Skullgirls/Marie/Combos: Difference between revisions
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* Either air chain can start with jLP (all hits) and then jLK near the ground to make them recover airborne near the ground -15 or so (can do a mixup reset) | * Either air chain can start with jLP (all hits) and then jLK near the ground to make them recover airborne near the ground -15 or so (can do a mixup reset) | ||
* Other enders are possible (for example replace 214HP with 236LK for damage, or replace 5HPxx214HP with 2HPxx214LK microdash to consume OTG for even more damage), but the listed one is the easiest | * Other enders are possible (for example replace 214HP with 236LK for damage, or replace 5HPxx214HP with 2HPxx214LK microdash to consume OTG for even more damage), but the listed one is the easiest | ||
|}} | |||
{{Combo-SG | |||
| notation= | |||
:2LK 5MP 5MK 2HP 236LK | |||
:dash 5HK | |||
:jMK jHP j[HK] ]HK[ j214K | |||
:jMP | |||
:5LK 5MP 5HP 236LK | |||
:2LPx7 5LK 5MP 5MK 5HP 214HP 236LP+LK 236PP | |||
| damage=8137 | |||
| meter=1 | |||
| location=Anywhere | |||
| charspecific=Universal | |||
| description= | |||
* Reliable Midscreen BnB with appreciable high damage. | |||
* Just release the jHK when you see blue frame effect. | |||
* The strength of j214K depends on your distance to corner. | |||
* Because of Squigly and Annie's narrow hurtboxes, 5HP 236LK should be replaced by 2HP 236LK. | |||
| video=[https://www.bilibili.com/video/BV1cN411x7St?p=2 (video)] | |||
|}} | |}} | ||
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:2LPx7 5LK 5MP 5MK 5HP 214HP 236LP+LK 236PP | :2LPx7 5LK 5MP 5MK 5HP 214HP 236LP+LK 236PP | ||
| damage= | | damage=8079 | ||
| meter=1 | | meter=1 | ||
| location=Midscreen | | location=Midscreen | ||
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* Reliable Midscreen BnB with appreciable high damage. | * Reliable Midscreen BnB with appreciable high damage. | ||
* Just release the jHK when you see blue frame effect. | * Just release the jHK when you see blue frame effect. | ||
* Because of Squigly and Annie's narrow hurtboxes, 5HP 236LK should be replaced by 2HP 236LK | * Because of Squigly and Annie's narrow hurtboxes, 5HP 236LK should be replaced by 2HP 236LK. | ||
| video=[https://www.bilibili.com/video/BV1cN411x7St (video)] | | video=[https://www.bilibili.com/video/BV1cN411x7St?p=1 (video)] | ||
|}} | |}} | ||
|} | |} |
Revision as of 09:29, 23 October 2023
Numpad notation | |
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Hit Confirms
- 2LK 5MK - Low, advancing mid hitconfirm that does good damage but is -5
BnB Combos
Beginner
A basic ground chain combo ending in sweep. Unsafe on block.
2LK 2MK 2HK
A basic ground chain combo ending in a special cancel. Also unsafe on block, so don't do the Marie Go 'Round (214HP) if you notice your opponent is blocking. Instead, you can do Hilgard's Haymaker (236LK) to restart your pressure.
2LK 2MK 5HP 214HP
A basic ground chain combo ending in a super. You can either cancel the special move into the super, or you can do the super more slowly; 214HP staggers the opponent for about one second.
2LK 2MK 5HP 214HP 236PP
Intermediate
These are very early combos and will be updated over time.
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
6695 |
1 |
Anywhere |
Universal |
|
{{{video}}} |
Conversions
Chaining into 5HP on the ground will pull the opponent in and restand them. This is useful when comboing off random hits, and also off Marie moves that pop the opponent into the air like 2HP overhead and 236LK+LP command grab. j.HP is also a good tool to pull the opponent in and convert off high air hits (for example Ms. Fortune H Fiber Upper assist).
5HP
- 236LK +36
- 214MP link 5LK (once per combo due to infinite prevention system)
- 214HP +52 stagger once per combo (+0 second time if not super cancelled)
Air throw (high, midscreen)
- Cancel into 214HK. The explosions will pull the opponent back in, and you can run up and continue the combo with a ground chain. May save OTG on light opponents.
Ground throw (cancel as early as possible)
- 236LK. Consumes OTG. Can continue combo in the corner; midscreen you need an assist to continue.
- 214MP link into 5LK. Corner only.
- 214HP (consumes stagger for big airborne hit, but does not stagger). This may consume OTG on heavy opponents.
Misc. combo theory
- +52 stagger gives just enough time to place a 236P dust bunny and continue the combo after
- Stagger is the only way to combo into 236KK command grab super. Can also use it to combo into 236LP+LK regular command grab, in order to side switch
- You can launch/j.MK to put them high in the air, and then hold j.HK + release a tiny bit early to get the wallbounce. In the corner, you can continue the combo after
Enders
- 214PP level 3 does more damage if they are high up in the air, since the bomb keeps doing damage until it hits the ground and dissipates.
Combos By Starter
2LK
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
6695 |
1 |
Anywhere |
Universal |
|
{{{video}}} |
|
8137 |
1 |
Anywhere |
Universal |
|
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8079 |
1 |
Midscreen |
Universal |
|
Counter Hit Punishes
Double Snap
Midscreen Assist Kill