Skullgirls: Difference between revisions

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'''Skullgirls 2nd Encore+''' is a 2D tag team fighting game with a cast of original characters, each animated using traditional hand drawn techniques. Initially released in 2012, it has been periodically updated over the years with new characters and patches, culminating in the '2nd Encore+' subtitle. In 2021, a [https://steamcommunity.com/games/245170/announcements/detail/3017946057966482919 season pass] began, including the new characters Annie, Umbrella, Black Dahlia, and at least one more yet to be revealed.
'''Skullgirls 2nd Encore+''' is a 2D tag team fighting game with a cast of original characters, each animated using traditional hand drawn techniques. Initially released in 2012, it has been periodically updated over the years with new characters and patches, culminating in the '2nd Encore+' subtitle. In 2021, a [https://steamcommunity.com/games/245170/announcements/detail/3017946057966482919 season pass] began, including the new characters Annie, Umbrella, Black Dahlia, and at least one more yet to be revealed.


The gameplay flow of Skullgirls emphasizes using resets (intentionally dropping a combo to do a mixup) to maintain momentum after landing a hit. This means the action never stops since a reset point can occur at various points in a combo. A skilled player can loop resets into a character KO unless the flow of the match is reversed with use of the universal [[Skullgirls/Defense|defense mechanics]] or one of the many character specific reversal tools. Exactly how each player structures their gameplan to land that hit for a reset sequence, or if they opt for a less reset focused zoning team, will be up to the composition of their team and chosen custom assists.
* '''Versus series style team game''': Skullgirls has mechanics such as [[Skullgirls/Team_Mechanics|assists, DHCs, tags, snapbacks, recoverable health]], pushblocking, lenient chain rules, and air blocking. Pushblocking is very strong as it's tied to a [[Skullgirls/Defense#Pushblock_Guard_Cancel_.28PBGC.29|guard cancel]] mechanic, can [[Skullgirls/Defense#Absolute_Guard|grant high/low protection]], and doesn't cost any resource. After a character KO, the next character will simply enter the battle falling from the side of the screen, Marvel vs Capcom style.
 
* '''Resets''': When a character recovers from a hit in the air, they will just return to a neutral airborne state. The gameplay flow of Skullgirls emphasizes using resets (intentionally dropping a combo to do a mixup) to maintain momentum after landing a hit. This means the action never stops since a reset point can occur at various points in a combo. A skilled player can potentially loop resets into a character KO unless the flow of the match is reversed with one of the many character specific reversal tools.
* '''Versus series style team game''': Skullgirls has mechanics such as [[Skullgirls/Team_Mechanics|assists, DHCs, tags, snapbacks, recoverable health]], lenient chain rules, and air blocking. There's a pushblock mechanic that doesn't cost any resource, is tied to a [[Skullgirls/Defense#Pushblock_Guard_Cancel_.28PBGC.29|guard cancel]] mechanic, and can [[Skullgirls/Defense#Absolute_Guard|grant high/low protection]].
* '''Custom assist''': Any action can be chosen as an assist, excluding air actions and metered actions. As a result, most characters have multiple viable assist choices. Even things such as [[Skullgirls/Ms._Fortune/Team_Building#Dash|dash]] can be chosen.
* '''Custom assist''': Any action can be chosen as an assist, excluding air actions and metered actions. As a result, most characters have multiple viable assist choices. Even things such as [[Skullgirls/Ms._Fortune/Team_Building#Dash|dash]] can be chosen.
* '''Variable team size''': Both players choose their own team size of 1, 2, or 3 characters. The fewer characters you pick, the more [[Skullgirls/Combo_Mechanics#Team_Size|health you have and damage you deal]], but this is offset by less utility from team mechanics and less life bars.
* '''Variable team size''': Both players choose their own team size of 1, 2, or 3 characters. The fewer characters you pick, the more [[Skullgirls/Combo_Mechanics#Team_Size|health you have and damage you deal]], but this is offset by less utility from team mechanics and less life bars.
* '''Undizzy and IPS (Infinite Protection System)''': Combos in Skullgirls are flexible since there are many ways to cancel attacks, restands are easy, and there's no hitstun deterioration. To compensate, [[Skullgirls/Combo_Mechanics#Bursts|these mechanics]] set the limit on how long a combo can be. If these limits are broken, the opponent is allowed to burst out of the combo. However, the burst is not always fail-safe and can be baited and punished with a high damage combo.
* '''Undizzy and IPS (Infinite Protection System)''': Combos in Skullgirls are flexible since there are many ways to cancel attacks, restands are easy, and there's no hitstun deterioration. To compensate, [[Skullgirls/Combo_Mechanics#Bursts|these mechanics]] set the limit on how long a combo can be. If these limits are broken, the opponent is allowed to burst out of the combo. However, the burst is not always fail-safe and can be baited and punished with a high damage combo. Keep in mind the built up undizzy value can carry over between resets. Working around the built up undizzy value to either fit in resets or maximize damage on the fly is a key skill at high level.
** Keep in mind the built up undizzy value can carry over between resets. Working around the built up undizzy value to either fit in resets or maximize damage on the fly is a key skill at high level.


==Wiki Roadmap==
==Wiki Roadmap==

Revision as of 15:02, 13 February 2022

Skullgirls 2nd Encore+
(SG)
SG Cover Art.png
Developers

Hidden Variable, Future Club

Systems

Windows/OSX/Linux
(latest revision)

PS4, Switch, Vita, PS3
(2nd Encore+)
Xbox 360, NesicaxLive
(2nd Encore)
Official Websites

skullgirls.com

Online Play

GGPO rollback netcode

Quick match with endless rematch
Lobbies
Player Resources

Match Database

JP Wiki
Community Channels

Discord

@SGMolly_
playskullgirls.com
Characters
SG squ select.jpg SG big select.jpg SG eli select.jpg
SG msf select.jpg SG pea select.jpg SG pwl select.jpg
SG fil select.jpg SG cer select.jpg
SG val select.jpg SG par select.jpg SG dbl select.jpg
SG fuk select.jpg SG beo select.jpg SG rfo select.jpg
SG umb select.jpg SG ann select.jpg
SG2E+ logo.png

Skullgirls 2nd Encore+ is a 2D tag team fighting game with a cast of original characters, each animated using traditional hand drawn techniques. Initially released in 2012, it has been periodically updated over the years with new characters and patches, culminating in the '2nd Encore+' subtitle. In 2021, a season pass began, including the new characters Annie, Umbrella, Black Dahlia, and at least one more yet to be revealed.

  • Versus series style team game: Skullgirls has mechanics such as assists, DHCs, tags, snapbacks, recoverable health, pushblocking, lenient chain rules, and air blocking. Pushblocking is very strong as it's tied to a guard cancel mechanic, can grant high/low protection, and doesn't cost any resource. After a character KO, the next character will simply enter the battle falling from the side of the screen, Marvel vs Capcom style.
  • Resets: When a character recovers from a hit in the air, they will just return to a neutral airborne state. The gameplay flow of Skullgirls emphasizes using resets (intentionally dropping a combo to do a mixup) to maintain momentum after landing a hit. This means the action never stops since a reset point can occur at various points in a combo. A skilled player can potentially loop resets into a character KO unless the flow of the match is reversed with one of the many character specific reversal tools.
  • Custom assist: Any action can be chosen as an assist, excluding air actions and metered actions. As a result, most characters have multiple viable assist choices. Even things such as dash can be chosen.
  • Variable team size: Both players choose their own team size of 1, 2, or 3 characters. The fewer characters you pick, the more health you have and damage you deal, but this is offset by less utility from team mechanics and less life bars.
  • Undizzy and IPS (Infinite Protection System): Combos in Skullgirls are flexible since there are many ways to cancel attacks, restands are easy, and there's no hitstun deterioration. To compensate, these mechanics set the limit on how long a combo can be. If these limits are broken, the opponent is allowed to burst out of the combo. However, the burst is not always fail-safe and can be baited and punished with a high damage combo. Keep in mind the built up undizzy value can carry over between resets. Working around the built up undizzy value to either fit in resets or maximize damage on the fly is a key skill at high level.

Wiki Roadmap

80% complete
In Progress / Completed To-do
  • Fill out season pass character pages when it becomes possible. Update patch notes page and relevant wiki sections to reflect new updates.
  • Character sub pages are varying levels of complete
    • Combo sub pages generally are mostly complete but optimizations for consistency and/or damage are always welcome.
    • Some reset pages are just videos, although the videos are very extensive, the pages themselves could benefit from text transcription.
    • Strategy pages are varying levels of complete, and may benefit from text transcription of videos.

Endless tasks:

  • Add links to resources (on Skullgirls/Links and on character link subpages)
  • Keep community page up to date



General
FAQ
Controls
Glossary
HUD
Training Room
Game Data Legend
Community
Links
Characters
Filia
Cerebella
Peacock
Parasoul
Ms. Fortune
Painwheel
Valentine
Double
Squigly
Big Band
Eliza
Fukua
Beowulf
Robo-Fortune
Annie
Umbrella
Black Dahlia
Marie
Mechanics
Other