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Skullgirls eliza
Skullgirls eliza








skullgirls eliza
  1. #Skullgirls eliza 720p#
  2. #Skullgirls eliza full#

The DHC values are calculated based on how much damage the bomb would do if it exploded immediately after superflash (0.7x and 0.385x scaling respectively). *** Lenny damage is calculated, it's a single 3800-damage hit. DHC tested on a standing character (not airborne or in a knockdown state). Catheads assumes 26 hits, which is pretty much optimal throw mashing. **Catheads and Pillar Of Creation are level 2s that are here for comparison as 1 bar DHCs. *Argus damage is dependent on RNG and enemy hurtbox, testing was done with all bullets hitting (maximum damage).

#Skullgirls eliza full#

Undizzy doesn't affect damage when already at full scaling, so "point, full scaling" is just a single column rather than dividing it up into 240 undizzy.Īll command grab super DHCs were tested using Peacock L Bang to stagger, then Lenny into DHC. These hurtboxes are just from regular air hitstun, not any kind of knockdown or wall bounceĪs seen below, some character's hurtboxes during the first frame of their jump don't have many hurtboxes near the ground compared to others.

#Skullgirls eliza 720p#

Measurements are the height of the hurtbox from the lowest point of the hurtbox to the highest part of the hurtbox, with the resolution set to 720p (1280x720).įilia and Fukua have a different hurtbox on the first frame of getting hit. Jump blocking hurtboxes while not in blockstun vary with the animation. Painwheel's tallest point of her hurtbox is only at her back. Stand blocking hurtboxes while not in blockstun vary with the animation. Measurements are the height of the hurtbox from the center of the character's reference point to the top of the hurtbox, with the resolution set to 720p (1280x720). Hurtboxes are slightly changed when in hit/block stun, height is still the same (picture) Beowulf's tallest point of is hurtbox is only at the very front. The rest are only a bit taller, except for Double who is a tiny bit shorter. The majority of the cast are the exact same height. Hurtboxes Crouch Hitstun / Blockstun / Blocking Hurtboxesīig Band is significantly taller than the rest of the cast. For each, the resolution set to 720p (1280x720). Measurements for the height are from the center of the character's reference point to the top of the hitbox. Measurements for the width are from the the right end of the character's collision box to the right end of the throw hitbox. Aside from being very tall, it's not actually much different from other air throws when compared to the collision box. Parasoul's throw is deceptively big, since her sprite visual is quite a bit behind the attack box. Fortune, Double and Robo-Fortune which are each the same. Everyone else has a slightly different throw range, except for Ms. Filia and Fukua have the same air throw range which is notably short. Cerebella, Parasoul, Painwheel, and Beowulf move forward from their idle stance during their throw animation.Įliza and Beowulf have notably large air throw ranges. Measurements are from the the right end of the character's collision box to the right end of the throw hitbox, with the resolution set to 720p (1280x720). Everyone else has a slightly different throw range.ġ8px forward movement + 242px throw rangeĩ2px forward movement + 120px throw rangeĢ1px forward movement + 187px throw rangeĥ0px forward movement + 118px throw rangeģ1px forward movement + 113px throw range Filia and Fukua have the same throw range which is a bit small. Fortune, Valentine, Elizaīig Band's throw range is significantly larger than the rest of the cast. It is one of her main characteristics and makes up for her lack of double jump and airdash. * Painwheel has flight, which is a unique air movement option. Fortune = Squigly > Filia = Peacock = Big Band = Fukua Run Speed: Robo-Fortune > Valentine > Ms.Fortune = Robo-Fortune > Peacock > Cerebella > Big Band > Painwheel > Parasoul > Valentine > Filia > Beowulf Backward Dash Length: Squigly = Double > Eliza > Ms.Forward Dash Length: Eliza > Cerebella > Filia > Painwheel > Parasoul = Double > Beowulf.Slow: Cerebella, Double, Eliza, Robo-Fortune.The following tables are how much damage is needed in a 1.0 damage ratio to do a certain percentage of health This is not verified, but hitstop may pause the timer as well, which will make it possible for matches to last even longer in real time. 99 ticks (one whole match) is 2 minutes and 45 seconds.

skullgirls eliza

This is affected by frame skip, so the real time equivalent of one tick is 1.667 seconds. The match starts with 99 ticks on the timer. The frame skip interval is 5 frames (five frames drawn, one is skipped) 11.6 Moves that have invulnerability on startup.11.3 List of Post-Flash Blockable Supers.7.2 Standing Hitstun / Blockstun Hurtboxes.7.1 Crouch Hitstun / Blockstun / Blocking Hurtboxes.










Skullgirls eliza