Skullgirls/Game Data Legend: Difference between revisions
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* White: Fully invulnerable hurt box | * White: Fully invulnerable hurt box | ||
* Light Blue: Strike invulnerable hurt box OR high blocking hurt box | * Light Blue: Strike invulnerable hurt box OR high blocking hurt box | ||
* Yellow: Throw invulnerable hurt box | * Yellow: Throw invulnerable hurt box | ||
* Orange: Projectile invulnerable hurt box | * Orange: Projectile invulnerable hurt box | ||
* Dark Blue: Low blocking hurt box | * Dark Blue: Low blocking hurt box |
Revision as of 06:44, 18 December 2021
Visual Frame Data Color Key
Each graph shows the attack on whiff unless otherwise noted.
Some frame data graphs have dimmed portions to indicate that section is part of a different, preceding move (such as normals that can be pressed twice).
- Top row (active frames)
- Red - Active strike hitbox frames
- Purple - Active throw hitbox frames
- 2nd row (invulnerability)
- Green - Vulnerable
- White - Invuln. (Full)
- Light blue - Invuln. (Strike)
- Yellow - Invuln. (Throw)
- Orange - Invuln. (Proj.)
- 3rd row
- Dark red - No super cancel allowed
- Bottom row (armor and collision boxes)
- Gray - Armor
- Yellow w/ gray outline - Hyper Armor
- Purple w/ gray outline - Hatred Guard (Painwheel only)
- Dark purple - No collision box
- Brown - No collision box if you are hitting an opponent
- Super flash
- Vertical gray boxes - Super flash
Hitbox Color Key
- Red: Active attack box
- Green: Hurt box
- White: Fully invulnerable hurt box
- Light Blue: Strike invulnerable hurt box OR high blocking hurt box
- Yellow: Throw invulnerable hurt box
- Orange: Projectile invulnerable hurt box
- Dark Blue: Low blocking hurt box
- Purple: Air blocking hurt box. Used during unblockable protection and absolute guard to indicate blocking both ways
- Blue: Collision box
- Diamond: Reference point
Examples
Combo Formatting Guide
Chains
- Indent the notation in between each chain. Since this can imply each line is it's own normal > special > super chain, omit using '>' or 'xx' in notations.
Normals
- Use numpad notation for normals and command normals Example: sLP = 5LP, fHP = 6HP, etc
- It can be assumed the first normal in an air chain is done from a forward jump. If it is not, indicate with the first jump normal which direction the jump was. Example: 2HP j7LK (2HP launcher, backwards jump, jLK)
Multihits and self chaining normals
- For moves that can chain into themselves, always specify how many button presses with xN. Example: 5LPx2
- It can be assumed when a multi hit normal is listed without specifying the number of hits that all the hits were used. If not all the hits are used, use parentheses to specify the number of hits. Example: jMP(4)
OTG
- Notate moves that hit OTG by prefacing the move with 'OTG'.