty good to me.

Why MF has hitboxes above her neck when head is detached? O_o
Is it bug or feature?

Just a weird detail with the character. Even with extra leftover hitbox she’s as small as Painwheel when crouching and even smaller when jumping.

Parasoul has some big hit boxes:

She’s got hitbox on her boobs? O_o
Are they made of steel or what?

I knew it was a gurren lagann reference, but I just noticed the kamina shades on vice… so cool

So from what I can tell, along with what’s written on the Wiki:

Blue = Collision box
Green = Hurtbox
Purple = Block Box
Orange = Hitbox (Active frames of a move)
Red = Same as orange, possibly a higher level of attack box
Yellow = Throw Invincible
Teal = Hit invincible
White = Full Invincible

Which makes me wonder why Painwheel, in the second picture in the wiki, only has blue boxes?
And also, what colour are Throw Boxes and how do they interact with stagger? Since you can combo a throw from a stagger, does that mean when someone is staggered they don’t have throw invincible boxes?

I think hurtboxes change colors whether you stay, crouch or jump.

I believe red attack boxes mean the move is active and hasn’t hit yet. Orange means it’s no longer active/used up all the hits for the move.

Is “hurtbox” preferred nomenclature because it’s used with SF4?

Bonus material:

Spoiler

http://i200.photobucket.com/albums/aa161/Pizzarino/sghitboxes/SG_hitbox_MFinv.png

Some of those put MvC3’s to shame.

I just remember it being used years ago (before SF4) when I was playing Melee competitively, and it just makes sense to differenciate a character’s vulnerable outline from a move’s active frame’s hitboxes. It makes things shorter and clearer when talking about different types of character boxes.

About Red/Orange hitboxes: That makes sense. Thanks Pizzarino.
And Thanks for more frame pics.

I’ve been adding info for some non-playable characters based on this awesome post by Crocodile.

Bonus hitboxes:

[details=Spoiler]

Vice-Versa’s arms are only vulnerable when attacking.[/details]

Minor edits, but added

for Cerebella and

for Fortune and Painwheel.

Spoiler

http://i200.photobucket.com/albums/aa161/Pizzarino/sghitboxes/SG_hitbox_PEthrow.png

All kinds of updates recently, including an overhaul to

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

Bonus content!

Spoiler

http://i200.photobucket.com/albums/aa161/Pizzarino/sghitboxes/SG_hitbox_PAtagin.png

Spoiler

http://i200.photobucket.com/albums/aa161/Pizzarino/sghitboxes/SG_hitbox_PAcharge.png

Spoiler

http://i200.photobucket.com/albums/aa161/Pizzarino/sghitboxes/SG_hitbox_PAmotorsuper.png

Welp.

Starting to add art to some of the more boring system related pages:

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

Other than that I’m eagerly awaiting approval to publish Valentines full move list.

Added something to describe unblockable protection, an in a nutshell for Fortune, Painwheel’s character trailer, and tons of minor edits to Filia, Cerebella, Peacock, and Parasoul.

Anyone have any screenshot requests?

Not sure if Duckie reading this thread but something telling me he will appreciate shimapantsu-shot =]

Valentine winpose, please.