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Midiman

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Cerebella Eliza
Cerebella Character Guide
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Here's how to show the cats how you do it on the mile-high catwalk

You will learn how to accomplish standard things with your character and play the game.

The rest is a placeholder.
 
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Gameplay Basics
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Notation
Directions are notated using numpad notation, and are always written as if your character is facing right.

4 is Back (Guarding High)
1 is Down-back (Guarding Low)
7 is Up-back
5 is Neutral
8 is Up
6 is Forward
3 is Down-forward
9 is Up-forward

You write the numbers in strings so that they annotate a motion, like so:
236
Which translate to "Down, Down-forward, Forward", also known as Quarter-circle-forward, Quarter-circle-toward, QCF, QCT or Fireball motion

Buttons are notated with their in-game abbreviations, with their first letter defining their strength and the second letter defining the kind of button, Punch or Kick. Multiple presses are notated with a + between the two (LP+MP), and Multiple presses of the same kind are notated with two of the same kind (PP, KK). A list of the possible buttons exists below:
LP is Light Punch
MP is Medium Punch
HP is Heavy Punch
LK is Light Kick
MK is Medium Kick
HK is Heavy Kick
PP is Any two Punches
KK is Any two Kicks

You can also add a direction to a button, like so:
6HP (Titan Knuckle)

There are several states that a player can be in, and they might be useful to describe. Jumping, Standing, Crouching, Dashing, Double-Jumping, and so on:
j.P is Jumping Punch
dj.P is Double-Jump Punch
c.P or cr.P is Crouching Punch
s.P or st.P is Standing Punch

Commas (,) are used to notate a link between two inputs, and a dash (-) defines an input that is to be input immediately after the previous button or action, a chain, even:
s.LP, s.HP is Standing Light Punch, then a linked Standing Heavy Punch

s.LP-MP-HP is a Standing Light Punch, Medium Punch, Heavy Punch chain

Global Mechanics & Strategies
Characters in SkullGirls have access to several mechanics at any one time, and it is best you know about them.

Launchers and Mini-Launchers
Launchers are attacks that launch your opponent into the air so that you may continue your attack! When you hit with a Launcher, you are allowed to Super-Jump cancel them by only holding any jump, enabling you to continue your attack.
Mini-Launchers have the same rule, although holding jump will only net you a regular jump, which means you must Super-Jump cancel manually.

Super Jump
Pressing any down input before jumping will allow you to perform a very tall jump and close the gap between your opponent. During a Super Jump, you cannot call an Ensemble, although your air attacks will auto-correct to face the opponent, making them very useful for Resets!

Air Dash
Pressing 66 during a characters jump will let them airdash, so long as they are a character that infact has an airdash, and they are allowed it at the time. You can cancel any attack in the air into an airdash, affectionally called an Airdash Cancel!

Momentum Jumping
Dashing on the ground and jumping will add your original momentum to the jump you perform, closing the gap between you and the opponent that much faster.

Ground Recovery
Pressing 6 or 4 and any button when you blue bounce on the ground will let you recovery in the selected direction, avoiding an attack on wake-up and preventing your opponent from attacking you further!

Throw Teching
Pressing LP+LK (Throw) while you are being thrown yourself will let you nullify the throw, putting you both back at a neutral position.

Infinity Breakers
Pressing any button while your character is emitting curse-sparks will let you use a powerful attack called an Infinity Breaker, which if it hits, tosses your opponent far away and lets you recover normally, but beware: if the attack misses, you will be vulnerable from the moment you finish the attack until you land!

Stunt Doubles are performable during this time!

Reaction Shot (Pushblock)
Pressing PP during blockstun will let you force your opponent away from you, giving you a chance to breathe and a chance to perform a Guard Cancel from it!

Absolute Guard
A property of a Reaction Shot, Absolute Guard prevents you from being hit by high and low attacks at the same time.

Reaction Shot Guard Cancel (Pushblock Guard Cancel)

Ensemble Attacks (Assists)

Tagging

Outtakes (Snapbacks)

Stunt Double (Alpha Counter, Dead Angle Attack)

Blockbuster Sequels (DHC's)

Double Take (Doublesnap, Happy Birthday)
 
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Character Information
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Archetype

Pro's & Con's

Difficulty
 
Your Optimal Gameplan
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In Neutral
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On Defense
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On Offense
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On Knockdown
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Cerebella's Tools
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Normals
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Specials
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Supers
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