*Show Title Screen/Mrs.Victoria Blackboard shot*
Hello, and welcome to Skullgirls. Today we're going to be covering the general mechanics of Skullgirls. This video is designed to make sure that you get into the game without missing vital pieces of information, and should all around make your experience more enjoyable.
*Fade to team size select screen, hover over Solo for P1 and Trio for P2*
Skullgirls is a team based game. Players are allowed play as one, two, or three characters.
*Show the chart over the previous screen*
If you play as a single character you do 150% damage and have 205% health, if you're playing two characters you do 130% damage and 115% health, and if you're playing three characters than you have 100% health and damage. If two solo teams fight eachother then the both have trio stats, if two duo teams fight eachother than they have trio stats, and if two trio teams fight then they all have duo stats.
*Pick v2 and Cerebella for P1 and go to assist screen*
If you use a team, you'll gain access to assists. There are two previously set assists that you can use, but if you move to the third option you'll be able to have a custom assist. Any normal or special that your character can preform except for ones done in the air can be used as an assist. Input the motion here to get that move as your assist.
*Fade to Training mode room stage, Cerebella/Peacock P1 and Filia/Ms.Fortune P2, known hencforth as scene 1*
In order to call out your assist, hit lp/mk or lk/mp for assist one and hk/mp or hp/mk for assist 2. There's a little red and green light underneath your health bar, if the green one is lit you are able to call your assist, but if the red one is lit you are not.
*show Filia and Cerebella tag out to their second character, and then tage back to Cerebella and Filia*
You can also tag out with your other characters. To do this, hit both mp and mk for tag 1, and hp and hk for tag 2. Tag 2 brings out your third character, if you have one.
*show assist and point character getting hit by Cerebella's Titan Knuckle, then leave the screen there, don't repeat*
While your assist is out it can be hit, and it takes 135% of the damage that your point character would have takes, so be careful. You'll also notice there there's red on the health bar. This is known as recoverable health. When an assist takes damage, it's done as 100% red health. As long as a character is not on the field, they will start to regain their red health.
*Repeat last scene, but have Fortune tag in right away*
If a character with red health tags in, however, they lose all of their red health.
*show scene 1*
Skullgirls is a 6 button Fighter, with Light, Medium, and Heavy strength variations for punches and kicks. Skullgirls' combo system revolves around chains rather than links, so combos will be relatively easy.
*show Filia going down the chain of normals*
The way combos chain into eachother goes in order, with Light punch, being the first in the chain, then going down to light kick, medium punch, medium kick, heavy punch, and then heavy kick. This is the order, but attacks that whiff cannot chain into the next attack in the chain.
*show a scene cut in three sections, one Parasoul, another Squigly, and the last Cerebella attacking Filia with their light punch, then light kick*
Even so, not all characters can chain a light punch into light kick
*show a scene cut in four sections of Squigly, Parasoul, Painwheel, Cerebella doing their medium punch, and then medium kick*
Or even chain a medium punch into their medium kick.
*show Peacock doing a crouching combo, c.hp, c.hk, and then c.lp, c.lk, c.mp, c.mk, c.hp, c.hk*
And fewer still are cancel heavy punch into heavy kick, or follow the chain through from beginning to end.
*show a scene cut into three stationary characters, Cerebella, Squigly, Peacock. They jump and do their hp and hk attacks at the "but some" cue.*
As far as jumping buttons, the string goes in the same order, but most characters can go through the entire chain line, but some are limited to either hp or hk at the end of an air chain.
*Show scene 1*
Now, this game also has Reaction Shots - or - Pushblocking.
*Cerebella dashing up with c.lk, c.mp, s.hp while Filia blocks and then pushes c.mp. Repeat this clip two or three times *
When you are blocking an attack, you are allowed to push the attacker away. This techinique is done by pushing two punches at the same time while you are blocking. This helps you get out of pressure and gives you breathing room.
*Switch to Filia running up and attacking with c.lk, c.mk, with Bella trying to push away the c.mk. two or three times*
However, if your opponent is attacking you with a multi-hitting move, like Filia's crouching Medium Kick, this will negate your Reaction Shot and allow your opponent to continue attacking.
*show the same scene, but have Bella push on the last hit of c.mk*
Avoid this by waiting until the end of a multi-hitting moves attacks to push.
*Show scene 1*
There is also dashing. By double tapping forward or backwards, or by pressing two punches while holding forward or backwards, you can dash.
*Show scene cut into 4, Filia, Peacock, Fortune, Valentine*
Some characters can even dash in the air. These characters are also allowed to dash in the middle of doing attacks, so you can start a chain, dash, and then start a second chain without touching the ground. Each character only gets one air dash per jump.
*Show closeup of characters meter gauge*
There are also techniques which require meter. This is the Tension Meter. As this builds, your characters are able to preform special techniques called Blockbusters - or - Supers. Most Blockbusters cost 1 meter, but some cost 2 or 3, and some characters can even use all 5 meters on one giant attack.
*Show scene 1*
To do a blockbuster, simply do the motion described in the moves list and then either two punches or two kicks.
*show Cerebella go into Diamond Dynamo*
Cerebella's Diamond Dynamo, for example, is qcf plus two punches. qcb and qcf are the most common super motions in this game.
*show Filia go into lvl 3*
qcb and two punches is reserved for everyone's level 3 super. This way you can never get confused or be uncertain as to what your character's high lvl super is.
*Show scene 1*
There are also other ways for you to use your Tension, other than doing a Blockbuster with the character you have out.
*Show Cerebella do Dynamo, then DHC into Argus Agony at the end*
The first and easiest is to DHC into another character's Blockbuster. To do this, during your first character's Blockbuster, while the screen is still dark, input the motion for your second characters super. They will switch places and your next character will finish the combo.
*Show Filia doing Gregor, then DHCing into Fifth of Dismember*
Another important thing to know about DHC's is that when you DHC into a super that costs more than one meter, the total cost of the incoming super is reduced by one. So if you use a lvl 1 super to DHC into a level 3 super, it all together costs only 3 meters.
*show Cerebella doing lvl 3 DHC'd to Argus*
If you DHC from a lvl 3 into a lvl 1, hoever, the total cost is 4 meters. It only reduces the incoming super by one to a minimum of one.
*Show Peacock running up and doing a snapback, followed by Ms.Fortune doing one, followed by Cerebella doing one*
Another way you can use meter is for an Outtake - or - Snapback. As you can see, these allow you to forcefully switch in your opponents next character. Every character can do this technique, and it costs one bar of meter. To Outtake, do qcf and mp/mk to bring in their second character or hp/hk to bring in their third.
*Show Filia attacking with hk hairball and Cerebella Alpha Countering, then Peacock doing c.hk and Filia Alpha Countering into Fortune slide*
The last way for you to use meter is to preform a (Stunt Double - or - )Alpha Counter. This technique is done by blocking, and then hitting forward and using the button you normally use to tag out. This costs one meter.
*show scene 1*
Next we'll talk about grabbing. Grabs in this game are easy, just hit light punch and light kick at the same time. This goes for all grabs, not just regular ones. Whereas in other games a character's command grab may be 360 and punch, a Skullgirls command grab would look more like qcf light punch plus light kick.
*show Cerebella land Diamond Drop*
All command grabs in the game are qcf, or qcb, or srk and grab. The only grab in the game that requiers a 360 is Cerebella's Ultimate Showstopper, a super.
*Show Cerebella doing 360's*
This game also has 360 jump protection. This means that if you are using a character who needs 360's, and you are doing them, the game recognizes that and doesn't force you to jump. You can easily jump if you want to by just holding up, but this makes doing 360s much easier.
*show scene 1*
This game also has Ground Recovery - or - Tech Rolls.
*show Filia do dash up s.hp, j.hk on Bella (ground recovery turned on)*
Whenever a player is knocked to the ground, that player can hold either forward or backwards and hit any button. When they do, they will roll in that direction.
*show Filia's c.hk hitting Bella*
All crouching heavy kicks are sweeps, and all instantly allow the player to roll.
*Show Cerebella's Titan Knuckle hitting Filia*
But there are even moves and situations that can take away your opponents option to tech roll altogether, so watch for them.
*Show scene 1*
Skullgirls also has a special method of inputing qcf's to make sure you always get qcf instead of maybe a srk.
*Show Cerebella dashing forward and whiffing Excelebella*
For example, if you tried to dash forward and then do Diamond Drop, you may accidentally input srk instead of qcf.
*show Cerebella dashing forward and doing Diamond Drop*
To do this, do a halfcircle forward and then the button for the attack you want to do. Doing a hcf tells Skullgirls that you wanted qcf, and you'll always get it in this case. This should help a lot to cut down on accidental inputs.
*Show split screen with Double and Big Band*
Next up is Weight Classes. There are three different weights in Skullgirls. The first is Heavy Weight, which consists of Double and Big Band.
*Show Cerebella and Parasoul*
The second weight class is Medium Weight, which consists of only Parasoul and Cerebella right now.
*show split screen, this time cut into 3 collumns with 2 rows, with all the other characters in each one*
The third and final weight is Light Weight, consisting of most of the cast.
*Show a split 3 screen, with Cerebella doing the same combo to Double on the right, Parasoul in the middle, and Filia on the right*
As you can see, not every combo or reset you'll try will work the same on everyone, so be sure to test thuroughly.
*show scene 1*
Now then, there's the OTG state.
*Cerebella runs up and does c.hp, j.lk, j.hk, c.lk, c.hp, j.mk, j.hk, c.lp*
Each character only gets one OTG per combo. If you try and use a second one, your opponent will instantly be able to recover.
*show same scene 50% speed*
If you look under the character as they hit the ground, you'll see a flash of color. Red is a normal OTG state, and can be comboed from. The next time you knock them down, the OTG will be blue. This color signifies that they can recover, and can no longer be comboed if the opponent rolls.
*show Filia c.hk clip again*
If you'll look closely, after sweeps the color is always blue, and this means you can never combo after one.
*show filia hitting Cerebella with Napalm Pillar assist at 50% speed*
There are also green bounces, which only happen after an assist uses a move that knocks down. If it normally would have been a red bounce if the point character, it becomes green. Green bounces allow the opponent to tech roll much faster than red bounces will.
*show filia doing s.hp, j.lk, j.hk, s.hp*
Another thing to note is that the first attack you do as an OTG always has the same hit properties. This means that moves that normally launch will not, and even a sweep will not sweep.
*show filia doing s.hp, j.lk, j.hk, outtake*
The only exception is an Outtake, which will always snap a character out if it hits them, regardless of their state.
*Show scene 1, then do random Cerebella combo*
This game also has combo scaling. Combo scaling reduces the power of every attack done to a certain point. You don't need to know specifics, but after 14 hits your attacks are doing the lowest damage they'll ever do. When scaled all the way, attacks only do 20% of their max damage, but any attack that does more than 1000 does 27.5% damage at the end.
*Show scene 1, do random Cerebella combo after Peacock's s.hp*
There are also some moves that affect your damage scaling. If you hit with an assist, your damage scaling automatically goes to 66%. This means that after 11 hits your attacks do the least they'll ever do.
*show Cerebella using MGR*
After grabs, the combo is scaled to 50%. This means that after 9 hits your combo has reached the scalling limit.
*show scene 1*
The biggest mechanic in Skullgirls is the Infinite Protection System, or IPS. The way the system works is that there are combo stages 1 through 5. When your combo stage reaches 3, the game starts recording every attack you do. This stage is known as "Watched". Standing and crouching attacks are counted the same, jumping attacks are counted as well, and specials are counted. Specials that share the same motion but use a different strength button are counted the same. Once your combo stage reaches Stage 5, IPS will activate if you start a chain using any move you have already used in that combo.
*show Filia do a j.hp*
The jump in attack you do is stage 1.
*show Filia do j.hp, c.lk, s.hp*
The ground combo is considered stage 2.
*j.hp, c.lk, s.hp, j.lk, j.hk*
The air combo you do is considered stage 3.
*j.hp, c.lk, s.hp, j.lk, j.hk, c.lk, s.hp, j.lk*
Everything after that is considered stage 5, and will activate IPS sparks, allowing your opponent to burst.
*show Filia doing j.hp, IAD, j.hp, c.lk, s.hp*
If you air dash from your jump in attack and do another air attack, the game will move you ahead a combo stage, so the game will watch your first ground chain as well.
*show Filia doing j.hp, c.lk, s.hp, j.lk, IAD, j.lk, j.hk, c.lk*
Stage 4 is only used if you air dash and attack during stage 3. It acts the same as Stage 4, but it's only purpose is allowing you an extra air chain before stage 5.
*j.hp, IAD, j.hp, c.lk, s.hp, j.lk, IAD, j.lk*
However, if you Air dashed your first jumping attack, you don't get a stage 4 and if you try and dash again after launching them you'll be in stage 5 already.
*show scene 1, go into Undizzy-inducing Cerebella combo*
The final mechanic in Skullgirls that we're going to address today is Drama - or - Undizzy. Drama is much like IPS, but it tracks different things. Every light attack you do is worth 15 Drama, every Medium attack and special is worth 20 Drama, and every heavy attack is worth 30 Drama. After you hit stage 3, it starts adding up. When it hits the limit, the next chain you start will activate green sparks and the opponent can burst just like with IPS.
*Show scene 1, counterhit off of j.hp with Filia*
There are also Counter Hits, known by the red flash shown on the character who got hit. If you get a counter hit, it reduces the amount of Drama you have. The Drama is reduced by 25, 50, and 100 for Light, Medium, and Heavy attacks respectively. Counter hit throws reduce the Drama by 50, and assists reduce it by 25. This can give you negative Drama, so you can effectively lengthen your combos with this.
PLAYING AT TOURNAMENTS
*Fade to character select, hit start and config buttons*
If you are planning to play Skullgirls at a tournament, or even just go out and play a bunch of people at a local gathering, you should know that Skullgirls has a button select at the character select screen. Here, you hit start and can set all of your buttons. This is helpful when going over to a friends house to play, or when going to a tournament.
*Versus menu, highlight Tournament mode*
Skullgirls has a tournament mode. This mode, like it's name suggests, is designed to be used at tournaments. It has two main features, the first being that it unlocks any locked colors for use, though this does not include DLC colors that aren't on the system. The second important thing to know is that when playing a match, after you disconnect your controller or arcade stick, you will be sent back to the controller select screen. This means that the next people get to play faster, and it's an all around smoother experience.
*Show scene 1, hold start*
The last important tournament feature is the accidental-pause-prevention-system. This system prevents players from accidentally hitting pause in the middle of match. This is done by forcing a (x frames) of holding down the pause button before it actually pauses.