Skullgirls/Mechanics/Meter: Difference between revisions

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{{SGHeader}}
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=Dramatic Tension=
=Dramatic Tension=
The team gains Dramatic Tension by attacking, blocking, and taking damage. The tension gained per attack is specific to the attack and independent from team size. Attacks give 100% tension on hit, 75% on block, and 25% to the defending team. Point characters can spend a level of Dramatic Tension for Blockbusters, Co-Star Combos, Stunt Doubles, and Outtakes. Hits from attacks that consume tension do not gain tension on hit or block. Certain Blockbusters consume more than one level of tension. All characters have one level 3 Blockbuster and some have level 5 Blockbusters, which require a completely full meter.
Teams gain Dramatic Tension while attacking, blocking, and taking damage. The meter fills from 0% to 100%, stocking up to the maximum 5 full bars of tension. The tension gained per attack depends on a tension value specific to the attack. Team size will not change meter gain. Point characters can spend the team's Dramatic Tension for Blockbusters, Blockbuster Sequels, Stunt Doubles, and Outtakes. Attacks that use tension do not gain tension for the attacking team on hit or block, but can still give tension for the defending team. Both teams start with 1 free meter.


Whiffing moves gains tension only when less than 1 level of tension has been stocked for the team. When jumping away from the opponent, whiffed normals will never gain tension. {{#motion:proj}} special moves gain tension when they hit or get blocked, not when they miss.
This guide lists meter gain per attack as the meter generated for the attacking team with a successful hit, no damage scaling, and at least 1 meter already stocked for the team.


Dramatic Tension gain scales down for the attacking team while tension gained by getting hit scales up for the defending team in a combo. It takes a combo of nothing but normal moves 40 hits before the defending team starts gaining tension faster than the attacking team.
==Dramatic Tension Scaling==
The actual tension gain per attack for both teams is a function of a base tension value for the attack and the damage scaling for a combo. In a combo damage scaling starts at 1 and decreases, quickly lowering the tension generated for the attacking team while increasing the tension given to the defending team. Under normal conditions, the equations for meter gain per successful hit are:
 
* Meter gain for attacking team on hit = 1.8*(0.8*(damage scaling)+0.2)*(tension)
* Meter gain for defending team on hit = (0.5*(1-damage scaling)+1.0)*(tension)
 
==Tension Gain on Block==
On block, attacks give a fraction of their base tension with no scaling effects:
 
* Meter gain for attacking team on block  = .75*(tension)
* Meter gain for defending team on block = .25*(tension)
 
===Tension Gain on Whiff===
Normal moves give a small amount of tension on whiff for the attacking team if the team has less than one full meter. When jumping away from the opponent, whiffed normal attacks will never gain tension. The whiff generates tension on the first active frame of the attack, independent from the tension on hit or block. For a single hit normal move, whiffed tension is the same as the base tension value for the move.
 
Most special moves always generate a small amount tension on whiff. This meter gain is independent from damage scaling and awarded on the first frame of the move. {{#motion:proj}} special moves gain tension only when they hit or get blocked.


[[Category: Skullgirls]]
[[Category: Skullgirls]]

Revision as of 22:52, 2 May 2012

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Dramatic Tension

Teams gain Dramatic Tension while attacking, blocking, and taking damage. The meter fills from 0% to 100%, stocking up to the maximum 5 full bars of tension. The tension gained per attack depends on a tension value specific to the attack. Team size will not change meter gain. Point characters can spend the team's Dramatic Tension for Blockbusters, Blockbuster Sequels, Stunt Doubles, and Outtakes. Attacks that use tension do not gain tension for the attacking team on hit or block, but can still give tension for the defending team. Both teams start with 1 free meter.

This guide lists meter gain per attack as the meter generated for the attacking team with a successful hit, no damage scaling, and at least 1 meter already stocked for the team.

Dramatic Tension Scaling

The actual tension gain per attack for both teams is a function of a base tension value for the attack and the damage scaling for a combo. In a combo damage scaling starts at 1 and decreases, quickly lowering the tension generated for the attacking team while increasing the tension given to the defending team. Under normal conditions, the equations for meter gain per successful hit are:

  • Meter gain for attacking team on hit = 1.8*(0.8*(damage scaling)+0.2)*(tension)
  • Meter gain for defending team on hit = (0.5*(1-damage scaling)+1.0)*(tension)

Tension Gain on Block

On block, attacks give a fraction of their base tension with no scaling effects:

  • Meter gain for attacking team on block = .75*(tension)
  • Meter gain for defending team on block = .25*(tension)

Tension Gain on Whiff

Normal moves give a small amount of tension on whiff for the attacking team if the team has less than one full meter. When jumping away from the opponent, whiffed normal attacks will never gain tension. The whiff generates tension on the first active frame of the attack, independent from the tension on hit or block. For a single hit normal move, whiffed tension is the same as the base tension value for the move.

Most special moves always generate a small amount tension on whiff. This meter gain is independent from damage scaling and awarded on the first frame of the move. {{#motion:proj}} special moves gain tension only when they hit or get blocked.