Skullgirls/Parasoul/Combos: Difference between revisions

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(→‎Combo Primer: Shortened bnb combo list to be as concise as possible)
(Notation changes, lots of misc edits)
Line 4: Line 4:
</div>
</div>
{{NavigationSub-SG}}
{{NavigationSub-SG}}
{{ComboLegend-SG |
{{ComboLegend_Short-SG}}
{{!}}-
{{!}}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
|}
}}
</div>
</div>
<br clear=all/>
<br clear=all/>
Line 57: Line 15:
   2LK 2MK 2HK
   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.
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.
   2LK 2MK 5HPx2 Pillar
   2LK 2MK 5HP~HP [2]8HK


A basic ground chain ending in a super. The sniper super puts the opponent in a crumple.
A basic ground chain ending in a super. 236PP puts the opponent in a crumple.
   2LK 2MK 5HPx2 Quake Sniper
   2LK 2MK 5HP~HP [2]8MK 236PP


A basic universal air chain combo with a restand. After the restand, you can go for an overhead mixup with 6LP, or a throw.
A basic universal air chain combo with a restand. After the restand, you can go for an overhead mixup with 6LP, or a throw.
Line 67: Line 25:
   (delay) jLP (delay) jLK jMP
   (delay) jLP (delay) jLK jMP
   rejump jMK jHP
   rejump jMK jHP
   restand 5LKx2 5MKx2 5HPx2 Quake Sniper
   restand 5LK~LK 5MK~MK 5HP~HP [2]8MK 236PP


==Combo Primer==
==Combo Primer==
Line 82: Line 40:
{{Combo-SG
{{Combo-SG
| notation=
| notation=
:2LK 2MK 5HPx2 L Shot
:2LK 2MK 5HP~HP [4]6LP
:5MP 4HK L Egret
:5MP 4HK [4]6LK
:dash 5MKx1 2HP
:dash 5MK 2HP
:jLP jLK jMP
:(delay) jLP (delay) jLK jMP
:jMK jHK
:rejump jMK jHK
:5LKx2 2MK 6HP Pillar Bikes
:restand 5LK~LK 2MK 6HP [2]8HK 236KK
| damage=6809
| damage=6809
| meter=1
| meter=1
Line 94: Line 52:
| description=
| description=
* Reliable combo
* Reliable combo
* Omit the 4HK if you're not close enough to hit, cancel the 5MP into Egret Call as soon as possible.
* Omit the 4HK if you're not close enough to hit, cancel the 5MP into [4]6LK as soon as possible.
| video=[https://www.youtube.com/watch?v=MO6lWsu6ci0 (video)]
| video=[https://www.youtube.com/watch?v=MO6lWsu6ci0 (video)]
|}}
|}}
Line 102: Line 60:
| notation=
| notation=
:2LK 2MK 2HP
:2LK 2MK 2HP
:jMP jHP jM-Toss
:jMP jHP j214MK
:OTG jHP
:OTG jHP
:2MK* 5HPx2 L-Egret
:2MK* 5HP~HP [4]6LK
:dash 5LKx2 2MK 5HPx2 L-Shot
:dash 5LK~LK 2MK 5HP~HP [4]6LP
:5LPx1 5MKx1 5HPx2 Pillar Bikes
:5LP 5MK 5HP~HP [2]8HK 236KK
| damage=7178
| damage=7178
| meter=1
| meter=1
Line 119: Line 77:
{{Combo-SG
{{Combo-SG
| notation=
| notation=
:2LK 2MK 2HP Pillar
:2LK 2MK 2HP [2]8HK
:OTG 2HK L Shot
:OTG 2HK [4]6LP
:5MP 5HPx2 L Shot
:5MP 5HP~HP [4]6LP
:5LKx2 5HK Trigger
:5LK~LK 5HK [2]8LK
:2MK 6HP L Shot
:2MK 6HP [4]6LP
:5LPx2 5MP 6HP Pillar Bikes
:5LP~LP 5MP 6HP [2]8HK 236KK
| damage=8027
| damage=8027
| meter=1
| meter=1
Line 135: Line 93:


|}
|}
===Reset Points in BnBs===
;jLP jLK jMP
* dash under / same side 5LP
* Air throw
* 6LP/2LK when they land
* dash under > 6LP/2LK when they land
* rejump j[MK] [6] j4LK
;After a restand
* 6LP
* 2LK
* Throw
* j4LK


===Conversions===
===Conversions===


;Throw
;Throw
* Backwards Throw L Egret 2LK (simple)
* 4LP+LK [4]6LK 2LK (simple)
* Backwards Throw OTG H Egret (corner carry)
* 4LP+LK OTG [4]6HK (corner carry)
* Backwards Throw L Toss OTG 2LK (if you can't use an Egret move)
* 4LP+LK 214LK OTG 2LK (if you can't use an Egret move)


;Air throw
;Air throw
* Air throw dash OTG 5MKx1 5HP. Depending on character / height can save OTG
* jLP+LK dash OTG 5MK 5HP. Depending on character / height can save OTG


;Air conversions
;Air conversions
Line 150: Line 122:


;Other moves
;Other moves
* 4HK L Egret dash 5MK (stage 3 starter)
* 4HK [4]6LK dash 5MK (stage 3 starter)
* 4HK L Shot 5MP (stage 3 starter)
* 4HK [4]6LP 5MP (stage 3 starter)
* Pillar Bikes dash OTG 5LKx1 5MKx1 2HP (stage 3 starter)
* [2]8HK 236KK dash OTG 5LK 5MK 2HP (stage 3 starter)
* L Shot links into 5LP up close
* [4]6LP links into 5LP up close
* 6LP and 5LP all go into the same combos 2LK does
* 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 Sniper, because L Shot will whiff
* 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
* 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===
===Meter Dumping===


* With full undizzy, end combos in H Shot Bikes detonate Bikes. Recommended only for lights, Bella, Parasoul, and Robo
* With full undizzy, end combos in [4]6HP 236KK [2]8LK 236KK. 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...
* With < 240 undizzy, end combos in Sniper > DHC before sniper hits > one last chain
** 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===
===Tips===


* 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
* 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.
* For the [2]8HK 236KK combo ender, slightly delay the super cancel to ensure all six hits of 236KK connect 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.
* Is 5HP or 6HP better?
* 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.
** 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.
** 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.
** 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 5MK~MK, but 6HP does 40 more damage than 5HP~HP.


==Solo Combo Compendium==
==Solo Combo Compendium==
Line 182: Line 156:
{{Combo-SG
{{Combo-SG
| notation=
| notation=
:2LK 2MK 5HPx2 L Shot
:2LK 2MK 5HP~HP [4]6LP
:5MP 4HK L Egret
:5MP 4HK [4]6LK
:dash 5MKx1 2HP
:dash 5MK 2HP
:jLP jLK jMP
:(delay) jLP (delay) jLK jMP
:jMK jHK
:jMK jHK
:5LKx2 2MK 6HP Pillar Bikes
:5LK~LK 2MK 6HP [2]8HK 236KK
| damage=6809
| damage=6809
| meter=1
| meter=1
Line 194: Line 168:
| description=
| description=
* Reliable midscreen combo that doesn't use OTG, and has her basic air vortex built right into it.
* 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 Egret Call as soon as possible.
* Omit the 4HK if you're not close enough to hit, cancel the 5MP into [4]6LK as soon as possible.
| video=[https://www.youtube.com/watch?v=MO6lWsu6ci0 (video)]
| video=[https://www.youtube.com/watch?v=MO6lWsu6ci0 (video)]
|}}
|}}
Line 200: Line 174:
{{Combo-SG
{{Combo-SG
| notation=
| notation=
:2LK 2MK 5HPx2 L Shot
:2LK 2MK 5HP~HP [4]6LP
:5MP 4HK L Egret
:5MP 4HK [4]6LK
:dash 5MKx1 2HP
:dash 5MK 2HP
:jMP jHP OTG* jHK
:jMP jHP OTG* jHK
:5LKx2 5MKx2 5HPx2 Pillar Bikes
:5LK~LK 5MK~MK 5HP~HP [2]8HK 236KK
| damage=6824
| damage=6824
| meter=1
| meter=1
Line 217: Line 191:
| notation=
| notation=
:2LK 2MK 2HP
:2LK 2MK 2HP
:jMP jHP jM-Toss
:jMP jHP j214MK
:OTG jHP
:OTG jHP
:2MK* 5HPx2 L-Egret
:2MK* 5HP~HP [4]6LK
:dash 5LKx2 2MK 5HPx2 L-Shot
:dash 5LK~LK 2MK 5HP~HP [4]6LP
:5LPx1 5MKx1 5HPx2 Pillar Bikes
:5LP 5MK 5HP~HP [2]8HK 236KK
| damage=7178
| damage=7178
| meter=1
| meter=1
Line 227: Line 201:
| charspecific=Universal
| charspecific=Universal
| description=
| description=
* jMP jHP toss jHP route. 2MK is better for lights, 5MP is better for heavies. Good damage and spends OTG on everyone
* 2MK is better for lights, 5MP is better for heavies. Good damage and spends OTG on everyone
| video=[https://youtu.be/Nae9a_WsmtM (video)]
| video=[https://youtu.be/Nae9a_WsmtM (video)]
|}}
|}}
Line 234: Line 208:
| notation=
| notation=
:2LK 2MK 2HP
:2LK 2MK 2HP
:jMP jHP jL-Toss
:jMP jHP j214LK
:OTG jHP
:OTG jHP
:4HK H Toss
:4HK 214HK
:5HPx2 L-Shot
:5HP~HP [4]6LP
:5MP 4HK L-Egret
:5MP 4HK [4]6LK
:5LKx2 5MKx2 5HPx2 Pillar Bikes
:5LK~LK 5MK~MK 5HP~HP [2]8HK 236KK
| damage=7532
| damage=7532
| meter=1
| meter=1
Line 245: Line 219:
| charspecific=?
| charspecific=?
| description=
| description=
* Hard version of the jMP jHP toss jHP route
* Harder version of the jMP jHP j214K OTG jHP route
| video=[https://youtu.be/K-tvc1fblFA (video)]
| video=[https://youtu.be/K-tvc1fblFA (video)]
|}}
|}}
Line 251: Line 225:
{{Combo-SG
{{Combo-SG
| notation=
| notation=
:2LK 2MK 5HPx2 L Shot
:2LK 2MK 5HP~HP [4]6LP
:5MP 4HK OTG H Egret
:5MP 4HK OTG [4]6HK
:dash until corner 5MKx2 5HPx2 L Shot
:dash until corner 5MK~MK 5HP~HP [4]6LP
:5LPx2 5MP 5HPx2 L Shot
:5LP~LP 5MP 5HP~HP [4]6LP
:5LKx2 2MK 5HPx2 Pillar Bikes
:5LK~LK 2MK 5HP~HP [2]8HK 236KK
| damage=7375
| damage=7375
| meter=1
| meter=1
Line 269: Line 243:
:2LK 2MK 2HP
:2LK 2MK 2HP
:jLK jMK delay jHP
:jLK jMK delay jHP
:4HK OTG H Egret
:4HK OTG [4]6HK
:delay dash until corner 5LKx2 5HPx2 L Shot
:delay dash until corner 5LK~LK 5HP~HP [4]6LP
:5MP 4HK L Egret
:5MP 4HK [4]6LK
:5LPx2 2MK 6HP Pillar Bikes
:5LP~LP 2MK 6HP [2]8HK 236KK
| damage=7057
| damage=7057
| meter=1
| meter=1
Line 278: Line 252:
| charspecific=Big Band OK
| charspecific=Big Band OK
| description=
| description=
* Big Band version of the above corner carry combo. The 4HK H Egret 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/MTRmTdTBJcY (video)]
| video=[https://youtu.be/MTRmTdTBJcY (video)]
|}}
|}}
Line 284: Line 258:
{{Combo-SG
{{Combo-SG
| notation=
| notation=
:2LK 2MK 5HPx2 (H-Shot) Sniper
:2LK 2MK 5HP~HP ([4]6HP) 236PP
:dash 5LKx1 5HPx2 L-Shot
:dash 5LK 5HP~HP [4]6LP
:5MP 4HK L-Egret
:5MP 4HK [4]6LK
:dash 5MKx1 2HP
:dash 5MK 2HP
:jLP jLK jMK jMP
:jLP jLK jMK jMP
:dash 5LPx2 2MK 6HP Pillar
:dash 5LP~LP 2MK 6HP [2]8HK
| damage=6692
| damage=6692
| meter=1
| meter=1
Line 295: Line 269:
| charspecific=
| charspecific=
| description=
| description=
* Far range confirm. Omit H-Shot from really far ranges
* Far range confirm. Omit [4]6HP from really far ranges
| video=[https://youtu.be/PsFw6a4KbXs (video)]
| video=[https://youtu.be/PsFw6a4KbXs (video)]
|}}
|}}
Line 301: Line 275:
{{Combo-SG
{{Combo-SG
| notation=
| notation=
:2LK 2MK 2HP Pillar
:2LK 2MK 2HP [2]8HK
:OTG 2HK L Shot
:OTG 2HK [4]6LP
:5MP 5HPx2 L Shot
:5MP 5HP~HP [4]6LP
:5LKx2 5HK Trigger
:5LK~LK 5HK [2]8LK
:2MK 6HP L Shot
:2MK 6HP [4]6LP
:5LPx2 5MP 6HP Pillar Bikes
:5LP~LP 5MP 6HP [2]8HK 236KK
| damage=8027
| damage=8027
| meter=1
| meter=1
Line 312: Line 286:
| charspecific=Universal
| charspecific=Universal
| description=
| description=
* Reliable corner route with good damage. The 2HP Pillar 2HK route is especially useful for damage early on in a combo.
* Reliable corner route with good damage. The 2HP [2]8HK 2HK route is especially useful for damage early on in a combo.
| video=[https://www.youtube.com/watch?v=iav9LGf3GMk (video)]
| video=[https://www.youtube.com/watch?v=iav9LGf3GMk (video)]
|}}
|}}
Line 318: Line 292:
{{Combo-SG
{{Combo-SG
| notation=
| notation=
:2LK 2MK 2HP Pillar
:2LK 2MK 2HP [2]8HK
:OTG 2HK L-Shot
:OTG 2HK [4]6LP
:5MP 5HPx2 L-Shot
:5MP 5HP~HP [4]6LP
:5LKx2 5HK Trigger
:5LK~LK 5HK [2]8LK
:2MK 6HP L-Shot
:2MK 6HP [4]6LP
:5LPx2 2MK 6HP H-Shot Bikes
:5LP~LP 2MK 6HP [4]6HP 236KK
:Trigger Bikes
:[2]8LK 236KK
| damage=8973
| damage=8973
| meter=2
| meter=2
Line 336: Line 310:
{{Combo-SG
{{Combo-SG
| notation=
| notation=
:2LK 2MK 2HP Pillar
:2LK 2MK 2HP [2]8HK
:2HK L-Shot
:2HK [4]6LP
:5MP 4HK L-Toss
:5MP 4HK 214LK
:5HPx2 L-Shot
:5HP~HP [4]6LP
:5LPx2 5MP 4HK
:5LP~LP 5MP 4HK
:5LKx2 5MKx2 5HPx2 Pillar Bikes
:5LK~LK 5MK~MK 5HP~HP [2]8HK 236KK
| damage=8125
| damage=8125
| meter=1
| meter=1
Line 353: Line 327:
{{Combo-SG
{{Combo-SG
| notation=
| notation=
:2LK 2MK 5HPx2 Quake Sniper
:2LK 2MK 5HP~HP [2]8MK 236PP
:dash 5LKx1 2HP
:dash 5LK 2HP
:jLP jLK jMP
:jLP jLK jMP
:jMK jHP jH-Toss
:jMK jHP j214HK
:5MKx2 5HPx2 L-Egret
:5MK~MK 5HP~HP [4]6LK
:dash 5LPx2 5MKx2 5HPx2 Snap
:dash 5LP~LP 5MK~MK 5HP~HP Snap
| damage=N/A
| damage=N/A
| meter=2
| meter=2
Line 365: Line 339:
| description=
| description=
* Happy birthday corner carry
* Happy birthday corner carry
* Quake is necessary to get the sniper to hit the assist
* [2]8MK is necessary to get the 236PP to hit the assist
| video=[https://youtu.be/5VTaAg3DlMI (video)]
| video=[https://youtu.be/5VTaAg3DlMI (video)]
|}}
|}}
Line 377: Line 351:
{{Combo-SG
{{Combo-SG
| notation=
| notation=
:4Throw OTG H Egret
:4LP+LK OTG [4]6HK
:dash until corner 5HPx2 L Shot
:dash until corner 5HP~HP [4]6LP
:5MP 4HK L Egret
:5MP 4HK [4]6LK
:jMK jHK
:jMK jHK
:2MK 6HP L Shot
:2MK 6HP [4]6LP
:5LKx2 2MK 6HP L Toss
:5LK~LK 2MK 6HP 214LK
:5LPx2 2MP 6HP Pillar Bikes
:5LP~LP 2MP 6HP [2]8HK 236KK
| damage=6108
| damage=6108
| meter=1
| meter=1
Line 395: Line 369:
{{Combo-SG
{{Combo-SG
| notation=
| notation=
:4Throw L-Toss
:4LP+LK 214LK
:dash OTG 5MP 5HPx2 L-Shot
:dash OTG 5MP 5HP~HP [4]6LP
:5MP 4HK L-Egret
:5MP 4HK [4]6LK
:dash 5MKx1 2HP
:dash 5MK 2HP
:jLP jLK jMP
:jLP jLK jMP
:jMK jHK
:jMK jHK
:5LKx2 L-Shot
:5LK~LK [4]6LP
:dash 5LPx2 2MK 6HP Pillar Bikes
:dash 5LP~LP 2MK 6HP [2]8HK 236KK
| damage=5485
| damage=5485
| meter=1
| meter=1
Line 408: Line 382:
| charspecific=
| charspecific=
| description=
| description=
* Can use L Toss to convert if you don't have an Egret available
* Can use 214LK to convert if you don't have an Egret available
| video=[https://youtu.be/j86Bc4bAMjA (video)]
| video=[https://youtu.be/j86Bc4bAMjA (video)]
|}}
|}}
Line 418: Line 392:
{{Combo-SG
{{Combo-SG
| notation=
| notation=
:Air throw dash (5LPx1) 5MP 5HPx2 L-Shot
:jLP+LK dash (5LP) 5MP 5HP~HP [4]6LP
:5MP 4HK OTG H-Egret dash until corner
:5MP 4HK OTG [4]6HK dash until corner
:5MKx2 5HPx2 L-Shot
:5MK~MK 5HP~HP [4]6LP
:5LKx2 2MK 6HP L-Shot
:5LK~LK 2MK 6HP [4]6LP
:5LPx2 2MK 6HP Pillar Bikes
:5LP~LP 2MK 6HP [2]8HK 236KK
| damage=5765
| damage=5765
| meter=1
| meter=1
Line 434: Line 408:
{{Combo-SG
{{Combo-SG
| notation=
| notation=
:AT 5MP 2HP Pillar
:jLP+LK 5MP 2HP [2]8HK
:OTG 2HK LShot
:OTG 2HK [4]6LP
:5MP 5HPx2 LShot
:5MP 5HP~HP [4]6LP
:5LKx2 5HK Trigger
:5LK~LK 5HK [2]8LK
:2MK 6HP LShot
:2MK 6HP [4]6LP
:5LPx2 2MK 6HP Pillar Bikes
:5LP~LP 2MK 6HP [2]8HK 236KK
| damage=6080
| damage=6080
| meter=1
| meter=1
Line 454: Line 428:
{{Combo-SG
{{Combo-SG
| notation=
| notation=
:4HK L-Egret
:4HK [4]6LK
:dash OTG 5HP L-Shot
:dash OTG 5HP [4]6LP
:5MP L-Shot
:5MP [4]6LP
:dash 5MK 5HP L-Shot
:dash 5MK 5HP [4]6LP
:dash 5LK 5HP L-Shot
:dash 5LK 5HP [4]6LP
:dash 5LP 2MK 6HP Pillar Bikes
:dash 5LP 2MK 6HP [2]8HK 236KK
| damage=7117
| damage=7117
| meter=1
| meter=1
Line 465: Line 439:
| charspecific=Universal
| charspecific=Universal
| description=
| description=
* Consistent version of the L Egret route, works at any range on any character
* Consistent version of the [4]6LK route, works at any range on any character
| video=
| video=
|}}
|}}
Line 471: Line 445:
{{Combo-SG
{{Combo-SG
| notation=
| notation=
:4HK L-Egret
:4HK [4]6LK
:jMK jHP
:jMK jHP
:2MK 6HP L-Shot
:2MK 6HP [4]6LP
:5MP 4HK L-Egret
:5MP 4HK [4]6LK
:dash 5LKx2 5HPx2 L-Shot
:dash 5LK~LK 5HP~HP [4]6LP
:dash 5LPx2 2MK 6HP Pillar Bikes
:dash 5LP~LP 2MK 6HP [2]8HK 236KK
| damage=7698
| damage=7698
| meter=1
| meter=1
Line 482: Line 456:
| charspecific=Universal (except Cerebella)
| charspecific=Universal (except Cerebella)
| description=
| description=
* L Egret route. 4HK L-Egret is -2 if they block
* [4]6LK route. 4HK [4]6LK is -2 if they block
| video=[https://youtu.be/xIkMDryqUxo (video)]
| video=[https://youtu.be/xIkMDryqUxo (video)]
|}}
|}}
Line 488: Line 462:
{{Combo-SG
{{Combo-SG
| notation=
| notation=
:4HK L-Shot
:4HK [4]6LP
:5MP 4HK L-Egret
:5MP 4HK [4]6LK
:jMK jHP
:jMK jHP
:2MK 2HP
:2MK 2HP
:jMP jHP jHK
:jMP jHP jHK
:5LKx2 5MKx2 5HPx2 Pillar Bikes
:5LK~LK 5MK~MK 5HP~HP [2]8HK 236KK
| damage=7541
| damage=7541
| meter=1
| meter=1
Line 499: Line 473:
| charspecific=Universal (except Big Band)
| charspecific=Universal (except Big Band)
| description=
| description=
* L Shot route. L Shot has better frame advantage on block if they don't immediately pushblock 4HK. Be mindful of already placed tears changing up the conversion.
* [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=[https://youtu.be/E4xD8NcnSo0 (video)]
| video=[https://youtu.be/E4xD8NcnSo0 (video)]
|}}
|}}
Line 505: Line 479:
{{Combo-SG
{{Combo-SG
| notation=
| notation=
:4HK L-Egret
:4HK [4]6LK
:jMK jHP
:jMK jHP
:2MK 6HP L-Shot
:2MK 6HP [4]6LP
:5MP 4HK H-Egret dash until corner
:5MP 4HK [4]6HK dash until corner
:5LPx2 5MKx2 5HPx2 Pillar Bikes
:5LP~LP 5MK~MK 5HP~HP [2]8HK 236KK
| damage=7347
| damage=7347
| meter=1
| meter=1
Line 515: Line 489:
| charspecific=
| charspecific=
| description=
| description=
* L Egret corner carry route
* [4]6LK corner carry route
| video=[https://youtu.be/Tus1kJI0cEA (video)]
| video=[https://youtu.be/Tus1kJI0cEA (video)]
|}}
|}}
Line 521: Line 495:
{{Combo-SG
{{Combo-SG
| notation=
| notation=
:4HK L-Egret
:4HK [4]6LK
:2HP Pillar
:2HP [2]8HK
:OTG 2HK L-Shot
:OTG 2HK [4]6LP
:5MP 5HPx2 L-Shot
:5MP 5HP~HP [4]6LP
:5LKx2 2MK 6HP L-Toss
:5LK~LK 2MK 6HP 214LK
:5LP 2MP 6HP Pillar Bikes
:5LP 2MP 6HP [2]8HK 236KK
| damage=8479
| damage=8479
| meter=1
| meter=1
Line 537: Line 511:
|}
|}


===Pillar===
===[2]8HK===
{{ComboHeader-SG}}
{{ComboHeader-SG}}


{{Combo-SG
{{Combo-SG
| notation=
| notation=
:Pillar Bikes
:[2]8HK 236KK
:dash 5LKx1 5MKx1 2HP
:dash 5LK 5MK 2HP
:jLP jLK jMP
:jLP jLK jMP
:jMK jHP
:jMK jHP
:5MP 5HPx2 L-Shot
:5MP 5HP~HP [4]6LP
:dash 5LPx2 5MKx2 5HPx2 Pillar
:dash 5LP~LP 5MK~MK 5HP~HP [2]8HK
| damage=5533
| damage=5533
| meter=1
| meter=1
Line 560: Line 534:
{{Combo-SG
{{Combo-SG
| notation=
| notation=
:CH Pillar Bikes
:CH [2]8HK 236KK
:dash 5LKx1 5MKx1 2HP
:dash 5LK 5MK 2HP
:jMP jHP jHK
:jMP jHP jHK
:5MP 5HPx2 L-Shot
:5MP 5HP~HP [4]6LP
:dash 5LPx2 5MKx2 5HPx2 Pillar
:dash 5LP~LP 5MK~MK 5HP~HP [2]8HK
| damage=6083
| damage=6083
| meter=1
| meter=1
Line 575: Line 549:
{{Combo-SG
{{Combo-SG
| notation=
| notation=
:Pillar Bikes
:[2]8HK 236KK
:dash 5LKx1 5MKx1 2HP
:dash 5LK 5MK 2HP
:jLP jLK jMP
:jLP jLK jMP
:jMK jHP jL-Toss
:jMK jHP j214LK
:5MP 4HK L-Egret
:5MP 4HK [4]6LK
:dash 5LPx2 5MKx2 5HPx2 Pillar
:dash 5LP~LP 5MK~MK 5HP~HP [2]8HK
| damage=5951
| damage=5951
| meter=1
| meter=1
Line 591: Line 565:
{{Combo-SG
{{Combo-SG
| notation=
| notation=
:Pillar Bikes
:[2]8HK 236KK
:5HPx2 L-Shot
:5HP~HP [4]6LP
:5LKx2 5HK Trigger
:5LK~LK 5HK [2]8LK
:2MK 5HPx2 L-Shot
:2MK 5HP~HP [4]6LP
:5MP 5HPx2 L-Shot
:5MP 5HP~HP [4]6LP
:5LPx2 2MK 6HP Pillar
:5LP~LP 2MK 6HP [2]8HK
| damage=6314
| damage=6314
| meter=1
| meter=1
Line 607: Line 581:
{{Combo-SG
{{Combo-SG
| notation=
| notation=
:CH Pillar Bikes
:CH [2]8HK 236KK
:5HPx2 L-Shot
:5HP~HP [4]6LP
:5MP 4HK L-Egret
:5MP 4HK [4]6LK
:2MK 6HP L-Shot
:2MK 6HP [4]6LP
:5LKx2 2MK 6HP L-Toss
:5LK~LK 2MK 6HP 214LK
:5LPx2 2MP 6HP Pillar
:5LP~LP 2MP 6HP [2]8HK
| damage=7328
| damage=7328
| meter=1
| meter=1
Line 628: Line 602:
| notation=
| notation=
:CH 2HP
:CH 2HP
:jMP jHP jL-Toss OTG jHP
:jMP jHP j214LK OTG jHP
:4HK L-Toss
:4HK 214LK
:5MP 4HK L-Toss
:5MP 4HK 214LK
:5HPx2 L-Shot
:5HP~HP [4]6LP
:5LPx1 5MP 4HK L-Egret
:5LP 5MP 4HK [4]6LK
:dash 5LKx2 5MKx2 5HPx2 Pillar Bikes
:dash 5LK~LK 5MK~MK 5HP~HP [2]8HK 236KK
| damage=9085
| damage=9085
| meter=1
| meter=1
Line 645: Line 619:
| notation=
| notation=
:CH 2HP
:CH 2HP
:jMP jHP jL-Toss OTG jHP
:jMP jHP j214LK OTG jHP
:4HK L Toss
:4HK 214LK
:(walk forward) 5MP 4HK L Toss
:(walk forward) 5MP 4HK 214LK
:(walk forward) 5LPx1 5MP 4HK L Toss
:(walk forward) 5LP 5MP 4HK 214LK
:jMK jHK
:jMK jHK
:5LK 2MK 6HP Pillar Bikes
:5LK 2MK 6HP [2]8HK 236KK
| damage=8906
| damage=8906
| meter=1
| meter=1
Line 662: Line 636:
| notation=
| notation=
:CH 2HP
:CH 2HP
:jMP jHP jL Toss
:jMP jHP j214LK
:OTG jHP
:OTG jHP
:5MP 4HK L Egret
:5MP 4HK [4]6LK
:(walk forward) jMK jHP
:(walk forward) jMK jHP
:2MK 6HP L Shot
:2MK 6HP [4]6LP
:5LPx1 5MP 4HK L Egret
:5LP 5MP 4HK [4]6LK
:dash 5LK 5MK 5HP Pillar Bikes
:dash 5LK 5MK 5HP [2]8HK 236KK
| damage=8866
| damage=8866
| meter=1
| meter=1
Line 679: Line 653:
{{Combo-SG
{{Combo-SG
| notation=
| notation=
:CH 4HK L-Egret
:CH 4HK [4]6LK
:2HP Pillar
:2HP [2]8HK
:2HK L-Shot
:2HK [4]6LP
:5MP 4HK L-Egret
:5MP 4HK [4]6LK
:jMK jHK
:jMK jHK
:2MK 6HP L-Shot
:2MK 6HP [4]6LP
:5LKx2 2MK 6HP L-Toss
:5LK~LK 2MK 6HP 214LK
:5LP 2MP 6HP Pillar Bikes
:5LP 2MP 6HP [2]8HK 236KK
| damage=9749
| damage=9749
| meter=1
| meter=1
Line 698: Line 672:
| notation=
| notation=
:CH jHP
:CH jHP
:jH Toss jHP
:j214HK jHP
:jHP
:jHP
:jH Toss jHP
:j214HK jHP
:5HK H Toss
:5HK 214HK
:OTG 2MK 6HP Pillar
:OTG 2MK 6HP [2]8HK
:5MP 5HP L Shot
:5MP 5HP [4]6LP
:5LK 5MK 5HP Pillar Bikes
:5LK 5MK 5HP [2]8HK 236KK
:5LP 5MK 5HP Pillar Bikes
:5LP 5MK 5HP [2]8HK 236KK
:Level 3
:214PP
:L Egret !6HP
:[4]6LK !6HP
| damage=14803
| damage=14803
| meter=5
| meter=5
Line 722: Line 696:
{{Combo-SG
{{Combo-SG
| notation=
| notation=
:Snapback
:Snap
:OTG 2LK 2HP
:OTG 2LK 2HP
:uncombo jHP
:uncombo jHP
Line 742: Line 716:
{{Combo-SG
{{Combo-SG
| notation=
| notation=
:OTG 5LKx2 5MKx2
:OTG 5LK~LK 5MK~MK
:uncombo 5HK
:uncombo 5HK
:Repeat
:Repeat
Line 764: Line 738:
{{Combo-SG
{{Combo-SG
| notation=
| notation=
:2LK 2MK 5HPx2 Quake LnL
:2LK 2MK 5HP~HP call assist [2]8MK
:dash 4HK H Egret
:dash 4HK [4]6HK
:dash until corner 5HPx2 L Shot
:dash until corner 5HP~HP [4]6LP
:5MP 5HPx2 L Shot
:5MP 5HP~HP [4]6LP
:5LKx2 2MK 6HP L Toss
:5LK~LK 2MK 6HP 214LK
:5LPx2 2MP 6HP Pillar delay Bikes
:5LP~LP 2MP 6HP [2]8HK 236KK
| damage=8884
| damage=8884
| meter=1
| meter=1
Line 776: Line 750:
| description=
| description=
* Corner carry route
* Corner carry route
| video=
|}}
{{Combo-SG
| notation=
:2LK 2MK 5HPx2 Quake LnL
:4HK H Egret
:dash until corner 5HPx2 L Shot
:5MP 5HPx2 L Shot
:5LKx2 5HPx2 Quake Sniper
:Catheads (mash)
:5LPx2 5MKx2 2HP H Bomber
| damage=11089
| meter=2
| location=Midscreen
| charspecific=Universal (-Big Band)
| description=
* Corner carry route
* Be close enough for 4HK to hit. Dashing is possible at far ranges but tough
| video=
| video=


Line 811: Line 765:
{{Combo-SG
{{Combo-SG
| notation=
| notation=
:2LK 2MK 5HPx2 L Pinion L Toss
:2LK 2MK 5HP~HP L Pinion 214LK
:5MP 4HK OTG H Egret
:5MP 4HK OTG [4]6HK
:Dash Tag in Painwheel
:Dash Tag in Painwheel
:L/M Buer Cancel H Buer Fly
:L/M Buer Cancel H Buer Fly
Line 827: Line 781:
| description=
| description=
* Easier corner carry tag route
* Easier corner carry tag route
* If you replace 5HPx2 with 6HP you will deal 9,516 Damage  
* If you replace 5HP~HP 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
* 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=
| video=
Line 835: Line 789:
{{Combo-SG
{{Combo-SG
| notation=
| notation=
:2LK 2MK 6HP Quake L Pinion
:2LK 2MK 6HP [2]8MK L Pinion
:4HK OTG H Egret
:4HK OTG [4]6HK
:Dash Tag in Painwheel
:Dash Tag in Painwheel
:L/M Buer Cancel H Buer Fly
:L/M Buer Cancel H Buer Fly
Line 851: Line 805:
| description=
| description=
* Optimal corner carry tag route
* Optimal corner carry tag route
* If you replace 6HP with sHPx2 to make the starter easier you will deal 9,691 Damage  
* If you replace 6HP with 5HP~HP 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
* 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=
| video=
Line 866: Line 820:
{{Combo-SG
{{Combo-SG
| notation=
| notation=
:cLK cMK sHP sHP xx Napalm Pillar + AXE,
:2LK 2MK 5HP~HP [2]8HK + Assist
:dash jump jMK jHP,
:dash jump jMK jHP
:sHP sHP xx L shot,
:5HP~HP [4]6LP
:sMP bHK xx Egret Call,
:5MP 4HK [4]6LK
:dash up sMK sMK sHP sHP xx L shot,
:dash up 5MK~MK 5HP~HP [4]6LP
:sLK sLK sMK sMK sHP sHP xx Napalm Pillar xx Bikes
:5LK~LK 5MK~MK 5HP~HP [2]8HK 236KK
| damage=8023
| damage=8023
| meter=1
| meter=1
Line 882: Line 836:
{{Combo-SG
{{Combo-SG
| notation=
| notation=
:CH sHP sHP xx Napalm Pillar + AXE,
:CH 5HP~HP [2]8HK + Assist
:dash jump jMK jHP,
:dash jump jMK jHP
:sHP sHP xx L shot,
:5HP~HP [4]6LP
:sMP bHK xx Egret Call,
:5MP 4HK [4]6LK
:sMK sMK cHP,
:5MK~MK 2HP
:jLP jMK jMP,
:jLP jMK jMP
:rejump jLK jMK jHP,
:rejump jLK jMK jHP
:dash sLK sLK sMK sMK sHP sHP xx Napalm Pillar xx Bikes
:dash 5LK~LK 5MK~MK 5HP~HP [2]8HK 236KK
:OTG cHK
:OTG cHK
| damage=9357
| damage=9357
Line 901: Line 855:
{{Combo-SG
{{Combo-SG
| notation=
| notation=
:cLK cMK cHP xx Napalm Pillar,
:2LK 2MK 2HP [2]8HK
:OTG cHK xx Napalm Pillar + AXE,
:OTG 2HK [2]8HK + Assist
:late jMK jHP,
:late jMK jHP
:sHP sHP xx L shot,
:5HP~HP [4]6LP
:sMP bHK xx  Egret Call,
:5MP 4HK [4]6LK
:sLK sLK sMK sMK sHP sHP xx Napalm Pillar xx Bikes
:5LK~LK 5MK~MK 5HP~HP [2]8HK 236KK
| damage=8405
| damage=8405
| meter=1
| meter=1
Line 917: Line 871:
{{Combo-SG
{{Combo-SG
| notation=
| notation=
:CH cHP xx Napalm Pillar,
:CH 2HP [2]8HK
:OTG cHK xx Napalm Pillar + AXE,
:OTG 2HK [2]8HK + Assist
:late jMK jHP,
:late jMK jHP
:sHP sHP xx L shot,
:5HP~HP [4]6LP
:sMP sHP sHP xx L shot,
:5MP 5HP~HP [4]6LP
:sLK sLK sMK sMK sHP sHP xx L shot,
:5LK~LK 5MK~MK 5HP~HP [4]6LP
:sLP sLP sMK sMK sHP sHP xx Napalm Pillar xx Bikes
:5LP~LP 5MK~MK 5HP~HP [2]8HK 236KK
| damage=10307
| damage=10307
| meter=1
| meter=1
Line 959: Line 913:
|30
|30
|-
|-
|j.HK
|jHK
|10
|10
|300
|300
Line 1,009: Line 963:
|30
|30
|-
|-
|j.MP
|jMP
|6
|6
|120
|120
|20
|20
|-
|-
|j.HP
|jHP
|6
|6
|180
|180
|30
|30
|-
|-
|j.4LK
|j4LK
|6
|6
|90
|90
Line 1,029: Line 983:
|20
|20
|-
|-
|j.MK
|jMK
|5.5
|5.5
|110
|110
Line 1,054: Line 1,008:
|20
|20
|-
|-
|j.2MK
|j2MK
|4.5
|4.5
|90
|90
Line 1,074: Line 1,028:
|20
|20
|-
|-
|j.LP
|jLP
|3.333333333
|3.333333333
|50
|50
|15
|15
|-
|-
|j.LK
|jLK
|3.333333333
|3.333333333
|50
|50

Revision as of 13:29, 28 May 2020

Template:ComboLegend Short-SG


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 5HP, be sure to hold 1 (the down-back position) so you have a charge ready for [2]8HK.

  2LK 2MK 5HP~HP [2]8HK

A basic ground chain ending in a super. 236PP puts the opponent in a crumple.

  2LK 2MK 5HP~HP [2]8MK 236PP

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 5LK~LK 5MK~MK 5HP~HP [2]8MK 236PP

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

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

6809

1

Anywhere

Universal

  • Reliable combo
  • Omit the 4HK if you're not close enough to hit, cancel the 5MP into [4]6LK as soon as possible.

(video)


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

7178

1

Midscreen

Universal

  • Damage combo
  • 2MK is better for lights, 5MP is better for heavies.

(video)

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

8027

1

Corner

Universal

  • Damage combo

(video)

Reset Points in BnBs

jLP jLK jMP
  • dash under / same side 5LP
  • Air throw
  • 6LP/2LK when they land
  • dash under > 6LP/2LK when they land
  • rejump j[MK] [6] j4LK
After a restand
  • 6LP
  • 2LK
  • Throw
  • j4LK

Conversions

Throw
  • 4LP+LK [4]6LK 2LK (simple)
  • 4LP+LK OTG [4]6HK (corner carry)
  • 4LP+LK 214LK OTG 2LK (if you can't use an Egret move)
Air throw
  • jLP+LK dash OTG 5MK 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 [4]6LK dash 5MK (stage 3 starter)
  • 4HK [4]6LP 5MP (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

Meter Dumping

  • With full undizzy, end combos in [4]6HP 236KK [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

  • jMK jHK is interchangeable with jMK jHP which is easier but does less damage at full scaling
  • For the [2]8HK 236KK combo ender, slightly delay the super cancel to ensure all six hits of 236KK connect 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.
  • 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 5MK~MK, but 6HP does 40 more damage than 5HP~HP.

Solo Combo Compendium

2LK

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

6809

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.

(video)

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

7178

1

Midscreen

Universal

  • 2MK is better for lights, 5MP is better for heavies. Good damage and spends OTG on everyone

(video)

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

7532

1

Midscreen

?

  • Harder version of the jMP jHP j214K OTG jHP route

(video)

2LK 2MK 5HP~HP [4]6LP
5MP 4HK OTG [4]6HK
dash until corner 5MK~MK 5HP~HP [4]6LP
5LP~LP 5MP 5HP~HP [4]6LP
5LK~LK 2MK 5HP~HP [2]8HK 236KK

7375

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
jLK jMK delay jHP
4HK OTG [4]6HK
delay dash until corner 5LK~LK 5HP~HP [4]6LP
5MP 4HK [4]6LK
5LP~LP 2MK 6HP [2]8HK 236KK

7057

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 5HP~HP ([4]6HP) 236PP
dash 5LK 5HP~HP [4]6LP
5MP 4HK [4]6LK
dash 5MK 2HP
jLP jLK jMK jMP
dash 5LP~LP 2MK 6HP [2]8HK

6692

1

Anywhere

  • Far range confirm. Omit [4]6HP from really far ranges

(video)

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

8125

1

Corner

Lights only

  • Optimal (?) solo corner damage

(video)

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

N/A

2

Anywhere

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

(video)

Throw

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

6108

1

Anywhere

Universal

  • Throw combo with corner carry

(video)

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

5485

1

Anywhere

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

(video)

Air throw

Notation Damage Meter Cost Location Character Specific? Notes Video
jLP+LK dash (5LP) 5MP 5HP~HP [4]6LP
5MP 4HK OTG [4]6HK dash until corner
5MK~MK 5HP~HP [4]6LP
5LK~LK 2MK 6HP [4]6LP
5LP~LP 2MK 6HP [2]8HK 236KK

5765

1

Midscreen

Universal

(video)


jLP+LK 5MP 2HP [2]8HK
OTG 2HK [4]6LP
5MP 5HP~HP [4]6LP
5LK~LK 5HK [2]8LK
2MK 6HP [4]6LP
5LP~LP 2MK 6HP [2]8HK 236KK

6080

1

Corner

Universal

(video)

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


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

7347

1

Midscreen

  • [4]6LK corner carry route

(video)

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

8479

1

Corner

(video)

[2]8HK

Notation Damage Meter Cost Location Character Specific? Notes Video
[2]8HK 236KK
dash 5LK 5MK 2HP
jLP jLK jMP
jMK jHP
5MP 5HP~HP [4]6LP
dash 5LP~LP 5MK~MK 5HP~HP [2]8HK

5533

1

Anywhere

(video)

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

6083

1

Anywhere

(video)

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

5951

1

Anywhere

(video)

[2]8HK 236KK
5HP~HP [4]6LP
5LK~LK 5HK [2]8LK
2MK 5HP~HP [4]6LP
5MP 5HP~HP [4]6LP
5LP~LP 2MK 6HP [2]8HK

6314

1

Corner

(video)

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

7328

1

Corner

Counter hit punishes

Notation Damage Meter Cost Location Character Specific? Notes Video
CH 2HP
jMP jHP j214LK OTG jHP
4HK 214LK
5MP 4HK 214LK
5HP~HP [4]6LP
5LP 5MP 4HK [4]6LK
dash 5LK~LK 5MK~MK 5HP~HP [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 jHK
2MK 6HP [4]6LP
5LK~LK 2MK 6HP 214LK
5LP 2MP 6HP [2]8HK 236KK

9749

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 5LK~LK 5MK~MK
uncombo 5HK
Repeat

N/A

0

Midscreen

(video)

Team Combo Compendium

H LnL

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 2MK 5HP~HP call assist [2]8MK
dash 4HK [4]6HK
dash until corner 5HP~HP [4]6LP
5MP 5HP~HP [4]6LP
5LK~LK 2MK 6HP 214LK
5LP~LP 2MP 6HP [2]8HK 236KK

8884

1

Midscreen

Universal (-Big Band)

  • Corner carry route


L Pinion

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 2MK 5HP~HP 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

9,113

1

Midscreen

Universal (-Big Band)

  • Easier corner carry tag route
  • If you replace 5HP~HP 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


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

9,864

1

Midscreen

Dosen't work on cerebella or bigband

  • Optimal corner carry tag route
  • If you replace 6HP with 5HP~HP 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


Carpenter's Axe

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 2MK 5HP~HP [2]8HK + Assist
dash jump jMK jHP
5HP~HP [4]6LP
5MP 4HK [4]6LK
dash up 5MK~MK 5HP~HP [4]6LP
5LK~LK 5MK~MK 5HP~HP [2]8HK 236KK

8023

1

Midscreen


CH 5HP~HP [2]8HK + Assist
dash jump jMK jHP
5HP~HP [4]6LP
5MP 4HK [4]6LK
5MK~MK 2HP
jLP jMK jMP
rejump jLK jMK jHP
dash 5LK~LK 5MK~MK 5HP~HP [2]8HK 236KK
OTG cHK

9357

1

Midscreen

  • Corner carry
2LK 2MK 2HP [2]8HK
OTG 2HK [2]8HK + Assist
late jMK jHP
5HP~HP [4]6LP
5MP 4HK [4]6LK
5LK~LK 5MK~MK 5HP~HP [2]8HK 236KK

8405

1

Corner


CH 2HP [2]8HK
OTG 2HK [2]8HK + Assist
late jMK jHP
5HP~HP [4]6LP
5MP 5HP~HP [4]6LP
5LK~LK 5MK~MK 5HP~HP [4]6LP
5LP~LP 5MK~MK 5HP~HP [2]8HK 236KK

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
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
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 4 80 20
[4]6LP 3.75 75 20
[4]6MP 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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