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. Double jump is character specific.

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. Character specific.

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

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

Air Block - Hold any backwards direction (1.gif, 4.gif, or 7.gif) 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 7.gif.

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

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

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

Burst - Any attack button once a combo becomes burst-able (indicated by special green/red/gold hit effects, see Combo Mechanics)

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
  • When playing a duo, any of these will call your 2nd character.

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

  • When playing a duo, either input will tag to your 2nd character.

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.

  • If your opponent is playing a duo, either input will snap in the 2nd character.
  • In all formats except for 1v1, the motion is actually 23 (2.gif3.gif). This is to allow you to buffer a reversal snapback from blockstun without getting Alpha Counter instead.

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.

  • When playing a duo, either input will Alpha Counter to your 2nd character.

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

  • You cannot DHC directly to your 3rd character.

Macros

Right stick assist macros

Two macro buttons (usually L1 and L2) can be mapped to any combination of simultaneous attack button presses.

  • These are usually used for assist calls, but sometimes they're used for dash/pushblock inputs, throw inputs, tags, or any other input that is otherwise difficult on your input method.
  • You cannot use these to perform sequences, or any directional inputs.

There are also two analog stick assist macros that are fixed in their mapping:

  • Pressing up on the right analog stick acts as a Sg lk.png + Sg mp.png macro (2nd Character assist).
  • Pressing down on the right analog stick acts as a Sg mk.png + Sg hp.png macro (3rd Character assist).
  • These two macros behave exactly the same as the remappable ones. They are equivalent to holding down their respective attack buttons, just like the remappable macros.
  • These macros are intended for pad players, but on the PC version they can be remapped to other buttons so anyone can make use of them.
  • These macros are not remappable to other buttons on PS4, so you will need to have real right analog stick input. This is possible to implement in hardware on stick/hitbox.


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