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Skullgirls/Controls
Basics
Skullgirls is controlled with six attack buttons and the standard fighting game nine direction joystick.
The buttons are comprised of three punch () buttons and three kick (
) buttons:
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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.
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Directional motions are used to execute specials and supers. Here is a list of all the motions you will find in Skullgirls:
Universal Command List
Movement
Walk - Hold or
for backwards and forwards walk, respectively
Jump and Double Jump - or
or
for backwards, neutral, and forward jump respectively. Double jump is character specific.
Super Jump - then
or
or
for backwards, neutral, and forward super jump respectively
Airdash - +
while in the air. Character specific.
Backwards airdash - +
+
while in the air. Character specific.
Attacks
Air Throw - +
while in the air
Defense
Block - Hold or
for stand block or crouch block, respectively
Air Block - Hold any backwards direction (,
, or
) while in the air to guard any mid, high, or low attack. You can still block mids and highs during jump startup on the ground while holding
.
Pushblock - +
while in blockstun
Ground Tech - Hold or
and press any button after being knocked down to tech backwards or forwards, respectively.
Throw Tech - +
while being thrown. Must be standing.
Burst - Any attack button once a combo becomes burst-able (indicated by special green/red hit effects)
Team Mechanics
Assist (2nd character)
Assist (3rd character)
Tag - +
or
+
to tag to the 2nd and 3rd character, respectively
Snapback - +
+
or
+
+
to tag to the 2nd and 3rd character, respectively
Alpha Counter - +
+
or
+
+
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.