![]() Once again, they refer to the same thing, but Dramatic Tension is the Skullgirls term Skullgirls supers are usually performed by doing an input + PP/KK While not necessarily more damaging, they give more benefits, at a cost "Super" is the universal term Blockbuster is the name for them in SkullgirlsĪ super is a special that is stronger, but requires meter. These inputs that are required range from quarter circle forward and back, and dragon punches to full circles.Īn example is Filia's Hairball, or QCB + KĪ super and a Blockbuster are the same things, just different terms Cerebella's Down - MP in air, or Parasoul's Forward - LP)Ī special is something that requires a series of directional inputs to perform. There are also command normals, things that are performed by doing an input other then crouching, (I.E. Some normals have follow-ups if you press the button again If you come across a term you don't understand in some part of the guide, don't worry, I'll explain it later.Ī normal is an attack that can be performed with a simple directional input, or while standing (I.E. These terms will get their own proper part or in-depth explanation, although I will explain some of them briefly here. Standing moves are 5X, crouching moves are 2X, forward moves are 6X, etc.īasically, the numpad refers to different direction inputs, like this:įor example, here is a combo chain (again, I'll explain what that is later) in this format: 5LP > 2MP > 5HK 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 format uses the layout of the numpad to show what type of move is written. The numbers on a numpad are laid out like this: Now, the other popular format for fighting games is one that uses the numpad. These buttons are usually laid out like this: PP or KK means two of either a punch or kick. ![]() So, and you'll understand what this is later, a sample combo chain would be written as c.LK > s.MP > c.HP.Ī single P or K means any punch or kick buttons. Teching also refers to recovering after a knockdown. ![]() Grabs cannot be blocked, but can be escaped by pressing grab in a small window of time when you've been grabbed. You also have a grab, performed by pressing LK + LP. ![]() Standing moves are written as s.XX (XX being replaced with the abbreviation of the move type ).Ĭrouching is when you are holding down while attacking, and are written as c.XX.Īerial 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.įorward moves are written as either sf.XX, for "standing forward", or f.XX for plain "forward". On top of the basic moves, there are standing, crouching, aerial, and occasionally forward/backward versions of moves. For example, Arcsys fighting games (Persona 4 Arena, Blazblue) use a numpad format, which I will be also explaining. Some types of fighting games write moves differently. 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. ![]() Still, from a technical and presentation standpoint, you'll be hard-pressed to find any better 2-D fighting action than you'll get in Skullgirls 2nd Encore.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.įirst I'm going to explain how moves and combos are written. The somewhat sexualized nature of the female fighters' designs and the way they're portrayed in the game might be off-putting to some. If there's one potential issue to be had with Skullgirls 2nd Encore, it's that it might be a victim of its own style choice. The game's Tutorial mode does a phenomenal job of helping beginners learn the ins and outs of their favorite characters, while Challenges give the player a chance to practice what they've learned with some extra finesse. Skullgirls 2nd Encore puts this concern to rest, with easy-to-pick-up-and-play controls that still pack a surprising amount of nuance and complexity. Of course when it comes to a fighting game, it's not all about looks it's also about how the game plays. Skullgirls is easily one of the best-looking fighting games currently available. Completing the package, the game features a unique roster of quirky characters with insane moves that have to be seen to be believed. Now we have games such as Skullgirls 2nd Encore, with its crisp, colorful animation style that looks almost like you're actually playing a hand-drawn cartoon. The 2-D-fighting-game genre has come a long way since the pixelated, glorified games of rock-'em-sock-'em that used to populate arcades back in the day. ![]()
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