Skullgirls/Esoteric

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PBGC Details

Blockstun during pushblock

Technically, you can still accumulate blockstun during your pushblock animation, even though your blockstun value is canceled once the pushblock ends. If a move connects during a pushblock animation, its blockstun is still applied, but with 3 frames less blockstun, as can be seen by the hitstun bar. This is used by the game engine to determine if actions such as alpha counter can be executed. So if you pushblock a move without much blockstun, you won't be able to alpha counter towards the end of your pushblock since your blockstun ran out.

Determining pushblock frame advantage

When attacks connect during a pushblock, the defending character will recover when pushblock ends, regardless of how much blockstun is applied. This means that the frame advantage of a move that hits a pushblocking character will depend on how early/late it hits relative to the pushblock, not how much blockstun it does.

Worst case frame advantage: - (recovery + active - 1)

Attack connects on last frame of pushblock, defending character recovers next frame
This was done by hand using frame advance, since I found the in-game frame data to be inaccurate when it comes to PBGC canceling blockstun

Best case frame advantage: 24 - (recovery + active - 1)

Attack connects on first frame of pushblock, defending character goes through the remaining 24f of pushblock animation
Basically, this is the frame advantage when an attacked is pushblocked ASAP, minus 1

Example: Parasoul's c.LP can range from +10 to -15. Its frame advantage normally is +4.

This does not factor in assists - that is completely different since the assist will apply hitstop to the pushblocking opponent but the point won't enter hitstop.

Inputs

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).

SOCD (Simultaneous Opposite Cardinal Directions)

  • Direction inputs are a +1 or -1 value to the game engine. Using a keyboard or a non-default controller to hit two opposite directions at the same time (← + → or ↓ + ↑) will give a 0, or a neutral input.

Button Inputs

  • 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).

Input Buffers

  • "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."

Misc Motion Logic

  • 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.

Optimal Movement

Dash distance / time comparisons

Bugs

General Bugs

Character Specific Bugs

Peacock
Painwheel
Valentine
Double

Miscellaneous

Anti DP assist chain research

https://docs.google.com/spreadsheets/d/e/2PACX-1vSPuKUwAjDYhWDJfxYvwCS4jbEMlkwlcJd2efry-J9PZUw1kf6efUriEC29feCfA2qBgGzDGaMLvWlp/pubhtml

"heres some data from researching anti assist chains over the last couple of days
col = first attack
row = attack chained into
red highlight = hits 3f assist vulnerability window
yellow highlight = stuffs l beat extend
just did the first hits of everyones ground normals"

Reading Meter Values

SG Cheat Table


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