Template:SGMove Test: Difference between revisions

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{{SGMove_Test
| pic=[[File:SG_dbl_qcbk.png]]
|{{SGMoveHeader_NoCaption |
| name=Flesh Step
| input=qcb + {{SG_K}}}}
|{{SGMoveData_1 |
| guard=N/A
| properties=[[Skullgirls/Mechanics/Attacks#Projectile_Invulnerable | <span style="color:#ff8c1e">'''Invuln. (Proj.)'''</span>]] (Frame 12)
| dmg=N/A
| meter=N/A
| startup=11
| active=N/A
| recovery=23
| hitstop=N/A
| hitstun=N/A
| blockstun=N/A
| onhit=N/A
| onblock=N/A
| framedata=[[File:SG_dbl_qcbk_fd.png|left]]}}
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<br>
* A command dash that can pass through the opponent. Has projectile invulnerability, but on the frame 12.
* Used in conjunction with an assist for crossup resets, and for bypassing projectiles as long as it doesn't leave you in a punishable position.
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Revision as of 16:37, 26 July 2018

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Template:SGMoveHeader
x1 Guard Properties Damage Meter On Hit On Block
Mid Chains Into Self 300 2.5% ±0 +3
Startup Active Recovery Hit Stun Block Stun Hit Stop
5 3 14 16 19 7
x2 Guard Properties Damage Meter On Hit On Block
Mid - 200 2.5% -2 +1
Startup Active Recovery Hit Stun Block Stun Hit Stop
6 3 16 16 19 7


  • Tied only with Ms. Fortune for having the fastest jab in game.
  • Short range and will whiff against many crouching opponents so it's mostly used for punishes/stuffing.
  • It can be a decent anti-air against IADs since it's fast and the hitbox reaches a bit above the hurtbox. Dashing under them and pressing it can be useful for punishing a lot of otherwise difficult to punish air normals (such as Double j.HP) on the way down.



Template:SGMoveHeader NoCaption
Guard Properties Damage Meter On Hit On Block
N/A Invuln. (Proj.) (Frame 12) N/A N/A N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
11 N/A 23 N/A N/A N/A


  • A command dash that can pass through the opponent. Has projectile invulnerability, but on the frame 12.
  • Used in conjunction with an assist for crossup resets, and for bypassing projectiles as long as it doesn't leave you in a punishable position.