See also: 'chain'ĭescribes which normals a character can chain into each other. Speical cancel refers to canceling into a special, and super canceling refers to canceling into a super. Under certain conditions, a move can be interrupted early by inputting another move. See also: 'blue burst', 'gold burst', 'burst bait', 'burst alpha counter' Referred to by the in-game tutorial as 'infinity breaker'. Players can only burst when certain conditions are met as defined by the IPS and undizzy mechanics. See also: 'blue burst'Īn attack that can be done out of hitstun which hits for no damage and knocks the opponent away. See also: 'burst'Īn alpha counter performed during a burstĪ setup which allows the opponent to burst, with the hope that the opponent will burst in such a way that is punishable. This is indicated by a blue effect surrounding the burst. See also: soft knockdown, invulnerable soft knockdown.Ī burst that completely whiffs, causing the recovery to be vulnerable. Blue bounces will allow the player to perform a ground tech. One of the four classifications of knockdowns in Skullgirls, indicated by the blue effect when the character bounces off the ground. The brief period of freeze for visual impact when an attack is blocked. In Skullgirls, a type of projecile that will instantly cover its entire range and is active for a fixed amount of time. The bird projectile from Peacock and Double's j.HKĪ character that can effectively build meter Reffered to by the in-game tutorial as 'ensemble attack' Team mechanic where a teammate will enter the screen, perform an attack, then exit. Armored attacks can still get thrown, and in Skullgirls, sweep attacks will ignore armor. These attacks have a specified number of hits of armor, which indicate how many hits can be negated this way before the next hit will inflict normal hitstun. Also referred to as 'air unblockable' or 'while-rising unblockable'.Īttacks with armor will not get hit when attacked. In Skullgirls, an attack that is unblockable during the rising portion of the opponent's jump. Moves that are effective against airborne opponents. The last character in a duo or trio team.Ībbreviated to AA. Referred to by the in-game tutorial as 'stunt double' As the new character comes in, they will perform their assist attack. Airborne anti-air attacks.ĭefense mechanic which allows a player to switch characters during blockstun or a burst. To be specific, it can be referred to as 'normal air throw'Ībbreviated to A2A. Universal move similar to a grounded throw, it will throw blocking opponents in the air, and can be throw teched. In Skullgirls, not every character has an air dash.Ĭanceling an attack with an airdash. The exact behavior of the airdash varies from character to character. Refers to whether a character is able to use their double jump, air dash, or other air movement options within the context of their time in the air.Īir movement option which moves the character forward. Another way to think of it is the period in which an attack can hit the opponent. Period during an attack in which the attacking hitboxes are present. If there are more than two options it may be expressed as 33/33/33 etc.ĭefense mechanic that allows a player to temporarily block both highs and lows by pushblocking and switching guard direction. In Skullgirls, all 360 command grabs are supers with invulnerability.Īn unreactable mixup where the defender can only guess what option the attacker will do. 25 Cancel / Special cancel / Super cancelĪ command grab with an input motion of a full circle, with the joystick hitting each cardinal direction.
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