Skullgirls/Parasoul/Combos: Difference between revisions

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(→‎Tips: simplified wording)
(→‎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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</div>
</div>
{{ComboLegend_Short-SG}}
{{ComboLegend-SG}}
</div>
</div>
<br clear=all/>  
<br clear=all/>  


==Combo Primer==
==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) 


===Hit Confirms===
==BnB Combos==


* 2LK 2MK is the standard hit confirm.
===Beginner===
* On hit, you can replace 5HP with 6HP for a big damage boost, but it's a little harder and you can't keep your charge.
 
===Beginner Combos===
 
If the bread and butter combos are too daunting, try to become comfortable doing each of these combos. Start with the first, then move to the next one. When you play matches, it's good enough to use the one you can perform the most consistently. Once you can do all of them, try learning the combos in the following sections!


{{ComboHeader-SG}}
{{ComboHeader-SG}}
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| charspecific=Universal
| charspecific=Universal
| description=
| description=
A basic ground chain ending in sweep.
| video=[https://streamable.com/w83bnl (video)]
| video=[https://streamable.com/w83bnl (video)]
|}}
|}}
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| charspecific=Universal
| charspecific=Universal
| description=
| description=
A basic ground chain ending in a special cancel. 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.
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)]
|}}
|}}
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| charspecific=Universal
| charspecific=Universal
| description=
| description=
Adding a super cancel to this combo makes it similar her standard ender. Depending on the situation, the last bike won't connect, which changes the damage a negligible amount.
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=
Basic L Shot link, a key concept for her longer combos. Optimal combos will link 5MP instead of 5LP, which also makes it work at further ranges, but there's a buffer in place to make it easier.
Linking moves after L Shot is a key concept for her combos.
| video=[https://streamable.com/1jl5yx (video)]
| video=[https://streamable.com/1jl5yx (video)]
|}}
|}}
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| video=[https://streamable.com/lnwota (video)]
| video=[https://streamable.com/lnwota (video)]
|}}
|}}
|}
===Intermediate===
{{ComboHeader-SG}}
{{Combo-SG
{{Combo-SG
| notation=
| notation=
:2LK 2MK 5HP [4]6LP
: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)]
|}}
|}}
|}
|}


===BnB Combos===
===Advanced===


{{ComboHeader-SG}}
{{ComboHeader-SG}}
{{Combo-SG
{{Combo-SG
| notation=
| notation=
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* 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


;Air conversions
;4HK
* jLP/jLK jHP OTG 2LK. Be wary of opponent's who try to land cancel this string, and use jHK or jMK rebeats instead.
 
;Other moves
* 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)
* [4]6LP links into 5LP up close
* 6LP and 5LP all go into the same combos 2LK does. However max range 5LP can't convert into a combo.
* Max range 2LK 2MK 5HP 236PP, because [4]6LP will whiff
* 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


===Enders===
==Enders==
* Standard ender is [2]8HK 236KK
;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.
* [2]8LK allows for a an extra super at the end of a full undizzy combo. 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 (2 bar)
** 236KK 214PP (4 bar)
* With < 240 undizzy, end combos in 236PP (before 236PP hits) DHC (one more chain)


===Tips===
;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.
* 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.
* 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.
* Replacing 5HP with 6HP is a big damage boost if done in the first chain, but sacrifices a potential down-back charge.
* Parasoul's best ender is ... L Shot or L Toss > 5LPx2 > 2MP > 6HP > Pillar > Bikes.
* Using 6HP over 5HP at max scaling is a very small optimization but there's a lot to explain here.
* Using 6HP over 5HP later in combos is a possible small optimization, but there's a lot to explain:
** The damage of 5HP at max scaling is 140+150 = 290. The damage of 6HP at max scaling is 330 because its base damage is at least 1000, so it gets a scaling bonus.
** 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).
** But, 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 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.
** But, if 5HP detonates a tear, it will do more damage than using 2MK 6HP without a tear. If you are close enough, 2MP 6HP with a tear is the best but it may not work at all distances.
** 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.


==Solo Combo Compendium==
==Combos By Starter==
''NOTICE: 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.''
''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 class="center" style="width:auto; margin-left:auto; margin-right:auto;">
<div style="width:auto; margin-left:auto; margin-right:auto;">
===2LK===
===2LK===
 
{{ComboHeader-SG|collapsed=yes|caption=2LK}}
 
{{ComboHeader-SG}}
 
{{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* 5HPx2 [4]6LK
: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=7178
| damage=7221
| meter=1
| meter=1
| location=Midscreen
| location=Midscreen
| charspecific=Universal
| charspecific=Universal
| description=
| description=
* 2MK is better for lights, 5MP is better for heavies. Good damage and spends OTG on everyone
* 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)]
|}}
|}}
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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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|}
|}


===[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
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:2HK [4]6LP
:2HK [4]6LP
:5MP 4HK [4]6LK
:5MP 4HK [4]6LK
:jMK jHK
:jMK jHP
:2MK 6HP [4]6LP
:2MK 5HP(x2) [4]6LP
:5LKx2 2MK 6HP 214LK
:5LK(x2) 2MK 6HP 214LK
:5LP 2MP 6HP [2]8HK 236KK
:5LP(x2) 2MP 6HP [2]8HK 236KK
| damage=9749
| damage=9846
| meter=1
| meter=1
| location=Corner
| location=Corner
| charspecific=
| charspecific=
| description=
| description=
| video=[ (video)]
* 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)]
|}}
|}}


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| video=[https://youtu.be/FyFEOqlToQc (video)]
| video=[https://youtu.be/FyFEOqlToQc (video)]
|}}
|}}


{{Combo-SG
{{Combo-SG
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|}}
|}}
|}
|}
</div>
==Team Combo Compendium==
===H LnL===
<div style="width:auto; margin-left:auto; margin-right:auto;">
{{ComboHeader-SG}}
{{Combo-SG
| notation=
:2LK 2MK 5HPx2 call assist [2]8MK
:dash 4HK [4]6HK
:dash until corner 5HPx2 [4]6LP
:5MP 5HPx2 [4]6LP
:5LKx2 2MK 6HP 214LK
:5LPx2 2MP 6HP [2]8HK 236KK
| damage=8884
| meter=1
| location=Midscreen
| charspecific=Universal (-Big Band)
| description=
* Corner carry route
| video=
|}}
|}
</div>
===L Pinion===
<div style="width:auto; margin-left:auto; margin-right:auto;">
{{ComboHeader-SG}}
{{Combo-SG
| notation=
:2LK 2MK 5HPx2 L Pinion 214LK
:5MP 4HK OTG [4]6HK
:Dash Tag in Painwheel
:L/M Buer Cancel H Buer Fly
:9jMK
:5LK L Buer Fly
:6jLK
:5MK L Buer Fly
:3jLP
:2LP 5LK 5MK 5HP L Buer Death Crawl
| damage=9,113
| meter=1
| location=Midscreen
| charspecific=Universal (-Big Band)
| description=
* Easier corner carry tag route
* If you replace 5HPx2 with 6HP you will deal 9,516 Damage
* This will carry corner to corner if you dash 4 times then tag so as soon as they wall bounce pain will hit otherwise you need to keep in mind distance to the corner so u can tag before they wall bounce
| video=
|}}
{{Combo-SG
| notation=
:2LK 2MK 6HP [2]8MK L Pinion
:4HK OTG [4]6HK
:Dash Tag in Painwheel
:L/M Buer Cancel H Buer Fly
:9jMK
:5HP L Buer Fly
:6jLK
:5MP jL Buer Fly
:jMP
:2LP 5LK 5MK 5HP L Buer Death Crawl
| damage=9,864
| meter=1
| location=Midscreen
| charspecific=Dosen't work on cerebella or bigband
| description=
* Optimal corner carry tag route
* If you replace 6HP with 5HPx2 to make the starter easier you will deal 9,691 Damage
* This will carry about 3/4 of the screen if you dash 4 times then tag so as soon as they wall bounce pain will hit otherwise you need to keep in mind distance to the corner so u can tag before they wall bounce
| video=
|}}
|}
</div>
===Carpenter's Axe===
Axe is a strong hyper-armored overhead assist that forces neutral to Parasoul's favor, heavily increases her damage, and makes her great high/low game even stronger. The easiest way to time Pillar + Axe is [2]8LP+HK if Eliza is third on your team, or is your only teammate.
<div style="width:auto; margin-left:auto; margin-right:auto;">
{{ComboHeader-SG}}
{{Combo-SG
| notation=
:2LK 2MK 5HPx2 [2]8HK + Assist
:dash jump jMK jHP
:5HPx2 [4]6LP
:5MP 4HK [4]6LK
:dash up 5MKx2 5HPx2 [4]6LP
:5LKx2 5MKx2 5HPx2 [2]8HK 236KK
| damage=8048
| meter=1
| location=Midscreen
| charspecific=
| description=
| video= [https://youtu.be/-gljY9-DZ-k (video)]
|}}
{{Combo-SG
| notation=
:2LK 2MK 5HPx2 [2]8HK + Assist
:dash 4HK [4]6HK dash(xN)
:5HPx2 [4]6LP
:5MP 5HPx2 [4]6LP
:2LKx2 2MK 6HP 214LK
:2LPx2 2MP 6HP [2]8HK 236KK
| damage=8721
| meter=1
| location=Midscreen
| charspecific=
| description=
* Requires OTG, but gives corner carry and higher damage than the OTGless route
| video= [https://youtu.be/ppyDm32C2SM (video)]
|}}
{{Combo-SG
| notation=
:CH 5HPx2 [2]8HK + Assist
:dash jump jMK jHP
:5HPx2 [4]6LP
:5MP 4HK [4]6LK
:5MKx2 2HP
:jLP jMK jMP
:rejump jLK jMK jHP
:dash 5LKx2 5MKx2 5HPx2 [2]8HK 236KK
:OTG cHK
| damage=9357
| meter=1
| location=Midscreen
| charspecific=
| description=
* Corner carry
| video=[https://youtu.be/aHZlc5CzfHg (video)]
|}}
{{Combo-SG
| notation=
:2LK 2MK 2HP [2]8HK
:OTG 2HK [2]8HK + Assist
:late jMK jHP
:5HPx2 [4]6LP
:5MP 4HK [4]6LK
:5LKx2 5MKx2 5HPx2 [2]8HK 236KK
| damage=8405
| meter=1
| location=Corner
| charspecific=
| description=
* If you end with 2MK 6HP instead of 5MKx2 5HPx2, you deal 8420 damage.
| video=[https://youtu.be/_PGbgHQBC2U (video)]
|}}
{{Combo-SG
| notation=
:CH 2HP [2]8HK
:OTG 2HK [2]8HK + Assist
:late jMK jHP
:5HPx2 [4]6LP
:5MP 5HPx2 [4]6LP
:5LKx2 5MKx2 5HPx2 [4]6LP
:5LPx2 5MKx2 5HPx2 [2]8HK 236KK
| damage=10307
| meter=1
| location=Corner
| charspecific=
| description=
| video=[https://youtu.be/nAAMul700d8 (video)]
|}}
|}
</div>
===M Shadow===
<div style="width:auto; margin-left:auto; margin-right:auto;">
{{ComboHeader-SG}}
{{Combo-SG
| notation=
:2LK 2MK 5HPx2 M Shadow [2]8 MK
:4HK [4]6LK
:jMK jHP
:2MK 5HPx2 L Shot
:5LP 5MP 4HK L Shot dash
:5LKx2 5MKx2 5HPx2 [2]8HK 236KK
| damage=8218
| meter=1
| location=Midscreen
| charspecific=Universal
| description=
| video=[https://www.youtube.com/watch?v=a6KrupROaOA (video)]
|}}
|}
</div>
===A Train===
A Train tremendously increases Parasoul's damage, and can be used to catch up-backers from escaping her dangerous high/low mixups
<div style="width:auto; margin-left:auto; margin-right:auto;">
{{ComboHeader-SG}}
{{Combo-SG
| notation=
:2LK 2MK 6HP assist~[2]8HK
:dash 4HK [4]6HK
:dash(xN) 5HP(x2)
:5MP 6HP [4]6LP
:5LK(x2) 2MK 6HP 214LK
:5LPx2 2MP 6HP [2]8HK 236KK
| damage=9406
| meter=1
| location=Midscreen
| charspecific=Universal
| description=
*9232 with 5HP instead of 6HP in the first chain
*Can side swap if you dash twice before the 4HK (to avoid stuff like corpses that Val can revive, Fortune's head, Beo's chair, etc). Also makes it more consistent on Band
| video=[https://youtu.be/RlqtCLQoGww (video)]
|}}
|}
</div>
===Clide===
Clide is an excellent assist for Parasoul, as it allows for tear conversions at mid-range, and enhances her scary high/low game. It also allows for unique reset setups and does notable damage.
<div style="width:auto; margin-left:auto; margin-right:auto;">
{{ComboHeader-SG}}
{{Combo-SG
| notation=
:2LK 2MK 6HP [2]8MK+assist
:4HK [4]6HK
:dash(xN) 5HP(x2) [4]6LP
:5MP 5HP(x2) [4]6LP
:5LK(x2) 2MK 6HP 214LK
:5LP(x2) 2MP 6HP [2]8HK 236KK
| damage=8790
| meter=1
| location=Midscreen
| charspecific=Universal
| description=
*8616 with 5HP instead of 6HP in the first chain
*This combo does more than the second one if you plan on using 5HP in the first chain
| video=[https://youtu.be/b2-pPk_jvpo (video)]
|}}
{{Combo-SG
| notation=
:2LK 2MK 6HP [2]8MK+assist
:4HK 214LK
:5MP 4HK [4]6HK
:dash(xN) 5HP(x2) [4]6LP
:5LK(x2) 2MK 6HP 214LK
:5LP(x2) 2MP 6HP [2]8HK 236KK
| damage=8848
| meter=1
| location=Midscreen
| charspecific=Universal
| description=
*8461 with 5HP instead of 6HP in the first chain
*Delay the second 4HK on some characters
*Omit [4]6HK in the corner
*You can replace [4]6HK with Double tag to tag out, and you'll have OTG for a conversion
| video=[https://youtu.be/fwmXKO5zEMs (video)]
|}}
|}
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{{SG}}
{{SG}}

Latest revision as of 21:39, 28 April 2024

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)
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

  • 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
2LK 2MK 2HK

1825

0

Anywhere

Universal

(video)

2LK 2MK 5HPx2 [2]8HK

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.

(video)

2LK 2MK 5HPx2 [2]8HK 236KK

4079

1

Anywhere

Universal

Adding a super cancel to this combo makes it similar her standard ender. Sometimes the last bike won't connect.

(video)

2LK 2MK 5HPx2 [4]6LP
5LPx1 5MP 2HK

3703

0

Anywhere

Universal

Linking moves after L Shot is a key concept for her combos.

(video)

2LK 2MK 5HPx2 [4]6LP
5LPx1 5MP [4]6LK
dash 5LKx2 5MKx2 5HPx2 [2]8HK 236KK

5348

1

Anywhere

Universal

Add an egret cancel in with an L shot link to consistently get more damage in at further ranges.

(video)

Intermediate

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 2MK 5HPx2 [4]6LP
5LPx1 5MP [4]6LK
dash 5MKx1 2HP
jMP jHP jHK
(OTG) 5LKx2 5MKx2 5HPx2 [2]8HK 236KK

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.

(video)

2LK 2MK 5HPx2 [4]6LP
5MP 4HK [4]6LK
dash 5MKx1 2HP
jMP jHP jHK
(OTG) 5LKx2 5MKx2 5HPx2 [2]8HK 236KK

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.

(video)

Advanced

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 2MK 5HPx2 [4]6LP
5MP 4HK [4]6LK
dash 5MKx1 2HP
(delay) jLP (delay) jLK jMP
rejump jMK jHK
restand 5LKx2 5MKx2 5HPx2 [2]8HK 236KK

6794

1

Anywhere

Universal

  • Reliable midscreen combo that doesn't use OTG, and has her basic air vortex built right into it.
  • 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)

2LK 2MK 5HPx2 [4]6LP
5MP 4HK OTG [4]6HK
dash until corner 5MKx2 5HPx2 [4]6LP
5LPx2 5MP 5HPx2 [4]6LP
5LKx2 5MKx2 5HPx2 [2]8HK 236KK

7400

1

Midscreen

Universal except on Big Band

  • Midscreen damage combo that carries them to the corner
  • If you get a confirm without spending OTG, you can use this to take them to the corner. This exact combo will not work against Big Band since he will be too far away, but the 4HK Bike part that corner carries will work on him if you combo into 4HK during a restand.
  • At most, you'll need to dash six times to carry from corner to corner.

(video)

2LK 2MK 2HP [2]8HK
OTG 2HK [4]6LP
5MP 5HPx2 [4]6LP
5LKx2 5HK [2]8LK
2MK 6HP [4]6LP
5LPx2 5MKx2 5HPx2 [2]8HK 236KK

8052

1

Corner

Universal

  • Damage combo

(video)

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

2LK
Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 2MK 5HPx2 [4]6LP
5MP 4HK [4]6LK
dash 5MKx1 2HP
(delay) jLP (delay) jLK jMP
rejump jMK jHK
restand 5LKx2 5MKx2 5HPx2 [2]8HK 236KK

6794

1

Anywhere

Universal

  • Reliable midscreen combo that doesn't use OTG, and has her basic air vortex built right into it.
  • 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)


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

7166

1

Anywhere

Universal

  • Best universal OTGless midscreen bnb
  • Can fit in a burst bait dash OTG !2HK at the end for 7310 dmg

(video)

2LK 2MK 5HPx2 [4]6LP
5MP 4HK [4]6LK
dash 5MK 2HP
jMP jHP OTG* jHK
5LKx2 5MKx2 5HPx2 [2]8HK 236KK

6824

1

Anywhere

Universal (*but uses OTG on heavies)

  • Same as above, but with a different air chain.

(video)

2LK 2MK 2HP
jMP jHP j214MK
OTG jHP
2MK 6HP [2]8LK
dash 5LKx2 2MK 5HPx2 [4]6LP
5LP 5MK 5HPx2 [2]8HK 236KK

7221

1

Midscreen

Universal

  • Good damage and spends OTG on everyone

(video)

2LK 2MK 2HP
jMP jHP j214LK
OTG jHP
4HK 214HK
5HPx2 [4]6LP
5MP 4HK [4]6LK
5LKx2 5MKx2 5HPx2 [2]8HK 236KK

7532

1

Midscreen

Universal

  • 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)

2LK 2MK 5HPx2 [4]6LP
5MP 4HK OTG [4]6HK
dash until corner 5MKx2 5HPx2 [4]6LP
5LPx2 5MP 5HPx2 [4]6LP
5LKx2 5MKx2 5HPx2 [2]8HK 236KK

7400

1

Midscreen

Universal except on Big Band

  • If you get a confirm without spending OTG, you can use this to take them to the corner. This exact combo will not work against Big Band since he will be too far away, but the 4HK Bike part that corner carries will work on him if you combo into 4HK during a restand.

(video)

2LK 2MK 2HP
jMP jMK delay jHP
4HK OTG [4]6HK
dashxN 5LKx2 5HPx2 [4]6LP
5MP 4HK [4]6LK
5LPx2 5MKx2 6HP [2]8HK 236KK

7349

1

Midscreen

Big Band OK

  • 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)

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

7705

1

Midscreen

Universal except on Big Band

  • Deals 7916 damage with 6HP in the first chain instead of 5HPx2

(video)

2LK 2MK 6HP 236PP
dash 5LK 5HPx2 [4]6LP
5MP 4HK [4]6LK
dash 5MKx2 2HP
jLP jLK jMK
jMP
dash 5LPx2 2MK 6HP [2]8HK

7230

1

Midscreen

  • Don't add [4]6HP to the first string, it's less dmg.
  • 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)

2LK 2MK 2HP [2]8HK
OTG 2HK [4]6LP
5MP 5HPx2 [4]6LP
5LKx2 5HK [2]8LK
2MK 6HP [4]6LP
5LPx2 5MP 6HP [2]8HK 236KK

8027

1

Corner

Universal

  • Reliable corner route with good damage. The 2HP [2]8HK 2HK route is especially useful for damage early on in a combo.

(video)

2LK 2MK 2HP [2]8HK
OTG 2HK [4]6LP
5MP 5HPx2 [4]6LP
5LKx2 5HK [2]8LK
2MK 6HP [4]6LP
5LPx2 2MK 6HP [4]6HP 236KK
[2]8LK 236KK

8973

2

Corner

Lights/Mediums only

  • 2 bar solo corner ender

(video)

2LK 2MK 2HP [2]8HK
2HK [4]6LP
5MP 4HK 214LK
5HPx2 [4]6LP
5LPx2 5MP 4HK 214LK
5LKx2 5MP 6HP [2]8HK 236KK
2MP [2]8HK

8337

1

Corner

Lights only

  • Optimal (?) solo corner damage
  • Delay the 2nd 5LK to let the opponent drop lower

(video)

2LK 2MK 5HPx2 [2]8MK 236PP
dash 5LK 2HP
jLP jLK jMP
jMK jHP j214HK
5MKx2 5HPx2 [4]6LK
dash 5LPx2 5MKx2 5HPx2 Snap

N/A

2

Anywhere

  • Happy birthday corner carry
  • [2]8MK is necessary to get the 236PP to hit the assist

(video)

Throw

Throw
Notation Damage Meter Cost Location Character Specific? Notes Video
4LP+LK OTG [4]6HK
dash until corner 5HPx2 [4]6LP
5MP 4HK [4]6LK
jMK jHK
2MK 6HP [4]6LP
5LKx2 2MK 6HP 214LK
5LPx2 2MP 6HP [2]8HK 236KK

6108

1

Anywhere

Universal

  • Throw combo with corner carry

(video)

4LP+LK 214LK
dash OTG 5MP 5HPx2 [4]6LP
5MP 4HK [4]6LK
dash 5MK 2HP
jLP jLK jMP
jMK jHK
5LKx2 [4]6LP
dash 5LPx2 2MK 6HP [2]8HK 236KK

5485

1

Anywhere

  • Can use 214LK to convert if you don't have an Egret available

(video)

Air throw

Air throw
Notation Damage Meter Cost Location Character Specific? Notes Video
AT dash (5LP) 5MP 5HPx2 [4]6LP
5MP 4HK OTG [4]6HK dash until corner
5MKx2 5HPx2 [4]6LP
5LKx2 2MK 6HP [4]6LP
5LPx2 2MK 6HP [2]8HK 236KK

5765

1

Midscreen

Universal

(video)


AT 5MP 2HP [2]8HK
OTG 2HK [4]6LP
5MP 5HPx2 [4]6LP
5LKx2 5HK [2]8LK
2MK 6HP [4]6LP
5LPx2 2MK 6HP [2]8HK 236KK

6080

1

Corner

Universal

(video)

4HK

4HK
Notation Damage Meter Cost Location Character Specific? Notes Video
4HK [4]6LK
dash OTG 5HP [4]6LP
5MP [4]6LP
dash 5MK 5HP [4]6LP
dash 5LK 5HP [4]6LP
dash 5LP 2MK 6HP [2]8HK 236KK

7117

1

Anywhere

Universal

  • Consistent version of the [4]6LK route, works at any range on any character

(video)

4HK [4]6LK
jMK jHP
2MK 6HP [4]6LP
5MP 4HK [4]6LK
dash 5LKx2 5HPx2 [4]6LP
dash 5LPx2 2MK 6HP [2]8HK 236KK

7698

1

Anywhere

Universal (except Cerebella)

  • [4]6LK route. 4HK [4]6LK is -2 if they block

(video)

4HK [4]6LP
5MP 4HK [4]6LK
jMK jHP
2MK 2HP
jMP jHP jHK
5LKx2 5MKx2 5HPx2 [2]8HK 236KK

7541

1

Anywhere

Universal (except Big Band)

  • [4]6LP route. [4]6LP has better frame advantage on block if they don't immediately pushblock 4HK. Be mindful of already placed tears changing up the conversion.

(video)

4HK [4]6LK
jMK jHP
2MK 6HP [4]6LP
5MP 4HK [4]6HK dash until corner
5LPx2 5MKx2 5HPx2 [2]8HK 236KK

7347

1

Midscreen

  • [4]6LK corner carry route

(video)

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

8120

1

Midscreen

Universal

  • 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 (video)

(video)

4HK [4]6LK
2HP [2]8HK
OTG 2HK [4]6LP
5MP 5HPx2 [4]6LP
5LKx2 2MK 6HP 214LK
5LP 2MP 6HP [2]8HK 236KK

8479

1

Corner

(video)

Napalm Pillar ([2]8HK)

Napalm Pillar ([2]8HK)
Notation Damage Meter Cost Location Character Specific? Notes Video
[2]8HK 236KK
dash 5LK 5MK 2HP
jLP jLK jMP
jMK jHP
5MP 5HPx2 [4]6LP
dash 5LPx2 5MKx2 5HPx2 [2]8HK

5533

1

Anywhere

(video)

CH [2]8HK 236KK
dash 5LK 5MK 2HP
jMP jHP jHK
5MP 5HPx2 [4]6LP
dash 5LPx2 5MKx2 5HPx2 [2]8HK

6083

1

Anywhere

(video)

[2]8HK 236KK
dash 5LK 5MK 2HP
jLP jLK jMP
jMK jHP j214LK
5MP 4HK [4]6LK
dash 5LPx2 5MKx2 5HPx2 [2]8HK

5951

1

Anywhere

(video)

[2]8HK 236KK
5HPx2 [4]6LP
5LKx2 5HK [2]8LK
2MK 5HPx2 [4]6LP
5MP 5HPx2 [4]6LP
5LPx2 2MK 6HP [2]8HK

6314

1

Corner

(video)

CH [2]8HK 236KK
5HPx2 [4]6LP
5MP 4HK [4]6LK
2MK 6HP [4]6LP
5LKx2 2MK 6HP 214LK
5LPx2 2MP 6HP [2]8HK

7328

1

Corner

Counter hit punishes

Counter hit punishes
Notation Damage Meter Cost Location Character Specific? Notes Video
CH 2HP
jMP jHP j214LK OTG jHP
4HK 214LK
5MP 4HK 214LK
5HPx2 [4]6LP
5LP 5MP 4HK [4]6LK
dash 5LKx2 5MKx2 5HPx2 [2]8HK 236KK

9085

1

Midscreen

(video)

CH 2HP
jMP jHP j214LK OTG jHP
4HK 214LK
(walk forward) 5MP 4HK 214LK
(walk forward) 5LP 5MP 4HK 214LK
jMK jHK
5LK 2MK 6HP [2]8HK 236KK

8906

1

Midscreen

Universal

(video)

CH 2HP
jMP jHP j214LK
OTG jHP
5MP 4HK [4]6LK
(walk forward) jMK jHP
2MK 6HP [4]6LP
5LP 5MP 4HK [4]6LK
dash 5LK 5MK 5HP [2]8HK 236KK

8866

1

Midscreen

Whiffs on Bella at range, maybe more

(video)

CH 4HK [4]6LK
2HP [2]8HK
2HK [4]6LP
5MP 4HK [4]6LK
jMK jHP
2MK 5HP(x2) [4]6LP
5LK(x2) 2MK 6HP 214LK
5LP(x2) 2MP 6HP [2]8HK 236KK

9846

1

Corner

  • 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)

CH 2MK 2HP [2]8HK
2HK [4]6LP
5MP 4HK [4]6LK
jMK jHP
2MK 5HPx2 [4]6LP
5LKx2 2MK 6HP 214LK
5LPx2 2MP 6HP [2]8HK 236KK

9134

1

Corner

(video)


CH jHP
j214HK jHP
jHP
j214HK jHP
5HK 214HK
OTG 2MK 6HP [2]8HK
5MP 5HP [4]6LP
5LK 5MK 5HP [2]8HK 236KK
5LP 5MK 5HP [2]8HK 236KK
214PP
[4]6LK !6HP

14803

5

Corner

Big Band (maybe other tall chars?)

(video)

Double snap

Notation Damage Meter Cost Location Character Specific? Notes Video
Snap
OTG 2LK 2HP
uncombo jHP
repeat

N/A

1

Corner

Universal

(video)

Midscreen assist kill

Notation Damage Meter Cost Location Character Specific? Notes Video
OTG 5LKx2 5MKx2
uncombo 5HK
Repeat

N/A

0

Midscreen

(video)

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


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