|Want to be an editor? Request an account by joining the Mizuumi Discord and follow the instructions in the welcome message.|
Skullgirls/Game Data Key
Visual Frame Data Color Key
Each graph shows the attack on whiff unless otherwise noted.
Some frame data graphs have dimmed portions to indicate that section is part of a different, preceding move (such as normals that can be pressed twice).
- Top row (active frames)
- Red - Active strike hitbox frames
- Purple - Active throw hitbox frames
- 2nd row (invulnerability)
- Green - Vulnerable
- White - Invuln. (Full)
- Light blue - Invuln. (Strike)
- Yellow - Invuln. (Throw)
- Orange - Invuln. (Proj.)
- 3rd row
- Dark red - No super cancel allowed
- Bottom row (armor and collision boxes)
- Gray - Armor
- Yellow w/ gray outline - Hyper Armor
- Purple w/ gray outline - Hatred Guard (Painwheel only)
- Dark purple - No collision box
- Brown - No collision box if you are hitting an opponent
- Super flash
- Vertical gray boxes - Super flash
Hitbox Color Key
- Red: Active attack box
- Green: Hurt box
- White: Fully invulnerable hurt box
- Light Blue: Strike invulnerable hurt box OR high blocking hurt box
- Yellow: Throw invulnerable hurt box OR hitstun hurtbox
- Orange: Projectile invulnerable hurt box
- Dark Blue: Low blocking hurt box
- Purple: Air blocking hurt box. Used during unblockable protection and absolute guard to indicate blocking both ways
- Blue: Collision box
- Diamond: Reference point
Combo Formatting Guide
- Indent the notation in between each chain. Since this can imply each line is it's own normal > special > super chain, omit using '>' or 'xx' in notations.
- Use numpad notation for normals and command normals Example: sLP = 5LP, fHP = 6HP, etc
- It can be assumed the first normal in an air chain is done from a forward jump. If it is not, indicate with the first jump normal which direction the jump was. Example: 2HP j7LK (2HP launcher, backwards jump, jLK)
Specials and supers
- Use names for special / super moves. Refer to the shorthand guide for each character for what name to use. If one has not been created yet, please create one using the others as a guide.
- Use square brackets alongside numpad [ ] for special moves that can be held and released. If it is simply tapped and not held, the name can be used instead. Example (Peacock): 214[HP] Argus ]HP[ Argus
- Use numpad any time it's necessary to specify directions. (eg, Painwheel fly normals, Blitzer directions, etc)
Multihits and self chaining normals
- For moves that can chain into themselves, always specify how many button presses with xN. Example: 5LPx2
- It can be assumed when a multi hit normal is listed without specifying the number of hits that all the hits were used. If not all the hits are used, use parentheses to specify the number of hits. Example: jMP(4)
- Notate moves that hit OTG by prefacing the move with 'OTG'.
- Use 'Anywhere' if it works anywhere (midscreen or corner)
- If it only works midscreen/corner, write the locations where it works.
Make sure each addition to the combo/setups section, as well as existing combos/setups, explain why you would use that combo/setup over another one. If a combo/setup has no use, remove it for brevity. Note: ‘Easy to execute’ is a valid use. If something is unsure, look at the other combo pages as an example.