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May 10, 2023 · 4.3f - If the elemental damage deck is empty, shuffle the discarded cards to form a new deck. 4.4 - Status Ailment Symbol. 4.4a - If the monster is not immune, place an status ailment token of that type on the status ailment token stash on the monster's physiology card.
Aug 26, 2023 · Each of the four dive points connect to the same large room on the first floor. All items can be reached from any entrance. Upon entering the rubble, the sound of a switch can be heard. You will only be able to travel 500 steps before the currents rush you back to the surface.
- Timer
- Normalized Team Health Values
- Movement
- Throw Hitboxes
- Hurtboxes
- Super Damage Charts
- Assist Tag Out Times
- Moves
The match starts with 99 ticks on the timer. One tick lasts 125 frames. This is affected by frame skip, so the real time equivalent of one tick is 1.667 seconds. 99 ticks (one whole match) is 2 minutes and 45 seconds. 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 t...
The following tables are how much damage is needed in a 1.0 damage ratio to do a certain percentage of health
Walk Speed
1. Very Fast: Beowulf 2. Fast: Filia, Peacock, Ms. Fortune, Painwheel, Big Band, Fukua 3. Medium: Parasoul, Valentine 4. Slow: Cerebella, Double, Eliza, Robo-Fortune 5. Very Slow: Squigly
Dash Length
1. Forward Dash Length: Eliza > Cerebella > Filia > Painwheel > Parasoul = Double > Beowulf 2. Backward Dash Length: Squigly = Double > Eliza > Ms. Fortune = Robo-Fortune > Peacock > Cerebella > Big Band > Painwheel > Parasoul > Valentine > Filia > Beowulf 3. Run Speed: Robo-Fortune > Valentine > Ms. Fortune = Squigly > Filia = Peacock = Big Band = Fukua
IAD Lockout Windows
1. 5 frames - Filia 2. 6 frames - Head on Ms. Fortune 3. 8 frames - Peacock, Headless Ms. Fortune, Valentine, Eliza, Robo-Fortune (detmode)
Ground Throws
Click for full size Big Band's throw range is significantly larger than the rest of the cast. Filia and Fukua have the same throw range which is a bit small. Everyone else has a slightly different throw range. 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). Cerebella, Parasoul, Painwheel, and Beowulf move forward from their idle stance during their throw animation.
Air Throws
Click for full size Eliza and Beowulf have notably large air throw ranges. Filia and Fukua have the same air throw range which is notably short. Everyone else has a slightly different throw range, except for Ms. Fortune, Double and Robo-Fortune which are each the same. Parasoul's throw is deceptively big, since her sprite visual is quite a bit behind the attack box. Aside from being very tall, it's not actually much different from other air throws when compared to the collision box. Measureme...
Crouch Hitstun / Blockstun / Blocking Hurtboxes
Click for full size Big Band is significantly taller than the rest of the cast. The majority of the cast are the exact same height. The rest are only a bit taller, except for Double who is a tiny bit shorter. Beowulf's tallest point of is hurtbox is only at the very front. 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).
Standing Hitstun / Blockstun Hurtboxes
Click for full size Stand blocking hurtboxes while not in blockstun vary with the animation. Painwheel's tallest point of her hurtbox is only at her back. 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).
Air Blockstun Hurtboxes
Click for full size Jump blocking hurtboxes while not in blockstun vary with the animation. 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).
Important things to know: 1. DHCs reset damage scaling to a new minimum of 0.7x, so they will do more damage than at max scaling. 2. However, full undizzy applies a 0.55x scaling multiplier, netting 0.385x on DHC. 2.1. Multihit supers are less impacted by this effect, since they quickly hit the scaling floor anyway. Single-hit supers are most impac...
The amount of time for each character's tag out animation to play before becoming invulnerable and exiting the screen, with some rules: 1. If the assist was performing a crouching normal, they will stand up before playing their tag out animation. Effectively giving them increased recovery. 2. If the assist was hit, after recovering, they will leave...
Fastest Moves
Super moves startup are listed considering inflicted super hitstop. Source and full document for supers: https://docs.google.com/spreadsheets/d/1rqieBOi1nZ_XaUBVYG2p3DcIhZENcB6S9PUHL8QWAho/edit#gid=523859675 Keep in mind Skullgirls does not include the first frame of active in the startup
Fastest Overheads
Keep in mind Skullgirls does not include the first frame of active in the startup, as well as the presence of frame skip. Only overheads that hit on all crouchers are included (Double is the shortest croucher, so hitting on her is probably good enough).
List of Post-Flash Blockable Supers
Some supers inflict more hitstop than the length of the post flash startup, causing the move to be unblockable if you weren't blocking before the flash. The majority of the supers of the game are post flash unblockable. This is a list of all the ones that CAN be blocked post flash. Remember that possessing any amount of undizzy will remove all inflicted hitstop from your level 1 or level 2 supers. Source and full document: https://docs.google.com/spreadsheets/d/1rqieBOi1nZ_XaUBVYG2p3DcIhZENcB...
Dec 1, 2014 · @peekay123 ok, the Spark Web IDE has the “MFRC522/MFRC522.h” library which I believe you ported via github. (by looking through previous posts on this topic, I came to this conclusion) If you do a search for MFRC522 in the library folder you will see it. This library compiles but does not work.
OEL8000II TU 02/06/07 15:24:31 *STATUS:NORMAL SHIFT LOG | |DIAG. |MORE Fig. 4-3e: Main Menu – Screen #5 TU 02/06/07 15:24:31 *STATUS:NORMAL |PRINTER |MORE Fig. 4-3f: Main Menu – Screen #6 4.3.1 Entering the SETUP Mode Starting in Screen #1 of the Main Menu, select SETUP.
• 12V power supply 4.2 Setup 1 . Connect the SI-3C™ to the programming cable using the end of the cable that has the red and black wire coming out of it . 2 . Connect the red wire to the positive (+12 VDC) of the power supply and connect the black wire to the negative (ground) side of the power supply .
View and Download ViTiny UM06 user manual online. DiGi Microscope. UM06 microscope pdf manual download.