Skullgirls/Black Dahlia: Difference between revisions
(Empowered throw is actually the same aside from damage, so I've changed my mind about expanding it to two versions) |
(Lots of frame data and some notes added.) |
||
Line 69: | Line 69: | ||
| onblock = +2 | | onblock = +2 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_slp1_fd.png|left]]}} | | framedata = [[File:SG_dhl_slp1_fd.png|left]]}} | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
Line 86: | Line 86: | ||
| onblock = +2 | | onblock = +2 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_slp2_fd.png|left]]}} | | framedata = [[File:SG_dhl_slp2_fd.png|left]]}} | ||
| | | | ||
Line 112: | Line 112: | ||
| onblock = -14 | | onblock = -14 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_smp_fd.png|left]]}} | | framedata = [[File:SG_dhl_smp_fd.png|left]]}} | ||
| | | | ||
* Moves her forward | * Moves her forward. | ||
}} | }} | ||
Line 139: | Line 139: | ||
| onblock = -17 | | onblock = -17 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_shp_fd.png|left]]}} | | framedata = [[File:SG_dhl_shp_fd.png|left]]}} | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
Line 156: | Line 156: | ||
| onblock = -15 | | onblock = -15 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_shp_hold_fd.png|left]]}} | | framedata = [[File:SG_dhl_shp_hold_fd.png|left]]}} | ||
| | | | ||
* Her only grounded overhead | * Her only grounded overhead. | ||
* Can be held for a followup when empowered | * Can be held for a followup when empowered. | ||
}} | }} | ||
Line 183: | Line 183: | ||
| onblock = +4 | | onblock = +4 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_slk_fd.png|left]]}} | | framedata = [[File:SG_dhl_slk_fd.png|left]]}} | ||
| | | | ||
| | | | ||
* Standing low | * Standing low. | ||
* Moves her forward slightly | * Moves her forward slightly. | ||
}} | }} | ||
Line 212: | Line 212: | ||
| onblock = -7 | | onblock = -7 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_smk_fd.png|left]]}} | | framedata = [[File:SG_dhl_smk_fd.png|left]]}} | ||
| | | | ||
* Moves her forward significantly | * Moves her forward significantly. | ||
}} | }} | ||
Line 238: | Line 238: | ||
| onblock = -13 | | onblock = -13 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_shk_fd.png|left]]}} | | framedata = [[File:SG_dhl_shk_fd.png|left]]}} | ||
| | | | ||
* Her only launcher | * Her only launcher. | ||
* Moves her forward slightly | * Moves her forward slightly. | ||
}} | }} | ||
Line 267: | Line 267: | ||
| onblock = +1 | | onblock = +1 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_clp_fd.png|left]]}} | | framedata = [[File:SG_dhl_clp_fd.png|left]]}} | ||
| | | | ||
* Her fastest normal | * Her fastest normal. | ||
* A random weapon will be used to attack, but every weapon behaves the same, similar to Peacock's M Bang | * A random weapon will be used to attack, but every weapon behaves the same, similar to Peacock's M Bang. | ||
}} | }} | ||
Line 294: | Line 294: | ||
| onblock = -5 | | onblock = -5 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_cmp_fd.png|left]]}} | | framedata = [[File:SG_dhl_cmp_fd.png|left]]}} | ||
| | | | ||
* Powerful vacuum inwards on hit | * Powerful vacuum inwards on hit. | ||
}} | }} | ||
Line 321: | Line 321: | ||
| onblock = -9 | | onblock = -9 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_chp_fd.png|left]]}} | | framedata = [[File:SG_dhl_chp_fd.png|left]]}} | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
Line 338: | Line 338: | ||
| onblock = -12 | | onblock = -12 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_chp_hold_fd.png|left]]}} | | framedata = [[File:SG_dhl_chp_hold_fd.png|left]]}} | ||
| | | | ||
* Sets off the oil from Stage Hazard | * Sets off the oil from Stage Hazard. | ||
* First 2 active frames cannot hit the opponent, they are there to trigger the oil from Stage Hazard | * First 2 active frames cannot hit the opponent, they are there to trigger the oil from Stage Hazard. | ||
* Can be held for a followup when empowered | * Can be held for a followup when empowered. | ||
* Both versions hit on both sides | * Both versions hit on both sides. | ||
}} | }} | ||
Line 367: | Line 367: | ||
| onblock = +1 | | onblock = +1 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_clk_fd.png|left]]}} | | framedata = [[File:SG_dhl_clk_fd.png|left]]}} | ||
| | | | ||
Line 387: | Line 387: | ||
| active = 147, (4), 4 | | active = 147, (4), 4 | ||
| recovery = 30 | | recovery = 30 | ||
| hitstop = | | hitstop = 35 (7 on block) | ||
| hitstun = 25 | | hitstun = 25 | ||
| blockstun = 17 | | blockstun = 17 | ||
| onhit = | | onhit = +35 | ||
| onblock = | | onblock = -1 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_cmk_fd.png|left]]}} | | framedata = [[File:SG_dhl_cmk_fd.png|left]]}} | ||
| | | | ||
* Leaps backwards with a slight high profile | * Leaps backwards with a slight high profile. | ||
* The trap will activate after a 4 frame delay when an opponent steps on it, or after a few seconds have elapsed | * The trap will activate after a 4 frame delay when an opponent steps on it, or after a few seconds have elapsed. | ||
* The high hitstop makes it very easy to convert from a hit | * The high hitstop makes it very easy to convert from a hit. | ||
* If a trap is already onscreen, this move will move you backwards as usual, but it will not spawn a new trap | * If a trap is already onscreen, this move will move you backwards as usual, but it will not spawn a new trap. | ||
* Despite the animation Dahlia is never airborne throughout this move. | |||
* Despite the animation Dahlia is never airborne throughout this move | |||
}} | }} | ||
Line 424: | Line 423: | ||
| onblock = -5 | | onblock = -5 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_chk_fd.png|left]]}} | | framedata = [[File:SG_dhl_chk_fd.png|left]]}} | ||
| | | | ||
* Black Dahlia's sweep | * Black Dahlia's sweep. | ||
* Negligible low profile | * Negligible low profile. | ||
}} | }} | ||
Line 453: | Line 452: | ||
| onblock = +8 | | onblock = +8 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_jlp_fd.png|left]]}} | | framedata = [[File:SG_dhl_jlp_fd.png|left]]}} | ||
| | | | ||
* Like 2LP, she pulls out a random weapon to attack, but all weapons behave the same | * Like 2LP, she pulls out a random weapon to attack, but all weapons behave the same. | ||
}} | }} | ||
Line 479: | Line 478: | ||
| onblock = -4 | | onblock = -4 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_jmp_fd.png|left]]}} | | framedata = [[File:SG_dhl_jmp_fd.png|left]]}} | ||
| | | | ||
* Pushes the opponent away, comboing consistently into jHK | * Pushes the opponent away, comboing consistently into jHK. | ||
}} | }} | ||
Line 501: | Line 500: | ||
| recovery = 19 | | recovery = 19 | ||
| hitstop = 11 | | hitstop = 11 | ||
| hitstun = | | hitstun = 29 | ||
| blockstun = | | blockstun = 32 | ||
| onhit = | | onhit = | ||
| onblock = | | onblock = | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_jhp_fd.png|left]]}} | | framedata = [[File:SG_dhl_jhp_fd.png|left]]}} | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
Line 512: | Line 511: | ||
| guard = {{Property-SG|High}} | | guard = {{Property-SG|High}} | ||
| properties = - | | properties = - | ||
| dmg = | | dmg = 400x3 | ||
| meter = | | meter = 10.0%x3 | ||
| startup = | | startup = 13 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 17 | ||
| hitstop = | | hitstop = 16 | ||
| hitstun = | | hitstun = 18 | ||
| blockstun = | | blockstun = 21 | ||
| onhit = | | onhit = {{Property-SG|KD}} | ||
| onblock = | | onblock = | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_jhp_hold_fd.png|left]]}} | | framedata = [[File:SG_dhl_jhp_hold_fd.png|left]]}} | ||
| | | | ||
* | * Good for crossups, empowered version especially so. | ||
* Empowered version has 3 seperate hitboxes, need a wide character to hit all 3 on. | |||
}} | }} | ||
Line 544: | Line 544: | ||
| recovery = 19 | | recovery = 19 | ||
| hitstop = 7 | | hitstop = 7 | ||
| hitstun = | | hitstun = 16 | ||
| blockstun = | | blockstun = 19 | ||
| onhit = | | onhit = | ||
| onblock = | | onblock = | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_jlk_fd.png|left]]}} | | framedata = [[File:SG_dhl_jlk_fd.png|left]]}} | ||
| | | | ||
* Sets off oil from Stage Hazard | * Sets off oil from Stage Hazard. | ||
* Halts downward momentum slightly. | |||
}} | }} | ||
Line 570: | Line 571: | ||
| recovery = 25 | | recovery = 25 | ||
| hitstop = 10 | | hitstop = 10 | ||
| hitstun = | | hitstun = 27 | ||
| blockstun = | | blockstun = 30 | ||
| onhit = | | onhit = | ||
| onblock = | | onblock = | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_jmk_fd.png|left]]}} | | framedata = [[File:SG_dhl_jmk_fd.png|left]]}} | ||
| | | | ||
* Can crossup | * Can crossup. | ||
}} | }} | ||
Line 596: | Line 597: | ||
| recovery = 36 | | recovery = 36 | ||
| hitstop = 5, 11 | | hitstop = 5, 11 | ||
| hitstun = | | hitstun = 28x2 | ||
| blockstun = | | blockstun = 31x2 | ||
| onhit = | | onhit = | ||
| onblock = | | onblock = | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_jhk_fd.png|left]]}} | | framedata = [[File:SG_dhl_jhk_fd.png|left]]}} | ||
| | | | ||
* | * Long very disjointed hitbox, great to harass with and burst bait. | ||
* Combo after with 236LP KK. | |||
}} | }} | ||
Line 631: | Line 633: | ||
| superhitstop = N/A | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_throw_fd.png|left]]}} | | framedata = [[File:SG_dhl_throw_fd.png|left]]}} | ||
* | * Empowered version does more damage and leaves your victim closer to you for an easier pickup. | ||
* Convert from regular throw midscreen with Shotgun, Barrel or Sticky Bomb. | |||
}} | }} | ||
Line 683: | Line 686: | ||
| framedata = [[File:SG_dhl_tag_fd.png|left]]}} | | framedata = [[File:SG_dhl_tag_fd.png|left]]}} | ||
| | | | ||
* Uses ammo, fires a shot of the previously loaded type | * Uses ammo, fires a shot of the previously loaded type. | ||
* If Dahlia has no ammo the tag animation plays but no shot is fired | * If Dahlia has no ammo the tag animation plays but no shot is fired. | ||
}} | }} | ||
Line 767: | Line 770: | ||
| onblock = -1 | | onblock = -1 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_qcfp_fd.png|left]]}} | | framedata = [[File:SG_dhl_qcfp_fd.png|left]]}} | ||
| | | | ||
* Dahlia shoots her gun, with different properties depending on ammo type. Grounded LP shoots straight ahead, while MP and HP point upwards. Air LP points downwards, MP points straight ahead, and HP points upwards. | * Dahlia shoots her gun, with different properties depending on ammo type. Grounded LP shoots straight ahead, while MP and HP point upwards. Air LP points downwards, MP points straight ahead, and HP points upwards. | ||
* Standard Shot - Regular projectile, arcs downwards when fired | * Standard Shot - Regular projectile, arcs downwards when fired. | ||
}} | }} | ||
Line 796: | Line 799: | ||
| onblock = +8 | | onblock = +8 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_qcfp_fd.png|left]]}} | | framedata = [[File:SG_dhl_qcfp_fd.png|left]]}} | ||
| | | | ||
* Buck Shot - A large shotgun blast instead of a projectile, bounces the opponent off of the walls or ceiling. | |||
* Buck Shot - A large shotgun blast instead of a projectile, bounces the opponent off of the walls or ceiling | * Highest damage with the least amount of damage scaling out of all shots. | ||
* Highest damage with the least amount of damage scaling out of all shots | |||
}} | }} | ||
Line 826: | Line 828: | ||
| onblock = -1 | | onblock = -1 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_qcfp_fd.png|left]]}} | | framedata = [[File:SG_dhl_qcfp_fd.png|left]]}} | ||
| | | | ||
* Rail Shot - Shoots a beam in a straight line. | |||
* Rail Shot - Shoots a beam in a straight line | |||
}} | }} | ||
Line 855: | Line 856: | ||
| onblock = -1 | | onblock = -1 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_qcfp_fd.png|left]]}} | | framedata = [[File:SG_dhl_qcfp_fd.png|left]]}} | ||
| | | | ||
* Fire Shot - Arcs downward when fired, does not have a hitbox while travelling but leaves behind a multi-hit flame once it hits the ground. | |||
* Fire Shot - Arcs downward when fired, does not have a hitbox while travelling but leaves behind a multi-hit flame once it hits the ground | * 28 frame gap between blocking the first hit and the second hit exploding. | ||
* 28 frame gap between blocking the first hit and the second hit exploding | |||
}} | }} | ||
Line 885: | Line 885: | ||
| onblock = +13 | | onblock = +13 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_qcfp_fd.png|left]]}} | | framedata = [[File:SG_dhl_qcfp_fd.png|left]]}} | ||
| | | | ||
* Ice Shot - Projectile that freezes the opponent on hit, trapping them for a long time. Arcs downward when fired. | * Ice Shot - Projectile that freezes the opponent on hit, trapping them for a long time. Arcs downward when fired. | ||
}} | }} | ||
Line 914: | Line 913: | ||
| onblock = -1 | | onblock = -1 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_qcfp_fd.png|left]]}} | | framedata = [[File:SG_dhl_qcfp_fd.png|left]]}} | ||
| | | | ||
* Lightning Shot - Projectile with extra hits and blockstun compared to Standard shot. Moves in a straight line. | * Lightning Shot - Projectile with extra hits and blockstun compared to Standard shot. Moves in a straight line. | ||
* Characters hit with electricity are stalled mid-air | * Characters hit with electricity are stalled mid-air. | ||
}} | }} | ||
Line 947: | Line 945: | ||
| framedata = [[File:SG_dhl_qcfp_fd.png|left]]}} | | framedata = [[File:SG_dhl_qcfp_fd.png|left]]}} | ||
| | | | ||
* Dahlia attempts to shoot her gun, leaving her wide open | * Dahlia attempts to shoot her gun, leaving her wide open. | ||
}} | }} | ||
Line 971: | Line 969: | ||
| onblock = N/A | | onblock = N/A | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_qcbp_fd.png|left]]}} | | framedata = [[File:SG_dhl_qcbp_fd.png|left]]}} | ||
| | | | ||
* Dahlia reloads her ammo, with the LP version loading all slots with standard ammo, MP loading the 3rd slot with a special ammo type, and HP loading the 3rd and 6th slots with special ammo types | * Dahlia reloads her ammo, with the LP version loading all slots with standard ammo, MP loading the 3rd slot with a special ammo type, and HP loading the 3rd and 6th slots with special ammo types. | ||
* Special bullet types are loaded on a randomized cycle, and once all 5 types have been loaded a new cycle is generated. HP reload will always give two different types of special bullet, and any special bullets obtained on one reload are locked out of the next one. | * Special bullet types are loaded on a randomized cycle, and once all 5 types have been loaded a new cycle is generated. HP reload will always give two different types of special bullet, and any special bullets obtained on one reload are locked out of the next one. | ||
* Pressing any punch button as the bullets reach their apex will shorten the move's recovery. | * Pressing any punch button as the bullets reach their apex will shorten the move's recovery. | ||
* Ammo is reloaded on the 29th frame | * Ammo is reloaded on the 29th frame. | ||
}} | }} | ||
Line 988: | Line 986: | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| version = Set | | version = Set | ||
| guard = | | guard = N/A | ||
| properties = | | properties = - | ||
| dmg = | | dmg = N/A | ||
| meter = | | meter = (2.5%) | ||
| startup = | | startup = 26 | ||
| active = | | active = N/A | ||
| recovery = | | recovery = 10 | ||
| hitstop = | | hitstop = N/A | ||
| hitstun = | | hitstun = N/A | ||
| blockstun = | | blockstun = N/A | ||
| onhit = | | onhit = N/A | ||
| onblock = | | onblock = N/A | ||
| onpushblock = | | onpushblock = N/A | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_qcbk_fd.png|left]]}} | | framedata = [[File:SG_dhl_qcbk_fd.png|left]]}} | ||
||{{AttackData-SG | | ||{{AttackData-SG | | ||
| version = Activate | | version = Activate | ||
| guard = | | guard = N/A | ||
| properties = | | properties = {{Property-SG|Invuln. (Full)}} (Frame 10) | ||
| dmg = | | dmg = N/A | ||
| meter = | | meter = (2.5%) | ||
| startup = | | startup = 24 | ||
| active = | | active = N/A | ||
| recovery = | | recovery = 34 | ||
| hitstop = | | hitstop = N/A | ||
| hitstun = | | hitstun = N/A | ||
| blockstun = | | blockstun = N/A | ||
| onhit = | | onhit = N/A | ||
| onblock = | | onblock = N/A | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_qcbk_fd2.png|left]]}} | | framedata = [[File:SG_dhl_qcbk_fd2.png|left]]}} | ||
||{{AttackData-SG | | |||
| version = Activate (Fake) | |||
| guard = N/A | |||
| properties = {{Property-SG|Invuln. (Full)}} (Frame 10) | |||
| dmg = N/A | |||
| meter = (2.5%) | |||
| startup = 24 | |||
| active = N/A | |||
| recovery = 29 | |||
| hitstop = N/A | |||
| hitstun = N/A | |||
| blockstun = N/A | |||
| onhit = N/A | |||
| onblock = N/A | |||
| onpushblock = | |||
| superhitstop = N/A | |||
| framedata = [[File:SG_dhl_qcbk_fd3.png|left]]}} | |||
| | | | ||
* On the first use, Dahlia throws a doily on the ground. Using the same strength twice in a row will teleport her to the doily, using a different strength will replace the doily with a new one. | * On the first use, Dahlia throws a doily on the ground. Using the same strength twice in a row will teleport her to the doily, using a different strength will replace the doily with a new one. | ||
* Teleporting while holding K or having an assist on screen will cause her to feint and teleport in place. | * Teleporting while holding K or having an assist on screen will cause her to feint and teleport in place. | ||
* Doily takes 84 frames to set for all strengths. | |||
}} | }} | ||
Line 1,046: | Line 1,062: | ||
| onblock = -15 | | onblock = -15 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_qcfthrow_fd.png|left]]}} | | framedata = [[File:SG_dhl_qcfthrow_fd.png|left]]}} | ||
| | | | ||
Line 1,063: | Line 1,079: | ||
| version = Parry | | version = Parry | ||
| guard = N/A | | guard = N/A | ||
| properties = | | properties = - | ||
| dmg = | | dmg = N/A | ||
| meter = | | meter = (2.5%) | ||
| startup = | | startup = 0 | ||
| active = | | active = 26 | ||
| recovery = | | recovery = 44 | ||
| hitstop = | | hitstop = N/A | ||
| hitstun = | | hitstun = N/A | ||
| blockstun = | | blockstun = N/A | ||
| onhit = | | onhit = N/A | ||
| onblock = | | onblock = N/A | ||
| onpushblock = | | onpushblock = N/A | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_dpk_fd.png|left]]}} | | framedata = [[File:SG_dhl_dpk_fd.png|left]]}} | ||
||{{AttackData-SG | | ||{{AttackData-SG | | ||
| version = Riposte | | version = Riposte | ||
| guard = | | guard = Mid | ||
| properties = | | properties = - | ||
| dmg = | | dmg = 1200 | ||
| meter = | | meter = 18% | ||
| startup = | | startup = | ||
| active = | | active = | ||
| recovery = | | recovery = | ||
| hitstop = | | hitstop = 14 (6 on block) | ||
| hitstun = | | hitstun = 20 | ||
| blockstun = | | blockstun = 20 | ||
| onhit = | | onhit = {{Property-SG|Crumple}} | ||
| onblock = | | onblock = -11 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_dpk_fd.png|left]]}} | | framedata = [[File:SG_dhl_dpk_fd.png|left]]}} | ||
| | | | ||
Line 1,108: | Line 1,124: | ||
| input = {{NotationIcon-SG|236}} + {{NotationIcon-SG|K}} + {{NotationIcon-SG|K}} | | input = {{NotationIcon-SG|236}} + {{NotationIcon-SG|K}} + {{NotationIcon-SG|K}} | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard = | | guard = Mid | ||
| properties = | | properties = {{Property-SG|Projectile}},<br>{{Property-SG|Minimum Scaling|55%}} (Oil)<br>{{Property-SG|Minimum Scaling|45%}} (Barrel explosion) | ||
| dmg = | | dmg = 200, 100xN, 1500 | ||
| meter = | | meter = -100% | ||
| startup = | | startup = 7 + 8 | ||
| active = | | active = -- | ||
| recovery = | | recovery = 29 | ||
| hitstop = | | hitstop = 10 (1 on block) | ||
| hitstun = | | hitstun = 20 | ||
| blockstun = | | blockstun = 13 | ||
| onhit = | | onhit = {{Property-SG|KD}} | ||
| onblock = | | onblock = -14 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = | ||
| framedata = [[File:SG_dhl_qcfkk_fd.png|left]]}} | | framedata = [[File:SG_dhl_qcfkk_fd.png|left]]}} | ||
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* Dahlia pulls out an oil barrel and kicks it forward, leaving oil puddles behind it | * Dahlia pulls out an oil barrel and kicks it forward, leaving oil puddles behind it. | ||
* Certain fire-based moves from Dahlia can ignite the oil, causing a large burst of flames. | * Certain fire-based moves from Dahlia can ignite the oil, causing a large burst of flames. | ||
* Hitting the barrel will send it forward with an attack, similar to Ms Fortune's Decap Attack | * Hitting the barrel will send it forward with an attack, similar to Ms Fortune's Decap Attack. | ||
* Dealing enough damage to the barrel will cause it to explode. It'll explode instantly when hit by an oil puddle explosion. | * Dealing enough damage to the barrel will cause it to explode. It'll explode instantly when hit by an oil puddle explosion. | ||
}} | }} | ||
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| version = Set | | version = Set | ||
| guard = Mid | | guard = Mid | ||
| properties = | | properties = {{Property-SG|Projectile}}<br>{{Property-SG|Damage Scaling|45%}} | ||
| dmg = 0 | | dmg = 0 | ||
| meter = -100% | | meter = -100% | ||
| startup = | | startup = 10 + 0 | ||
| active = | | active = -- | ||
| recovery = | | recovery = 38 | ||
| hitstop = | | hitstop = | ||
| hitstun = | | hitstun = 25 | ||
| blockstun = | | blockstun = 17 | ||
| onhit = | | onhit = {{Property-SG|Stagger}} (+37 / +52 CH) OR +3 | ||
| onblock = | | onblock = -16 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = | ||
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| version = Detonate | | version = Detonate | ||
| guard = Mid | | guard = Mid | ||
| properties = | | properties = {{Property-SG|Projectile}} | ||
| dmg = | | dmg = 1750 | ||
| meter = 0% | | meter = 0%, -100% (if DHC) | ||
| startup = | | startup = 9 + 7 | ||
| active = | | active = 2, (3), 4 | ||
| recovery = | | recovery = 33 | ||
| hitstop = | | hitstop = 9 | ||
| hitstun = | | hitstun = | ||
| blockstun = | | blockstun = 20 | ||
| onhit = | | onhit = {{Property-SG|KD}} | ||
| onblock = | | onblock = -12 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = | ||
| framedata = [[File:SG_dhl_qcfpp_fd.png|left]]}} | | framedata = [[File:SG_dhl_qcfpp_fd.png|left]]}} | ||
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* Dahlia chucks a bundle of dynamite that sticks to the opponent, bunny girls, any assist, or the ground that can be manually detonated later. | * Dahlia chucks a bundle of dynamite that sticks to the opponent, bunny girls, any assist, or the ground that can be manually detonated later. | ||
* If a character stuck with dynamite is tagged out, dynamite will stay on that character after tagging back in. | * If a character stuck with dynamite is tagged out, dynamite will stay on that character after tagging back in. | ||
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| properties = | | properties = | ||
| dmg = N/A | | dmg = N/A | ||
| meter = -100 | | meter = -100% | ||
| startup = 8 + 0 | | startup = 8 + 0 | ||
| active = N/A | | active = N/A | ||
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** {{NotationIcon-SG|MK}} - Ice Shot [[File:SG_dhl_Ammo5.png||32x32px]] | ** {{NotationIcon-SG|MK}} - Ice Shot [[File:SG_dhl_Ammo5.png||32x32px]] | ||
** {{NotationIcon-SG|HK}} - Lightning Shot [[File:SG_dhl_Ammo6.png||32x32px]] | ** {{NotationIcon-SG|HK}} - Lightning Shot [[File:SG_dhl_Ammo6.png||32x32px]] | ||
** If no buttons are pressed, standard shots will gradually be loaded automatically | ** If no buttons are pressed, standard shots will gradually be loaded automatically. | ||
}} | }} | ||
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| input = {{NotationIcon-SG|214}} + {{NotationIcon-SG|P}} + {{NotationIcon-SG|P}} | | input = {{NotationIcon-SG|214}} + {{NotationIcon-SG|P}} + {{NotationIcon-SG|P}} | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| version = Summon | |||
| guard = - | | guard = - | ||
| properties = - | | properties = - | ||
| dmg = N/A | | dmg = N/A | ||
| meter = -300 | | meter = -300% | ||
| startup = | | startup = 5 + 0 | ||
| active = | | active = N/A | ||
| recovery = | | recovery = 24 | ||
| hitstop = | | hitstop = N/A | ||
| hitstun = | | hitstun = N/A | ||
| blockstun = | | blockstun = N/A | ||
| onhit = | | onhit = N/A | ||
| onblock = | | onblock = N/A | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = | ||
| framedata = [[File:SG_dhl_qcbpp_fd.png|left]]}} | | framedata = [[File:SG_dhl_qcbpp_fd.png|left]]}} | ||
| | |||
|{{AttackData-SG | | |||
| version = Bonnie (Shotgun) | |||
| guard = Mid | |||
| properties = {{Property-SG|Damage Scaling|75%}} | |||
| dmg = 850x3 (200x3) | |||
| meter = N/A | |||
| startup = N/A | |||
| active = N/A | |||
| recovery = N/A | |||
| hitstop = 45 (8 on block) | |||
| hitstun = 20 | |||
| blockstun = 23 | |||
| onhit = N/A | |||
| onblock = N/A | |||
| onpushblock = | |||
| superhitstop = N/A | |||
}} | |||
|{{AttackData-SG | | |||
| version = Killer (Knife) | |||
| guard = Mid | |||
| properties = {{Property-SG|Damage Scaling|75%}} | |||
| dmg = 600x3 (0x3) | |||
| meter = N/A | |||
| startup = N/A | |||
| active = N/A | |||
| recovery = N/A | |||
| hitstop = 45 (8 on block) | |||
| hitstun = 20 | |||
| blockstun = 23 | |||
| onhit = N/A | |||
| onblock = N/A | |||
| onpushblock = | |||
| superhitstop = N/A | |||
}} | |||
|{{AttackData-SG | | |||
| version = Buttercup (Pistol) | |||
| guard = Mid | |||
| properties = {{Property-SG|Damage Scaling|75%}} | |||
| dmg = 400x3 (150x3) | |||
| meter = N/A | |||
| startup = N/A | |||
| active = N/A | |||
| recovery = N/A | |||
| hitstop = 35 (8 on block) | |||
| hitstun = 20 | |||
| blockstun = 23 | |||
| onhit = N/A | |||
| onblock = N/A | |||
| onpushblock = | |||
| superhitstop = N/A | |||
}} | |||
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* Dahlia rings a bell to summon her three stooges that act independently from her, with each having their own attack and pattern. | * Dahlia rings a bell to summon her three stooges that act independently from her, with each having their own attack and pattern. | ||
* Bonnie moves towards the front of your opponent, she waits 100f before her next attack. | |||
* Killer circles around your opponent, she waits 85 before her next attack. | |||
* Buttercup maintains a distance from your opponent, she waits 100f before her next attack. | |||
* Common delay of 20F before the girls can attack when recovering from physical hitstun. | |||
* Common delay of 10F before the girls can attack when recovering from projectile hitstun. | |||
* Total lifetime is 20s (1440 frames) if you somehow wait them out. | |||
* Delays also start on the last frame of whatever the state is before they go to idle. | |||
* Buttercup shoots at targets 86 units off the ground or lower. | |||
}} | }} | ||
Revision as of 05:29, 12 April 2023
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Under Construction
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Story
Black Dahlia is the right hand assassin of Lorenzo Medici, head of the mighty Medici crime syndicate that rules New Meridian from the shadows. A former agent of the Anti-Skullgirl Labs, Black Dahlia was mortally wounded decades ago in a confrontation with a Skullgirl and rebuilt with experimental cybernetic technology. The experience left her with an unquenchable thirst for blood and fascination with the despair and suffering of others.
She betrayed her peers to fight as a hired hitwoman for whomever could keep her paid (and entertained). After Medici Tower is destroyed by the Skullgirl, Lorenzo sends Black Dahlia off on a killing spree to stop Marie and retrieve the stolen Life Gem from Ms. Fortune. However, Black Dahlia finds herself jaded with her employer and drawn to the forbidden thrills only the Skull Heart can provide...
Overview
(Outline of how this character plays goes here)
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Strengths | Weaknesses |
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Stats
Chains
Standing | |
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Crouching | |
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Movement
Weight | Dash | Double Jump | Airdash | IAD Lockout |
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Medium | Step | N/A | N/A | N/A |
Wakeup Time
Forward Tech | Backward Tech | Sliding KD | Hard KD | Crumple |
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Assists
Move List
Standing Normals
Business and Pleasure Toggle Hitboxes Toggle Hitboxes
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Skull Cracker Toggle Hitboxes Toggle Hitboxes
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Shin Splitter Toggle Hitboxes Toggle Hitboxes
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Stilletto Stab Toggle Hitboxes Toggle Hitboxes
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Highball Heel Toggle Hitboxes Toggle Hitboxes
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Crouching Normals
Tchotchke Roulette Toggle Hitboxes Toggle Hitboxes
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Swan Strike Toggle Hitboxes Toggle Hitboxes
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Quake Toggle Hitboxes Toggle Hitboxes
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Blade Waltz Toggle Hitboxes Toggle Hitboxes
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Medici Mousetrap Toggle Hitboxes Toggle Hitboxes
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Clean Sweep Toggle Hitboxes Toggle Hitboxes
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Jumping Normals
Knife Drawer Toggle Hitboxes Toggle Hitboxes
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Cape Fear Toggle Hitboxes Toggle Hitboxes
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Firecracker Toggle Hitboxes Toggle Hitboxes
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Exploding Knees Toggle Hitboxes Toggle Hitboxes
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Fatal Fleury Toggle Hitboxes Toggle Hitboxes
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Death Pendulum Toggle Hitboxes Toggle Hitboxes
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Universal Mechanics
Shakedown Toggle Hitboxes Toggle Hitboxes
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Door Mat Toggle Hitboxes Toggle Hitboxes
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Shot In The Dark Toggle Hitboxes Toggle Hitboxes
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See You Around Toggle Hitboxes Toggle Hitboxes
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Specials
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"A classic!" Toggle Hitboxes Toggle Hitboxes
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"Medici Mule!" Toggle Hitboxes Toggle Hitboxes
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"Screwdriver!" Toggle Hitboxes Toggle Hitboxes
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"Hot Toddy!" Toggle Hitboxes Toggle Hitboxes
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"Bottoms up!" Toggle Hitboxes Toggle Hitboxes
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"Dark and stormy!" Toggle Hitboxes Toggle Hitboxes
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"Just kidding!" Toggle Hitboxes Toggle Hitboxes
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"Shaken, not stirred."
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"I fancy Early Grey."
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"Exquisite!" Toggle Hitboxes Toggle Hitboxes
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"Bring it!" Toggle Hitboxes Toggle Hitboxes
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Supers
"Time to start the party!" Toggle Hitboxes Toggle Hitboxes
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"Enjoy it while it lasts... There's no escape." Toggle Hitboxes Toggle Hitboxes
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"What'll it be?" Toggle Hitboxes Toggle Hitboxes
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"I've got a job for you, girls." Toggle Hitboxes Toggle Hitboxes
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Taunt
Toggle Hitboxes Toggle Hitboxes
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Colors
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Color 1![]() Default color palette. |
Color 2![]() Original alternate color palette. |
Color 3![]() Original alternate color palette. |
Color 4![]() Based on Doom Slayer from the Doom series. |
Color 5![]() Original alternate color palette. |
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Color 6![]() Original alternate color palette. |
Color 7![]() Original alternate color palette. |
Color 8![]() Based on Dictator from the Street Fighter series. |
Color 9![]() Based on Lady Dimitrescu from Resident Evil 8. |
Color 10![]() Based on V1 from Ultrakill. |
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Color 11![]() Based on Ivy Valentine from the Soulcalibur series. |
Color 12![]() Based on Dark Samus from the Metroid series. |
Color 13![]() Based on Crueulla de Vil from Disney's 101 Dalmatians. |
Color 14![]() Based on Barret Wallace from Final Fantasy VII. |
Color 15![]() Based on Queen from Deltarune. |
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Color 16![]() Based on Faye Valentine from Cowboy Bebop. |
Color 17![]() Based on Elphelt Valentine from Guilty Gear XRD -Sign-. |
Color 18![]() Based on Emperor Belos from The Owl House. |
Color 19![]() Based on Opal from Pokémon Sword and Shield. |
Color 20![]() Based on Jun the Swan from Science Ninja Team Gatchaman. |
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Color 21![]() Based on BLU Demoman from Team Fortress 2. |
Color 22![]() Based on RED Demoman from Team Fortress 2. |
Color 23![]() Based on Ramlethal Valentine from the Guilty Gear series (Strive costume). |
Color 24![]() Based on Ada Wong from the Resident Evil series. |
Color 25![]() Based on Lord Dominator from Wander over Yonder. |
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Color 26![]() Based on B.B. Hood/Bulleta from the Darkstalkers series. |
Color 27![]() Based on Surge the Tenrec from the Sonic the Hedgehog Comic Series. |
Color 28![]() Based on Spamton NEO from Deltarune. |
Color 29![]() Based on Venom from the Guilty Gear series. |
Color 30![]() Based on Vile from the Megaman X series. |
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Color 31![]() Based on Utsuho Reiuji from the Touhou series. |
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Intro Poses
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Intro pose 1: Hold ![]() ![]() Black Dahlia crouches on top of a car driven by her Bunnies, then jumps off it. Bring the hearse on your way back, girls! Oh dear, I'm late! That's about to be the both of us! Keep honking, I'm reloading! |
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Intro pose 2: Hold ![]() ![]() Black Dahlia appears out of thin air from a doily placed on the floor. I won't be quick. Nowhere left to run. Show me what you're made of! Death comes for us all, but especially for you! |
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Intro pose 3: Hold ![]() ![]() Black Dahlia strolls forward with her doily draped around her body. Show me your true face! You've got guts, they'll look beautiful splattered on the floor! I'll handle this one personally... |
Win Poses
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Intro pose 1: Hold ![]() ![]() ![]() ![]() Black Dahlia disappears and reappears, lounging on her throne as her Bunnies serve her tea and a cake with a design unique to each character she KOs last. Nothing like the satisfaction of a job well done. How beautiful and bountiful your agony was! Bloodshed and Earl Grey make a PERFECT afternoon! |
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Intro pose 2: Hold ![]() Black Dahlia laughs maniacally. "Maniacal laughter" |
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Intro pose 3: Hold ![]() Black Dahlia wraps herself in her doily and warps away. Disappointing.
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Players to Watch
Name (English/Japanese) | Color | Location | Team | Contact | Status | Notes | Example Play |
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Player | ![]() |
? | ? | ? | ? | ? | Link |
External Links