Skullgirls/Parasoul/Combos: Difference between revisions
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Revision as of 23:18, 26 May 2020
Numpad notation | |||
| |||
Napalm Toss | Toss | 214K (Air OK) | |
Napalm Shot | Shot | [4]6P | |
Napalm Trigger | Trigger | [2]8LK | |
Napalm Quake | Quake | [2]8MK | |
Napalm Pillar | Pillar | [2]8HK | |
Egret Call | L Egret | [4]6LK | |
Egret Charge | H Egret | [4]6HK | |
Silent Scope | Sniper | 236PP | |
Motor Brigade | Bikes | 236KK | |
Inferno Brigade | Level 3 | 214PP |
|
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!
A basic ground chain ending in sweep
2LK 2MK 2HK
A basic ground chain ending in a special cancel. This combo will get you used to doing charge motions in combos. After you input s.HP, be sure to hold 1 (the down-back position) so you have a charge ready for Napalm Pillar.
2LK 2MK 5HPx2 Pillar
A basic ground chain ending in a super. The sniper super puts the opponent in a crumple.
2LK 2MK 5HPx2 Quake Sniper
A basic universal air chain combo with a restand. After the restand, you can go for an overhead mixup with 6LP, or a throw.
2LK 2MK 2HP (delay) jLP (delay) jLK jMP rejump jMK jHP restand 5LKx2 5MKx2 5HPx2 Quake Sniper
Combo Primer
Confirms
- 2LK 2MK is the standard hit confirm. Don't use 2LK 5MP, because the frame data and damage are worse and it's not a low.
- On hit, you can't go wrong chaining into 2HP, but chaining into 5HP midscreen is used for the corner carry route, happy birthday route, and many assist routes. You can replace 5HP with 6HP for a big damage boost, but it's a little harder and you can't keep your horizontal charge.
BnB Combos
Combos are universal unless otherwise noted. More optimal combos may be possible if you sacrifice consistency or universality, so explore the other sections on this page for more possibilities.
Essential
OTG-less combo that works in nearly every situation. If you learn one combo, learn this one - 6809 dmg (video)
2LK 2MK 5HPx2 L Shot 5MP 4HK L Egret dash 5MKx1 2HP (delay) jLP (delay) jLK jMP jMK jHK 5LKx2 5MKx2 5HPx2 Pillar Bikes
Midscreen damage combo. *2MK is better for lights, 5MP is better for heavies. - 7178 dmg (video)
2LK 2MK 2HP jMP jHP jM-Toss OTG jHP 2MK* 5HPx2 L-Egret dash 5LKx2 2MK 5HPx2 L-Shot 5LPx1 5MKx1 5HPx2 Pillar Bikes
Corner damage combo - 8027 dmg (video)
2LK 2MK 2HP Pillar OTG 2HK L Shot 5MP 5HPx2 L Shot 5LKx2 5HK Trigger 2MK 6HP L Shot 5LPx2 5MP 6HP Pillar Bikes
Double snap combo (video)
Snap OTG 2LK 2HP uncombo jHP repeat
Supplementary
Midscreen damage combo, corner to corner carry variant. Doesn't work on Big Band - 7375 dmg
2LK 2MK 5HPx2 L Shot 5MP 4HK OTG H Egret dash until corner 5MKx2 5HPx2 L Shot 5LPx2 5MP 5HPx2 L Shot 5LKx2 2MK 5HPx2 Pillar Bikes
Happy birthday corner carry combo
2LK 2MK 5HPx2 Quake Sniper dash 5LKx1 2HP jLP jLK jMP jMK jHP jH-Toss 5MKx2 5HPx2 L-Egret dash 5LPx2 5MKx2 5HPx2 Snap
Midscreen heavy counter hit punish combo - 9085 dmg
CH 2HP jMP jHP jL-Toss OTG jHP 4HK L-Toss 5MP 4HK L-Toss 5HPx2 L-Shot 5LPx1 5MP 4HK L-Egret dash 5LKx2 5MKx2 5HPx2 Pillar Bikes
Corner heavy counter hit punish combo - 9749 dmg
CH 4HK L-Egret 2HP Pillar OTG 2HK L-Shot 5MP 4HK L-Egret jMK jHK 2MK 6HP L-Shot 5LKx2 2MK 6HP L-Toss 5LP 2MP 6HP Pillar Bikes
Midscreen assist kill (video)
OTG 5LKx2 5MKx2 uncombo 5HK Repeat
Conversions
- Throw
- Backwards Throw L Egret 2LK (simple)
- Backwards Throw OTG H Egret (corner carry)
- Backwards Throw L Toss OTG 2LK (if you can't use an Egret move)
- Air throw
- Air throw dash OTG 5MKx1 5HP. Depending on character / height can save OTG
- Air conversions
- 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 L Egret dash 5MK (stage 3 starter)
- 4HK L Shot 5MP (stage 3 starter)
- Pillar Bikes dash OTG 5LKx1 5MKx1 2HP (stage 3 starter)
- L Shot links into 5LP up close
- 6LP and 5LP all go into the same combos 2LK does
- Max range 2LK 2MK 5HP Sniper, because L Shot 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
Meter Dumping
- With full undizzy, end combos in H Shot Bikes detonate Bikes. Recommended only for lights, Bella, Parasoul, and Robo
- With < 240 undizzy, end combos in Bikes > one more chain > Bikes, or Bikes > Level 3
- With < 240 undizzy, end combos in Sniper > DHC before sniper hits > one last chain
Tips
- jMK jHK is interchangeable with jMK jHP which is easier but does less damage at full scaling
- For the pillar bikes combo ender, slightly delay the super cancel to ensure all the bikes hit 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, Quake Bikes will never ever drop and always gets every bike to hit.
- Is 5HP or 6HP better?
- TL;DR: In the first chain, 6HP is a big damage boost if you're ok with not keeping a horizontal charge. At max scaling, 6HP is also better, but it's a very minor difference. At any other point in the combo, it depends, so test it out.
- Early: 5HP is two hits (700+750 = 1450 w/o scaling). If 5HP is the 3rd/4th hit in a combo the damage is 700+656 = 1356. 6HP is one hit (1200). Without scaling 5HP is more damage, but it will advance the scaling more, weakening each subsequent move. If you have the execution and are OK with forgoing your horizontal charge, 6HP is better at the start of a combo.
- Max scaling: The damage of 5HP at max scaling is 140+150 = 290. However, 6HP has the minimum scaling of 27.5% since it meets the 1000 base damage requirement. This results in 330 damage for 6HP at max scaling. But, consider that 5HP is more flexible to chain into than 6HP. 5HP will combo with any chain from a medium button, but 6HP you have to use the 2MK 6HP chain, or 5MP/2MP 6HP with a tear. 2MK is a 25 damage penalty over 5MKx2, but 6HP does 40 more damage than 5HPx2.
Solo Combo Compendium
2LK
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
6809 |
1 |
Anywhere |
Universal |
|
|
|
6824 |
1 |
Anywhere |
Universal (*but uses OTG on heavies) |
|
|
|
7178 |
1 |
Midscreen |
Universal |
|
|
|
7532 |
1 |
Midscreen |
? |
|
|
|
7375 |
1 |
Midscreen |
Universal except on Big Band |
|
|
|
7057 |
1 |
Midscreen |
Big Band OK |
|
|
|
6692 |
1 |
Anywhere |
|
||
|
8027 |
1 |
Corner |
Universal |
|
|
|
8973 |
2 |
Corner |
Lights/Mediums only |
|
|
|
8125 |
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 |
|
||
|
8479 |
1 |
Corner |
Pillar
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 |
||
|
9749 |
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 |
Team Combo Compendium
H LnL
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
8884 |
1 |
Midscreen |
Universal (-Big Band) |
|
|
|
11089 |
2 |
Midscreen |
Universal (-Big Band) |
|
|
L Pinion
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
9,113 |
1 |
Midscreen |
Universal (-Big Band) |
|
|
|
9,864 |
1 |
Midscreen |
Dosen't work on cerebella or bigband |
|
|
Carpenter's Axe
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
8023 |
1 |
Midscreen |
| ||
|
9357 |
1 |
Midscreen |
|
||
|
8405 |
1 |
Corner |
| ||
|
10307 |
1 |
Corner |
|
Damage/Undizzy Ratios
Move | Damage/undizzy | Damage (max scaling) | Undizzy |
---|---|---|---|
[2]8HK | 13.75 | 275 | 20 |
6HP | 11 | 330 | 30 |
5HK | 10.06666667 | 302 | 30 |
j.HK | 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 |
j.MP | 6 | 120 | 20 |
j.HP | 6 | 180 | 30 |
j.4LK | 6 | 90 | 15 |
2MK | 5.75 | 115 | 20 |
j.MK | 5.5 | 110 | 20 |
5MP | 5.25 | 105 | 20 |
6LP | 5 | 75 | 15 |
6MP | 5 | 100 | 20 |
[4]6HK | 5 | 100 | 20 |
j.2MK | 4.5 | 90 | 20 |
[4]6HP | 4 | 80 | 20 |
[4]6LP | 3.75 | 75 | 20 |
[4]6MP | 3.75 | 75 | 20 |
j.LP | 3.333333333 | 50 | 15 |
j.LK | 3.333333333 | 50 | 15 |
2LP | 2.666666667 | 40 | 15 |
2LK | 2.666666667 | 40 | 15 |