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Are you new to the forums? Perhaps you've come across a post that said something like "My AF procced unflinch and then MGRed into a BB1, then a BB3 for a KO." and you were worried the user was having a stroke. Worry not, they were simply far too well versed in Skullgirls Mobile's many acronyms.
I've compiled a list below that will hopefully help clear up some confusion you may have about these. I've tried to separate them into sections for easier reading, but there's some overlap on where some should be. If there's any important acronyms you feel I've missed or don't understand, please let me know in the comments!
I've compiled a list below that will hopefully help clear up some confusion you may have about these. I've tried to separate them into sections for easier reading, but there's some overlap on where some should be. If there's any important acronyms you feel I've missed or don't understand, please let me know in the comments!
General:
SG / SG2E: Skullgirls / Skullgirls 2nd Encore (the console and PC version)
SGM: Skullgirls Mobile
PF: Prize Fights
DE: Daily Events
CC: Canopy Coins
TN: Theonite
Combat:
SM: Special Moves. Does not require meter to charge but it has a cooldown. You can equip as many of the same SM as you want on a single fighter. Damage ranges from none, very low, low, and medium.
CD: Cooldowns. Special moves, tag ins, and energy points all have a cooldown.
BB: Blockbusters, can’t equip two of the same blockbusters, but you can equip two of the same tier except for Tier 3 Blockbusters.
BB1: Tier 1 blockbusters, takes the least amount of meter to fully charge. Does high damage.
BB2: Tier 2 blockbusters, takes more meter to fully charge than BB1. Does very high damage.
BB3: Tier 3 blockbusters, takes the most meter to fully charge. Does ultra damage. Also unblockable and guaranteed to hit your opponent regardless of distance.
L1, L2, L3, L4, L5:
or
G1, G2, G3, G4, G5:
L: Launcher (swipe up). Some fighters may have more than 1 hit, like Eliza has 2 hits with her launcher.
A: Aerial Attack. AKA “Juggle”. Only works if the opponent is launched midair and is not grounded.
A1: 1st aerial attack. (Tap x1)
A2: 2nd aerial attack. Will automatically begin after A1.
A3: 3rd aerial attack. Will automatically begin after A2 if the character has unlocked the "Advanced Air Juggle" node in the skill tree.
D1: Dash Attack (swipe from left to right once)
D2: Knockback Attack (swipe from left to right twice)
BD: Back Dash (swipe from right to left)
T: Throw (swipe with 2 fingers in any direction)
S: Sweep (swipe down)
C: Charge Attack (tap and hold then release). Can be made unblockable via Skill Tree upgrade.
Proc: Procedure / Programmed Random OCcurrence: Many abilities in SGM rely on a percentage chance to activate. For example Cerebella's Excellabella has a 15% to inflict stun. When a move does trigger this event it's known as 'proccing'. eg: "I procced Excellabella".
Character Menus:
CA: Character Ability. Every character has a specific ability that all variations of that character share. Beowulf's CA is Hype Mode, Eliza's lets her change into Sekhmet, etc.
SA: Signature Ability. Every variation of a character has a unique SA that sets them apart from other versions. SA's are disabled by the "Hex" modifier.
SA1: 1st half of Signature Ability (the top one)
SA2: 2nd half of Signature Ability (the bottom one)
SP: Skill Points. These are the character coins you use to upgrade a character's skill tree.
ST: Skill Tree. Unlock upgrades in a fighter’s skill tree to make him or her stronger.
MA: Marquee Ability. All fighters of the same character have the same Marquee Ability Coming soon.
MA1: 1st half of Marquee Ability (top)
MA2: 2nd half of Marquee Ability (bottom)
MP: Move Points. Every SM and BB costs MP to equip to your character, if you exceed your MP limit you'll need to remove some SMs/BBs before equipping new ones.
MS: Move Slots. All fighters start with 2 move slots and can be upgraded to a maximum of 5.
Character Specific:
There are many character specific acronyms too. Far too many to list here! A handful of examples are:
HQ: Harlequinn Cerebella
AF: Armed Forces Cerebella
WB: Wolfsbane Beowulf
MGR: Merry Go-Rilla (Cerebella's long range grab SM)
SSJ: Super Sonic Jazz (Big Band's forward charging BB1)
GDO: George's Day Out (Peacock's SM where a bomb walks across the stage)
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