Skullgirls/Advanced Mechanics: Difference between revisions

From Mizuumi Wiki
Jump to navigation Jump to search
(→‎Negative Edge: remove dead link)
 
(32 intermediate revisions by 6 users not shown)
Line 1: Line 1:
==Super Hitstop==
==Frame Skip==


[[Image:SG_hitstop_arm.jpg|700px|thumb|<span style="color:#000000">How far Beowulf's arm travels before hitstop wears off. Source: https://twitter.com/Skarmand/status/829621004548730886</span>]]
On release, the game speed of Skullgirls was [https://youtu.be/XgxFTyk_lJs very slow] compared to newer versions. The speed was increased over the years, but it wasn't done by modifying any of the frame data. Instead the game engine uses a process called frame skip which works by skipping displaying frames at a certain interval. For every five frames displayed on screen, one is skipped. The game makes sure skipped frames will still be processed in the game logic and that frame skip cannot make a 1 frame input timing impossible.


At the end of the super flash, the defending character is forced into an induced hitstop before the attack continues. This locks out any inputs from the defending character until the hitstop wears off. For most supers, the induced hit stop can prevent the defending player from blocking the attack after the flash if they weren't already blocking.
The consequence of frame skip is that all listed frame data doesn't exactly match the 'real' speed of the game running in real time. For example, if a move startup is 25 frames, without frame skip this move would come out in 16.667ms (duration of one frame) * 25 frames. But with frame skip, it will be faster than this in real time because of the skipped frames.
*Projectile supers typically induce less frames of hit stop, often allowing the opponent to block on reaction.
*DHCs do not apply hitstop, but hitstop from the initial super will still be present, unless you DHC into a throw super which will remove applied hitstop. This allows you to jump out after the DHC.


<br clear=all/>
==Timer Freeze==


==Assist and Dead Body Combos==
Throw and hitgrab supers will cause the timer to turn gray, indicating that the game will wait for the super to finish before initiating the time out, but the timer will still be ticking down.


===Double Snap===
The following will halt the timer completely:
* Double snap combos
* Double's level 3
* The cinematic portion of Valentine's level 3


[https://youtu.be/F86Q4juJgmc Video: A Guide to Double Snaps in Skullgirls]
==Canceling / Kara Techniques==
===Plink Throw===


An assist character will not fly off screen like a point character when hit by a snapback, only travel to the edge of the screen and leave after falling to the ground. If a point character and an assist get hit by the same snapback at the same time and reach the corner within 10f (approximately half a screen), the point character will get forced off the screen and leave the assist character behind. A new character cannot take the point until all other teammates are off screen. Trapping the assist character turns a snapback into a devastating double snap, where the enemy point character can continue to combo the helpless assist as long as it never hits the ground. IPS does not protect assists. A double snap often results in a highly repetitive combo, monosyllabic shouting from any spectators, a dead character, and the unfortunate defending player picking up the pieces of a broken team.
LP and LK don't need to be pressed on the exact same frame to input a throw. Meaning, you may plink LK~LP which will execute a few frames of LK, then throw. This is possible within a 2f window of the first button press.


While the assist character is trapped on screen after a double snap:
* This can be used in a chain where LP can chain to LK to get a faster throw from a LP normal, as opposed to waiting for the LP to recover. One practical way to use this is to do air throw after a j.LP by inputting j.LP j.LK~LP. You may need to delay your super jump cancel, but with the right timing, you can cancel the j.LP into an air throw.
* The recently snapped point character regenerates health at a higher than normal rate.
* The defending team slowly auto-generates additional meter.
* All other meter gain is disabled during the double snap.
* The timer stops until the helpless assist character is killed or leaves the screen after touching the ground.


If a snap is performed on a point character but doesn't hit the assist character, the game will turn the assist into [[Skullgirls/Attacks#Invulnerable_Soft_Knockdown|invulnerable soft knockdown]] to prevent the assist character from being combo'd any further, specifically avoiding what was known as "Midscreen double snaps". However, a couple of assist setups still exist that keep the opponent's assist in hitstun during and after the snap, allowing for a midscreen followup. [https://youtu.be/bu-2_0r9i3s (video)]
* It is also possible to plink throw from Parasoul's j.MK and j.2MK as both these normals can chain into j.LK


===Midscreen Assist Kill===
===Kara Airdash===


In certain situations, an attacking character will KO an enemy point character while also comboing their assist who still has life remaining. If this happens, a combo can be performed on that assist while it is on the field, where their state is similar to that when being combo'd by a double snap, allowing an infinite combo to kill the assist. If this combo ends up going past the dead body of the opponents point character, then the attacking character will auto correct to face the other side, making these combos trickier than their double snap counterparts.  
Characters have an airdash lockout period where they need to wait a certain number of frames before they can airdash. You can still use a normal during the lockout, and normals can be canceled into an airdash. This is useful when the normal will alter your trajectory to be lower, improving the frame advantage after the airdash > normal. Peacock can use it with jMK ADC jLP, allowing her to combo off an IAD jLP. Filia can use it with jHK ADC jLK


*It's only possible when the next upcoming character is on the field; if the assist was the 3rd character in order, then the 2nd character of the opponents team will come in like normal.
===Suki Cancel===
*When comboing assist characters midscreen, the corners of the current screen edges are treated like corners, allowing several wallbounce tools to be used quite effectively (Parasoul sHK, Peacock MP Bang).
*Several mechanics that are normally only available once per combo (i.e, Big Band soundstun, Filia Hairball cancel) do not apply, allowing them to be used repeatedly.


[https://youtu.be/1Bps0Tij6ds Video: Skullgirls - Midscreen assist kills for every character ]
Jump startup is 4f and can be canceled by preblock or special / super moves. Preblock can also be canceled into any ground action (except walking/jumping backwards). This will let you block or use attacks out of jump startup. Particularly useful when hitting an assist with a launcher, or jump canceling a backdash.


[https://youtu.be/qK2KtXZzr4g Video: Midscreen Double-Snap All Characters]
===Plinking Throw Special Moves===
 
Plinking a special move with a LP or LK input with another special that uses a similar motion and a LP+LK input is possible with a 2f window. Example uses below:
 
* Cerebella whiff meter gain: Cancel the startup of L Lock n Load into Diamond Drop by inputting 236LP~LK and gain twice the normal amount of meter for whiffing special moves.
* Cerebella armored Diamond Drop: Performing run with [4]236LK~LP can give you up to 2 frames of armored run before performing a Diamond Drop.
* Fukua: https://twitter.com/softieaz/status/1115308690762919936
 
===Alpha Counter Kara Snapback===


[https://youtu.be/bu-2_0r9i3s Video: Double + Spiral Midscreen Doublesnap]
https://twitter.com/tossle_sg/status/1366234826664251394


===Hitstop Drop===
If your assist action is QCF + M or H, you can kara cancel your alpha counter assist action into snap back to blow up certain point reversal + assist call tactics. This is because QCF + M/H inputs have a small window where you can cancel into snap back on start up for leniency.


<youtube>xIwcIAnyd6w</youtube>
==Option Selects==


===Dead Body Combos===
===Pushblock / Backdash Jump Cancel===


In certain situations, an attacking character will KO an enemy point character in a combo and still be in position to continue the combo on the lifeless corpse. The next incoming character's incoming will be delayed until the combo ends. Hitting a dead corpse gives full meter to the defending team and nothing to the attacking team. Despite the disadvantages, players that can pull off a Dead Body Combo can use tactic to carry the body to a corner. This creates a significant positional advantage over the opponent's next character as it enters from the side of the screen.
Input:  1+PP or 4+PP > 7 (> 1 or 4)
* If the character is KOed in the air, it will fall to the ground with a red bounce. If OTG hasn't been spent, you can use this to easily continue the combo.
* If IPS or undizzy is triggered, the helpless character becomes invulnerable and falls to the ground, immediately ending the combo.
* Otherwise, if the body touches the ground, it will fade into the background as usual and the combo will end. 
* Hitting the dead body with a snap will remove the corpse from the match, denying Valentine the ability to revive them.


==Landing==
If you input pushblock as a reversal or in preblock, you will backdash instead of getting a normal. This OS mitigates the risk of accidental backdash. You will jump cancel the backdash which will immediately put you in a state where you can guard. If they continue attacking and put you in preblock, that will prevent the jump from happening since you're jumping backwards. However you can return to crouch or stand blocking as well.


===Land Cancel===
===Fuzzy Neutral Jump===


Hitting the ground while in blockstun will make you return to a neutral state, meaning you can eliminate extra blockstun and punish air attacks depending on the situation.
Input: 1 > delay 8 > 1


[https://youtu.be/6zA-G4EhElM Land Cancel Examples]
This will block lows/mids, and jump away from delayed attacks. Neutral jump should be used because backwards jump will keep you stuck on the ground if you are in preblock.


<youtube>X2VTqTydXcU</youtube>
===Delay Tech + Pushblock===


===Landing Recovery===
<div style="float: right;">
{{#ev:youtube|QHvpJVLu66Y|360}}
</div>


<youtube>PzMagBjJuKU</youtube>
Input: 1 > delay 4+LP+LK > 4+PP > 1


==Inputs==
Use against low / throw mixups. You will tech throws, low block or absolute guard a low chain, and push tick throws out of range. On whiff, a throw will come out, so it's only recommended against low / throw.
 
<br clear=all/>
 
===Double Jump / Delay Tech===


===QCFs and DPs===
Input: dj7 > delay LP+LK


* DP motions typically have priority over QCF motions. An input of →↓↘→ + P will read as a DP + P.
Characters with double jumps only. You will block meaties, tech throws, or double jump out of delayed attacks. On whiff, a throw will come out.
* If you'd like to execute a QCF immediately after holding forward, inputting ← before your QCF will ensure it is read as a QCF.


===Charge Moves===
===Plink Throw OS With Assist Input===
<youtube>Sho1luWaZGk</youtube>


* Charge times are all 35f.
This OS will let you tech throws without getting a throw to come out on whiff.
* "← (charge) → moves can no longer end with a ↗ input, separating special moves from a command to jump forward with a normal."
* (from Parasoul patch notes) "For 35f after a dash input, ←→←+button and ←→, neutral+button will not perform a special move. This allows dashing normal attacks even after holding a charge. A ←→+button or ←↘+button input can still give a dashing special move. "


===Standing 360 Motion===
Input: (in super jump or double jump state, during assist lockout, or during incoming) LP+HK > delay 2 frames > LK+MP
* "The game will stop you from jumping if it detects you're trying to do a 360 - the jump protection will only come into effect if you start from ← or →."
* 360 motion inputs now allow 6f between consecutive directions instead of only 3f, and allow a direction to be held for 6f instead of only 5f, making 360s easier for keyboard and Hitbox players.


==Canceling / Kara Techniques==
This OS takes advantage of a few different behaviors:
===Plink Throw===
* When doing an assist input, the point character won't do an action.
* Doing LP+LK+button won't tech throws, but if you use the kara window for throw inputs (LP~LK or vice versa) you can include another button in the input.
* You can't call assist in super jump or double jump state, during assist lockout, or during incoming.


LP and LK don't need to be pressed on the exact same frame to input a throw. Meaning, you may plink LK~LP which will execute a few frames of LK, then throw. This is possible within a 2f window of the first button press.
If done with a 1f delay instead of 2f, you will get airdash / dash.


* This can be used in a chain where LP can chain to LK to get a faster throw from a LP normal, as opposed to waiting for the LP to recover. One practical way to use this is to do air throw after a j.LP by inputting j.LP j.LK~LP. You may need to delay your super jump cancel, but with the right timing, you can cancel the j.LP into an air throw.
===Preblock OS===


* It is also possible to plink throw from Parasoul's j.MK and j.2MK as both these normals can chain into j.LK
[https://youtu.be/BsJ4EiiId7s]
[https://youtu.be/YhybGQgf_tM]


===Kara Airdash===
===Parry OS (Big Band Only)===


Characters have an airdash lockout period where they need to wait a certain number of frames before they can airdash. You can still use a normal during the lockout, and normals can be canceled into an airdash. This is useful when the normal will alter your trajectory to be lower, improving the frame advantage after the airdash > normal. Peacock can use it with jMK ADC jLP, allowing her to combo off an IAD jLP. Filia can use it with jHK ADC jLK (https://twitter.com/CRYSTALPRlSON/status/1050274569552986117?s=19)
Big Band has a variety of strong option selects that utilize his parry.


===Suki Cancel===
* Low/Throw OS - Input 2 ~ 5LP+LK (down, return to neutral, delay throw). This will beat lows, getting you a counterhit throw, or tech a throw attempt. Particularly strong because the nature of the inputs lets you exploit the 17 frame parry window.
* Left/Right OS - Delay 6 (delay forward input, must be held). This will parry same side mids/highs, and block against crossups. Notably effective against air mixups, since you don't need to worry about high/low. Solid option against characters like Beowulf, who rely on left/rights on incoming setups, and Double, who uses left/right mixups midscreen. Also useful against characters who like to cross-up with their jump-ins, such as Valentine and Annie.
* Aerial Strike/Throw OS - Input 6 ~ 5LP+LK while in the air. Similar to Low Throw OS, except you parry forwards. This beats strike (parry into counterhit throw) and techs throws. Useful against incoming setups, since players will often try to meaty throw Tympany Drive. Exploits 17 frame parry window like the Low Throw OS.


Jump startup is 4f and can be canceled by preblock or special / super moves. Preblock can also be canceled into any ground action (except walking/jumping backwards). This will let you block or use attacks out of jump startup. Particularly useful when hitting an assist with a launcher, or jump canceling a backdash.
==Inputs==


===Plinking Throw Special Moves===
===DP (623) Priority===


Plinking a special move with a LP or LK input with another special that uses a similar motion and a LP+LK input is possible with a 2f window
* 623 motions have priority over 236 motions. An input of 6236+P will read as 623P
* If you'd like to execute a 236 immediately after holding forward, you can input 4 before you input 236 in order to prevent getting 623.


* '''Armored Diamond Drop''': Performing run with [4]236LK~LP can give you up to 2 frames of armored run before performing a Diamond Drop.
===Charge Moves===
* '''Fukua''': https://twitter.com/softieaz/status/1115308690762919936
<div style="float: right;">
{{#ev:youtube|Sho1luWaZGk|360}}
</div>


===Alpha Counter Kara Snapback===
* Charge times are all 35f.
* "← (charge) → moves can no longer end with a ↗ input, separating special moves from a command to jump forward with a normal."
* (from Parasoul patch notes) "For 35f after a dash input, ←→←+button and ←→, neutral+button will not perform a special move. This allows dashing normal attacks even after holding a charge. A ←→+button or ←↘+button input can still give a dashing special move. "
<br clear=all/>
===Standing 360 Motion===
* "The game will stop you from jumping if it detects you're trying to do a 360 - the jump protection will only come into effect if you start from ← or →."
* 360 motion inputs now allow 6f between consecutive directions instead of only 3f, and allow a direction to be held for 6f instead of only 5f, making 360s easier for keyboard and Hitbox players.


https://twitter.com/tossle_sg/status/1366234826664251394
===Negative Edge===


If your assist action is QCF + M or H, you can kara cancel your alpha counter assist action into snap back to blow up certain point reversal + assist call tactics. This is because QCF + M/H inputs have a small window where you can cancel into snap back on start up for leniency.
Negative edge (performing specials by doing the motion and releasing the move) can be used in certain defensive situations.
* If you perform a negative edge reversal, you will not trigger a burst.  This can be used to [https://twitter.com/penpen0860g/status/1272502790879731712 counter throw/burst bait 50/50s] and burst baits in general.
* If you perform a negative edge reversal and your opponent crosses up your inputs, you will not get an accidental [https://twitter.com/penpen0860g/status/1271990571595214851 button] or incorrect special.


==Double Jump Techniques==
===Buffers===
===DJ Against While-Rising Unblockables===


While-rising unblockables can be blocked during double jump startup since the character's upwards velocity is 0 during that time.
Reversal buffer after exiting hitstun or waking up from a knockdown:
*Specials, Supers, and Throws: 4F
*Heavy Normals: 3F*
*Medium Normals: 2F*
*Light Normals: 1F*


https://twitter.com/Skarmand/status/1071552388618571776
Reversal buffer window for exiting blockstun or PBGC
*Specials, Supers, and Throws: 2F
*All Normals: 1F*


===DJ Instant Overhead===
<nowiki>*</nowiki>Normal attacks will not be buffered if holding any up direction.


<youtube>cd6-ddQsZgE</youtube>
Some moves have a large buffer for followups such as Beowulf Chair Toss and Squigly Arpeggio.


==Option Selects==
===Button Input Priority===
===Throw Tech OS Examples===
* In general, the game engine gives lowest priority to normal moves and highest to supers (normals < command normals < 2 button commands < specials < supers).
* The game engine cannot read multiple inputs from the same button from the same frame, even after reassigning controller buttons or using a macro. Holding a button down effectively locks that button input.
* When the game engine reads multiple button inputs on the same frame, it registers the command with the highest priority to the game engine.
* For normal moves, button strength determines priority (LP > LK > MP > MK > HP > HK). For example, pressing LK and HK in the same frame will perform a LK.
* 2 button commands have priority over a single button command. For example, HK and calling an assist with MP+HK will only call the assist. HK and MK+HP will perform the normal move and call the assist on the same frame. Calling an assist has higher priority than other 2 button commands. LP+LK+MP will register the assist (LK+MP) over the throw (LP+LK) and dash commands (LP+MP).


Throw can be masked with another input, but only if you use the kara window for throw inputs (LP~LK or vice versa). Doing LP+LK+button won't tech throws.
===More Details===


http://napalmpillar.blog.shinobi.jp/Date/20160916/
* The game engine reads special and super move motions with distinct individual directions read for at least 1f.
* Button inputs for a special or super move read in a 4f window, starting at the last required direction for the motion.
* The game engine registers sequential directions within 4f for a special or super motion. The slowest allowable QCF + P takes 12f.
* The game engine registers non-sequential directions, or a sequence that require crossing through neutral, within 8f for a special or super motion. The slowest allowable DP + P takes 16f. The slowest allowable 360 + P takes 28f.
* "The game will buffer dash motions entered immediately after a superjump and perform the dash when the character reaches their minimum airdash height."
* "The game registers inputs during superflash and passes them to the characters, but the characters will use them to change state only when not frozen. In other words, you can do D,DF,F during the superflash, but you have to hit P after it's over or you won't get a fireball. There's no superflash buffering like in BB or MvC3, it's more like MvC2 or XSF."


* 1~4LK~LP+MP - Fuzzy block low>high. If they attack with a strike, you will pushblock. If they throw, you will throw tech. If they do nothing, you will throw.
* 1~4LP+MP~LK - Fuzzy block low>high. If they attack with a strike, you will pushblock. If they throw, you will throw tech. If they do nothing, you will get sLK.
* 1~4LP+LK~1 - Fuzzy block low>high. If they attack with a strike, you will just block. If they throw, you will throw tech. If they do nothing, you will throw.
* 1~4LP+HK~MP+LK - Fuzzy block low>high. If they attack with a strike, you will pushblock. If they throw, you will throw tech. If they do nothing, you will get throw + assist.


===Preblock OS===
==Same Frame Interactions==


[https://youtu.be/BsJ4EiiId7s]
===Super Flashes===
[https://youtu.be/YhybGQgf_tM]
If two supers flashes occur on the same frame, P1 will get the super flash first, then on the first frame after P1's flash, P2's super flash will occur. (Example: do Cerebella level 3 on the same frame. This move is active 1st frame after the flash. P1 will make an active hitbox appear, then on the same frame P2's flash will occur)


===Incoming DJ/Delay Tech===
But, only P2 will inflict hitstop on P1. This can be seen by doing two supers on the same frame and having them whiff. P2 will recover (number of inflicted hit stop frames) - 1 frames faster than P1. This can cause some situations where P1 will be stuck in hitstop, P2's super will excecute, then P1's super resumes and the invulnerable frames avoids P2's super, causing P2 to get hit. [https://www.youtube.com/watch?v=QjTMA6965oU (video)]


Characters with double jumps only. On incoming, input double jump then delay a throw. You will block meaties, tech throws, or double jump out of delayed attacks (although you will whiff an air throw)
===Crossups===


===Parry OS (Big Band Only)===
If you get hit on the same frame that someone does a cross over, you need to block it on the original side. In this image, you can see Filia (P2) has her point cross over to the left, further behind Filia (P1). Most people would expect this needs to be blocked by holding right, but you block this by holding left. This is because the direction you need to hold to perform a block is based off the opponents location before they update their position. So if you hold forward to actually try block this as if it was a cross up hit, you get hit.


Big Band has a variety of strong option selects that utilize his parry.
<div><ul>
<li style="display: inline-block;"> [[Image:SG_crossupexample_1.png|500px|thumb]]</li>
<li style="display: inline-block;"> [[Image:SG_crossupexample_2.png|500px|thumb|Filia blocked this by holding left, even though the frame it connected hit crossed up.]]</li>
</ul></div>
<br clear=all/>


* Low/Throw OS - Input 2 ~ 5LP+LK (down, return to neutral, delay throw). This will beat lows, getting you a counterhit throw, or tech a throw attempt. Particularly strong because the nature of the inputs lets you exploit the 17 frame parry window.
==Bugs==
* Left/Right OS - Delay 6 (delay forward input, must be held). This will parry same side mids/highs, and block against crossups. Notably effective against air mixups, since you don't need to worry about high/low. Solid option against characters like Beowulf, who rely on left/rights on incoming setups, and Double, who uses left/right mixups midscreen.
* Aerial Strike/Throw OS - Input 6 ~ 5LP+LK while in the air. Similar to Low Throw OS, except you parry forwards. This beats strike (parry into counterhit throw) and techs throws. Useful against incoming setups, since players will often try to meaty throw Tympany Drive. Exploits 17 frame parry window like the Low Throw OS.
* Parry/Throw/Tympany OS - In the air, you can do 236LP+LK+MK, which will either get parry, throw tech, or Tympany.


==Negative Edge==
===General Bugs===
* Meter gain bug: http://skullgirls.com/forums/index.php?threads/meter-value-bug.6025/#post-203561
* KO slowdown bug: https://twitter.com/Skarmand/status/1061460025099468803
* PBGC + alpha counter: https://youtu.be/vmnYa-6mASQ
* No chip damage bug: https://youtu.be/W2UCiLjK-pY
* Unknown bug with same frame Lenny/projectile (?) and point attack: [https://cdn.discordapp.com/attachments/164092922390773762/600109679552495616/2019-07-14_15-49-49.mp4 (1)]


If you use negative edge to input reversals (executing motion moves with motion > release of button instead of press) you can prevent getting accidental inputs of other moves.
===Character Specific Bugs===


[https://twitter.com/penpen0860g/status/1271990571595214851]
;Peacock
[https://twitter.com/penpen0860g/status/1272502790879731712]
* Argus RNG bug: https://twitter.com/sigaken98/status/978988198444462087?s=19
[https://twitter.com/softieaz/status/1272615033931886593]
* Yukkuri item cannot be teleported behind in the corner: https://twitter.com/DomaliseSG/status/1152106814948835328


==Buffers==
;Painwheel
* Buer vs assists bug: https://youtu.be/gNjWLgSCvU8
* If Painwheel tags in while under Hatred Install, then the timer will still expire during a combo and the install will run out midcombo. However, if Painwheel DHC's in instead, then the timer retains the normal property and the install will only run out after a combo is over.
* The frame data for the recovery of Painwheel's tag is not shown in the training mode attack data.
* Double air throw bug (Possibly Painwheel related): https://twitter.com/CRYSTALPRlSON/status/1117945486718095360


* There is a 1 frame buffer to execute reversal actions from blockstun and PBGC.
;Valentine
* There is a 3 frame buffer to execute reversal actions on wakeup.
* Counter bug: https://twitter.com/xfosh/status/1119705912065740801
* Reversal windows don't apply to normals.
* Some moves have a large buffer for followups such as Beowulf Chair Toss and Squigly Arpeggio.


==Burst Untechable Knockdown==
;Double
* Double air throw bug (Possibly Painwheel related): https://twitter.com/CRYSTALPRlSON/status/1117945486718095360


<youtube>eGSogVCBAik</youtube>


{{SG}}
{{SG}}


[[Category:Skullgirls]]
[[Category:Skullgirls]]

Latest revision as of 14:21, 2 April 2024

Frame Skip

On release, the game speed of Skullgirls was very slow compared to newer versions. The speed was increased over the years, but it wasn't done by modifying any of the frame data. Instead the game engine uses a process called frame skip which works by skipping displaying frames at a certain interval. For every five frames displayed on screen, one is skipped. The game makes sure skipped frames will still be processed in the game logic and that frame skip cannot make a 1 frame input timing impossible.

The consequence of frame skip is that all listed frame data doesn't exactly match the 'real' speed of the game running in real time. For example, if a move startup is 25 frames, without frame skip this move would come out in 16.667ms (duration of one frame) * 25 frames. But with frame skip, it will be faster than this in real time because of the skipped frames.

Timer Freeze

Throw and hitgrab supers will cause the timer to turn gray, indicating that the game will wait for the super to finish before initiating the time out, but the timer will still be ticking down.

The following will halt the timer completely:

  • Double snap combos
  • Double's level 3
  • The cinematic portion of Valentine's level 3

Canceling / Kara Techniques

Plink Throw

LP and LK don't need to be pressed on the exact same frame to input a throw. Meaning, you may plink LK~LP which will execute a few frames of LK, then throw. This is possible within a 2f window of the first button press.

  • This can be used in a chain where LP can chain to LK to get a faster throw from a LP normal, as opposed to waiting for the LP to recover. One practical way to use this is to do air throw after a j.LP by inputting j.LP j.LK~LP. You may need to delay your super jump cancel, but with the right timing, you can cancel the j.LP into an air throw.
  • It is also possible to plink throw from Parasoul's j.MK and j.2MK as both these normals can chain into j.LK

Kara Airdash

Characters have an airdash lockout period where they need to wait a certain number of frames before they can airdash. You can still use a normal during the lockout, and normals can be canceled into an airdash. This is useful when the normal will alter your trajectory to be lower, improving the frame advantage after the airdash > normal. Peacock can use it with jMK ADC jLP, allowing her to combo off an IAD jLP. Filia can use it with jHK ADC jLK

Suki Cancel

Jump startup is 4f and can be canceled by preblock or special / super moves. Preblock can also be canceled into any ground action (except walking/jumping backwards). This will let you block or use attacks out of jump startup. Particularly useful when hitting an assist with a launcher, or jump canceling a backdash.

Plinking Throw Special Moves

Plinking a special move with a LP or LK input with another special that uses a similar motion and a LP+LK input is possible with a 2f window. Example uses below:

  • Cerebella whiff meter gain: Cancel the startup of L Lock n Load into Diamond Drop by inputting 236LP~LK and gain twice the normal amount of meter for whiffing special moves.
  • Cerebella armored Diamond Drop: Performing run with [4]236LK~LP can give you up to 2 frames of armored run before performing a Diamond Drop.
  • Fukua: https://twitter.com/softieaz/status/1115308690762919936

Alpha Counter Kara Snapback

https://twitter.com/tossle_sg/status/1366234826664251394

If your assist action is QCF + M or H, you can kara cancel your alpha counter assist action into snap back to blow up certain point reversal + assist call tactics. This is because QCF + M/H inputs have a small window where you can cancel into snap back on start up for leniency.

Option Selects

Pushblock / Backdash Jump Cancel

Input: 1+PP or 4+PP > 7 (> 1 or 4)

If you input pushblock as a reversal or in preblock, you will backdash instead of getting a normal. This OS mitigates the risk of accidental backdash. You will jump cancel the backdash which will immediately put you in a state where you can guard. If they continue attacking and put you in preblock, that will prevent the jump from happening since you're jumping backwards. However you can return to crouch or stand blocking as well.

Fuzzy Neutral Jump

Input: 1 > delay 8 > 1

This will block lows/mids, and jump away from delayed attacks. Neutral jump should be used because backwards jump will keep you stuck on the ground if you are in preblock.

Delay Tech + Pushblock

Input: 1 > delay 4+LP+LK > 4+PP > 1

Use against low / throw mixups. You will tech throws, low block or absolute guard a low chain, and push tick throws out of range. On whiff, a throw will come out, so it's only recommended against low / throw.


Double Jump / Delay Tech

Input: dj7 > delay LP+LK

Characters with double jumps only. You will block meaties, tech throws, or double jump out of delayed attacks. On whiff, a throw will come out.

Plink Throw OS With Assist Input

This OS will let you tech throws without getting a throw to come out on whiff.

Input: (in super jump or double jump state, during assist lockout, or during incoming) LP+HK > delay 2 frames > LK+MP

This OS takes advantage of a few different behaviors:

  • When doing an assist input, the point character won't do an action.
  • Doing LP+LK+button won't tech throws, but if you use the kara window for throw inputs (LP~LK or vice versa) you can include another button in the input.
  • You can't call assist in super jump or double jump state, during assist lockout, or during incoming.

If done with a 1f delay instead of 2f, you will get airdash / dash.

Preblock OS

[1] [2]

Parry OS (Big Band Only)

Big Band has a variety of strong option selects that utilize his parry.

  • Low/Throw OS - Input 2 ~ 5LP+LK (down, return to neutral, delay throw). This will beat lows, getting you a counterhit throw, or tech a throw attempt. Particularly strong because the nature of the inputs lets you exploit the 17 frame parry window.
  • Left/Right OS - Delay 6 (delay forward input, must be held). This will parry same side mids/highs, and block against crossups. Notably effective against air mixups, since you don't need to worry about high/low. Solid option against characters like Beowulf, who rely on left/rights on incoming setups, and Double, who uses left/right mixups midscreen. Also useful against characters who like to cross-up with their jump-ins, such as Valentine and Annie.
  • Aerial Strike/Throw OS - Input 6 ~ 5LP+LK while in the air. Similar to Low Throw OS, except you parry forwards. This beats strike (parry into counterhit throw) and techs throws. Useful against incoming setups, since players will often try to meaty throw Tympany Drive. Exploits 17 frame parry window like the Low Throw OS.

Inputs

DP (623) Priority

  • 623 motions have priority over 236 motions. An input of 6236+P will read as 623P
  • If you'd like to execute a 236 immediately after holding forward, you can input 4 before you input 236 in order to prevent getting 623.

Charge Moves

  • Charge times are all 35f.
  • "← (charge) → moves can no longer end with a ↗ input, separating special moves from a command to jump forward with a normal."
  • (from Parasoul patch notes) "For 35f after a dash input, ←→←+button and ←→, neutral+button will not perform a special move. This allows dashing normal attacks even after holding a charge. A ←→+button or ←↘+button input can still give a dashing special move. "


Standing 360 Motion

  • "The game will stop you from jumping if it detects you're trying to do a 360 - the jump protection will only come into effect if you start from ← or →."
  • 360 motion inputs now allow 6f between consecutive directions instead of only 3f, and allow a direction to be held for 6f instead of only 5f, making 360s easier for keyboard and Hitbox players.

Negative Edge

Negative edge (performing specials by doing the motion and releasing the move) can be used in certain defensive situations.

  • If you perform a negative edge reversal, you will not trigger a burst. This can be used to counter throw/burst bait 50/50s and burst baits in general.
  • If you perform a negative edge reversal and your opponent crosses up your inputs, you will not get an accidental button or incorrect special.

Buffers

Reversal buffer after exiting hitstun or waking up from a knockdown:

  • Specials, Supers, and Throws: 4F
  • Heavy Normals: 3F*
  • Medium Normals: 2F*
  • Light Normals: 1F*

Reversal buffer window for exiting blockstun or PBGC

  • Specials, Supers, and Throws: 2F
  • All Normals: 1F*

*Normal attacks will not be buffered if holding any up direction.

Some moves have a large buffer for followups such as Beowulf Chair Toss and Squigly Arpeggio.

Button Input Priority

  • In general, the game engine gives lowest priority to normal moves and highest to supers (normals < command normals < 2 button commands < specials < supers).
  • The game engine cannot read multiple inputs from the same button from the same frame, even after reassigning controller buttons or using a macro. Holding a button down effectively locks that button input.
  • When the game engine reads multiple button inputs on the same frame, it registers the command with the highest priority to the game engine.
  • For normal moves, button strength determines priority (LP > LK > MP > MK > HP > HK). For example, pressing LK and HK in the same frame will perform a LK.
  • 2 button commands have priority over a single button command. For example, HK and calling an assist with MP+HK will only call the assist. HK and MK+HP will perform the normal move and call the assist on the same frame. Calling an assist has higher priority than other 2 button commands. LP+LK+MP will register the assist (LK+MP) over the throw (LP+LK) and dash commands (LP+MP).

More Details

  • The game engine reads special and super move motions with distinct individual directions read for at least 1f.
  • Button inputs for a special or super move read in a 4f window, starting at the last required direction for the motion.
  • The game engine registers sequential directions within 4f for a special or super motion. The slowest allowable QCF + P takes 12f.
  • The game engine registers non-sequential directions, or a sequence that require crossing through neutral, within 8f for a special or super motion. The slowest allowable DP + P takes 16f. The slowest allowable 360 + P takes 28f.
  • "The game will buffer dash motions entered immediately after a superjump and perform the dash when the character reaches their minimum airdash height."
  • "The game registers inputs during superflash and passes them to the characters, but the characters will use them to change state only when not frozen. In other words, you can do D,DF,F during the superflash, but you have to hit P after it's over or you won't get a fireball. There's no superflash buffering like in BB or MvC3, it's more like MvC2 or XSF."


Same Frame Interactions

Super Flashes

If two supers flashes occur on the same frame, P1 will get the super flash first, then on the first frame after P1's flash, P2's super flash will occur. (Example: do Cerebella level 3 on the same frame. This move is active 1st frame after the flash. P1 will make an active hitbox appear, then on the same frame P2's flash will occur)

But, only P2 will inflict hitstop on P1. This can be seen by doing two supers on the same frame and having them whiff. P2 will recover (number of inflicted hit stop frames) - 1 frames faster than P1. This can cause some situations where P1 will be stuck in hitstop, P2's super will excecute, then P1's super resumes and the invulnerable frames avoids P2's super, causing P2 to get hit. (video)

Crossups

If you get hit on the same frame that someone does a cross over, you need to block it on the original side. In this image, you can see Filia (P2) has her point cross over to the left, further behind Filia (P1). Most people would expect this needs to be blocked by holding right, but you block this by holding left. This is because the direction you need to hold to perform a block is based off the opponents location before they update their position. So if you hold forward to actually try block this as if it was a cross up hit, you get hit.

  • SG crossupexample 1.png
  • Filia blocked this by holding left, even though the frame it connected hit crossed up.


Bugs

General Bugs

Character Specific Bugs

Peacock
Painwheel
  • Buer vs assists bug: https://youtu.be/gNjWLgSCvU8
  • If Painwheel tags in while under Hatred Install, then the timer will still expire during a combo and the install will run out midcombo. However, if Painwheel DHC's in instead, then the timer retains the normal property and the install will only run out after a combo is over.
  • The frame data for the recovery of Painwheel's tag is not shown in the training mode attack data.
  • Double air throw bug (Possibly Painwheel related): https://twitter.com/CRYSTALPRlSON/status/1117945486718095360
Valentine
Double


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