The Skullgirls General FAQ


There might be a flood of questions about stuff so here’s some resources I think may be of use


Dumbest question I’ve probably asked but why does it keep giving me random colors when I pick my character? I only use Filia so thats why I noticed. Is there a way to change it ahead of time because i haven’t found anything yet.


Maybe you’re using button shortcuts?


Just using the A button at character select :confused:


That’s strange. I’ll recommend to go and ask Mike in GD while he’s still there.


how is the dashing? is it 3p dash or stick dash
is there wavedashing
is there airdash cancels


2p dash and stick dash both work.
there is wave dashing, some wave dashes is better than others.
Not sure what you mean by airdash cancels.


can I cancel hits with an airdash?
can i cancel hits with a jump, then cancel the jump with an airdash?
can i cancel out of an airdash with an attack?


Filia and Peacock have combos that require you to airdash to continue, so yes to canceling attacks into air dashes and air dashes into attacks. Not sure about M. Fortune or Valentine but I don’t see why they couldn’t.
I know that at least Peacock’s air dash let’s her build up momentum, because if you attack RIGHT after air dashing she just stays in place.
I don’t think you can jump cancel anything other than launchers (not sure if you can do it on block but you can do it on hit, even if it hits and assist and the point character blocks…), I would try it in training mode but I am too lazy to use both controllers.
There is airdash buffering so if you press up+2p the air dash comes out the first possible frame.


I’ll answer the first two, yes.

The third, I believe Filia’s air roundhouse puts her out of airdash state, but I don’t know for sure.


Where’s the list of command inputs? I can’t find it on the pause menu or anywhere in this game (except looking it up on this forums website).


There isn’t one in game, you have to get it online.


So, just recently learned that a lot of Filia combos that people are finding only work in training mode because you can create “fake” combos because of the techability of her hard knockdown from j.HK (doesn’t actually work on a real, living opponent, because they’ll just tech). Is there any way for us to be sure of when an OTG can actually work in a real match without having to call a friend over just to hold a stick in a direction for us to do training mode? Some kind of visual indicator or something?


isn;t the techable OTG shown with a flash of blue on the ground.

non-techable will be red

so if you see red, it a proper combo, if you see blue its not.

please somone correct me if this is wrong.


on a website or a transferable patch?


next question then, is how do you end up with red or blue tech?


first otg is always untechable (red)

otg used in a loop turns the indicator blue.

watch the first attack ultrachen archive, mike talks about it and demonstrates it.

this is all fuzzy in my memory but i would love if someone can confirm my claims.


Yeah, I tried to gauge the red/blue hitspark thing and based on what I remembered from playing against my friends, that seems to be the case. That needs to go in an FAQ or something.


So quick question, I’m playing the demo and sometimes the character I’m playing as will dissapear for a millisecond and be replaced by a bunch of green hit boxes. Is anyone else seeing this?


How do you unlock Valentine and Double story mode?
How do you unlock all the colors?