Skullgirls/Game Data

From Mizuumi Wiki
Jump to navigation Jump to search

Frame Data Spreadsheet

(click)

Frame Skip

Frame skip interval is 5 frames (five frames drawn, one is skipped)

Explanation: Frame skip is a fighting game engine programming technique which allows the developer to adjust the game speed easily. It works by skipping drawing a frame at a certain interval. The game makes sure skipped frames will still be processed in the game logic and that frame skip cannot make a 1 frame input timing impossible.

Timer

The match starts with 99 ticks on the timer. One tick lasts 125 frames. This is affected by frame skip, so the real time equivalent of one tick is 1.667 seconds. 99 ticks (one whole match) is 2 minutes and 45 seconds.

Gray Timer

Throw and hitgrab supers will cause the timer to turn gray, indicating that the game will wait for the super to finish before initiating the time out. In addition to turning the timer gray, Double's level 3 and the cinematic portion of Valentine's level 3 will halt the timer completely.

Normalized Team Health Values

The following tables are how much damage is needed in a 1.0 damage ratio to do a certain percentage of health


Trio
% of Health Bar vs Solo vs Duo vs Trio
100% 31775 17825 13712
90% 28597 16042 12340
80% 25420 14260 10970
70% 22242 12477 9598
60% 19065 10695 8227
50% 15887 8912 6856
40% 12710 7130 5485
30% 9532 5347 4113
20% 6355 3565 2743
10% 3177 1782 1371


Duo
% of Health Bar vs Solo vs Duo vs Trio
100% 24443 15500 11924
90% 21998 13950 10731
80% 19554 12400 9539
70% 17110 10850 8347
60% 14666 9300 7154
50% 12221 7750 5962
40% 9777 6200 4770
30% 7333 4650 3577
20% 5026 3100 2385
10% 2444 1550 1193


Solo
% of Health Bar vs Solo vs Duo vs Trio
100% 15500 12294 10690
90% 13950 11064 9621
80% 12400 9835 8552
70% 10850 8605 7483
60% 9300 7376 6414
50% 7750 6147 5345
40% 6200 4918 4276
30% 4650 3688 3207
20% 3100 2459 2138
10% 1550 1229 1069

Movement

Walk Speed

  • Very Fast: Beowulf
  • Fast: Filia, Peacock, Ms. Fortune, Painwheel, Big Band, Fukua
  • Medium: Parasoul, Valentine
  • Slow: Cerebella, Double, Eliza, Robo-Fortune
  • Very Slow: Squigly

Dash Length

  • Forward Dash Length: Eliza > Cerebella > Filia > Painwheel > Parasoul = Double > Beowulf
  • Backward Dash Length: Squigly = Double > Eliza > Ms. Fortune = Robo-Fortune > Peacock > Cerebella > Big Band > Painwheel > Parasoul > Valentine > Filia > Beowulf
  • Run Speed: Robo-Fortune > Valentine > Ms. Fortune = Squigly > Filia = Peacock = Big Band = Fukua

Throw Hitboxes

Ground Throws

Click for full size

SG throws.png

Big Band's throw range is significantly larger than the rest of the cast. Filia and Fukua have the same throw range which is a bit small. Everyone else has a slightly different throw range.

Character Width Notes
Big Band 270px
Eliza 214px
Cerebella 212px 92px forward movement + 120px throw range
Beowulf 208px 21px forward movement + 187px throw range
Peacock 195px
Squigly 190px
Double 171px
Painwheel 168px 50px forward movement + 118px throw range
Robo-Fortune 152px
Parasoul 144px 31px forward movement + 113px throw range
Ms. Fortune 128px
Valentine 126px
Filia 102px
Fukua 102px

Measurements are from the the right end of the character's collision box to the right end of the throw hitbox, with the resolution set to 720p (1280x720). Cerebella, Parasoul, Painwheel, and Beowulf move forward from their idle stance during their throw animation.

Air Throws

Click for full size

SG airthrows.png

Eliza and Beowulf have notably large air throw ranges. Filia and Fukua have the same air throw range which is notably short. Everyone else has a slightly different throw range, except for Ms. Fortune, Double and Robo-Fortune which are each the same. Parasoul's throw is deceptively big, since her sprite visual is quite a bit behind the attack box. Aside from being very tall, it's not actually much different from other air throws when compared to the collision box.

Character Width Height
Eliza 222px 276px
Beowulf 197px 284px
Big Band 159px 381px
Squigly 158px 379px
Painwheel 143px 282px
Valentine 136px 292px
Ms. Fortune 131px 276px
Double 131px 276px
Robo-Fortune 131px 276px
Parasoul 122px 380px
Peacock 119px 204px
Cerebella 101px 256px
Filia 57px 266px
Fukua 57px 266px

Measurements for the width are from the the right end of the character's collision box to the right end of the throw hitbox. Measurements for the height are from the center of the character's reference point to the top of the hitbox. For each, the resolution set to 720p (1280x720).

Hurtboxes

Crouch Hitstun / Blockstun / Blocking Hurtboxes

Click for full size

SG crouching.png

Big Band is significantly taller than the rest of the cast. The majority of the cast are the exact same height. The rest are only a bit taller, except for Double who is a tiny bit shorter. Beowulf's tallest point of is hurtbox is only at the very front.

Character Height Notes
Big Band 362px Shrinks by 4px when in stun
Eliza 263px Hurtboxes are slightly changed when in hit/block stun, height is still the same (picture)
Beowulf 253px
Cerebella 235px
Parasoul 220px
Filia 218px
Peacock 218px
Ms. Fortune 218px
Painwheel 218px
Valentine 218px
Squigly 218px
Fukua 218px
Robo-Fortune 218px
Double 212px Even shorter towards the front

Measurements are the height of the hurtbox from the center of the character's reference point to the top of the hurtbox, with the resolution set to 720p (1280x720).

Standing Hitstun / Blockstun Hurtboxes

Click for full size

SG standing.png

Stand blocking hurtboxes while not in blockstun vary with the animation. Painwheel's tallest point of her hurtbox is only at her back.

Character Height
Double 456px
Big Band 444px
Eliza 412px
Parasoul 357px
Ms. Fortune 346px
Beowulf 340px
Robo-Fortune 333px
Squigly 328px
Robo-Fortune 131px
Filia 304px
Fukua 304px
Peacock 298px
Valentine 285px
Cerebella 263px
Painwheel 262px

Measurements are the height of the hurtbox from the center of the character's reference point to the top of the hurtbox, with the resolution set to 720p (1280x720).

Air Blockstun Hurtboxes

Click for full size

SG jumping.png

Jump blocking hurtboxes while not in blockstun vary with the animation.

Character Height
Big Band 457px
Painwheel 334px
Beowulf 316px
Squigly 290px
Eliza 286px
Peacock 277px
Parasoul 273px
Filia 244px
Fukua 244px
Valentine 235px
Double 215px
Ms. Fortune 206px
Robo-Fortune 206px

Measurements are the height of the hurtbox from the lowest point of the hurtbox to the highest part of the hurtbox, with the resolution set to 720p (1280x720).

Air Hitstun Hurtboxes

Click for full size

SG jumpinghurtbox.png

Filia and Fukua have a different hurtbox on the first frame of getting hit. These hurtboxes are just from regular air hitstun, not any kind of knockdown or wall bounce

Character Height
Big Band 457px
Parasoul 443px
Cerebella 379px
Eliza 357px
Painwheel 351px
Beowulf 345px
Ms. Fortune 327px
Robo-Fortune 327px
Valentine 316px
Peacock 310px
Filia 302px
Squigly 302px
Fukua 302px
Double 293px

Measurements are the height of the hurtbox from the lowest point of the hurtbox to the highest part of the hurtbox, with the resolution set to 720p (1280x720).

First Airborne Frame Hurtboxes

As seen below, some character's hurtboxes during the first frame of their jump don't have many hurtboxes near the ground compared to others.

Click for full size

SG firstjump1.png

SG firstjump2.png

SG firstjump3.png

SG firstjump4.png

SG firstjump5.png

Super Damage Charts

Undizzy doesn't affect damage when already at full scaling, so "point, full scaling" is just a single column rather than dividing it up into <240 and >240 undizzy.

All command grab super DHCs were tested using Peacock L Bang to stagger, then Lenny into DHC.

Level 1 Supers

Scalpels usually hits 6 times. 8 hit DHC values are calculated.

*Argus damage is dependent on RNG and enemy hurtbox, testing was done with all bullets hitting (maximum damage).

**Catheads is a level 2, but it's here anyway since it's a 1 bar DHC. Assumes 49 hits, which is close to optimal if not optimal throw mashing. DHC tested after Sniper Shot for the restand.

*** Lenny damage is calculated, it's a single 3800-damage hit. The DHC values are calculated based on how much damage the bomb would do if it exploded immediately after superflash (0.7x and 0.385x scaling respectively).

Character Super point, counterhit, <240 ud point, raw, <240 ud point, full scaling DHC, full scaling, <240 ud DHC, full scaling, >240 ud DHC over 240ud penalty
Big Band SSJ (taunt) 5394 5094 2060 3255 2355 -28%
Painwheel Death Crawl (Hatred Install) 3000 2900 2340 2442 2340 -5%
Double Catheads** 3173 3073 1960 2381 2058 -14%
Cerebella 360 4800 4800 1222 3360 1845 -45%
Robo-Fortune Cannon 3320 3182 1650 2229 1785 -20%
Filia Fenrir 3481 3281 950 2114 1700 -20%
Peacock Argus* 3385 3235 1530 2206 1678 -24%
Peacock Lenny*** 5700 3800 1045 2660 1463 -45%
Eliza LoS 3200 3200 1200 2240 1550 -31%
Ms. Fortune CSF (head-on) 3362 3187 1222 1962 1394 -29%
Ms. Fortune CSF (headless) 3228 3053 1182 1922 1354 -30%
Valentine EKG 2813 2675 1168 1747 1303 -25%
Painwheel Death Crawl 2477 2367 1144 1651 1251 -24%
Big Band SSJ 4112 3812 992 2186 1241 -43%
Fukua Drill 3187 3012 1060 1800 1232 -32%
Cerebella Dynamo 3011 2861 1057 1676 1205 -28%
Double Car 3105 2855 991 1649 1086 -34%
Robo-Fortune Magnetic Trap 2750 2750 1000 1925 1058 -45%
Parasoul Bikes 2206 2016 1026 1221 1026 -16%
Valentine Scalpels (8 hits) 3106 2881 720 1733 943 -46%
Fukua Fireball 3075 2625 540 1599 878 -45%
Beowulf Arm 3375 2250 618 1575 866 -45%
Beowulf Airwulf 1250 1250 343 875 481 -45%
Filia Gregor 2651 2501 721 1411 862 -39%
Fukua BFF 2600 2500 672 1548 851 -45%
Squigly Daisy Pusher 2500 2500 650 1531 841 -45%
Cerebella 360 Horns 1900 1900 590 1510 828 -45%
Valentine Scalpels (6 hits) 2613 2388 540 1387 763 -45%
Parasoul Sniper Shot 2625 1750 481 1225 673 -45%
Double Monster 1500 1500 412 1050 577 -45%
Squigly SBO 1928 1740 375 1019 560 -45%

Level 1 Air Supers

No DHC values, since you can't DHC into an air super.

Character Super counterhit raw full scaling
Big Band Tympany 2825 2687 1185
Big Band Tympany (taunt) 4145 4007 2475
Eliza Nekhbet 3000 3000 1000
Ms. Fortune Superjump Feral Edge (8 hits) 3021 2896 997
Ms. Fortune TK Feral Edge (4 hits) 3262 3137 797
Painwheel Thresher 2000 2000 780
Painwheel Thresher (Hatred Install) 3050 3050 1356
Filia Air Gregor 2050 1925 543
Valentine Scalpels (6 hits) 2613 2388 540
Valentine Scalpels (8 hits) 3106 2881 720
Fukua Air Blown Kiss 3075 2625 540
Fukua TK Drill (6 hits) 1680 1542 355
Fukua Superjump Drill (18 hits) 2685 2547 1015

Level 3 Supers

Since level 3s have a minimum scaling of 0.45, point/fullscaling damage is often equal to dhc/fullscaling/>240ud damage.

*Corner Band level 3 full scaled point testing was done after H A-Train (a realistic combo ender), which pulls you out of the corner a little. Damage would probably be lower with most other corner combo enders. DHC testing is done right up against the corner. Band level 3 damage is a bit inconsistent in general.

**Para level 3 damage is a little inconsistent, so your own testing may differ slightly.

Character Super point, counterhit, <240 ud point, raw, <240 ud point, full scaling DHC, full scaling, <240 ud DHC, full scaling, >240ud DHC over 240 ud penalty
Big Band SUtB (Midscreen on Band) 7248 6973 5355 5590 5306 -5%
Big Band SUtB (Midscreen on Eliza) 6660 6287 4767 5149 4963 -4%
Big Band SUtB (Midscreen on Filia) 5974 5797 4228 4561 4228 -7%
Painwheel Buer Overdrive (Hatred Install) 6154 5154 3893 4207 3893 -8%
Robo-Fortune Cannon Gamma 4456 4361 3825 3924 3825 -3%
Double Nightmare Legion 5024 5024 3690 3963 3690 -7%
Parasoul Inferno Brigade** 4067 4007 3726 3679 3672 0%
Big Band SUtB (Corner on Filia)* 4741 4417 2997 3526 3242 -8%
Big Band SUtB (Corner on Eliza)* 4741 4466 3242 3526 3242 -8%
Big Band SUtB (Corner on Band)* 4741 4466 3242 3477 3193 -8%
Eliza Khepri Sun 4426 4236 3172 3367 3172 -6%
Peacock Goodfellows 6225 6225 2785 3408 2785 -18%
Valentine DOA 5000 5000 2750 3500 2750 -21%
Beowulf Moonsault 6031 5656 2699 3229 2699 -16%
Painwheel Buer Overdrive 5096 4096 2598 3146 2598 -17%
Squigly Inferno of Leviathan 4662 4324 2424 2774 2424 -13%
Cerebella Diamonds AF 5200 5200 2340 3395 2340 -31%
Ms. Fortune 5th of Dismember 5000 5000 2250 3500 2250 -36%
Fukua Twice Shy 4900 4900 2205 3430 2205 -36%
Filia Trichobezoar 7125 4750 2137 3325 2137 -36%

Level 5 Supers

Since level 5s have a minimum scaling of 0.55 (except Fukua level 5 for some reason), point/fullscaling damage is often equal to dhc/fullscaling/>240ud damage.

*Double level 5 tested by mashing all 6 buttons against Big Band. Each test was done 10 or so times and then the best one was chosen, so these are close to ideal values. Damage will be lower on smaller characters.

Character Super point, counterhit, <240 ud point, raw, <240 ud point, full scaling DHC, full scaling, <240 ud DHC, full scaling, >240ud DHC over 240 ud penalty
Double Megalith Array (explode)* 9624 8844 8080 8432 8080 -4%
Big Band Satchmo Deathblow 7892 7692 6875 6960 6875 -1%
Double Megalith Array (no explode)* 8895 8091 6843 7195 6843 -5%
Robo-Fortune Cannon Omega 7108 7008 6600 6642 6600 -1%
Squigly Rage of the Dragon 7777 7777 5000 5443 5000 -8%
Valentine Revive 6750 4500 2475 3150 2475 -21%
Fukua Head over Heels 3000 3000 825 1837 1010 -45%

Wakeup Time

Character Hard Knockdown Forward Tech Backwards Tech Crumple Sliding KD (relative to PS)
Filia / Fukua 28 39 41 32 5
Cerebella 34 34 35 32 4
Peacock 34 40 40 32 10
Parasoul 34 41 40 40 0
Ms. Fortune 31 37 37 32 6
Painwheel 34 40 40 32 6
Valentine 35 37 37 32 6
Double 36 39 41 33 7
Squigly 31 39 40 32 6
Big Band 35 39 40 36 3
Eliza 34 39 40 32 4
Beowulf 34 39 40 34 4
Robo-Fortune 31 37 37 32 4

Assist Tag Out Times

The amount of time for each character's tag out animation to play before becoming invulnerable and exiting the screen, with some rules:

  • If the assist was performing a crouching normal, they will stand up before playing their tag out animation. Effectively giving them increased recovery.
  • If the assist was hit, after recovering, they will leave on the first possible frame with full invulnerability and no tag out animation.
Character Time
Beowulf 60f
Big Band 58f
Cerebella 36f
Double 40f
Eliza 48f
Filia 33f
Fukua 33f
Ms. Fortune 60f
Painwheel 38f
Parasoul 57f
Peacock 64f
Robo-Fortune 60f
Squigly 30f
Valentine 44f

Moves

Fastest Moves

Super moves startup are listed considering inflicted super hitstop.

Source and full document for supers: https://docs.google.com/spreadsheets/d/1rqieBOi1nZ_XaUBVYG2p3DcIhZENcB6S9PUHL8QWAho/edit#gid=523859675

Keep in mind Skullgirls does not include the first frame of active in the startup

Effective startup Character Move Air/Ground Notes
1f Cerebella j2MP (situational) Air Only when pressed when Cerebella is falling and 2f away from landing.
1f Big Band Level 5 (via trumpet) Ground
2f Big Band Level 5 Ground
2f Big Band SSJ (Level 1) Ground
3f Filia Fenrir (Level 1) Ground
3f Squigly Level 5 Ground
3f Painwheel Buer Thresher (Level 1) Air
4f Filia Gregor (Level 1) Ground
4f Cerebella Diamond Drop Ground
4f Cerebella Ultimate Showstopper (Level 1 360 super) Ground
4f Parasoul Egret Charge (Level 1) Ground Projectile super, which starts from the side of the screen behind Parasoul, so there's almost always travel time involved
4f Ms. Fortune Cat Scratch Fever (Level 1) Ground
4f Valentine EKG Flatliner (Level 1) Ground
4f Double Level 3 Ground
4f Double Level 5 Ground
4f Big Band Level 3 Ground
4f Fukua Level 3 Ground
4f Beowulf Wulfmania (Level 3 360 super) Ground
4f Valentine EKG Flatliner (Level 1) Air
4f Double Level 5 Air
5f Filia s.LP Ground
5f Ms. Fortune s.LP Ground
5f Ms. Fortune Level 3 Ground
5f Valentine Checkmate Incision (Level 1) Ground
5f Squigly Daisy Pusher (Level 1) Ground
5f Fukua Drill of My Dreams (Level 1) Ground
5f Fukua Level 5 Ground
5f Ms. Fortune Feral Edge (Level 1) Air
5f Ms. Fortune Level 3 Air
5f Fukua Drill of My Dreams (Level 1) Air
6f Filia c.LP Ground
6f Cerebella s.LP Ground
6f Cerebella c.LP Ground
6f Cerebella Dynamo Ground
6f Peacock s.LP Ground
6f Peacock c.LP Ground
6f Ms. Fortune cLP Ground
6f Painwheel Death Crawl Ground
6f Valentine s.LP Ground
6f Valentine c.LP Ground
6f Double s.LP Ground
6f Double Car (no side switch) Ground
6f Squigly s.LP Ground
6f Big Band s.LP Ground
6f Big Band c.LP Ground
6f Eliza s.LP Ground
6f Fukua s.LP Ground
6f Fukua c.LP Ground
6f Beowulf c.LP Ground
6f Beowulf Arm Ground
6f Robo-Fortune s.LP Ground
6f Robo-Fortune c.LP Ground
6f Cerebella j.LP Air
6f Ms. Fortune j.LP Air
6f Double j.LP Air
6f Valentine Checkmate Incision (Level 1) Air

Fastest Overheads

Keep in mind Skullgirls does not include the first frame of active in the startup, as well as the presence of frame skip

Character Move Time Timing details Notes
Double TK level 5 8f 4f jump startup, 4f pre-flash startup, super hitstop covers the rest
Parasoul IOH j2MK 11f 4f jump startup, 7f j2MK Hits on entire cast while crouching! Needs an assist or well-placed tear to convert. 12f total if done with a down charge ready; you need 1f of jump to not get [2]8MK
Beowulf 66jLP 14f 6f dash, 8f jLP
Squigly dj IOH jLP 15f 4f jump startup, 4f of double jump, 7f jLP Difficult. Explanation here
Big Band IOH jMK 15f 4f jump startup, 11f jMK Need to spend meter or chain into j.HK to combo
Robo-Fortune dj IOH jLP 15f 4f jump startup, 4f of double jump, 7f jLP Difficult. Explanation here
Ms. Fortune dj IOH jLK 16f 4f jump startup, 4f of double jump, 8f jLK Difficult. Explanation here
Filia IAD jLK 17f 4f jump startup, 5f IAD lockout, 1f of airdash, 7f jLK
Cerebella j2MP 17f 4f jump startup, 11+2f j2MP This move gains 2f of startup if done instantly
Peacock dj IOH jLK 18f 4f jump startup, 4f of double jump, 10f jLK Difficult. Explanation here
Valentine 446 jLP 18f 10f backdash, 1f airdash, 7f jLP
Big Band L Giant Step 18f
Cerebella jHP 19f 4f jump startup, 15f jHP
Ms. Fortune IAD jLK (head on) 19f 4f jump startup, 6f IAD lockout, 1f of airdash, 8f jLK
Parasoul 6LP 20f
Painwheel fly 3jLP 20f 12f of fly, 8f jLP
Eliza IAD jLK 20f 4f jump startup, 8f IAD lockout, 1f airdash, 7f jLK
Peacock IAD jLP 21f 4f jump startup, 8f IAD lockout, 1f of airdash, 8f jLP
Ms. Fortune IAD jLK (headless) 21f 4f jump startup, 8f IAD lockout, 1f of airdash, 8f jLK
Parasoul 4HK 22f
Squigly 6HP 22f
Peacock IAD jLK 23f 4f jump startup, 8f IAD lockout, 1f of airdash, 10f jLK
Eliza jHP 23f 4f jump startup, 19f jHP
Double 2149MK (TK barrel) 24f 4f jump startup, 1f of jump, 12f barrel, 7f/6f/5f/2f before it hits crouching Double/Cerebella/Eliza/Big Band from a super jump Unsafe without an assist to cover. Potential to shave off 2f by using a normal jump but doing that from a crouch blocking or idle state is difficult
Valentine 446 jHP 29f 10f backdash, 1f airdash, 18f jHP
Eliza 236MK 30f Time is before it hits crouching Double (shortest croucher)
Valentine IAD jHP 31f 4f jump startup, 8f IAD lockout, 1f airdash, 18f jHP
Fukua Point blank H Clone 33f
Cerebella 5HK (2nd hit) 38f
Painwheel 2[HP] 40f
Beowulf 5[MP] 44f

List of Post-Flash Blockable Supers

Some supers inflict more hitstop than the length of the post flash startup, causing the move to be unblockable if you weren't blocking before the flash. The majority of the supers of the game are post flash unblockable. This is a list of all the ones that CAN be blocked post flash. Remember that possessing any amount of undizzy will remove all inflicted hitstop from your level 1 or level 2 supers.

Source and full document: https://docs.google.com/spreadsheets/d/1rqieBOi1nZ_XaUBVYG2p3DcIhZENcB6S9PUHL8QWAho/edit#gid=523859675

Character Move Notes
Filia Gregor (air version)
Peacock Argus
Parasoul Sniper
Parasoul Bikes In most situations, it is blockable since the bikes come from the side of the screen, but on paper it could potentially be post flash unblockable
Parasoul Level 3
Ms. Fortune Feral Edge
Valentine Scalpels (air version)
Valentine Level 3 Can't input any moves, and can only switch to block post flash if not dashing
Double Car (reverse sides) Can't input any moves, and can only switch to block post flash if not dashing. Same side version is blockable if there's enough travel time
Squigly SBO
Squigly Sing -> SBO Can't input any moves, and can only switch to block post flash if not dashing.
Squigly Daisy Pusher Post flash unblockable with charged sing
Beowulf Arm Can't input any moves, and can only switch to block post flash if not dashing.
Fukua Fireball Super
Fukua BFF Can't input any moves, and can only switch to block post flash if not dashing.
Robo-Fortune Magnet

Low Profile Moves

squigly
  • c.lk 1f
  • c.lp 1f slight
  • c.mp 1f
eliza
  • c.mp 6f
  • c.mk 6f
  • c.lp 6f slight
fortune
  • c.lp 1f
  • c.lk 1f slight,6f
  • c.mp 12f
peacock
  • c.lk 3f
painwheel
  • c.lp 1f slight
  • c.hk 12f
filia
  • c.lp 5f
  • c.mp 1f slight 3f
  • c.mk 4f
  • c.hp 7f
bella
  • c.lk 1f slight 7f
  • c.lp 1f
  • c.mp 1f
  • c.hp 1f
  • c.hk
val
  • c.lp 1f
  • c.lk 1f
  • c.mk 1f
  • c.mp 1f slight
  • c.hk 1f slight
  • c.hp 4f
para
  • c.lk 1f (lean back) 3f
  • c.mp 1f lean back
  • c.mk
Double
  • c.lp 1f slight
  • c.mp 1f slight
  • c.hp 7f
  • c.mk
fukua
  • c.lp 5f slight
  • c.mp 1f huge
  • c.mk 4f
  • c.hp 7f
beo
  • c.lk 1f slight lean back
  • c.hk 5f lean back
  • qcf+lk 7f
  • qcf+throw 5f
  • chairless c.hp 1f lean back
robo
  • c.lk 1f slight 5f
  • c.mk 5f
  • qcf+lk 1f big
Band
  • c.lk 1f slight lean back
  • c.mk 4f slight

High Profile (Low Crush) Moves

Band
  • hk 8f
  • c.hp 4f slight 7f
Eliza
  • lp 1f slight
  • lk 1f back
  • hp 1f back 5f
Fortune
  • lk 1f back
peacock
  • lk 1f slight 3f 4f
  • mp 5f back
  • mk 4f back
painwheel
  • c.mk 3f
  • fly 2f slight 3f slight
filia
  • lk 1f back
  • hk 3f slight 6f
  • c.mp 1f slight back
  • qcf+p 10f
cerebella
  • lk 1f slight 8f back
  • c.lk 2f
  • hk 7f
  • c.hk 5f slight back
val
  • lk 2f back
  • mp 5f back
  • mk 5f back
  • c.mk 3f slight back
  • hp 3f back
  • qcb+p 4f back
Parasoul
  • c.mp 3f back 6f
  • c.hk 7f
Double
  • lk 2f back
  • mp 1f slight back 3f
  • qcf+p 3f back
fukua
  • lk 1f back
  • hk 6f
beo
  • mk 6f slight 13f
robo
  • lk 5f back

Moves that have invulnerability on startup

Full Invulnerability
Character Move Startup Effective Invul Notes
Filia Updo(623P) 8f/10f/13f 12f/14f/15f L/M/H
Filia Fenrir(623PP) 3f+1f
Filia Gregor(214KK) 3f+4f/4f+4f Ground/Air,
Filia Level 3(214PP) 8f
Cerebella Devil Horns(623MP) 18f 21f
Cerebella Dynamo(236PP) 6+6f
Cerebella Showstopper(360LP+LK) 4f
Parasoul Pillar([2]8HP) 17f 21f
Parasoul Bikes(236KK) 3f+0, 1f
Parasoul Level 3(214PP) 5+10f
Ms. Fortune Fiber(623K) 13f/14f/15f 7f/12f/17f L/M/H, Head-On only
Ms. Fortune Sneeze(623HP) 18f ? Headless only
Ms. Fortune CSF(236PP) 4+1f
Ms. Fortune Feral Edge(214KK) 4+4f Air only
Ms. Fortune Level 3(214PP) 5+4f
Painwheel Death Crawl(236PP) 6+8f
Painwheel Thresher(214KK) 3+4f Air Only
Painwheel Level 3(214PP) 7+2f
Valentine Scapels(236PP)
Valentine Flatliner(214KK) 4f+4f
Valentine Level 3(214PP) 4+10f
Valentine Level 5(214MP+MK) 8+4f
Double L Bomber(623LK) 12f 14f
Double Car(236PP) 6+2f or 6+11f
Double Level 3(214PP) 4+2f
Double Level 5(22KK) 4+1f
Squigly H Charged Draugen Punch(623HP) 8+6f 20f
Squigly SBO(214KK) 4+11f
Squigly Daisy(214LP+LK) 4+9f
Squigly Level 3(214PP) 8+6f
Squigly Level 5(LK, LK, 6, LP, HK) 3+4f
Big Band H Beat Extend(623HP) 12f 13f
Big Band SSJ(236PP) 2+6f 2f of throw invul on startup. 1 hit of armor for the entire duration.
Big Band Tympany(214KK) 8+7f Air only.
Big Band Level 3(214PP) 4+3f
Big Band Level 5 1f or 2f
Eliza Level 3(214PP) 9+3f
Fukua BFF(214KK) 29+6f Gains extra startup when it invuls through a throw.
Fukua Level 3(214PP) 4+2f
Fukua Level 5(360LP+LK) 5f
Beowulf Arm(236PP) 6+4f
Beowulf Airwulf(214PP) 10+2f
Beowulf Level 3(214PP) 8+2f
Beowulf Wulfmania(360LP+LK) 4f
Robo-Fortune Level 3(214PP) 4f The explosion has 53f of invul.
Strike Invulnerability
Character Move Startup Effective Invul Notes
Peacock M Bang(236MP) 20f 24f
Ms. Fortune Cat Strike(214P) 30f 30f Head-On only.
Big Band M Beat Extend(623MP) 10f 13f
Eliza Khat(623P) 11f,4f 17f The starting button will always be strike invul, the followups lose invulnerability.
Fukua H Drill(236HK) 18f 19f
Beowulf H Chairtoss(236HP) 25f 30f Only with chair.
Robo-Fortune Magnet(236KK) 5+6f~95f Becomes fully invul for 8f after the flash.
Throw Invulnerability
Character Move Startup Effective Invul Notes
Cerebella DDrop(236LP+LK) 4f 7f
Cerebella Grab Bag(236LP+LK) 14f 30f Air Only.
Cerebella Pummel Horse 25f 34f The very first possible frame is vulnerable and has armor because this move is a run followup.
Peacock L Bang(236LP) 16f 19f
Ms. Fortune Fiber(623K) 13f/14f/15f 7f/12f/17f L/M/H, Headless only.
Beowulf Wulfshoot(236LP+LK) 24f 42f
Robo-Fortune M/H Danger(236MK/HK) 10f/29f 13f/2f
Armor
Character Move Startup Armor duration Hits of Armor Notes
Cerebella M/H LnL(236MP/HP) 28f/36f 28f/50f 1/2
Cerebella Run([4]6K) 1f 56f max 1
Cerebella Battle Butt(during Run HP/HK) 11f 31f 2
Cerebella Level 3(214PP) 28f 111f infinte Super with Hyperarmor during the entire duration.
Big Band M/H Brass([4]6MP/HP) 20f/24f 32f/39f 2
Big Band M/H A-Train([4]6MK/HK) 17f/21f 21f/25f 2/3
Fukua Inevitable Snuggle(214LP+LK) 30f 31f 7
Beowulf 2HP (Chairless) 25f 43f 1
Beowulf 2HK (Chairless) 25f 37f 2
Robo-Fortune 5HP 17f 37f 1
Projectile Invulnerability
Character Move Startup Effective Invul Notes
Cerebella Deflect(623LP) 22f First frame is always vulnerable to be able to absorb a projectile and deflect it.


General
FAQ
Controls
Glossary
HUD
Training Room
Game Data Key
Team Building
Community
Links
Characters
Filia
Cerebella
Peacock
Parasoul
Ms. Fortune
Painwheel
Valentine
Double
Squigly
Big Band
Eliza
Fukua
Beowulf
Robo-Fortune
Mechanics
Other

Navigation menu