Skullgirls/Parasoul/Combos: Difference between revisions
(→Conversions: added more throw conversions) |
(→Counter hit punishes: added video link to the corner HCH, fixed notation to be optimal without making it harder, and added notes) |
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{{SG Character Subnav|char=Parasoul|short=par|sub=1}} | |||
<div> | <div> | ||
<div style="float:left"> | <div style="float:left"> | ||
{{TOC limit|3}} | {{TOC limit|3}} | ||
</div> | </div> | ||
{{ | {{ComboLegend-SG}} | ||
</div> | </div> | ||
<br clear=all/> | <br clear=all/> | ||
== | ==Hit Confirms== | ||
* For ground chains, chain a light button into 2MK, then confirm into a heavy button. | |||
** Confirm into 5HP anywhere to go into a BnB route with an L Shot link. You can confirm into 6HP for a big damage boost and do the same combos, but it's a little harder and you can't keep a down charge for Napalm Pillar. | |||
** If you are too far away such that L Shot will whiff, confirm into 5HP > 236PP | |||
** Confirm into 2HP for max damage combos without an assist, but you need to be close. | |||
* For air to ground, jHP has plenty of hitstun to link a light or medium button, but is vulnerable to land cancel. jHK and jLP can link to light buttons with more precise timing. | |||
* For air to airs, you can confirm buttons into jHP then pick up with OTG 2LK/5LK. | |||
** Doing one button into jHP is easy but vulnerable to land cancel (example: jLP > jHP) | |||
** You can replace jHP with jHK which is also good for jumping in, but it won't combo from jumping light normals (example: jLP > jHK) | |||
** If possible, try to chain another button before you confirm into jHP (example: jLP > jLK > jHP) | |||
** It's also possible to use rebeats to confirm safely (example: jLP > jMK > jLK) | |||
== | ==BnB Combos== | ||
===Beginner=== | |||
===Beginner | |||
{{ComboHeader-SG}} | {{ComboHeader-SG}} | ||
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| charspecific=Universal | | charspecific=Universal | ||
| description= | | description= | ||
| video=[https://streamable.com/w83bnl (video)] | | video=[https://streamable.com/w83bnl (video)] | ||
|}} | |}} | ||
Line 37: | Line 43: | ||
| charspecific=Universal | | charspecific=Universal | ||
| description= | | description= | ||
This combo will get you used to doing charge motions in combos. After you input 5HP, be sure to hold 1 (the down-back position) so you have a charge ready for [2]8HK. | |||
| video=[https://streamable.com/8d7hjl (video)] | | video=[https://streamable.com/8d7hjl (video)] | ||
|}} | |}} | ||
Line 48: | Line 54: | ||
| charspecific=Universal | | charspecific=Universal | ||
| description= | | description= | ||
Adding a super cancel to this combo makes it similar her standard ender. | Adding a super cancel to this combo makes it similar her standard ender. Sometimes the last bike won't connect. | ||
| video=[https://streamable.com/6at3c7 (video)] | | video=[https://streamable.com/6at3c7 (video)] | ||
|}} | |}} | ||
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| charspecific=Universal | | charspecific=Universal | ||
| description= | | description= | ||
Linking moves after L Shot is a key concept for her combos. | |||
| video=[https://streamable.com/1jl5yx (video)] | | video=[https://streamable.com/1jl5yx (video)] | ||
|}} | |}} | ||
Line 76: | Line 82: | ||
| video=[https://streamable.com/lnwota (video)] | | video=[https://streamable.com/lnwota (video)] | ||
|}} | |}} | ||
|} | |||
===Intermediate=== | |||
{{ComboHeader-SG}} | |||
{{Combo-SG | {{Combo-SG | ||
| notation= | | notation= | ||
:2LK 2MK | :2LK 2MK 5HPx2 [4]6LP | ||
:5LPx1 5MP [4]6LK | :5LPx1 5MP [4]6LK | ||
:dash 5MKx1 2HP | :dash 5MKx1 2HP | ||
:jMP jHP jHK | :jMP jHP jHK | ||
:5LKx2 5MKx2 5HPx2 [2]8HK 236KK | :(OTG) 5LKx2 5MKx2 5HPx2 [2]8HK 236KK | ||
| damage=6398 | | damage=6398 | ||
| meter=1 | | meter=1 | ||
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Putting it all together with a basic air chain. Picking up after this air chain will use OTG, except on light characters. | Putting it all together with a basic air chain. Picking up after this air chain will use OTG, except on light characters. | ||
| video=[https://streamable.com/pzg4fy (video)] | | video=[https://streamable.com/pzg4fy (video)] | ||
|}} | |||
{{Combo-SG | |||
| notation= | |||
:2LK 2MK 5HPx2 [4]6LP | |||
:5MP 4HK [4]6LK | |||
:dash 5MKx1 2HP | |||
:jMP jHP jHK | |||
:(OTG) 5LKx2 5MKx2 5HPx2 [2]8HK 236KK | |||
| damage=6824 | |||
| meter=1 | |||
| location=Anywhere | |||
| charspecific=Universal | |||
| description= | |||
Some slight adjustments make this combo look like her more damaging bread and butters. Instead of linking 5LP, link with 5MP and add 4HK before the Egret Call. However, the range to land this combo is a bit more limited, so the previous combo can work as a far range confirm. | |||
| video=[https://streamable.com/kgzmd9 (video)] | |||
|}} | |}} | ||
|} | |} | ||
=== | ===Advanced=== | ||
{{ComboHeader-SG}} | {{ComboHeader-SG}} | ||
{{Combo-SG | {{Combo-SG | ||
| notation= | | notation= | ||
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* 4LP+LK [4]6LK 9jLK jMK jHP (restand without OTG) | * 4LP+LK [4]6LK 9jLK jMK jHP (restand without OTG) | ||
* 4LP+LK 214LK OTG (if you can't use an Egret move) | * 4LP+LK 214LK OTG (if you can't use an Egret move) | ||
* 4LP+LK (delay) | * 4LP+LK (delay) [2]8HK OTG | ||
;Air throw | ;Air throw | ||
* jLP+LK dash OTG 5MK 5HP. Depending on character / height can save OTG | * jLP+LK dash OTG 5MK 5HP. Depending on character / height can save OTG | ||
; | ;4HK | ||
* 4HK [4]6LK dash 5MK (stage 3 starter) | * 4HK [4]6LK dash 5MK (stage 3 starter) | ||
* 4HK [4]6LP 5MP (stage 3 starter) | * 4HK [4]6LP 5MP (stage 3 starter) | ||
;Napalm Pillar ([2]8HK) | |||
* [2]8HK 236KK dash OTG 5LK 5MK 2HP (stage 3 starter) | * [2]8HK 236KK dash OTG 5LK 5MK 2HP (stage 3 starter) | ||
==Enders== | |||
* | ;Level 1 | ||
* End in ...[2]8HK / 2[8]MK > 236KK | |||
** Optimizing to get all six bikes to hit: slightly delay the super cancel on light and midweight characters. Be sure not to delay it against Double in the corner, since it will drop. If you never want to think about adjustments, [2]8MK 236KK will never ever drop and always gets every bike to hit. | ** Optimizing to get all six bikes to hit: slightly delay the super cancel on light and midweight characters. Be sure not to delay it against Double in the corner, since it will drop. If you never want to think about adjustments, [2]8MK 236KK will never ever drop and always gets every bike to hit. | ||
;Level 1 + level 1 | |||
* End a combo in [4]6HP > 236KK, then link [2]8LK > 236KK. Recommended only for lights, Bella, Parasoul, and Robo | |||
* With < 240 undizzy, end combos in 236KK (one more chain) 236KK | |||
;Level 1 > DHC | |||
* With < 240 undizzy, end in ...236PP > (before 236PP hits) DHC > (one more chain) | |||
* | |||
;Level 3 | |||
* End in ...[2]8MK > 236KK | |||
;Level 1 + level 3 | |||
* End in ...236KK, 214PP | |||
==Tips & Tricks== | |||
* 6LP and 5LP all go into the same combos 2LK does. However max range 5LP can't convert into a combo. | |||
* 2MP typically doesn't confirm into a combo, but if there's a tear you may be able to dash up and confirm with a fast button | |||
* jMK jHK is interchangeable with jMK jHP which is easier but does less damage at full scaling. | |||
* To input 2MK > 6HP > [4]6LP, there's no secret trick - just hold 4 immediately after inputting 6HP. The chain buffer and hitstop will give ample time to get a horizontal charge. | |||
* Parasoul's best ender is ... L Shot or L Toss > 5LPx2 > 2MP > 6HP > Pillar > Bikes. | |||
* Using 6HP over 5HP later in combos is a possible small optimization, but there's a lot to explain: | |||
** On the surface this is a small optimization. The damage of 5HP at max scaling is 290, which is a 40 damage penalty over 6HP which does 330 after the scaling bonus (which it gets because its base damage is at least 1000). | |||
** The small optimization is actually even smaller. If you want to use 6HP, it only combos after 2MK, unlike 5HP which can combo after 5MKx2. 2MK does 115, which is a 25 damage penalty over 5MKx2 which does 140. | |||
** The small 6HP optimization actually becomes unoptimal in this situation: If 5HP detonates a tear, it will do more damage than using 2MK 6HP without a tear. | |||
** To make the most use of scaled 6HP, do a chain ending in L Shot then do 5LP > 2MP > 6HP. The tear explosion from 2MP will allow 6HP to combo. Just be aware 2MP in chains will push Parasoul further out if you want to try to use it before the final string. | |||
==Combos By Starter== | |||
''Some videos may show a slightly different combo and/or damage number, due to either old version differences or slight adjustments made by the editor.'' | |||
<div style="width:auto; margin-left:auto; margin-right:auto;"> | |||
===2LK=== | |||
{{ComboHeader-SG|collapsed=yes|caption=2LK}} | |||
{{Combo-SG | {{Combo-SG | ||
| notation= | | notation= | ||
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* Omit the 4HK if you're not close enough to hit, cancel the 5MP into [4]6LK as soon as possible. You can use 2MK 6HP for the ender instead of 5MKx2 5HP for a negligible damage difference | * Omit the 4HK if you're not close enough to hit, cancel the 5MP into [4]6LK as soon as possible. You can use 2MK 6HP for the ender instead of 5MKx2 5HP for a negligible damage difference | ||
| video=[https://streamable.com/wa5psv (video)] | | video=[https://streamable.com/wa5psv (video)] | ||
|}} | |||
{{Combo-SG | |||
| notation= | |||
:2LK 2MK 5HP(x2) [4]6LP | |||
:5MP 4HK [4]6LK | |||
:jLP j[MK] jHP | |||
:5HP(x2) [4]6LP | |||
:5LP(x1) 5MP 4HK [4]6LK | |||
:dash 5LK(x2) 5MK(x2) 5HP(x2) [2]8HK 236KK | |||
| damage=7166 | |||
| meter=1 | |||
| location=Anywhere | |||
| charspecific=Universal | |||
| description= | |||
* Best universal OTGless midscreen bnb | |||
* Can fit in a burst bait dash OTG !2HK at the end for 7310 dmg | |||
| video=[https://youtu.be/8BNvDxg3aXc (video)] | |||
|}} | |}} | ||
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:jMP jHP j214MK | :jMP jHP j214MK | ||
:OTG jHP | :OTG jHP | ||
:2MK | :2MK 6HP [2]8LK | ||
:dash 5LKx2 2MK 5HPx2 [4]6LP | :dash 5LKx2 2MK 5HPx2 [4]6LP | ||
:5LP 5MK 5HPx2 [2]8HK 236KK | :5LP 5MK 5HPx2 [2]8HK 236KK | ||
| damage= | | damage=7221 | ||
| meter=1 | | meter=1 | ||
| location=Midscreen | | location=Midscreen | ||
| charspecific=Universal | | charspecific=Universal | ||
| description= | | description= | ||
* | * Good damage and spends OTG on everyone | ||
| video=[https://youtu.be/Nae9a_WsmtM (video)] | | video=[https://youtu.be/Nae9a_WsmtM (video)] | ||
|}} | |}} | ||
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| meter=1 | | meter=1 | ||
| location=Midscreen | | location=Midscreen | ||
| charspecific= | | charspecific=Universal | ||
| description= | | description= | ||
* Harder version of the jMP jHP j214K OTG jHP route | * Harder version of the jMP jHP j214K OTG jHP route | ||
* You can hold the air tear then release after you press jHP if you don't want to do the delay. | |||
* Do M toss after 4HK on Double. | |||
| video=[https://youtu.be/K-tvc1fblFA (video)] | | video=[https://youtu.be/K-tvc1fblFA (video)] | ||
|}} | |}} | ||
Line 292: | Line 342: | ||
:jMP jMK delay jHP | :jMP jMK delay jHP | ||
:4HK OTG [4]6HK | :4HK OTG [4]6HK | ||
: | :dashxN 5LKx2 5HPx2 [4]6LP | ||
:5MP 4HK [4]6LK | :5MP 4HK [4]6LK | ||
:5LPx2 5MKx2 6HP [2]8HK 236KK | :5LPx2 5MKx2 6HP [2]8HK 236KK | ||
Line 302: | Line 352: | ||
* Big Band version of the above corner carry combo. The 4HK [4]6HK needs to be point blank for it to work on him. | * Big Band version of the above corner carry combo. The 4HK [4]6HK needs to be point blank for it to work on him. | ||
| video=[https://youtu.be/yCZvZkkpIO0 (video)] | | video=[https://youtu.be/yCZvZkkpIO0 (video)] | ||
|}} | |||
{{Combo-SG | |||
| notation= | |||
:2LK 2MK 5HPx2 [4]6LP | |||
:5MP 4HK [4]6HK | |||
:dashxN 5HPx2 [4]6LP | |||
:5LKx2 5HK [2]8LK | |||
:2MK 6HP [4]6LP | |||
:5LPx2 2MP 6HP [2]8HK 236KK | |||
| damage=7705 | |||
| meter=1 | |||
| location=Midscreen | |||
| charspecific=Universal except on Big Band | |||
| description= | |||
* Deals 7916 damage with 6HP in the first chain instead of 5HPx2 | |||
| video=[https://youtu.be/Pkmxf578KfI (video)] | |||
|}} | |}} | ||
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:5MP 4HK [4]6LK | :5MP 4HK [4]6LK | ||
:dash 5MKx2 2HP | :dash 5MKx2 2HP | ||
:jLP jLK jMK jMP | :jLP jLK jMK | ||
:jMP | |||
:dash 5LPx2 2MK 6HP [2]8HK | :dash 5LPx2 2MK 6HP [2]8HK | ||
| damage= | | damage=7230 | ||
| meter=1 | | meter=1 | ||
| location= | | location=Midscreen | ||
| charspecific= | | charspecific= | ||
| description= | | description= | ||
* Don't add [4]6HP it's less dmg. | * Don't add [4]6HP to the first string, it's less dmg. | ||
* With 5MP 5HPx2 instead of 2MK 6HP it's 6824 and works from max cLK range ([4]6HP still is less damage here). | * With 5MP 5HPx2 instead of 2MK 6HP in the first string it's 6824 and works from max cLK range ([4]6HP still is less damage here). | ||
| video=[https://youtu.be/QsgoJAJ07Ho (video)] | | video=[https://youtu.be/QsgoJAJ07Ho (video)] | ||
|}} | |}} | ||
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:5MP 4HK 214LK | :5MP 4HK 214LK | ||
:5HPx2 [4]6LP | :5HPx2 [4]6LP | ||
:5LPx2 5MP 4HK | :5LPx2 5MP 4HK 214LK | ||
:5LKx2 | :5LKx2 5MP 6HP [2]8HK 236KK | ||
| damage= | :2MP [2]8HK | ||
| damage=8337 | |||
| meter=1 | | meter=1 | ||
| location=Corner | | location=Corner | ||
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| description= | | description= | ||
* Optimal (?) solo corner damage | * Optimal (?) solo corner damage | ||
* Delay the 2nd 5LK to let the opponent drop lower | |||
| video=[https://youtu.be/aIeLeUwxEQA (video)] | | video=[https://youtu.be/aIeLeUwxEQA (video)] | ||
|}} | |}} | ||
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===Throw=== | ===Throw=== | ||
{{ComboHeader-SG}} | {{ComboHeader-SG|collapsed=yes|caption=Throw}} | ||
{{Combo-SG | {{Combo-SG | ||
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===Air throw=== | ===Air throw=== | ||
{{ComboHeader-SG}} | {{ComboHeader-SG|collapsed=yes|caption=Air throw}} | ||
{{Combo-SG | {{Combo-SG | ||
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===4HK=== | ===4HK=== | ||
{{ComboHeader-SG}} | {{ComboHeader-SG|collapsed=yes|caption=4HK}} | ||
{{Combo-SG | {{Combo-SG | ||
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* [4]6LK corner carry route | * [4]6LK corner carry route | ||
| video=[https://youtu.be/Tus1kJI0cEA (video)] | | video=[https://youtu.be/Tus1kJI0cEA (video)] | ||
|}} | |||
{{Combo-SG | |||
| notation= | |||
:4HK 214LK | |||
:dash 2HP | |||
:TK j214LK | |||
:jHP | |||
:2MK 6HP [2]8LK | |||
:dash 5LK(x2) 2MK 5HP(x2) [4]6LP | |||
:5MP [4]6LK | |||
:dash 5LP(x2) 2MK 6HP [2]8HK 236KK | |||
| damage=8120 | |||
| meter=1 | |||
| location=Midscreen | |||
| charspecific=Universal | |||
| description= | |||
*4HK 214LK is unsafe on block (-14) but leads to extremely high damage | |||
*Microdash after jHP on lights | |||
*Replacing [2]8LK with [2]8MK and omitting the 5MP string deals more damage (8235) but is more difficult [https://youtu.be/DyE4xIR6JNg (video)] | |||
| video=[https://youtu.be/PFB7HV29Mbs (video)] | |||
|}} | |}} | ||
Line 560: | Line 651: | ||
|} | |} | ||
===[2]8HK=== | ===Napalm Pillar ([2]8HK)=== | ||
{{ComboHeader-SG}} | {{ComboHeader-SG|collapsed=yes|caption=Napalm Pillar ([2]8HK)}} | ||
{{Combo-SG | {{Combo-SG | ||
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===Counter hit punishes=== | ===Counter hit punishes=== | ||
{{ComboHeader-SG}} | {{ComboHeader-SG|collapsed=yes|caption=Counter hit punishes}} | ||
{{Combo-SG | {{Combo-SG | ||
Line 706: | Line 797: | ||
:2HK [4]6LP | :2HK [4]6LP | ||
:5MP 4HK [4]6LK | :5MP 4HK [4]6LK | ||
:jMK | :jMK jHP | ||
:2MK 6HP [4]6LP | :2MK 5HP(x2) [4]6LP | ||
:5LK(x2) 2MK 6HP 214LK | |||
:5LP(x2) 2MP 6HP [2]8HK 236KK | |||
| damage=9846 | |||
| meter=1 | |||
| location=Corner | |||
| charspecific= | |||
| description= | |||
* video features alternate ender string that does slightly more damage (9869, 23 more) but is very difficult on heavyweights and unstable on lightweights | |||
* replacing the last 6HP with 5HP(x2) does 9806 (40 less) | |||
* don't replace the 5HP(x2) with 6HP, it's less damage | |||
* it helps to delay the second 4HK to make sure the first egret is offscreen and you're not on cooldown for the second one | |||
| video=[https://youtu.be/PyDqBOjTBlA (video)] | |||
|}} | |||
{{Combo-SG | |||
| notation= | |||
:CH 2MK 2HP [2]8HK | |||
:2HK [4]6LP | |||
:5MP 4HK [4]6LK | |||
:jMK jHP | |||
:2MK 5HPx2 [4]6LP | |||
:5LKx2 2MK 6HP 214LK | :5LKx2 2MK 6HP 214LK | ||
: | :5LPx2 2MP 6HP [2]8HK 236KK | ||
| damage= | | damage=9134 | ||
| meter=1 | | meter=1 | ||
| location=Corner | | location=Corner | ||
| charspecific= | | charspecific= | ||
| description= | | description= | ||
| video=[https://youtu.be/ | | video=[https://youtu.be/FyFEOqlToQc (video)] | ||
|}} | |}} | ||
{{Combo-SG | {{Combo-SG | ||
Line 776: | Line 889: | ||
|}} | |}} | ||
|} | |} | ||
</div> | </div> | ||
Line 1,079: | Line 1,029: | ||
|20 | |20 | ||
|- | |- | ||
|[4]6HP | |[4]6HP (no det) | ||
|4 | |4 | ||
|80 | |80 | ||
Line 1,089: | Line 1,039: | ||
|20 | |20 | ||
|- | |- | ||
|[4]6LP | |[4]6LP (no det) | ||
|3.75 | |3.75 | ||
|75 | |75 | ||
|20 | |20 | ||
|- | |- | ||
|[4]6MP | |[4]6MP (no det) | ||
|3.75 | |3.75 | ||
|75 | |75 | ||
Line 1,119: | Line 1,069: | ||
|15 | |15 | ||
|} | |} | ||
{{SG}} | {{SG}} |
Latest revision as of 21:39, 28 April 2024
Numpad notation | |
|
|
Hit Confirms
- For ground chains, chain a light button into 2MK, then confirm into a heavy button.
- Confirm into 5HP anywhere to go into a BnB route with an L Shot link. You can confirm into 6HP for a big damage boost and do the same combos, but it's a little harder and you can't keep a down charge for Napalm Pillar.
- If you are too far away such that L Shot will whiff, confirm into 5HP > 236PP
- Confirm into 2HP for max damage combos without an assist, but you need to be close.
- For air to ground, jHP has plenty of hitstun to link a light or medium button, but is vulnerable to land cancel. jHK and jLP can link to light buttons with more precise timing.
- For air to airs, you can confirm buttons into jHP then pick up with OTG 2LK/5LK.
- Doing one button into jHP is easy but vulnerable to land cancel (example: jLP > jHP)
- You can replace jHP with jHK which is also good for jumping in, but it won't combo from jumping light normals (example: jLP > jHK)
- If possible, try to chain another button before you confirm into jHP (example: jLP > jLK > jHP)
- It's also possible to use rebeats to confirm safely (example: jLP > jMK > jLK)
BnB Combos
Beginner
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
1825 |
0 |
Anywhere |
Universal |
||
|
2896 |
0 |
Anywhere |
Universal |
This combo will get you used to doing charge motions in combos. After you input 5HP, be sure to hold 1 (the down-back position) so you have a charge ready for [2]8HK. |
|
|
4079 |
1 |
Anywhere |
Universal |
Adding a super cancel to this combo makes it similar her standard ender. Sometimes the last bike won't connect. |
|
|
3703 |
0 |
Anywhere |
Universal |
Linking moves after L Shot is a key concept for her combos. |
|
|
5348 |
1 |
Anywhere |
Universal |
Add an egret cancel in with an L shot link to consistently get more damage in at further ranges. |
Intermediate
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
6398 |
1 |
Anywhere |
Universal |
Putting it all together with a basic air chain. Picking up after this air chain will use OTG, except on light characters. |
|
|
6824 |
1 |
Anywhere |
Universal |
Some slight adjustments make this combo look like her more damaging bread and butters. Instead of linking 5LP, link with 5MP and add 4HK before the Egret Call. However, the range to land this combo is a bit more limited, so the previous combo can work as a far range confirm. |
Advanced
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
6794 |
1 |
Anywhere |
Universal |
|
|
|
7400 |
1 |
Midscreen |
Universal except on Big Band |
|
|
|
8052 |
1 |
Corner |
Universal |
|
Conversions
- Throw
- 4LP+LK [4]6LK OTG (simple)
- 4LP+LK OTG [4]6HK (corner carry)
- 4LP+LK [4]6LK 9jLK jMK jHP (restand without OTG)
- 4LP+LK 214LK OTG (if you can't use an Egret move)
- 4LP+LK (delay) [2]8HK OTG
- Air throw
- jLP+LK dash OTG 5MK 5HP. Depending on character / height can save OTG
- 4HK
- 4HK [4]6LK dash 5MK (stage 3 starter)
- 4HK [4]6LP 5MP (stage 3 starter)
- Napalm Pillar ([2]8HK)
- [2]8HK 236KK dash OTG 5LK 5MK 2HP (stage 3 starter)
Enders
- Level 1
- End in ...[2]8HK / 2[8]MK > 236KK
- Optimizing to get all six bikes to hit: slightly delay the super cancel on light and midweight characters. Be sure not to delay it against Double in the corner, since it will drop. If you never want to think about adjustments, [2]8MK 236KK will never ever drop and always gets every bike to hit.
- Level 1 + level 1
- End a combo in [4]6HP > 236KK, then link [2]8LK > 236KK. Recommended only for lights, Bella, Parasoul, and Robo
- With < 240 undizzy, end combos in 236KK (one more chain) 236KK
- Level 1 > DHC
- With < 240 undizzy, end in ...236PP > (before 236PP hits) DHC > (one more chain)
- Level 3
- End in ...[2]8MK > 236KK
- Level 1 + level 3
- End in ...236KK, 214PP
Tips & Tricks
- 6LP and 5LP all go into the same combos 2LK does. However max range 5LP can't convert into a combo.
- 2MP typically doesn't confirm into a combo, but if there's a tear you may be able to dash up and confirm with a fast button
- jMK jHK is interchangeable with jMK jHP which is easier but does less damage at full scaling.
- To input 2MK > 6HP > [4]6LP, there's no secret trick - just hold 4 immediately after inputting 6HP. The chain buffer and hitstop will give ample time to get a horizontal charge.
- Parasoul's best ender is ... L Shot or L Toss > 5LPx2 > 2MP > 6HP > Pillar > Bikes.
- Using 6HP over 5HP later in combos is a possible small optimization, but there's a lot to explain:
- On the surface this is a small optimization. The damage of 5HP at max scaling is 290, which is a 40 damage penalty over 6HP which does 330 after the scaling bonus (which it gets because its base damage is at least 1000).
- The small optimization is actually even smaller. If you want to use 6HP, it only combos after 2MK, unlike 5HP which can combo after 5MKx2. 2MK does 115, which is a 25 damage penalty over 5MKx2 which does 140.
- The small 6HP optimization actually becomes unoptimal in this situation: If 5HP detonates a tear, it will do more damage than using 2MK 6HP without a tear.
- To make the most use of scaled 6HP, do a chain ending in L Shot then do 5LP > 2MP > 6HP. The tear explosion from 2MP will allow 6HP to combo. Just be aware 2MP in chains will push Parasoul further out if you want to try to use it before the final string.
Combos By Starter
Some videos may show a slightly different combo and/or damage number, due to either old version differences or slight adjustments made by the editor.
2LK
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
6794 |
1 |
Anywhere |
Universal |
|
|
|
7166 |
1 |
Anywhere |
Universal |
|
|
|
6824 |
1 |
Anywhere |
Universal (*but uses OTG on heavies) |
|
|
|
7221 |
1 |
Midscreen |
Universal |
|
|
|
7532 |
1 |
Midscreen |
Universal |
|
|
|
7400 |
1 |
Midscreen |
Universal except on Big Band |
|
|
|
7349 |
1 |
Midscreen |
Big Band OK |
|
|
|
7705 |
1 |
Midscreen |
Universal except on Big Band |
|
|
|
7230 |
1 |
Midscreen |
|
||
|
8027 |
1 |
Corner |
Universal |
|
|
|
8973 |
2 |
Corner |
Lights/Mediums only |
|
|
|
8337 |
1 |
Corner |
Lights only |
|
|
|
N/A |
2 |
Anywhere |
|
Throw
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
6108 |
1 |
Anywhere |
Universal |
|
|
|
5485 |
1 |
Anywhere |
|
Air throw
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
5765 |
1 |
Midscreen |
Universal |
| |
|
6080 |
1 |
Corner |
Universal |
4HK
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
7117 |
1 |
Anywhere |
Universal |
|
|
|
7698 |
1 |
Anywhere |
Universal (except Cerebella) |
|
|
|
7541 |
1 |
Anywhere |
Universal (except Big Band) |
|
|
|
7347 |
1 |
Midscreen |
|
||
|
8120 |
1 |
Midscreen |
Universal |
|
|
|
8479 |
1 |
Corner |
Napalm Pillar ([2]8HK)
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
5533 |
1 |
Anywhere |
|||
|
6083 |
1 |
Anywhere |
|||
|
5951 |
1 |
Anywhere |
|||
|
6314 |
1 |
Corner |
|||
|
7328 |
1 |
Corner |
Counter hit punishes
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
9085 |
1 |
Midscreen |
|||
|
8906 |
1 |
Midscreen |
Universal |
||
|
8866 |
1 |
Midscreen |
Whiffs on Bella at range, maybe more |
||
|
9846 |
1 |
Corner |
|
||
|
9134 |
1 |
Corner |
| ||
|
14803 |
5 |
Corner |
Big Band (maybe other tall chars?) |
Double snap
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
N/A |
1 |
Corner |
Universal |
Midscreen assist kill
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
N/A |
0 |
Midscreen |
Damage/Undizzy Ratios
Move | Damage/undizzy | Damage (max scaling) | Undizzy |
---|---|---|---|
Tear (from Shot) (manual detonate) | 120 | 120 | 0 |
Tear (from Shot) (auto detonate) | 80 | 80 | 0 |
[2]8HK | 13.75 | 275 | 20 |
6HP | 11 | 330 | 30 |
5HK | 10.06666667 | 302 | 30 |
jHK | 10 | 300 | 30 |
5HP | 9.666666667 | 290 | 30 |
2HK | 9.6 | 288 | 30 |
4HK | 9.6 | 288 | 30 |
[2]8MK | 9.5 | 190 | 20 |
5LK | 7.333333333 | 110 | 15 |
2MP | 7 | 140 | 20 |
5MK | 7 | 140 | 20 |
5LP | 6.666666667 | 100 | 15 |
2HP | 6.333333333 | 190 | 30 |
jMP | 6 | 120 | 20 |
jHP | 6 | 180 | 30 |
j4LK | 6 | 90 | 15 |
Tear (from Toss) (manual detonate) | 6 | 120 | 20 |
2MK | 5.75 | 115 | 20 |
jMK | 5.5 | 110 | 20 |
5MP | 5.25 | 105 | 20 |
6LP | 5 | 75 | 15 |
6MP | 5 | 100 | 20 |
[4]6HK | 5 | 100 | 20 |
j2MK | 4.5 | 90 | 20 |
[4]6HP (no det) | 4 | 80 | 20 |
Tear (from Toss) (auto detonate) | 4 | 80 | 20 |
[4]6LP (no det) | 3.75 | 75 | 20 |
[4]6MP (no det) | 3.75 | 75 | 20 |
jLP | 3.333333333 | 50 | 15 |
jLK | 3.333333333 | 50 | 15 |
2LP | 2.666666667 | 40 | 15 |
2LK | 2.666666667 | 40 | 15 |