Skullgirls/Annie/Combos: Difference between revisions

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==Combo Primer==
==Hit Confirms==
 
===Hit Confirms===


* 2LK 2MK is the standard hit confirm.
* 2LK 2MK is the standard hit confirm.
* 2LK 2MP is an alternate hit confirm that sacrifices the low for more damage.  
* 2LK 2MP is an alternate hit confirm that sacrifices the low for more damage.  


===Beginner Combos===
==BnB Combos==
 
===Beginner===


{{ComboHeader-SG}}
{{ComboHeader-SG}}
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|}
|}


===BnB Combos===
===Intermediate===


{{ComboHeader-SG}}
{{ComboHeader-SG}}
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*
*


===Enders===
==Enders==
*Standard midscreen ender is 5HP 214HP~P
*Standard midscreen ender is 5HP 214HP~P
**2HP 623HP 236PP if you haven't spent OTG.
**2HP 623HP 236PP if you haven't spent OTG.
*In the corner with 2 or more divekick uses, 5HPx2 j236K~K~K does more damage.
*In the corner with 2 or more divekick uses, 5HPx2 j236K~K~K does more damage.


===Tips===
==Tips & Tricks==


==Solo Combo Compendium==
==Combos By Starter==


===2LK===
===2LK===
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''Note: These tables aren't up to date with the Umbrella Patch changes (damage nerfs, and Install 6MP no longer producing a star).''
''Note: These tables aren't up to date with the Umbrella Patch changes (damage nerfs, and Install 6MP no longer producing a star).''


===Non-install===
===Normal===


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Revision as of 12:16, 2 September 2022

Numpad notation
7.gif 8.gif 9.gif
4.gif 6.gif
1.gif 2.gif 3.gif
 = 
7 8 9
4 5 6
1 2 3
 = 
up-back up up-forward
back neutral forward
down-back down down-forward
236 = Sg 236.png
214 = Sg 214.png
623 = Sg 623.png
421 = Sg 421.png
[4]6 = 4.gif (hold for 35 frames), 6.gif
[2]8 = 2.gif (hold for 35 frames), 8.gif
360 = Sg 360.png
(N) = Multi-hit move hits only N times. May be omitted if all hits are used.
xN = Normal that chains into itself pressed N times. May be omitted if all hits are used.
[X] = Hold down X
]X[ = Release X
X~Y = X then Y done in quick succession
X/Y = X or Y
!X = X triggers a burst
OTG = Following move hits off the ground, after a red bounce
CH = Counter hit
fastfall = Cancelling an air normal into another move to change momentum and land early. The second move doesn't hit, it gets canceled when landing. Example: Double jHP(1) > jHK lets Double land from the multi-hit jHP early.
sj = Super jump
dj = Double jump
jc = Jump cancel
ADC = Airdash cancel
IAD = Instant airdash
TK = Tiger knee (doing an air move the moment a jump sends you airborne, typically by inputting a special move motion followed by jump+button. Example: 2147LK for TK Airball)
Crescent Cut = Crescent (236P)
North Knuckle = Knuckle (214P)
Destruction Pillar = DP (623P)
Re entry = Divekick (j236K)
Character Weight Classes
Light: Filia/Fukua, Peacock, Ms. Fortune, Painwheel, Valentine, Squigly, Annie, Umbrella
Middle: Cerebella, Parasoul, Eliza (for combos), Beowulf, Robo-Fortune, Black Dahlia
Heavy: Double, Big Band


Hit Confirms

  • 2LK 2MK is the standard hit confirm.
  • 2LK 2MP is an alternate hit confirm that sacrifices the low for more damage.

BnB Combos

Beginner

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 2MK 2HK

2312

0

Anywhere

Universal

  • A basic ground chain ending in sweep.


2LK 2MK 5HP 214P~P 236PP

4415

1

Anywhere

Universal

  • A basic ground chain combo ending in a super cancel.


2LK 2MK 5HK
jHP jHK 236PP

5270

1

Anywhere

Universal

  • A basic launcher into air chain, ending with a ground super.


2LK 2MK 5HK
jLP jLK jMP j236K~K
ADC jMP
(restand) 5LK 2MP 5MKx2 5HP 214HP 236PP

5214

1

Anywhere

Universal

  • A basic combo that utilizes an air chain and airdash cancels to setup a restand.
  • During the restand, you can choose to go for a reset such as IAD j.LK or throw.

Intermediate

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 2MK 5HPx2 kara j236HK
ADC jHP
5HK
jMK j236HK~LK
2MP 5MKx2 5HK
jMP ADC jLP jMP
5LK 2MP 5MKx2 2HP 623HP 236PP

7422

1

Anywhere

Universal

  • Neutral jump after the 5HK to preserve OTG.
  • Delay the jMK until the top of the jump

(video)

Conversions

Throw
  • LP+LK OTG 236MP dash 5MP
Airthrow
  • jLP+LK dash OTG
Air Conversion
  • jHP 2HP OTG 236MP - Optimal air-to-ground jHP conversion.
Other Moves

Enders

  • Standard midscreen ender is 5HP 214HP~P
    • 2HP 623HP 236PP if you haven't spent OTG.
  • In the corner with 2 or more divekick uses, 5HPx2 j236K~K~K does more damage.

Tips & Tricks

Combos By Starter

2LK

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 2MK 5HPx2 kara j236HK
ADC jHP
5HK
jLK jMK ADC
jMP
5LPx2 5MKx2 5HK
jLP jLK jMP
5LK 2MP 5MKx2 2HP OTG 623HP 236PP

7033

1

Anywhere

Universal

  • Easier 5HPx2 kara Divekick route
  • Can use two divekicks on the first string to make the route more consistent.

(video)

2LK 2MK 2HP 236MP
5MP 5HPx2 kara j236HK
AD jHP
5MKx2 5HK
jLK jHP
ADC jLP jMP
5LK 2MP 5MKx2 5HPx1 214HP~P 236PP

7197

1

Anywhere

Universal

  • Optimized for consistency
  • As long as you are in range for 2HP, this route always works and does decent damage
  • Uses OTG

(video)

2LK 2MK 5HPx2 kara j236HK
ADC jHP
5HK
jMK j236HK~LK
2MP 5MKx2 5HK
jLK jMK
ADC jMP
5LK 2MP 5MKx2 2HP OTG 623HP 236PP

7436

1

Anywhere

Universal

  • Optimal 5HPx2 kara Divekick starter route
  • Uses the last two divekicks later in the route instead of early.

(video)

2LK 2MP 5HK
jHP j236HK
ADC jHP j236HK~MK
2MP 5MKx2 5HK
jLK jMK
ADC jMP
5LK 2MP 5MKx2 2HP 623HP 236PP

7576

1

Anywhere

Universal

  • Delay first divekick and jHP if possible (kinda annoying, stick to above bnbs if too hard).

(video)

2LK 2MP 5HK
jHP
ADC jHP j236HK~K~MK
2MP 5MKx2 5HK
jLK jMK
ADC jMP
5LK 2MP 5MKx2 2HP 623HP 236PP

7843

1

Anywhere

Heavies

  • Optimal midscreen route vs heavies
  • Annoying on Cerebella, works on Parasoul as well.

(video)

2LK 2MP 5HK
jMK
ADC jHP
2HP 236HP
dash 2MP 5MKx2 5HK
jLK jHP
ADC jMP
5LK 2MP 5MKx2 5HP 214HP~P 236PP

7899

1

Anywhere

Universal (except heavies)

  • Optimal midscreen route
  • Difficult on Bella
  • Note that the video shows the corner ender, while this page lists the midscreen ending string

(video)

2LK 2MP 5HP 214HP~P
otg (dash) 2MK 5HK 623HP
2MP 5MKx2 5HK
jMK ADC jMP
5LK 5MKx2 236MP
5LPx2 2MP 5MKx2 5HPx2 j236K~K~K j236PP

8075

1

Close to Corner

Universal

  • Metergain combo (builds ~90%)
  • IF fully in the corner, H Knuckle works ONLY on lights/Parasoul, additionally, you substitute 2MK with 5MKx2 for the otg pickup (Parasoul can be 2MK picked up if you care about optimising). Substitute H Knuckle with M Knuckle and this route is universal in the corner.
  • Depending on distance from corner, you may need to microdash 2MK.

(video)

2LK 2MP 5HK 623HP
OTG 6HP 236MP
2MP 5HPx2 j236HK
ADC jHP
5MKx2 5HPx2 j236HK
ADC jMP
5LK 2MP 5MKx2 5HP 214HP~P 236PP

8541

1

Corner

Universal

  • The video shows 2HP instead of 6HP, which is a bit easier but does less damage

(video)

2LK 2MP 5HPx2 (kara) j236K
ADC jMP
5MKx2 5HK
dl jMK
ADC jLP jMP
2MP 5MKx2 5HK
dl jLK jMP
5LK 2MP 5MKx2 5HP Snap

4967

1

~3/4 of the stage from the corner

Universal

  • Happy birthday corner carry combo

(video)

6HP

Notation Damage Meter Cost Location Character Specific? Notes Video
6HP 214LP
dash OTG 2LK 5MP 5HPx2 kara j236HK ADC
jMK jHP
dash 5MKx2 5HK
jLK jMK ADC
jMP
5LPx2 2MP 5MKx2 5HP 214HP~P 236PP

7368

1

Midscreen/Anywhere

Universal

  • 6HP Midscreen conversion.

(video)

6HP 214LP~P
OTG 2HP 236MP
2LP 5HK 623HP
2MP 5MKx2 5HK
jLP jLK jMP
5LK 2MP 5MKx2 5HPx2 j236HK~K~K 236PP

8814

1

Corner

Universal

  • 6HP Corner conversion.

(video)


Throw

Notation Damage Meter Cost Location Character Specific? Notes Video
Throw
OTG 236MP
dash 5MP 5HPx2 kara j236HK
ADC jHP
dash 5LPx2 2MP 5MKx2 5HK
jLK jMK
ADC jMP
5LK 2MP 5MKx2 5HP 214HP~P 236PP

5680

1

Anywhere

Universal

  • Caio's ground throw conversion.

(video)

Throw xx 236LP(whiff)
OTG 2MP 2MK 5HK 623HP (slight delay)
Rising jMK jHP
6MP 6HP 236MP
5MKx2 236MP
5LK 2MP 5MKx2 236MP
5LPx2 2MP 5MKx2 5HPx2 236K~K~K 236PP

6828

1

Corner

Lights

Optimal corner route for lights.

(video)

Throw xx 236LP(whiff)
OTG 2MP 2MK 5HK 623HP (slight delay)
5MKx2 5HPx2 236K ADC jMP
6MP 6HP 236MP
5LK 2MP 5MKx2 236MP
5LPx2 2MP 5MKx2 5HPx2 236K~K 236PP

6810

1

Corner

Universal

Optimal corner route

  • Omit the 236LP whiff on Band.

(video)

Air Throw

Notation Damage Meter Cost Location Character Specific? Notes Video
Air throw
dash OTG 2MP 5MK 5HPx2 kara j236HK ADC
jHP
5HK
jMK j236HK~LK
2MP 5MKx2 5HK
jLK jMK
ADC jMP
5LK 2MP 5MKx2 5HP 214HP~P 236PP

5736

1

Anywhere

Universal

  • Caio's air throw conversion

(video)

Pillar of Creation (214KK)

Notation Damage Meter Cost Location Character Specific? Notes Video
214KK
2HP 236HP
2MP 5HPx2 kara j236LK
ADC jHP
5HK
jLK jMK
ADC jMP
5LK 2MP 5MKx2 5HP 214HP~P 236PP

6977

3

Midscreen

Universal

  • Midscreen Pillar of Creation combo
  • Works for DHCs as well

[ (video)]

214KK
236HP
6HP 236HP
5HK 623HP
2MP 5MKx2 5HPx2 j236HK~LK~LK
5LK 2MP 5MKx2 2HP 623HP j236PP

7831

3

Corner

Universal

  • Optimal corner Pillar of Creation combo
  • Works for DHCs as well

[ (video)]

Double Snap

Notation Damage Meter Cost Location Character Specific? Notes Video
Snapback
dash 2LK 2MP
(5HK 236HP)xN

N/A

1

Corner

Universal

(video)

Midscreen Assist Kill

Notation Damage Meter Cost Location Character Specific? Notes Video
5MKx2 5HK
jHP ADC jHP
repeat

N/A

0

Midscreen

Universal

  • Add 5LK to make it easier.

(video)

Damage/Undizzy Ratios

Note: These tables aren't up to date with the Umbrella Patch changes (damage nerfs, and Install 6MP no longer producing a star).

Normal

Move Damage/undizzy Damage (max scaling) Undizzy
214HP~P 17.85 310 20
623HP 15.1 302 20
6HP 13.73333333 412 30
2HP 11.9 357 30
jMP 10 200 20
5HPx2 9.333333333 280 30
5LK 9.333333333 140 15
j236K~K~K 9.333333333 140 15
214HP 9 140 20
5MKx2 9 180 20
623MP 9 180 20
5LP 8 120 15
2LP 8 120 15
236HP 7.5 150 20
j236K (all three) 7.111111111 320 45
214MP 7 110 20
623LP 7 140 20
j236K~K 6.666666667 100 15
5HK 6.333333333 190 30
jMK 6.25 125 20
2MP 6 120 20
jHP 5.833333333 175 30
2MK 5.75 115 20
236MP 5.5 110 20
214LP 5.5 90 20
j236K 5.333333333 80 15
5MP 5 100 20
6MP 5 100 20
5HP 4.666666667 140 30
5MK 4 80 20
jLK 4 60 15
236LP 3.5 70 20
2LK 3.333333333 50 15
jLP 3.333333333 50 15

Install

Move Damage/undizzy Damage (max scaling) Undizzy
jMP 28 560 20
2HP 20.56666667 617 30
6HP 18.06666667 542 30
5MKx2 18 360 20
5HPx2 16.66666667 500 30
5LP 16 240 15
2LP 16 240 15
jHK 15.66666667 470 30
2HK 15 450 30
jHP 14.83333333 445 30
5LK 13.33333333 200 15
22K 12.36666667 371 30
jMK 10-75 215 20
5HK 10.66666667 320 30
2MP 10.5 210 20
2MK 10.25 205 20
5MP 9.5 190 20
6MP 9.5 190 20
5MK 8.5 170 20
jLK 8 120 15
5HP 7.666666667 230 30
2LK 7.333333333 110 15
jLP 7.333333333 110 15


General
FAQ
Controls
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Characters
Filia
Cerebella
Peacock
Parasoul
Ms. Fortune
Painwheel
Valentine
Double
Squigly
Big Band
Eliza
Fukua
Beowulf
Robo-Fortune
Annie
Umbrella
Black Dahlia
Marie
Mechanics
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