A Complete Walkthrough to Skullgirls and its Mechanics (2024)

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
Peaco*ck: LLMMHH
Painwheel: LLMH
Filia: LLMMH
Cerebella: LMH
Valentine: LLMMH
Parasoul: LMH
Double: LMH
f*ckua: 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 f*ckua 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.

A Complete Walkthrough to Skullgirls and its Mechanics (2024)

FAQs

How long to beat Skullgirls? ›

Powered by IGN Wiki Guides
Single-PlayerPolledMedian
Main Story503h 17m
Main + Extras1912h
Completionist232h 45m
All PlayStyles714h

Is Skullgirls easy to get into? ›

It is one of those easy to learn, but hard to master games. The beauty of Skullgirls, though, is that it can teach you so much about fighting game fundamentals. If you work hard and play it enough, you can transfer a lot of those skill sets to other fighting games.

How to unlock all stages in Skullgirls? ›

Used for the game's tutorials, this stage is where most newcomers will begin their journey. Class Notes is unlocked for use in multiplayer and training by completing the game's tutorial. Alternatively, purchasing the character color bundle DLC will instantly unlock all stages, including Class Notes.

Is Skullgirls ok for 12 year olds? ›

The game has a moderately gloomy tone, some scenes can be sad or sad, and some are moderately cruel, such as the death of characters, given the assigned age limit of "T" (12+) for scenes of violence, blood, and partial nudity, therefore this game is not designed for children, but rather for teenagers.

Why is Skullgirls unpopular? ›

Regarding certain sexualized depictions, the devs write, “While Skullgirls is no stranger to characters that confidently express their sexuality, there are instances in the game where characters are fetishized and/or have sexualization imposed upon them.” They also specifically call out certain examples of “unwanted ...

Can you get banned in Skullgirls? ›

Accounts in Skullgirls Mobile are banned when players attempt to use an unsupported version of the app that was not downloaded from the Google Play Store, A... "How do I delete my Skullgirls Mobile account?" If you wish to delete your Skullgirls Mobile account, you can do so from within the game. Here's how: 1.

Is Annie Skullgirls a child? ›

Cursed by the Skull Heart to never grow up, Annie has been alive for centuries. Over that time, she's made it her personal quest to stop The Skull Heart once and for all. To that end, she has acquired numerous skills and items, including her remote parasite, Sagan.

Is Skullgirls a kids game? ›

Skullgirls is worth it for teens.

Most female characters like Cerebella and Ms. Fortune, have very revealing clothes and huge breasts, there's some dark stories behind some characters like Painwheel and Peaco*ck, smoking, inappropriate scenes in some story modes, swearing, etc. I do still recommend the game to teens.

What does HP mean in Skullgirls? ›

Attack Buttons/Combo Notation

P = Any punch. PP = Any two punches. LP = Light punch. MP = Medium punch. HP = Heavy punch.

Does Skullgirls have infinites? ›

There aren't really any infinite combos. Or at least, none that can't be broken. If you haven't played the tutorial, I suggest you do so. If someone uses the same attack too much in a combo, red hitsparks will appear, and you can burst out of the combo by pressing any button.

Who is the final boss in Skullgirls? ›

Marie Korbel is the main antagonist of the 2012 female-dominant video game Skullgirls, serving as the final boss for most of the characters' arcade modes. A once-ordinary girl whose wish for vengeance against those who tortured her friend was warped by the Skull Heart, she now exists only to destroy the Medici Mafia.

Is Skullgirl worth it? ›

Skullgirls is worth it for teens.

Skullgirls is an extraordinary game. Good designs, good controls, easy to learn, and good story telling. Although, I do not suggest young players to play this at all.

How long is the Skullgirls 2nd Encore? ›

When focusing on the main objectives, Skullgirls 2nd Encore is about 3 Hours in length. If you're a gamer that strives to see all aspects of the game, you are likely to spend around 49 Hours to obtain 100% completion.

Is Skullgirls 2nd Encore fun? ›

Skullgirls is an intriguing surprises in the fighting game genre, with a charming roster and a stunningly accessible tutorial. Skullgirls stands out because of its insane character designs and dito move sets.

Is Skullgirls a good fighting game for beginners? ›

I think it is fine, it is the one I first got competitive with, and my most played FG overall. The game does a good job at teaching you with it's tutorials. You will get absolutely bodied though, as people are really good at the game. Skullgirls game is also way way faster than Strive.

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