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A Complete Walkthrough to Skullgirls and its Mechanics

Meow-Professor

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Filia Cerebella Squigly
Since I have a lot of free time on my hands, I made a guide to explain everything in Skullgirls.
It covers every mechanic in the game, and should be helpful to beginners.
I wrote this all in one night, so if I forgot anything or got any information wrong, please tell me and I'll fix it if I can.

Here's the Steam version.

Introduction

This guide is going to cover everything from how to read fighting game terminology, how to perform inputs, an overview of input devices, an explanation of various mechanics of the game, defense, the IPS and Undizzy system, and the different playstyles of the characters, to the different types of resets and how they work, and how combos work and how to perform them.
Fighting games are very beginner-unfriendly, as they're very difficult and it is hard to read information online without terms you don't understand being thrown around.
Again, as a disclaimer, I am no expert at this game, but I am comfortable with this game and can properly understand and explain everything you'll need to know.

Update Log

-Fixed grammatical errors, formated the guide quite a bit, and updated it due to feedback.

-Added a new section (Movement Options), and a few new entries to the terminology section.

Part 1: How to Write Moves and Combos


There is going to be a lot of terminology that I'll be using throughout the guide, and that you're going to see when you're looking at information to the game.

First I'm going to explain how moves and combos are written.
In Skullgirls, there are six basic moves; Light Kick, or LK, Light Punch, or LP, Medium Kick, or MK, Medium Punch, or MP, Heavy Kick, or HK, and Heavy Punch, or HP.
Some types of fighting games write moves differently. For example, Arcsys fighting games (Persona 4 Arena, Blazblue) use a numpad format, which I will be also explaining.

On top of the basic moves, there are standing, crouching, aerial, and occasionally forward/backward versions of moves.
Standing moves are written as s.XX (XX being replaced with the abbreviation of the move type [I.E s.HP]).
Crouching is when you are holding down while attacking, and are written as c.XX.
Aerial attacks are performed by being in the air (you can get into the air by jumping with the "up" button) and are written as j.XX.
Forward moves are written as either sf.XX, for "standing forward", or f.XX for plain "forward". Back moves are written as sb.XX or b.XX.

You also have a grab, performed by pressing LK + LP.
Grabs cannot be blocked, but can be escaped by pressing grab in a small window of time when you've been grabbed.
This is called "teching" the grab.
Teching also refers to recovering after a knockdown.

So, and you'll understand what this is later, a sample combo chain would be written as c.LK > s.MP > c.HP.

A single P or K means any punch or kick buttons.
PP or KK means two of either a punch or kick.

These buttons are usually laid out like this:

LP MP HP
LK MK HK

Now, the other popular format for fighting games is one that uses the numpad.
The numbers on a numpad are laid out like this:

789
456
123

This format uses the layout of the numpad to show what type of move is written.
Let's say your character is facing right, and you're using the numpad to move; pressing 6 would be forward, 2 would be crouching, 4 would be walking backwards/blocking, and 8 would be jumping up.

That is how moves are written. Standing moves are 5X, crouching moves are 2X, forward moves are 6X, etc.
basically, the numpad refers to different direction inputs, like this:

↖ ↑ ↗
← 5 →
↙ ↓ ↘

For example, here is a combo chain (again, I'll explain what that is later) in this format: 5LP > 2MP > 5HK

Part 2: Terminology and Inputs


These terms will get their own proper part or in-depth explanation, although I will explain some of them briefly here.
If you come across a term you don't understand in some part of the guide, don't worry, I'll explain it later.

Normals
A normal is an attack that can be performed with a simple directional input, or while standing (I.E. just basic s.MK)
Some normals have follow-ups if you press the button again
There are also command normals, things that are performed by doing an input other then crouching, (I.E. Cerebella's Down - MP in air, or Parasoul's Forward - LP)
Like specials, these vary by character

Specials
A special is something that requires a series of directional inputs to perform. These inputs that are required range from quarter circle forward and back, and dragon punches to full circles.
An example is Filia's Hairball, or QCB + K

Blockbusters/Supers
A super and a Blockbuster are the same things, just different terms
"Super" is the universal term; Blockbuster is the name for them in Skullgirls
A super is a special that is stronger, but requires meter.
While not necessarily more damaging, they give more benefits, at a cost
Skullgirls supers are usually performed by doing an input + PP/KK

Dramatic Tension/Meter
Once again, they refer to the same thing, but Dramatic Tension is the Skullgirls term
Something built up by blocking, taking damage, or attacking, that can be used to use a super, or a mechanic specific to the game that requires it (I.E. Snapbacks)

Inputs/Motions
A sequence of movement buttons to perform specials, these include:
-QCF, or Quarter Circle Forward
Down > Down Forward > Forward

-QCB, or Quarter Circle Back
Down > Down Back > Back

-DP, Or Dragon Punch
Forward > Down > Down Forward > Forward

-Full Circles
These require all four directional inputs in any order, for example Back > Down > Forward > Up + PP

Combo
A sequence of attacks that cannot be escaped

Chain
The attacks in a combo before or until you special cancel or go into the air (ex. c.LK > s.MK > c.HK > Special)
Some characters have a limit of how many attacks you can put in a chain

BnB, or Bread N' Butter
A basic go-to combo that usually doesn't require any resources (I.E. meter)

Canceling

Stopping the recovery of an attack to go into another attack
Types of canceling:
-Basic Chain/Normal Canceling
Simply do another attack when your attack connects, as long as it follows the Light > Medium > Heavy order
You can only normal cancel an attack that hits your opponent and doesn't whiff
-Jump Canceling
Some attacks send the opponent into the air, and during most of these, you can jump during the move to follow up without having to wait until the attack ends
-Land Canceling
Anything you're doing when you land from the ground is canceled when you touch the ground. This means when you land, you're put in a neutral state
Some moves, mainly specials, cannot be land canceled (I.E. Filia's Air Hairball attack will just keep rolling when it hits the ground)
This also cancels blockstun, so sometimes you can retaliate against your opponent if you land to cancel blockstun
-Special Canceling
Doing a special during a normal will instantly cancel into that special
Sometimes written as xx (s.MK xx Hairball), or with the standard > sign (I.E. s.MK > Hairball)
Some specials are made specifically to cancel other moves into a full combo (I.E. Parasoul's Egret Call), and don't have a hitbox
-Super Canceling
Almost everything can be canceled into a super, including specials. Some moves that cannot be special canceled can be super canceled
-Airdash Canceling
When characters have an airdash, you can use it to cancel moves
Airdashing cancels the move you're currently doing and allows you to continue off of it (I.E. Filia's j.HP > Airdash > j.LK link)
-Character-Specific Canceling
Some characters have abilities you can use to cancel their moves, like Squigly's stance canceling and Painwheel's flight canceling

Startup
The time it takes between the input of a move to when it has a hitbox and can deal damage, measured in frames

Active
How long the hitbox of a move is present, or how long the move can do damage for, measured in frames

Recovery
How long you're vulnerable for after using a move, when a hitbox is not present, measured in frames

A Frame, or Frames
Frames are used as a measurement of time in fighting games. Usually, there are 60 frames in one second, or 60 FPS

Hitbox
The area of your move that, if touched by your opponent, either hits them or puts them in blockstun

Hurtbox
The area of your character that, if touched by your opponent's hitbox, will either make you take damage, or put you in blockstun

Punishing
When you "punish" your opponent, you're attacking them during the recovery of their attack, usually resulting in a Counter Hit
A move you can retaliate against without them being able to block is called punishable

Counter Hit
When you attack your opponent during any part of their attack
In other games, counter hits can usually only be obtained when hitting an opponent out of the startup of a move, although some moves have counter hit recovery
Counter hit benefits vary from game to game; some games have counter hits that let moves link that normally wouldn't
In Skullgirls, counter hits remove drama from your opponent's Undizzy gauge, in different amounts depending on what attack you hit your opponent with, as long as it isn't a super

Counter hits with lights remove 25 drama from your opponent's guage
Medium normals remove 50
Heavy normals remove 100
Specials remove 50
The first move in a combo once you've counter hit (basically the move you used to punish) does 150% of its normal damage

Unsafe
An "unsafe" move is something that can be punished

Safe
A safe move is a move your opponent cannot retaliate against on whiff or block, and is usually positive on block

Whiff
When you "whiff" something, you basically miss, and your opponent is not put in blockstun or hitstun
You cannot cancel normal or jump cancel whiffed moves

Blocking
"Blocking" is when you hold back while being attacked. Blocking an attack negates any damage you would take (specials and supers still do a small amount of damage, called "chip damage", which can kill you in most games)
There are two types of blocking: high, and low
Moves that hit "high" need to be blocked with the basic back input (attacks that hit high include most air attacks and some ground attacks called "overheads"); low-hitting attacks (usually crouching moves, I.E. c.LK) need to be blocked with down + back
If you don't block correctly, you will be hit (you can't block a high attack low)

Blockstun
When you are hit by an attack, but block, you are put into a special type of recovery called blockstun, where you cannot attack, but are not vulnerable
Attacks have different amounts of blockstun
If an attack has more blockstun than recovery, it is called "positive", and gives you a small amount of time where you can attack or move and your opponent, in blockstun, cannot
Attacks have different amounts of hitstun and blockstun

Preblock
A state when, if near enough to a move in startup, active, or recovery while holding back, you will start blocking a few frames before the move actually hits
Assist calls and aerial attacks do not cause a preblock state
Preblock is throw invulnerable

Blockstring
A blockstring is a sequence of blocked attacks, basically a "blocked combo", in which your opponent has no opening to use a reversal

Cross Up/Under
Getting behind your opponent to make them switch the direction they are using to block
A "cross up" refers to getting behind them from above, while "cross under" refers to getting behind them from below

Pressure
Pressure is when you're in a blockstring, or your opponent is controlling your movement and having you block their attacks

Neutral
What you're doing when you're not in pressure or on the offensive

Ensemble Attacks/Assists
Once again, Ensemble Attacks are the Skullgirls term, Assist is universal
When you select multiple characters, you can call an assist with LP + MK, LK + HP, or MP + LK for your first assist or LP + HK, MP + HK, or MK + HP for your second.
When you call an assist, they jump in and perform the move you set their assist to

Snapback/Outtake
Some people refer to them as "snapbacks", although "Outtake" is the correct term
Snapbacks require 1 meter, and are performed by either QCF MP + MK/HP + HK depending on which assist you want to force in
When landed, the current character for your opponent is switched to the one you want to force in
Solo characters can also snapback to regain red health

Hitconfirm
Reacting to a landed hit, ex. s.LK > c.MK, if it isn't blocked hitconfirm into a combo

DHC/Blockbuster Sequels
DHC is from Marvel vs. Capcom, and Blockbuster Sequels is the Skullgirls term
This refers to canceling one super into a super from your next assist in line
Any super that is canceled into, as long as it requires more than 1 meter, is 1 meter cheaper
For example; let's say you used Cerebella's 1-meter Diamond Dynamo, and then canceled into Filia's 3-meter Tricobezoar, instead of using 4 meter, it will only cost 3

Part 3: Combos, Resets, and the IPS and Undizzy Systems


Combos

Combos are a very big part of the game. They are a series of attacks that cannot be escaped, and are usually done by canceling attacks into other attacks into specials and supers.

Moves can be canceled in this order, usually:

Light > Medium > Heavy,
in the order of strength of Normals > Specials > Supers
Punch moves and kick moves can be canceled into a move of a different version, as long as it follows the basic order (ex. c.LK > s.MP > s.HK).
While kick moves cannot be canceled into the punch equivalent, you can cancel punch moves into the kick version of it, as in s.LP > s.LK > s.MP > s.MK etc.

As your combo goes, the damage it does becomes less and less. This is called "damage scaling".
Because of this, throwing in a lot of weak moves can lower the damage of your combo, as it lowers the damage that stronger moves do.
This is why combos with a lot of weak hits early on do not usually do that much damage.
Moves have a set minimal damage. This means that if a move has a high minimal damage, using it late in a combo will result in more damage.
Some moves also scale a combo more than usual. Grabs are a good example of this; a combo started from a grab will do much less than it would with a normal as a starter.

Now, combos that involve air chains (most do) are a bit more complex.
When you attack your opponent while you're both in the air in a way they bounce of the ground (I.E. Filia's j.HK), you can continue the combo by picking them off the ground, or by using your OTG.
You only have one OTG per combo. This means you can only pick up an opponent after sending them to the ground from the air and continue your combo on the ground once.
Because of this, some air chains involve "restanding" your opponent, which is when you hit them in a way they land on the ground and end up in a standing position, which does not use your OTG.

To prevent infinite combos, there is a system called the Infinite Prevention System, or IPS.
IPS works like this; once you repeat a certain chain or a move too many times, your opponent can break out of your combo. To burst, when you start glowing, press any button. This can be blocked or escaped, so if it is baited, your opponent can punish it and start the combo over.
The chain/move you start the combo with can be repeated twice.
Let's say you start a move as Filia with the chain of c.LK > s.MP > s.HP.
After your air chain, you can continue with your OTG by using c.LK > s.MP > s.HP again. After the next air chain, with a restand, if you use c.LK again, your opponent can IPS burst.
Basically, you can only use an air or ground chain once, unless that is how you started your combo.

Resets

Another extremely big part of Skullgirls are resets.
Resets are where you cut your combo short, attack in a way you can continue, and reset damage scaling and IPS to do even more damage.
To reset, you need to attack your opponent in a way they will have trouble blocking. It is either going to be attacking them low when you get them to block high or vice-versa, crossing them up (which is when you attack your opponent right after you turned them around by passing over or under them [for example, if you attack right when you jump, and the airdash, you opponent will need to switch which way they are blocking because they are facing a different way]), doing both, or using a grab reset, where they aren't able to tech in time.
They will not always land; if your opponent predicts or can react to the reset and change the way they're blocking, your combo has ended. If they don't block or tech, you've successfully reset them.
You need to adapt to what your opponent is able to block to be able to catch them off guard. If they expect you to cross them up, feint the reset to be able to continue.

Looking at Skullgirls as a beginner, most people are under the impression the game has a lot of infinites. This isn't the case; your opponent is resetting you.
Even then, there is a system in place so that you are not in an endless reset loop.

The Undizzy system is to prevent being killed in one combo with a lot of resets.
The green bar under your current character's health is their Undizzy bar. As you get hit, that bar fills up with something called Drama. When it is filled up completely, you can burst, just the same as you can with IPS.
When you burst, your Undizzy bar is emptied, which makes burst baiting really useful. Be careful to not burst right away, and wait until your burst will catch them.
The bar will not go down unless you are not hit for a certain amount of time. The time it takes to mix up or cross up your opponent is not enough for the Undizzy bar to lower, so they cannot reset you for too long.

Part 4: Assists, Teams, and Double Snaps

Skullgirls has a very interesting feature; you can pick how many people you want on your team.
As your team gets bigger, your characters get weaker, doing less damage and having less health. In exchange, you have assists.

As you select your character when you have more than one character slot, you can set their assist. An assist is when you call in one of your other selected characters to perform the move you selected without tagging them in.
Assists are performed by pressing LP + MK, LK + HP, or MP + LK for your first assist or LP + HK, MP + HK, or MK + HP for your second.
Assists have a very varied amount of uses. They can be used to make your pressure tighter and to make things safe, to mix up your opponent in resets, or to have a reversal without risking your current character being put in a combo that can be reset.

To tag in a different character, the command is MP + MK to switch to your first character and HP + HK to switch to your second. Each character has a different tag in attack; Cerebella comes in from above, so it can be used as some form of anti-air, and Beowulf's attacks from behind to catch the opponent off guard, for example.

When any of your characters take damage, a small amount of red health will be left in their health bar.
If you tag them out, this red health will heal, so if you are going to loose a character and have a high amount of red health, tagging out is a very big priority.
Assists add a very big strategic angle to the game, and are difficult to use effectively, as they are very easy to punish.

Red health that Solo characters have can be partially healed by using a Snapback, although this doesn't work in 1v1 matches. Snapping a solo character removes all of their red health, so they can't heal it.

If both your assist and you are caught in a combo, your opponent can do something called a "Double Snap".
When an assist is caught in a combo, a few properties are changed:
First, they will not escape a combo unless they are on the ground. This means if you use a launcher like Filia's s.HP on an assist, they will only leave the screen when they land, even if they are out of hitstun.
Second, they don't block.
Third, IPS and Undizzy both do not effect them. This means infinites can be done on them.

So, if you catch both an assist and your opponent's current character in a combo, if you use an Outtake to force in the assist you're currently comboing, you can continue the combo on the assist without your opponent to defend them, so you can kill the assist.
This can only be done in the corner and costs one meter, but is very useful for punishing a bad assist call.

Part 5: Defense and Pushblocking

Defense is very complex in Skullgirls.

Pushblocks, or "Reaction Shots" in Skullgirls, are one of the most important things to know, and learn to use correctly.
Pushblocking is performed by pressing two punch buttons while in blockstun.
Pushblocking moves your opponent away about a half screen. This is used to escape pressure, block cross-ups/mix-ups, and to cancel into reversals.

When you pushblock, you are put into a state called "Absolute Guard", if you switch which block type you used to the opposite of when you pushblocked (I.E. to get absolute guard after a high pushblock, you need to start blocking low). While in Absolute Guard, you will block every type of hit without needing to change your block type accordingly.
This is why pushblocking is good for mix-ups; you don't need to change your blocking type, if you can't react or predict.

Pushblocking will only work on the character who put you in blockstun. If you pushblock an assist, your opponent's main character is not moved. This makes assists very good for pressure.
If you pushblock a multi-hit move (say Filia's c.MK), your opponent will either not be moved as far, or could stay completely still.

Reversals are a move you use on recovery or right when your opponent ends a combo or tries to reset you, usually a move with invincible startup, and can be used to get out of pressure. Most supers have either invincible startup, or such a low startup that you can use them as reversals, but there are some meterless options.
Parasoul's Napalm Pillar is a good example. If your opponent attacks, if you're fast enough, you can use it on reaction to hit them and gain some space without pushblocking.
Almost all invincible reversals have a very large amount of recovery, so they are risky and should be used sparingly.

You can also Pushblock Cancel, which is called Pushblock Guard Cancel, or PBGC. Pushblock guard canceling allows you to pushblock, and then go into a jump, a move, a special, a tag out, or even a reversal. This is done by doing the input the minute the pushblock ends, so if it's a multi-hit move or if your opponent and their assist are hitting you at the same time, you can pushblock > Napalm Pillar, or even go into a super like Diamond Dynamo.

There's also a mechanic called "Stunt Double", or "Alpha Counters". Stunt Double costs 1 meter and is performed by pressing forward plus the assist you want to use when you have more than one character while in blockstun. Instead of the other character doing their basic tag-in with long startup, they will instantly go into the assist you set for them, while switching to them. This is a safe way to tag in. If you have a reversal set as their assist (I.E. Filia's Updo), you can use that to get out of pressure.

Part 6: Movement Options

In every fighting game, you have a few staple options for movement. These staples are forward walking, backwards walking, jumping, and crouching.

Walking forward is done by holding forward. You cannot block while walking, as pressing back stops the walk. There is no startup or recovery to walking, so you can start blocking at any time.
Every character has a different walk speed, with some walking faster than others.

Backwards movement also has no recovery or startup, and you are in a block state during it. It is performed by pressing or holding back. Keep in mind this is only a high block, so lows will not be blocked, and you will take damage. You cannot move while blocking low.

Crouching is done by pressing down. As with most other basic movement options, there is no startup or recovery. You cannot move while crouching in most cases (some characters have crouch walks, I.E. Taokaka from Blazblue). Blocking low is done while crouching, or by pressing down + back. Most crouching attacks hit low, although there are some exceptions. While crouching, you have a new set of moves.

Dashing is done by pressing forward quickly twice. It can also be done by pressing two punch buttons. There is startup, and, in some cases, recovery for this, but it allows for faster movement on the ground. In Skullgirls, dashing won't cancel your attacks. In some games, some moves are dash cancelable.
There are also backdashes, done by pressing back quickly twice, or by holding back and pressing two punch buttons. You aren't considered in a block state during these, so you are vulnerable during them. In some games, backdashes have a few frames of invincibility to them. You can't cancel moves with them, like normal dashes, but you can cancel into moves during them.
While in Skullgirls, where every character has a forward dash, other games have exceptions, and some characters that do not.
Every character has a different dash/backdash length, with some lasting longer than others.

Jumping is done by pressing up. You are vulnerable during the jump's startup for a few frames, during which you can't block. Jumping back doesn't have this vulnerable period, and you are in a high blocking state for the entire startup. Despite this, backwards jumping isn't fully invulnerable; due to preblock, a simple low will catch the backwards jump, since the blocking state during the startup is a high block. Like while crouching, you have a new set of moves, but you also have a new set of specials/supers. Landing stops all move startup/active/recovery, along with stopping blockstun if you were blocking a hit, to go into landing recovery. This is only a few frames, so because of this, a lot of your opponent's air attacks can be punishable if you land before them and retaliate.
Some characters have extra movement actions they can do in the air after the initial jump. This can range from double-jumps to air dashes.
Most air dashes, unlike basic ground dashes, can be used to cancel aerial moves into other moves. Some double-jumps also have this effect. Robo-Fortune's, for example, is a double-jump cancel and can be used during her aerial attacks, but Cerebella's double-jump can't be used during her moves, and can't cancel. There is a limit to how fast certain characters can use their airdash after jumping. Filia, for example, must wait at least 5 frames. Ms. Fortune, without her head on, has the longest delay of 8 frames.
There are also super jumps, which have differing properties from normal jumps. They are performed by pressing down quickly and then pressing whatever direction you want to jump in. The distance you travel vertically is higher, while still having your double-jump or airdash. You cannot call assists during a super jump. If you use a move that would cross up your opponent, you will turn around in the air unlike normal jumping where you will stay in the same direction until you use an air action or land.

Part 7: Fightsticks, and Input Devices


A question I have seen plenty of times is "do I need a fightstick to even get into the game?"
Simply put: no, you do not. Do I recommend you should get one? Definitely, but that is a fairly big investment for a lot of people.

A fightstick is a controller with six or eight face buttons and a stick with a ball for movement. It's like a large analog stick, but held with your entire hand.
They're what you see in arcade cabinets.

Lots of tournament players play with controller or fightpad, and even maybe keyboard. The other input devices are completely viable, and a fightstick is not required at all.
If you're really into fighting games and want to get serious about them, I'd recommend you get one. I feel most comfortable with one and I think it is the best input device for these types of games, but they are not necessary.

Fightsticks are the kind of product where you can't be cheap. If they don't cost over a hundred dollars, most likely they are not high enough quality for you to get a decent impression of them, so you really need to decide if you want one.

If I was to rate the various input devices by how I felt with them, it would be Xbox Controller - Ps3 Controller - Keyboard - Fightstick.

The D-Pad on the Xbox Controller, which is what you're going to want to use, is very bad. It's awkwardly shaped and is very uncomfortable to press down.
I like the Ps3 controller. The D-pad feels nice and the buttons are more comfortable to press because they aren't rounded like the Xbox's.
Keyboard is definitely your second best option behind fightsticks. Like fightstick, you've got plenty of fingers, and if you don't like the stick part of a fightstick, it's all buttons. Still, the buttons are very small, and most tournaments and games do not support keyboards.
Fightsticks just feel the most natural to me. I have plenty of fingers for the buttons, and it feels comfortable holding the stick and doing inputs.

It really boils down to preference.
Use whatever controller you prefer. Fightsticks are not necessary.

There's also another option called a "hitbox".
These are basically a mix between fightsticks and keyboard.
It's a fightstick with buttons for movement in the keyboard layout of ASD for movement and the spacebar for jump.
Hitboxes are relatively expensive as well, but they still deserve a mention.

Part 8: The Various Characters, and their Playstyles


This is a quick overview of each character's playstyle.
Each character in Skullgirls is very different.

First, there's a few basic types of characters.
Rushdowns are characters that revolve around putting your opponent into pressure and putting as little space as possible between you and them.
They usually have really good resets, or at least decent combo damage.
Grapplers are usually slow, but have devastating command grabs. In Skullgirls, grapplers are a lot more mobile and combo-centered than usual, but, in exchange, their grabs are less powerful.
Zoners are characters that want to keep as much space between you and your opponent as possible, and have a lot of projectiles to deal damage from afar.
Puppets are characters that have a separate entity you must control in addition to your basic character. These are usually very difficult to play because you need to be very aware of your field.
Mix-Up characters have really good neutral and pressure, revolving on making your opponent feel unsafe by hitting them high and low often.

While all of the characters might look generic from afar due to the fact that they all fall into these basic types, they're still extremely different with either a specific mechanic or interesting playstyle.


Filia is a very air-centered rushdown, with low combo damage and a large amount of resets. She's got an airdash which is used to make her air chains and resets very good. Due to requiring a lot of fast inputs, she's got difficult execution for beginners, especially surrounding her resets.

Cerebella is the main grappler of the game, out of the two. She's very mobile and combo-centered for a traditional grappler, and her command grabs are used mostly for neutral, offense, and resets. She's fairly beginner-friendly due to high damage for low skill.

Peacock is a very projectile-heavy zoner, with little to no options for offense. She is very straightforward, but requires a good understanding of her spacing tools.

Painwheel has flight, which is her mechanic. She's an interesting rushdown that is considered one of the two hardest characters, due to the execution required to do her flight cancel combos.

Ms. Fortune is the puppet character of Skullgirls, with two playstyles; with head, and headless.
Ms. Fortune, with her head on, is a straightforward rushdown. Without her head, you need to control her head as a separate entity for combos, offense, and neutral. She's, by extension, sometimes considered one of the hardest characters, considering how you need to learn to use her head to make things safe and to keep your opponent blocking.

Valentine is very well-rounded, and is a reset-heavy rushdown with some projectiles. She isn't easy or basic, but fairly straightforward playstyle-wise.

Parasoul can be played however you like. She has a good zoning game and neutral, but she can also be played offensively. She has good overheads, and is very mix-up heavy.

Squigly is the stance canceling character of Skullgirls. She's considered the hardest character in the game, as her execution is extremely difficult. She's also the mix-up character, being able to stance cancel blocked moves into her overhead or a low-hitting attack. She isn't quite a rushdown, and requires a decent grasp of spacing.

Double can be played however. She has a good amount of projectiles and zoning tools, so she can be played as a keepaway or offensively, depending on whichever playstyle you prefer.

Beowulf is also a grappler, but a bit different. Unlike having a lot of command grabs, he has his main grab, but many extensions off of it. He also has a dash that puts him in the air, so he has plenty of mix-ups and difficult neutral. He also has a chair mechanic, where, with and without the chair, you have different normals. While not being easy, he's fairly open for beginners.

Big Band is a very defensive character. He's extremely large and heavy, and is slow. He has a parry and a lot of armor on his moves, and he involves a lot of waiting for an opening to attack, although he can be played offensively and has quite a few options for that playstyle as well.

Fukua is extremely straightfoward. She's got projectiles to support her neutral, but is a rushdown overall, with a lot of sneaky resets. She's the most beginner-friendly in the entire cast, with easy execution, resets, and neutral.

Eliza is an extremely combo-heavy pressure character. She's a bit large and slow, but is definitely interesting.

Finally, Robo-Fortune is a zoner, more so than Parasoul and Fukua. She's the only character with a double jump cancel, which is used in combos and resets. She's also got a head mechanic, where she can summon heads she can utilize with specials.

Part 9: Hitboxes and Weight Classes


Skullgirls has one of the best training modes I've ever seen in a fighting game, and I'd consider it the standard to what I'd expect from one, now.
It allows you to view the hitboxes for moves, which is extremely important.

Hitboxes can seem a bit daunting when you have them turned on, but they're important for you to get to know, as they can effect what works on who.

Each character weighs something different, meaning when they're launched into the air, they will fall to the ground in different periods of time.
For example, Big Band is one of the heaviest characters and will fall to the ground very quickly. Filia is extremely light and takes a while to fall to the ground.

This is how much each character weighs, sorted by heavy, medium, and light.

Light (they fall very slowly): Filia, Squigly, Peacock, Ms. Fortune, Valentine, Painwheel
Medium (they fall at an average pace): Cerebella, Parasoul, Beowulf, Eliza, Robo-Fortune
Heavy (they fall very quickly): Big Band, Double

It is important to know how much each character weighs, and how big their hitbox is, because some things might work on them that won't work on other characters.
Air chains, in particular, often don't work on lighter or heavier characters. Lighter characters are much harder to restand, as they don't fall as fast, and might require some attack delaying to make the chain work on them.
Things that work on every character are called "Universal". Things that work on only some characters are called "Character-Specific".

Another thing that can result in some things whiffing or not working are hurtboxes.
Some hurtboxes are too small to be hit by some things. For example, Valentine and Filia's crouching hurtboxes are too low for a lot of standing punches to land.
One of Cerebella's damage hurtboxes leans back in the middle, so some things will whiff or not link.

While it seems like small characters should be objectively better due to their size, heavier and larger characters have one advantage: they are harder to cross up/under.
For example, Filia's air dashing will not pass over Big Band or Double, so she cannot cross them up, which is problematic.

Here's a key for what hitboxes look for in training.

Green is a character's hurtbox.
Red is a character's hitbox during a move.
White is rolling and getting up, or completely invincible.
Light blue is hit invincible (normals, and non-projectile specials)
Yellow is grab invincible.
A dark yellow or orange is projectile invincible (projectiles are moves like Parasoul's Napalm Shot or Peacock's Bang Bang Bang!).
A deep pink or magenta is a throw's hitbox.
Various shades of blue represent different blocking types.
A light pink is Absolute Guarding.
A very dark blue is your collision box.

Each character has a "collision box".
Collision boxes are the area that, if moving into another character, when reached, your opponent will slow your progress, because they are in the way.
It's the box that designates where the character actually is.
Hurtboxes and collision boxes are not the same things.
Hurtboxes are where you can be hit at. If your hurtbox was where you could not walk over with another character, there would not be much space on the screen, and lots of things would not link.
It's important to note that grabs grab your opponent's collision box, not their hitbox.

Some characters have bigger collision boxes than normal. Big collision boxes are hard to cross under, because there's more distance you need to walk.
For example, Squigly's s.HK > stance cancel > dash under reset does not work on Beowulf or Big Band because their collision boxes are too large.

Knowing what works on who and the hurtboxes and hitboxes for your characters is very important.
 
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Nice job writing so much.
You might want to talk about PBGC and Alpha Counters. Also, if possible, you might want to compile a list of videos showing even concept for visual learning such as character combos, Resets, Benefits of Snapback, etc.
 
Nice job writing so much.
You might want to talk about PBGC and Alpha Counters. Also, if possible, you might want to compile a list of videos showing even concept for visual learning such as character combos, Resets, Benefits of Snapback, etc.
Left those out because they seemed a bit advanced for beginners, but yeah, now that I think about it I probably should've included those.
I'll see if I can get a chance to add them later, thanks!
I can't get a decent frame rate on my old laptop with any type of recording software, though, so chances are I can't add videos not to mention I'm lazy
Edit: reading the defense part, apparently I address both these things (although I kept leaving out the "guard" in PBGC and it's pretty brief, I'll explain it more)
I could've sworn I hadn't.
 
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Hm. If you're going to make a "Complete Walkthrough to Skullgirls", there needs to be a lot more put into this. Things like minimum airdash height, landing recovery, jumping vulnerability, landing blockstun cancels (how when you land while in blockstun, your blockstun goes away), team macros, switching team order in offline play, how you need to jump to use your air options again, and whatever else.

Also, in part 3, "When you have more than one character on your team, when any of your characters take damage, a small amount of red health will be left in their health bar" is wrong. You have red health no matter your team size, since Solos can now snap to recover red life (snapping point gains 2/3 of RL, assist gets 1/3 of RL, and dead characters get nothing). Also, no where do you mention that grabs deal 100% RL.

As just a primer/walkthrough this is fine, good job on putting the effort into making something like this which we do actually need. But it's nowhere near a "complete walkthrough".
 
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Hm. If you're going to make a "Complete Walkthrough to Skullgirls", there needs to be a lot more put into this. Things like minimum airdash height, landing recovery, jumping vulnerability, landing blockstun cancels (how when you land while in blockstun, your blockstun goes away), team macros, switching team order in offline play, how you need to jump to use your air options again, and whatever else.

Also, in part 3, "When you have more than one character on your team, when any of your characters take damage, a small amount of red health will be left in their health bar" is wrong. You have red health no matter your team size, since Solos can now snap to recover red life (snapping point gains 2/3 of RL, assist gets 1/3 of RL, and dead characters get nothing). Also, no where do you mention that grabs deal 100% RL.

As just a primer/walkthrough this is fine, good job on putting the effort into making something like this which we do actually need. But it's nowhere near a "complete walkthrough".
I didn't address some of this because it's mostly little details (and I didn't want to cover things that are outside of a match) but I'll amend what I can.
I definitely should've mentioned the blockstun cancel when landing. I'll fix that tomorrow with everything else.
I actually didn't know that bit about the solo snapping, though. I've got to fix that, thanks.

It's more an explanation of the mechanics people need to know, and setting them up to read resources online, so I'll remove "complete" from the title if it's more appropriate.
I do appreciate the feedback, though.
 
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I didn't address some of this because it's mostly little details (and I didn't want to cover thing that are outside of a match) but I'll amend what I can.
Don't forget the jumping vulnerability. I played someone new to the game in person once and realized after the reason they got so frustrated was because they didn't realize they couldn't chicken block lows.
 
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As the people above me said, there's a few things missing but this is a great resource.

I made some notes on the parts that you wrote though:

Part 1
Skullgirls moves are written in a separate format than most other fighting games, although I will still cover the standard format.
Keep in mind some people do use a similar format to this in other fighting games, but it is usually not universal for the game like in Skullgirls.
This just sounds super confusing, and skullgirls format is pretty much the fighting game standart for non-japanese games? Unless you're talking about the copyrighted terms, but you don't even mention the SG equivalents most of the time so I assume that's not the case?

Teching, in other fighting games, also refers to recovering after a knockdown.
This includes skullgirls, even the training mode has ground tech options.

Now, the other popular format for fighting games is one that uses the numpad.
The numbers on a numpad are laid out like this:

789
456
123

This format uses the layout of the numpad to refer to the different versions of moves.
Let's say your character is facing right, and you're using the numpad to move; pressing 6 would be forward, 2 would be crouching, 4 would be walking backwards/blocking, and 8 would be jumping up.
This also sounds a bit confusing, you should specify that the "format" is for directional inputs, as you didn't mention them specifically before. Sounds like the numbers on the numpad refer to the attack buttons. Also you can compare like this:

7 8 9
4 5 6
1 2 3

↖ ↑ ↗
← 5 →
↙ ↓ ↘

For example, here is a combo chain (again, I'll explain what that is later) in this format, using A as a light, B as a medium, and C as a heavy: 5A > 2B > 5B > 5C
I don't see the point of using A, B and C as examples here, and in SG, buttons of the same strength don't chain into themselves. Just using 5LP > 5MP > 2HP would be more comprehensible.

Terms
Just recomment that you make this bigger or make it pop out more somehow, looks like it's just a topic instead of introducing a section.

Normals
A normal is an attack that can be performed without an input (I.E. just basic s.MK)
Well, tecnically nothing can be performed without an input :P, but really, you didn't talk about "inputs" yet, so it can be a bit confusing. I would write: ''Normals are the most basic attacks, they're moves performed by pressing of a single attack button, either while standing, crouching, or jumping (I.E. s.MK, j.MK or c.MK). Some normals can be pressed more times for follow-ups, such as Ms Fortune's s.LP, which can be pressed twice or Eliza's s.HP which can be pressed three times''. It's also worth mentioning command normals and how they differ from regular normals and specials.

Specials
A special is something that requires an input to perform
Same problem with the normals, everything requires an input to perform. What I'd write for this bit:
"A special is a move that requires more than just a direction and a single attack button to perform, most commonly, they're executed with a sequence of directional inputs (AKA, "inputs" or "motions") followed by one or more buttons. In fighting games, inputs can range from Quarter Circles, Half Circles and Full Circles (or 360s) to Dragon Punches, Tiger Knees and even Pretzel motions, but you don't have to worry about that since in Skullgirls you'll only need Quarter Circles, Dragon Punches and 360s to perform specials and supers, aside from taunts and some LV5 supers, as they're intentionally hard to perform. The one exception in the game is Double's Cilia Slide, which is a special performed with Back + LK + HK.
An example of a regular special is Filia's Updo, which is performed with Dragon Punch + P."

Blockbusters/Supers
A "super" is the universal term; Blockbuster is Skullgirls exclusive
A super is a special that does more damage, but requires meter.
Skullgirls supers are usually performed by doing an input + PP/KK
Just a small thing, but you don't actually say that a super is the same thing as a blockbuster. I'm sure some people would be confused. Just say that blockbuster is the SG term for supers. Also I wouldn't say that super do more damage, just that they have more benefits than specials, but have a cost.

Meter
Something built up by blocking, taking damage, or attacking, that can be used to use a super, or a mechanic specific to the game
Worth mentioning that this is called "Dramatic Tension" in the game, and when you say "a mechanic specific to the game" sounds like you're talking about a specific mechanic to the whole game and then just fails to mention that mechanic, I'd just mention snaps and sekhmet as the exception.

Inputs
A sequence of movement buttons to perform specials, these include:
-QCF, or Quarter Circle Forward
Down > Down Forward > Forward

-QCB, or Quarter Circle Back
Down > Down Back > Back

-DP, Or Dragon Punch
Forward > Down > Down Forward > Forward

-Full Circles
These require all four directional inputs in any order, for example Back > Down > Forward > Up + PP
A lot of people call these "motions". I would write this part like this:
"Inputs/Motions
A sequence of directional inputs to perform special attacks:
-Quarter Circle Forward or QCF
Down > Down+Forward > Forward

-Quarter Circle Back or QCB
Down > Down+Back > Back

-Dragon Punch or DP
Forward > Down > Down+Forward

-Full Circles or 360s
These require all four directional inputs in a rotation to either side starting from forward or back, for example Back > Down > Forward > Up > LP + LK"

Combo
A sequence of attacks that cannot be escaped
Worth mentioning the combo counter and how you can use that to see when you were reset.

Chain
The attacks in a combo before or until you special cancel or go into the air
That's a pretty poor explanation of what a chain is, and they're very important considering it's what IPS and Undizzy look at in order to trigger. Skullgirls allows a Light>Medium>Heavy>Special>Super chain universally, which means any of those attacks can be "chain canceled" into any one that's further on the chain when it makes contact with an opponent (Light>Heavy>Super is permitted, but Medium>Light>Special is not since it didn't follow the chain path). The maximum normal chain is a LP>LK>MP>MK>HP>HK (AKA LLMMHH, kicks of the same strength always after the punches), and all characters follow that same chain path, but in most cases, they have a limitation to how many buttons of the same strength they can use in the same ground or air chain. In the air, most characters are allowed to do a LLMMHH chain (LLMMH is universal in the air), but since they're moving it's hard to connect that many attacks in a single chain. On the ground, the possible chains are different for each character:

Squigly: LMH
BigBand: LLMH
Eliza: LMH
Ms Fortune: LLMMH
Peacock: LLMMHH
Painwheel: LLMH
Filia: LLMMH
Cerebella: LMH
Valentine: LLMMH
Parasoul: LMH
Double: LMH
Fukua: LMH (from her LP you can either choose the second LP follow-up or a single LK)
Beowulf: LLMH
Robo-Fortune: LMMH

When writing combos people usually write each chain in a different line to make it easier to understand and analyse, here's a basic Fukua combo as an example:

c.LK, s.MK, s.HP,
j.HK,
s.MK, s.HP,
j.HP, j.HK,
c.LK, s.HP,
j.MP, j.HK,
s.LP, c.MK, c.HP xx H Platonic Drillationship xx The Drill of My Dreams.

Canceling
Stopping the recovery of an attack to go into another attack
There are also special types of canceling, I.E. Squigly's stance canceling, Filia's airdash canceling, and Painwheel's flight canceling
You can only normal cancel an attack which you landed on your opponent
Also can be a much deeper explanation. Canceling is defined as the cutting of a current animation or move by inputing another move that cancels the previous one. In Skullgirls there's multiple types of cancels:

Chain cancel: Following the character's chain path you can cancel the recovery of a normal into another normal that's further on the chain if the move connects with the opponent.

Jump cancel: Each character has some specific attacks that are known as "launchers". These attacks can be cancelled into a superjump when they hit an opponent.

Land cancel: If you touch the ground during an aerial attack the animation cancels and you can move right after, although some specials can't be land canceled while they're active. This also happens with blockstun, if you touch the ground while air blocking you can move immediately after.

Special cancel: If you do a special during the animation of a normal it will cancel that animation and go into the special, and can be done even if the normal whiffs. It's usually notated as with "xx" in combos (for example: s.LP s.MP s.HP xx Special). Some specials are made specifically to cancel other moves and don't have a hitbox but have a very short recovery to allow you to combo or continue pressure, such as Parasoul's Egret Call.

Super cancel: Most specials can only be canceled into a super, and some unique normals can't be special canceled at all but can be super canceled.

Airdash cancel: In Skullgirls, characters that can dash in the air can cancel their air normals into an airdash at any point. Filia's Airball can be airdash canceled even though it's a special.

Not sure if I forgot something here...

Punishing
When you "punish" your opponent, you're attacking them when they use an unsafe move or an attack with long recovery. A move you can retaliate against is called punishable
Counter-hits should have a section before this, and should be mentioned here, that's how you know you punished something in this game. And a move that you can retaliate against is not necessarily punishable, putting the opponent in blockstun after an unsafe move is also a retaliation, but not a punish. Also, worth specifying more clearly that it's attacking during the recovery of the move.

Unsafe
When something is unsafe, you can start a combo when you block it or they whiff it. An unsafe move usually has long recovery or low blockstun
You just mentioned punishing, why not just say that an unsafe move is a move that can be punished? And you can't always start a combo after an unsafe move.

Whiff
When you "whiff" something, you basically miss, and your opponent is not put in blockstun
You cannot cancel whiffed moves
Blockstun or hitstun*. And you can actually cancel whiffed moves, you just can't jump cancel or chain cancel them.

Blockstun
If an attack has more blockstun than recovery, it is called "positive", and gives you a small amount of time where you can attack or move and your opponent, in blockstun, cannot
You should have a section for frame advantage and talk about these things there, you didn't explain why it's called positive and didn't say that attacks don't have the same hitstun and blockstun.

Blockstring
A blockstring is a sequence of blocked attacks that end with you being safe, and allows you to continue pressure
That's not true, a blockstring is basically a "block combo", a combo is when you hit the opponent while they're in hitstun, and a blockstring is when you hit the opponent while they're in blockstun, that's why people talk about "true" blockstrings, sometimes it might look like a blockstring, but the opponent recovers in the middle, and if he knows and is prepared he can reversal in the middle of that "false" blockstring.

Assist
When you select multiple characters, you can call an assist with LP + MK/MP + HK
When you call an assist, they jump in and perform the move you set their assist to
This also can have better description. Assists in Skullgirls are called "Ensemble Attacks" are very unique since you can set whatever you want as an assist, giving you a lot of freedom as to how you want the assist to complement your play. Also the valid assist inputs are:

LP+MK - Assist 1
LP+HK - Assist 2
MP+HK - Assist 2
LK+MP - Assist 1
LK+HP - Assist 1
MK+HP - Assist 2

Snapback/Outtake
Some people refer to them as "snapbacks", although "Outtake" is the correct term
Snapbacks require 1 meter, and are performed by either QCF MP + MK/HP + HK depending on which assist you want to force in
When landed, the current character for your opponent is switched to the one you want to force in
You didn't mention solo characters can use a snap to regain red health.

Hitconfirm
A hitconfirm is when you land an attack you can combo off of (I.E. simply c.LK)
Not true, a hitconfirm is reacting to a successful attempt at opening an opponent and turning that into a combo, for example: dash in and do c.LK > c.MK, if it hits hitconfirm into a combo, and if it doesn't, do something else to maintain pressure.

DHC
This is a term from Marvel vs. Capcom
The Skullgirls term is "Blockbuster Sequel", and btw in marvel DHC stands for Delayed Hyper Combo.


On part 2:

Combos
Combos are a very big part of the game. They are a series of attacks that cannot be escaped, and are done by canceling attacks into other attacks into specials and supers.
Canceling attacks into other attacks is not the only way to combo btw.

This is called "combo scaling"
It's actually called "damage scaling".

Moves have a set minimal damage. This means that if a move has a high minimal damage, using it late in a combo will result in more damage.
To elaborate a bit on this, how it works is that moves that have base damage that is LESS than 1000 have 20% minimum scaling, and moves that have more than 1000 base damage have a 27.5% minimum scaling, which means that a move that does 500 damage will do 100 at full scaling, while a move that does 1000 will do 275 at full scaling.

When you attack your opponent while you're both in the air in a way they bounce of the ground (I.E. Filia's j.HK), you can continue the combo by picking them off the ground, or by using your OTG.
You only have one OTG per combo. This means you can only pick up an opponent after sending them to the ground from the air and continue your combo on the ground once.
Because of this, some air chains involve "restanding" your opponent, which is when you hit them in a way they land on the ground and end up in a standing position, which does not use your OTG.
You should've talked about OTGs, ground bounces, wall bounces and Knockdowns in part 1, and then develop it here. Filia's j.HK does not cause a ground bounce, it just knocks down.

To prevent infinite combos, there is a system called the Infinite Prevention System, or IPS.
IPS works like this; once you repeat a certain chain or a move too many times, your opponent can break out of your combo. To burst, when you start glowing, press any button. This can be blocked or escaped, so if it is baited, your opponent can punish it and start the combo over.
The chain/move you start the combo with can be repeated twice.
Let's say you start a move as Filia with the chain of c.LK > s.MP > s.HP.
After your air chain, you can continue with your OTG by using c.LK > s.MP > s.HP again. After the next air chain, with a restand, if you use c.LK again, your opponent can IPS burst.
Basically, you can only use an air or ground chain once, unless that is how you started your combo.
Poor explanation, and should be next to the undizzy explanation.

Resets
This

The Undizzy system is to prevent being killed in one combo with a lot of resets.
The green bar under your current character's health is their Undizzy bar. As you get hit, that bar fills up. When it is filled up completely, you can burst, just the same as you can with IPS.
When you burst, your Undizzy bar is emptied, which makes burst baiting really useful. Be careful to not burst right away, and wait until your burst will catch them.
The bar will not go down unless you are not hit for a certain amount of time. The time it takes to mix up or cross up your opponent is not enough for the Undizzy bar to lower, so they cannot reset you for too long.
Worth mentioning the undizzy in called "Drama" in-game, also there should also be a section on bursts in part 1. Adapted the IPS and undizzy explanations from this thread:

IPS
Mike Z's summarization is just "Don't start a chain with a move you already used in the combo". The Infinite Protection System works in 5 stages, if you start a new chain during stage 5 with a move you have already used from stage 3 of the combo, IPS will trigger, and big pink hit sparks will appear with each hit. By pressing any button during IPS, the defender will be able to burst out of the combo. Keep in mind that standing and crouching versions of the same normals count as the same towards IPS, but air normals are counted separately.

You can see what IPS stage your combo is currently in at the bottom of the attack-data window in training mode under "combo stage".

Stage 1
Players will often start a combo with a jumping-in attack. You will be in IPS stage 1 until you land. Attacks used in this stage will not affect IPS at all.

Stage 2
This is your first chain of ground attacks. This stage also does not affect IPS.

Stages 3 & 4
Your first air chains immediately after your first ground chain. Moves in these stages are added to IPS, but IPS will not trigger during these stages. Landing progresses you to stage 5.

Stage 5
You will be in this stage for the rest of your combo. Moves used are added to IPS, and it will trigger if you START a chain with a move that was already used anywhere in the combo after stage 2. Notice that this means IPS cannot trigger DURING a valid chain.

So the optimal path for a full combo considering that chains follow a Light>Medium>Heavy>Special path theoretically would be:

In combo stage 3,
Special>
Heavy>Special>
Medium>Heavy>Special
Light>Medium>Heavy>Special

But in a real combo you can vary air normals and ground normals (as they're counted separately towards IPS) and punches and kicks of same strengths in the same combo, so you have a lot of flexibility as to what you want to use in your combo.

For example, just for a ground combo:

In combo stage 3,
Special>
HP>Special>
MK>HP>Special>
MP>MK>HP>Special>
LK>MP>MK>HP>Special>
LP>LK>MP>MK>HP>Special

Undizzy

Once your combo enters stage 3, every attack adds to the Undizzy value. You can see this number next to the IPS stage in the attack-data window in training mode, and a green meter appears below each player's health. Once this number hits 240, starting a new chain will trigger Undizzy. At this point it works exactly the same as IPS, just with green hit sparks instead of pink.

Light attacks add 15 to the Undizzy, Mediums and specials add 20 and Heavies add 30. Supers do not add any Undizzy.

When a combo ends, Undizzy is reduced back to zero, but not immediately, and it stops draning if you either block an attack or get hit again. And since it is not instantly set back to zero, you can't do long combo > reset > long combo, after a reset you will have less undizzy to work with as the bar won't have time to drain and consequently the combo that follows won't be able to go for as long as the first one. However, Undizzy will never trigger before combo stage 5.

And since Undizzy also can only trigger at the beginning of a chain, you can keep hitting the opponent even after the meter is full, as long as you don't start a new chain. In a damage optimized combo the last chain usually starts at 235 Undizzy for that reason. Cerebella, for example, can still do s.LP > s.MP > s.HP > Lock 'n' Load even if the bar reaches it's maximum after that s.LP. All of these moves chain together, bringing Undizzy way over the limit, but without triggering it.


Part 3
Assists are performed by pressing LP + MK for your first assist and MP + HK for your second.
Once again, these are not the only valid assist inputs.

To call in your assist, the command is MP + MK for your first character and HP + HK for your second. Each character has a different tag in attack; Cerebella comes in from above, so it can be used as some form of anti-air, and Beowulf's attacks from behind to catch the opponent off guard, for example.
You're not calling your "assist" you're tagging into a different character.

When you have more than one character on your team, when any of your characters take damage, a small amount of red health will be left in their health bar.
If you tag them out, this red health will heal, so if you are going to loose a character and have a high amount of red health, tagging out is a very big priority.
Assists add a very big strategic angle to the game, and are difficult to use effectively, as they are very easy to punish.
Some fixes:

Unless the match is solo vs solo, when any of your characters take damage, a small amount of red health will be left in their health bar.
While they are tagged out, the red health will slowly heal, so if your point character has a lot of red health, it's important to consider tagging out.
Assists add a very big strategic angle to the game, and as you will quickly learn, they're a very big part of playing with 2 or 3 characters.

When an assist is caught in a combo, a few properties are changed:
First, they will not escape a combo unless they are on the ground. This means if you use a launcher like Filia's s.HP on an assist, they will only leave the screen when they land.
Second, IPS and combo scaling does not effect them. This means infinites can be done on them.
"escaping a combo" is a bad way to put it, just note that assists can't block so you can do whatever you want as long as they don't recover on the ground. And scaling does affect them, but ips and undizzy don't.

if you use an Outtake to force in the assist you're currently comboing, you can continue the combo on the assist without your opponent to defend them, so you can kill the assist.
Doesn't have to be a snap into the assist, either snap will work (although snapping the assist you're comboing really is better).

When you pushblock, you are put into a state called "Absolute Guard". While in Absolute Guard, you will block every type of hit without needing to change your block type accordingly.
This is why pushblocking is good for mix-ups; you don't need to change your blocking type, if you can't react or predict.
Absolute guard only happens when you switch blocks during the pushblock, so in order to trigger it you have to either block high > pushblock > block low, or block low > pushblock > block high. Also pushblocks are called "Reaction Shots" in-game.

Reversals are a move with invincible startup and can be used to get out of pressure
Tecnically a reversal is any move used as soon as possible after hitstun or blockstun, it's just that moves with invincible start-up are better to use in those cases.

You can also Pushblock Cancel. Pushblock canceling allows you to pushblock, and then cancel into a jump, a move, a special, a tag out, or even a reversal. This is done by doing the input the minute the pushblock ends, so if it's a multi-hit move or if your opponent and their assist are hitting you at the same time, you can pushblock > Napalm Pillar, or even go into a super like Diamond Dynamo.
Pushblock guard cancel* or just PBGC

There's also a mechanic called "Stunt Double"
More comonly known as "alpha counters"


On part 6:

Parasoul can be played however you like. She has a good zoning game and neutral, but she can also be played offensively. She has high combo damage, good overheads, and is very mix-up heavy.
Parasoul's damage output is very low.

Squigly is the stance canceling character of Skullgirls. She's considered the hardest character in the game, as her execution is extremely difficult.
fwiw, I don't agree with that at all, she's not hard to use in the slightest.

Beowulf is also a grappler
In my opinion what makes a character a grappler is their ability to mix you up with grabs better than their other options, to me beowulf just has a fancy normal grab, and that doesn't make him a grappler at all, but that's very debatable.


And on part 7

Each character has a "collision box"
Worth mentioning that throws can only connect with a character collision box, not their hitboxes or hurtboxes.
That's it.
 
Alright, I edited everything based on your guys' feedback. I really appreciate it.
I made a lot of stupid mistakes because I kept thinking I was writing something different then what topic I was on, so I fixed some grammatical things too, and organized it a bit.
I'm not going to be able to change part 1 anymore because apparently Steam has a word limit, and I don't want to separate that into two parts.

If you two want a mention at the start of the guide for giving me feedback, just say so, I'll add it.
Edit: Had to split "Terminology and Inputs" (Part 1) into two parts, as I couldn't fit it into one chapter on Steam.
 
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Some more notes:

This format uses the layout of the numpad to show what type of move is written.
Let's say your character is facing right, and you're using the numpad to move; pressing 6 would be forward, 2 would be crouching, 4 would be walking backwards/blocking, and 8 would be jumping up.
Just a thing I forgot before, it's worth mentioning that numpad notations always assume that you're in the player 1 side (facing right), 236 is always a qcf regardles of where you are.

For example, here is a combo chain (again, I'll explain what that is later) in this format, using A as a light, B as a medium, and C as a heavy: 5LP > 2MP > 5HK
There seems to be an error here.

DP, Or Dragon Punch
Forward > Down > Down Forward > Forward
You don't need that last 'forward', a dp is just forward > down > down+forward.

-Character-Specific Canceling
Some characters have abilities you can use to cancel their moves, like Squigly's stance canceling and Painwheel's flight canceling
These are just special cancels, although I understand that you mention them.

Startup
Just a little formatting error here.

In Skullgirls, counter hits are only obtainable by attacking someone out of the startup of their moves, but in other games hitting them while in recovery also counts as a counter hit
I think you got this switched up? The opposite of this is true.

[...]"blocked combo", in which your opponenthas[...]
Space.

Solo characters can also snapback to regain red health
Worth noting that doesn't work on 1v1 matches. Also, if you use a snap on a solo character you remove their red health.

Red health that Solo characters have can be partially healed by using a Snapback.
Again, snapping a solo removes their red health.

Pushblocking is one of the most important things to know, and learn to use correctly.
The in-game term is "Reaction Shots"

When you pushblock, you are put into a state called "Absolute Guard". While in Absolute Guard, you will block every type of hit without needing to change your block type accordingly.
This is why pushblocking is good for mix-ups; you don't need to change your blocking type, if you can't react or predict.
This is still incorrect. You have to switch blocks during the pushblock to trigger the absolute guard.

Reversals are a move with invincible startup and can be used to get out of pressure.
Also still incorrect. A reversal is any move used as soon as you recover, it's just that moves with invincible start-up are better reversals.

You can also Pushblock Cancel, which is called Pushblock Guard Cancel, or PBGC. Pushblock guard canceling allows you to pushblock, and then cancel into a jump, a move, a special, a tag out, or even a reversal.
A fun fact about PBGCs is that you don't actually cancel anything, what happens is that pushblocking just ignores the usual blockstun (mostly) from an attack that hits you during the pushblock animation, and you go back to neutral immediately after it ends, even if a heavy attack hit you 1f before the pushblock ended. PBGCing is doing something right after you return to neutral after the pushblock.
 
Some more notes:

Just a thing I forgot before, it's worth mentioning that numpad notations always assume that you're in the player 1 side (facing right), 236 is always a qcf regardles of where you are.

There seems to be an error here.

You don't need that last 'forward', a dp is just forward > down > down+forward.

These are just special cancels, although I understand that you mention them.

Just a little formatting error here.

I think you got this switched up? The opposite of this is true.

Space.

Worth noting that doesn't work on 1v1 matches. Also, if you use a snap on a solo character you remove their red health.

Again, snapping a solo removes their red health.

The in-game term is "Reaction Shots"

This is still incorrect. You have to switch blocks during the pushblock to trigger the absolute guard.

Also still incorrect. A reversal is any move used as soon as you recover, it's just that moves with invincible start-up are better reversals.

A fun fact about PBGCs is that you don't actually cancel anything, what happens is that pushblocking just ignores the usual blockstun (mostly) from an attack that hits you during the pushblock animation, and you go back to neutral immediately after it ends, even if a heavy attack hit you 1f before the pushblock ended. PBGCing is doing something right after you return to neutral after the pushblock.
Steam version is updated but I'll do this thread now.
Turns out I had all of this addressed (Reaction Shots, Absolute Guard details) but I copy-pasted the wrong text document, sorry.
I left out the "PBGCs don't actually cancel anything" because I didn't know how to not make it confusing for beginners. Maybe it would be better if I addressed that, or should I leave it as-is?
 
It really is pretty confusing, just changing "[...]and then cancel into a jump[...]" to "[...]and then go into a jump[...]" should be fine.
 
It really is pretty confusing, just changing "[...]and then cancel into a jump[...]" to "[...]and then go into a jump[...]" should be fine.
Alright, thanks.
 
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Conter hits always result from hitting someone out of the startup of an attack, but some attacks have counter hit recovery
In Skullgirls you're always in counter hit state during the recovery of every move. Hitting the opponent at any point during their attack, regardless of when, will give you a counter hit.

Any special or super removes 50
Supers don't remove undizzy (grab supers do, but I think that wasn't intended originally? idk)
 
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In Skullgirls you're always in counter hit state during the recovery of every move. Hitting the opponent at any point during their attack, regardless of when, will give you a counter hit.

Supers don't remove undizzy (grab supers do, but I think that wasn't intended originally? idk)
Thanks, I didn't know how exactly counterhits worked in Skullgirls.
I'll fix it right now.

Edit: Fixed.
 
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Thanks, I didn't know how exactly counterhits worked in Skullgirls.
I'll fix it right now.
Oh, I forgot, counter hits also do 150% damage. moves that combo after it do normal damage.
 
Oh, I forgot, counter hits also do 150% damage. moves that combo after it do normal damage.
I edited the Counter Hit section, how's that?
 
I edited the Counter Hit section, how's that?
There's a little typo at the end there ("the move you used punish"), and I also forgot, but maybe it's worth mentioning that the undizzy bar can go below 0.

Other than that, it's pretty good :)
 
I added a new section (Part 6: Movement Options) and a few new entries to the terminology section. It covers a lot of detail I felt wouldn't fit anywhere else.
I had it mostly done, but I never got a chance to finish it.
Again, feedback would be appreciated.