Skullgirls/Controls

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Basics

Skullgirls is controlled with six attack buttons and the standard fighting game nine direction joystick.

The buttons are comprised of three punch (Sg p.png) buttons and three kick (Sg k.png) buttons:

Sg lp.png Sg mp.png Sg hp.png
Sg lk.png Sg mk.png Sg hk.png
 = 
LP MP HP
LK MK HK
  LP = Light Punch  / Jab
  MP = Medium Punch / Strong
  HP = Heavy Punch  / Fierce
  LK = Light Kick   / Short
  MK = Medium Kick  / Forward
  HK = Heavy Kick   / Round House

Directions are notated using numpad notation, which uses numbers to describe directions in accordance to their location on a numpad.

7.gif 8.gif 9.gif
4.gif 6.gif
1.gif 2.gif 3.gif
 = 
7 8 9
4 5 6
1 2 3
 = 
up-back up up-forward
back neutral forward
down-back down down-forward

Directional motions are used to execute specials and supers. Here is a list of all the motions you will find in Skullgirls:

Visual Notation (arrows) Notation (numpad) Description
Sg 236.png 2.gif 3.gif 6.gif 236 A quarter circle forward (QCF), or a smooth motion between the down and forward directions. Sometimes called a fireball motion.
Sg 214.png 2.gif 1.gif 4.gif 214 A quarter circle back (QCB), or a smooth motion between down and back directions.
Sg 623.png 6.gif 2.gif 3.gif 623 The dragon-punch motion (DP), or a tap forward before hitting down and down-forward
Sg 421.png 4.gif 2.gif 1.gif 421 The reverse dragon-punch motion (RDP), or a tap backward before hitting down and down-back
- 4.gif (hold) 6.gif [4]6 A horizontal charge motion, or holding back then pressing forward. Sometimes called a sonic boom motion.
- 2.gif (hold) 8.gif [2]8 A vertical charge motion, or holding down then pressing up. Sometimes called a flash kick motion.
Sg 360.png 6.gif 3.gif 2.gif 1.gif 4.gif 7.gif 8.gif 360 The 360 motion, or a circular motion that hits all four axis directions in sequence. Since there is no '0' in numpad notation, '360' is used to describe the motion in numpad notation for brevity, even though it doesn't describe the literal directions.

Universal Command List

Movement

Walk - Hold 4.gif or 6.gif for backwards and forwards walk, respectively

Forward dash - 6.gif6.gif or Sg p.png + Sg p.png

Back dash - 4.gif4.gif or 4.gif + Sg p.png + Sg p.png

Jump and Double Jump - 7.gif or 8.gif or 9.gif for backwards, neutral, and forward jump respectively

Super Jump - 2.gif then 7.gif or 8.gif or 9.gif for backwards, neutral, and forward super jump respectively

Airdash - Sg p.png + Sg p.png while in the air

Backwards airdash - 4.gif + Sg p.png + Sg p.png while in the air

Attacks

Throw - Sg lp.png + Sg lk.png

Air Throw - Sg lp.png + Sg lk.png while in the air

Defense

Block - Hold 4.gif or 1.gif for stand block or crouch block, respectively

Pushblock - Sg p.png + Sg p.png while in blockstun

Ground Tech - Hold 4.gif or 6.gif and press any buttons after being knocked down to tech backwards or forwards, respectively

Throw Tech - Sg lp.png + Sg lk.png while being thrown

Burst - Any attack button when burst is available

Team Mechanics

Visual for possible assist combinations

Assist (2nd character)

Sg lk.png + Sg mp.png or
Sg lp.png + Sg mk.png or
Sg lk.png + Sg hp.png

Assist (3rd character)

Sg mk.png + Sg hp.png or
Sg mp.png + Sg hk.png or
Sg lp.png + Sg hk.png

Tag - Sg mp.png + Sg mk.png or Sg hp.png + Sg hk.png to tag to the 2nd and 3rd character, respectively

Snapback - Sg 236.png + Sg mp.png + Sg mk.png or Sg 236.png + Sg hp.png + Sg hk.png to tag to the 2nd and 3rd character, respectively

Alpha Counter - 6.gif + Sg mp.png + Sg mk.png or 6.gif + Sg hp.png + Sg hk.png while in blockstun or during a burst to alpha counter to the 2nd and 3rd character, respectively

DHC - During a super, perform any super from the the next-in-line character

Macros

Two macro buttons can be mapped to any combination of buttons, as well as analog stick assist macros on top of that for pad players. So, pad players can have two assist macros, plus two other macros of their choice, such as dash or throw.


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