Skullgirls/Parasoul/Combos: Difference between revisions

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(Remove ~ for self chaining moves)
Line 16: Line 16:


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.
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
   2LK 2MK 5HPx2 [2]8HK


A basic ground chain ending in a super. 236PP puts the opponent in a crumple.
A basic ground chain ending in a super. 236PP puts the opponent in a crumple.
   2LK 2MK 5HP~HP [2]8MK 236PP
   2LK 2MK 5HPx2 [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 25: Line 25:
   (delay) jLP (delay) jLK jMP
   (delay) jLP (delay) jLK jMP
   rejump jMK jHP
   rejump jMK jHP
   restand 5LK~LK 5MK~MK 5HP~HP [2]8MK 236PP
   restand 5LKx2 5MKx2 5HPx2 [2]8MK 236PP


==Combo Primer==
==Combo Primer==
Line 40: Line 40:
{{Combo-SG
{{Combo-SG
| notation=
| notation=
:2LK 2MK 5HP~HP [4]6LP
:2LK 2MK 5HPx2 [4]6LP
:5MP 4HK [4]6LK
:5MP 4HK [4]6LK
:dash 5MK 2HP
:dash 5MK 2HP
:(delay) jLP (delay) jLK jMP
:(delay) jLP (delay) jLK jMP
:rejump jMK jHK
:rejump jMK jHK
:restand 5LK~LK 2MK 6HP [2]8HK 236KK
:restand 5LKx2 2MK 6HP [2]8HK 236KK
| damage=6809
| damage=6809
| meter=1
| meter=1
Line 62: Line 62:
:jMP jHP j214MK
:jMP jHP j214MK
:OTG jHP
:OTG jHP
:2MK* 5HP~HP [4]6LK
:2MK* 5HPx2 [4]6LK
:dash 5LK~LK 2MK 5HP~HP [4]6LP
:dash 5LKx2 2MK 5HPx2 [4]6LP
:5LP 5MK 5HP~HP [2]8HK 236KK
:5LP 5MK 5HPx2 [2]8HK 236KK
| damage=7178
| damage=7178
| meter=1
| meter=1
Line 79: Line 79:
:2LK 2MK 2HP [2]8HK
:2LK 2MK 2HP [2]8HK
:OTG 2HK [4]6LP
:OTG 2HK [4]6LP
:5MP 5HP~HP [4]6LP
:5MP 5HPx2 [4]6LP
:5LK~LK 5HK [2]8LK
:5LKx2 5HK [2]8LK
:2MK 6HP [4]6LP
:2MK 6HP [4]6LP
:5LP~LP 5MP 6HP [2]8HK 236KK
:5LPx2 5MP 6HP [2]8HK 236KK
| damage=8027
| damage=8027
| meter=1
| meter=1
Line 151: Line 151:
** 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 5MK~MK, but 6HP does 40 more damage than 5HP~HP.
** 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==
==Solo Combo Compendium==
Line 162: Line 162:
{{Combo-SG
{{Combo-SG
| notation=
| notation=
:2LK 2MK 5HP~HP [4]6LP
:2LK 2MK 5HPx2 [4]6LP
:5MP 4HK [4]6LK
:5MP 4HK [4]6LK
:dash 5MK 2HP
:dash 5MK 2HP
:(delay) jLP (delay) jLK jMP
:(delay) jLP (delay) jLK jMP
:jMK jHK
:jMK jHK
:5LK~LK 2MK 6HP [2]8HK 236KK
:5LKx2 2MK 6HP [2]8HK 236KK
| damage=6809
| damage=6809
| meter=1
| meter=1
Line 180: Line 180:
{{Combo-SG
{{Combo-SG
| notation=
| notation=
:2LK 2MK 5HP~HP [4]6LP
:2LK 2MK 5HPx2 [4]6LP
:5MP 4HK [4]6LK
:5MP 4HK [4]6LK
:dash 5MK 2HP
:dash 5MK 2HP
:jMP jHP OTG* jHK
:jMP jHP OTG* jHK
:5LK~LK 5MK~MK 5HP~HP [2]8HK 236KK
:5LKx2 5MKx2 5HPx2 [2]8HK 236KK
| damage=6824
| damage=6824
| meter=1
| meter=1
Line 199: Line 199:
:jMP jHP j214MK
:jMP jHP j214MK
:OTG jHP
:OTG jHP
:2MK* 5HP~HP [4]6LK
:2MK* 5HPx2 [4]6LK
:dash 5LK~LK 2MK 5HP~HP [4]6LP
:dash 5LKx2 2MK 5HPx2 [4]6LP
:5LP 5MK 5HP~HP [2]8HK 236KK
:5LP 5MK 5HPx2 [2]8HK 236KK
| damage=7178
| damage=7178
| meter=1
| meter=1
Line 217: Line 217:
:OTG jHP
:OTG jHP
:4HK 214HK
:4HK 214HK
:5HP~HP [4]6LP
:5HPx2 [4]6LP
:5MP 4HK [4]6LK
:5MP 4HK [4]6LK
:5LK~LK 5MK~MK 5HP~HP [2]8HK 236KK
:5LKx2 5MKx2 5HPx2 [2]8HK 236KK
| damage=7532
| damage=7532
| meter=1
| meter=1
Line 231: Line 231:
{{Combo-SG
{{Combo-SG
| notation=
| notation=
:2LK 2MK 5HP~HP [4]6LP
:2LK 2MK 5HPx2 [4]6LP
:5MP 4HK OTG [4]6HK
:5MP 4HK OTG [4]6HK
:dash until corner 5MK~MK 5HP~HP [4]6LP
:dash until corner 5MKx2 5HPx2 [4]6LP
:5LP~LP 5MP 5HP~HP [4]6LP
:5LPx2 5MP 5HPx2 [4]6LP
:5LK~LK 2MK 5HP~HP [2]8HK 236KK
:5LKx2 2MK 5HPx2 [2]8HK 236KK
| damage=7375
| damage=7375
| meter=1
| meter=1
Line 250: Line 250:
:jLK jMK delay jHP
:jLK jMK delay jHP
:4HK OTG [4]6HK
:4HK OTG [4]6HK
:delay dash until corner 5LK~LK 5HP~HP [4]6LP
:delay dash until corner 5LKx2 5HPx2 [4]6LP
:5MP 4HK [4]6LK
:5MP 4HK [4]6LK
:5LP~LP 2MK 6HP [2]8HK 236KK
:5LPx2 2MK 6HP [2]8HK 236KK
| damage=7057
| damage=7057
| meter=1
| meter=1
Line 264: Line 264:
{{Combo-SG
{{Combo-SG
| notation=
| notation=
:2LK 2MK 5HP~HP ([4]6HP) 236PP
:2LK 2MK 5HPx2 ([4]6HP) 236PP
:dash 5LK 5HP~HP [4]6LP
:dash 5LK 5HPx2 [4]6LP
:5MP 4HK [4]6LK
:5MP 4HK [4]6LK
:dash 5MK 2HP
:dash 5MK 2HP
:jLP jLK jMK jMP
:jLP jLK jMK jMP
:dash 5LP~LP 2MK 6HP [2]8HK
:dash 5LPx2 2MK 6HP [2]8HK
| damage=6692
| damage=6692
| meter=1
| meter=1
Line 283: Line 283:
:2LK 2MK 2HP [2]8HK
:2LK 2MK 2HP [2]8HK
:OTG 2HK [4]6LP
:OTG 2HK [4]6LP
:5MP 5HP~HP [4]6LP
:5MP 5HPx2 [4]6LP
:5LK~LK 5HK [2]8LK
:5LKx2 5HK [2]8LK
:2MK 6HP [4]6LP
:2MK 6HP [4]6LP
:5LP~LP 5MP 6HP [2]8HK 236KK
:5LPx2 5MP 6HP [2]8HK 236KK
| damage=8027
| damage=8027
| meter=1
| meter=1
Line 300: Line 300:
:2LK 2MK 2HP [2]8HK
:2LK 2MK 2HP [2]8HK
:OTG 2HK [4]6LP
:OTG 2HK [4]6LP
:5MP 5HP~HP [4]6LP
:5MP 5HPx2 [4]6LP
:5LK~LK 5HK [2]8LK
:5LKx2 5HK [2]8LK
:2MK 6HP [4]6LP
:2MK 6HP [4]6LP
:5LP~LP 2MK 6HP [4]6HP 236KK
:5LPx2 2MK 6HP [4]6HP 236KK
:[2]8LK 236KK
:[2]8LK 236KK
| damage=8973
| damage=8973
Line 319: Line 319:
:2HK [4]6LP
:2HK [4]6LP
:5MP 4HK 214LK
:5MP 4HK 214LK
:5HP~HP [4]6LP
:5HPx2 [4]6LP
:5LP~LP 5MP 4HK
:5LPx2 5MP 4HK
:5LK~LK 5MK~MK 5HP~HP [2]8HK 236KK
:5LKx2 5MKx2 5HPx2 [2]8HK 236KK
| damage=8125
| damage=8125
| meter=1
| meter=1
Line 333: Line 333:
{{Combo-SG
{{Combo-SG
| notation=
| notation=
:2LK 2MK 5HP~HP [2]8MK 236PP
:2LK 2MK 5HPx2 [2]8MK 236PP
:dash 5LK 2HP
:dash 5LK 2HP
:jLP jLK jMP
:jLP jLK jMP
:jMK jHP j214HK
:jMK jHP j214HK
:5MK~MK 5HP~HP [4]6LK
:5MKx2 5HPx2 [4]6LK
:dash 5LP~LP 5MK~MK 5HP~HP Snap
:dash 5LPx2 5MKx2 5HPx2 Snap
| damage=N/A
| damage=N/A
| meter=2
| meter=2
Line 358: Line 358:
| notation=
| notation=
:4LP+LK OTG [4]6HK
:4LP+LK OTG [4]6HK
:dash until corner 5HP~HP [4]6LP
:dash until corner 5HPx2 [4]6LP
:5MP 4HK [4]6LK
:5MP 4HK [4]6LK
:jMK jHK
:jMK jHK
:2MK 6HP [4]6LP
:2MK 6HP [4]6LP
:5LK~LK 2MK 6HP 214LK
:5LKx2 2MK 6HP 214LK
:5LP~LP 2MP 6HP [2]8HK 236KK
:5LPx2 2MP 6HP [2]8HK 236KK
| damage=6108
| damage=6108
| meter=1
| meter=1
Line 376: Line 376:
| notation=
| notation=
:4LP+LK 214LK
:4LP+LK 214LK
:dash OTG 5MP 5HP~HP [4]6LP
:dash OTG 5MP 5HPx2 [4]6LP
:5MP 4HK [4]6LK
:5MP 4HK [4]6LK
:dash 5MK 2HP
:dash 5MK 2HP
:jLP jLK jMP
:jLP jLK jMP
:jMK jHK
:jMK jHK
:5LK~LK [4]6LP
:5LKx2 [4]6LP
:dash 5LP~LP 2MK 6HP [2]8HK 236KK
:dash 5LPx2 2MK 6HP [2]8HK 236KK
| damage=5485
| damage=5485
| meter=1
| meter=1
Line 398: Line 398:
{{Combo-SG
{{Combo-SG
| notation=
| notation=
:AT dash (5LP) 5MP 5HP~HP [4]6LP
:AT dash (5LP) 5MP 5HPx2 [4]6LP
:5MP 4HK OTG [4]6HK dash until corner
:5MP 4HK OTG [4]6HK dash until corner
:5MK~MK 5HP~HP [4]6LP
:5MKx2 5HPx2 [4]6LP
:5LK~LK 2MK 6HP [4]6LP
:5LKx2 2MK 6HP [4]6LP
:5LP~LP 2MK 6HP [2]8HK 236KK
:5LPx2 2MK 6HP [2]8HK 236KK
| damage=5765
| damage=5765
| meter=1
| meter=1
Line 416: Line 416:
:AT 5MP 2HP [2]8HK
:AT 5MP 2HP [2]8HK
:OTG 2HK [4]6LP
:OTG 2HK [4]6LP
:5MP 5HP~HP [4]6LP
:5MP 5HPx2 [4]6LP
:5LK~LK 5HK [2]8LK
:5LKx2 5HK [2]8LK
:2MK 6HP [4]6LP
:2MK 6HP [4]6LP
:5LP~LP 2MK 6HP [2]8HK 236KK
:5LPx2 2MK 6HP [2]8HK 236KK
| damage=6080
| damage=6080
| meter=1
| meter=1
Line 455: Line 455:
:2MK 6HP [4]6LP
:2MK 6HP [4]6LP
:5MP 4HK [4]6LK
:5MP 4HK [4]6LK
:dash 5LK~LK 5HP~HP [4]6LP
:dash 5LKx2 5HPx2 [4]6LP
:dash 5LP~LP 2MK 6HP [2]8HK 236KK
:dash 5LPx2 2MK 6HP [2]8HK 236KK
| damage=7698
| damage=7698
| meter=1
| meter=1
Line 473: Line 473:
:2MK 2HP
:2MK 2HP
:jMP jHP jHK
:jMP jHP jHK
:5LK~LK 5MK~MK 5HP~HP [2]8HK 236KK
:5LKx2 5MKx2 5HPx2 [2]8HK 236KK
| damage=7541
| damage=7541
| meter=1
| meter=1
Line 489: Line 489:
:2MK 6HP [4]6LP
:2MK 6HP [4]6LP
:5MP 4HK [4]6HK dash until corner
:5MP 4HK [4]6HK dash until corner
:5LP~LP 5MK~MK 5HP~HP [2]8HK 236KK
:5LPx2 5MKx2 5HPx2 [2]8HK 236KK
| damage=7347
| damage=7347
| meter=1
| meter=1
Line 504: Line 504:
:2HP [2]8HK
:2HP [2]8HK
:OTG 2HK [4]6LP
:OTG 2HK [4]6LP
:5MP 5HP~HP [4]6LP
:5MP 5HPx2 [4]6LP
:5LK~LK 2MK 6HP 214LK
:5LKx2 2MK 6HP 214LK
:5LP 2MP 6HP [2]8HK 236KK
:5LP 2MP 6HP [2]8HK 236KK
| damage=8479
| damage=8479
Line 526: Line 526:
:jLP jLK jMP
:jLP jLK jMP
:jMK jHP
:jMK jHP
:5MP 5HP~HP [4]6LP
:5MP 5HPx2 [4]6LP
:dash 5LP~LP 5MK~MK 5HP~HP [2]8HK
:dash 5LPx2 5MKx2 5HPx2 [2]8HK
| damage=5533
| damage=5533
| meter=1
| meter=1
Line 543: Line 543:
:dash 5LK 5MK 2HP
:dash 5LK 5MK 2HP
:jMP jHP jHK
:jMP jHP jHK
:5MP 5HP~HP [4]6LP
:5MP 5HPx2 [4]6LP
:dash 5LP~LP 5MK~MK 5HP~HP [2]8HK
:dash 5LPx2 5MKx2 5HPx2 [2]8HK
| damage=6083
| damage=6083
| meter=1
| meter=1
Line 560: Line 560:
:jMK jHP j214LK
:jMK jHP j214LK
:5MP 4HK [4]6LK
:5MP 4HK [4]6LK
:dash 5LP~LP 5MK~MK 5HP~HP [2]8HK
:dash 5LPx2 5MKx2 5HPx2 [2]8HK
| damage=5951
| damage=5951
| meter=1
| meter=1
Line 572: Line 572:
| notation=
| notation=
:[2]8HK 236KK
:[2]8HK 236KK
:5HP~HP [4]6LP
:5HPx2 [4]6LP
:5LK~LK 5HK [2]8LK
:5LKx2 5HK [2]8LK
:2MK 5HP~HP [4]6LP
:2MK 5HPx2 [4]6LP
:5MP 5HP~HP [4]6LP
:5MP 5HPx2 [4]6LP
:5LP~LP 2MK 6HP [2]8HK
:5LPx2 2MK 6HP [2]8HK
| damage=6314
| damage=6314
| meter=1
| meter=1
Line 588: Line 588:
| notation=
| notation=
:CH [2]8HK 236KK
:CH [2]8HK 236KK
:5HP~HP [4]6LP
:5HPx2 [4]6LP
:5MP 4HK [4]6LK
:5MP 4HK [4]6LK
:2MK 6HP [4]6LP
:2MK 6HP [4]6LP
:5LK~LK 2MK 6HP 214LK
:5LKx2 2MK 6HP 214LK
:5LP~LP 2MP 6HP [2]8HK
:5LPx2 2MP 6HP [2]8HK
| damage=7328
| damage=7328
| meter=1
| meter=1
Line 611: Line 611:
:4HK 214LK
:4HK 214LK
:5MP 4HK 214LK
:5MP 4HK 214LK
:5HP~HP [4]6LP
:5HPx2 [4]6LP
:5LP 5MP 4HK [4]6LK
:5LP 5MP 4HK [4]6LK
:dash 5LK~LK 5MK~MK 5HP~HP [2]8HK 236KK
:dash 5LKx2 5MKx2 5HPx2 [2]8HK 236KK
| damage=9085
| damage=9085
| meter=1
| meter=1
Line 665: Line 665:
:jMK jHK
:jMK jHK
:2MK 6HP [4]6LP
:2MK 6HP [4]6LP
:5LK~LK 2MK 6HP 214LK
:5LKx2 2MK 6HP 214LK
:5LP 2MP 6HP [2]8HK 236KK
:5LP 2MP 6HP [2]8HK 236KK
| damage=9749
| damage=9749
Line 722: Line 722:
{{Combo-SG
{{Combo-SG
| notation=
| notation=
:OTG 5LK~LK 5MK~MK
:OTG 5LKx2 5MKx2
:uncombo 5HK
:uncombo 5HK
:Repeat
:Repeat
Line 744: Line 744:
{{Combo-SG
{{Combo-SG
| notation=
| notation=
:2LK 2MK 5HP~HP call assist [2]8MK
:2LK 2MK 5HPx2 call assist [2]8MK
:dash 4HK [4]6HK
:dash 4HK [4]6HK
:dash until corner 5HP~HP [4]6LP
:dash until corner 5HPx2 [4]6LP
:5MP 5HP~HP [4]6LP
:5MP 5HPx2 [4]6LP
:5LK~LK 2MK 6HP 214LK
:5LKx2 2MK 6HP 214LK
:5LP~LP 2MP 6HP [2]8HK 236KK
:5LPx2 2MP 6HP [2]8HK 236KK
| damage=8884
| damage=8884
| meter=1
| meter=1
Line 771: Line 771:
{{Combo-SG
{{Combo-SG
| notation=
| notation=
:2LK 2MK 5HP~HP L Pinion 214LK
:2LK 2MK 5HPx2 L Pinion 214LK
:5MP 4HK OTG [4]6HK
:5MP 4HK OTG [4]6HK
:Dash Tag in Painwheel
:Dash Tag in Painwheel
Line 787: Line 787:
| description=
| description=
* Easier corner carry tag route
* Easier corner carry tag route
* If you replace 5HP~HP with 6HP you will deal 9,516 Damage  
* 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
* 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 811: Line 811:
| description=
| description=
* Optimal corner carry tag route
* Optimal corner carry tag route
* If you replace 6HP with 5HP~HP to make the starter easier you will deal 9,691 Damage  
* 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
* 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 826: Line 826:
{{Combo-SG
{{Combo-SG
| notation=
| notation=
:2LK 2MK 5HP~HP [2]8HK + Assist
:2LK 2MK 5HPx2 [2]8HK + Assist
:dash jump jMK jHP
:dash jump jMK jHP
:5HP~HP [4]6LP
:5HPx2 [4]6LP
:5MP 4HK [4]6LK
:5MP 4HK [4]6LK
:dash up 5MK~MK 5HP~HP [4]6LP
:dash up 5MKx2 5HPx2 [4]6LP
:5LK~LK 5MK~MK 5HP~HP [2]8HK 236KK
:5LKx2 5MKx2 5HPx2 [2]8HK 236KK
| damage=8023
| damage=8023
| meter=1
| meter=1
Line 842: Line 842:
{{Combo-SG
{{Combo-SG
| notation=
| notation=
:CH 5HP~HP [2]8HK + Assist
:CH 5HPx2 [2]8HK + Assist
:dash jump jMK jHP
:dash jump jMK jHP
:5HP~HP [4]6LP
:5HPx2 [4]6LP
:5MP 4HK [4]6LK
:5MP 4HK [4]6LK
:5MK~MK 2HP
:5MKx2 2HP
:jLP jMK jMP
:jLP jMK jMP
:rejump jLK jMK jHP
:rejump jLK jMK jHP
:dash 5LK~LK 5MK~MK 5HP~HP [2]8HK 236KK
:dash 5LKx2 5MKx2 5HPx2 [2]8HK 236KK
:OTG cHK
:OTG cHK
| damage=9357
| damage=9357
Line 864: Line 864:
:OTG 2HK [2]8HK + Assist
:OTG 2HK [2]8HK + Assist
:late jMK jHP
:late jMK jHP
:5HP~HP [4]6LP
:5HPx2 [4]6LP
:5MP 4HK [4]6LK
:5MP 4HK [4]6LK
:5LK~LK 5MK~MK 5HP~HP [2]8HK 236KK
:5LKx2 5MKx2 5HPx2 [2]8HK 236KK
| damage=8405
| damage=8405
| meter=1
| meter=1
Line 880: Line 880:
:OTG 2HK [2]8HK + Assist
:OTG 2HK [2]8HK + Assist
:late jMK jHP
:late jMK jHP
:5HP~HP [4]6LP
:5HPx2 [4]6LP
:5MP 5HP~HP [4]6LP
:5MP 5HPx2 [4]6LP
:5LK~LK 5MK~MK 5HP~HP [4]6LP
:5LKx2 5MKx2 5HPx2 [4]6LP
:5LP~LP 5MK~MK 5HP~HP [2]8HK 236KK
:5LPx2 5MKx2 5HPx2 [2]8HK 236KK
| damage=10307
| damage=10307
| meter=1
| meter=1

Revision as of 15:22, 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 5HPx2 [2]8HK

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

  2LK 2MK 5HPx2 [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 5LKx2 5MKx2 5HPx2 [2]8MK 236PP

Combo Primer

Hit 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 5HPx2 [4]6LP
5MP 4HK [4]6LK
dash 5MK 2HP
(delay) jLP (delay) jLK jMP
rejump jMK jHK
restand 5LKx2 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* 5HPx2 [4]6LK
dash 5LKx2 2MK 5HPx2 [4]6LP
5LP 5MK 5HPx2 [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 5HPx2 [4]6LP
5LKx2 5HK [2]8LK
2MK 6HP [4]6LP
5LPx2 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
5MP/5HP (with tear)
  • Cancel with [4]6LK, then dash and do any of the following:
  • 6LP
  • 2LK
  • Throw
  • 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 5MKx2, but 6HP does 40 more damage than 5HPx2.

Solo Combo Compendium

2LK

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

7532

1

Midscreen

?

  • Harder version of the jMP jHP j214K OTG jHP route

(video)

2LK 2MK 5HPx2 [4]6LP
5MP 4HK OTG [4]6HK
dash until corner 5MKx2 5HPx2 [4]6LP
5LPx2 5MP 5HPx2 [4]6LP
5LKx2 2MK 5HPx2 [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 5LKx2 5HPx2 [4]6LP
5MP 4HK [4]6LK
5LPx2 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 5HPx2 ([4]6HP) 236PP
dash 5LK 5HPx2 [4]6LP
5MP 4HK [4]6LK
dash 5MK 2HP
jLP jLK jMK jMP
dash 5LPx2 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 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
5LKx2 5MKx2 5HPx2 [2]8HK 236KK

8125

1

Corner

Lights only

  • Optimal (?) solo corner damage

(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

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

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

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 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 [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)

[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

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 jHK
2MK 6HP [4]6LP
5LKx2 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 5LKx2 5MKx2
uncombo 5HK
Repeat

N/A

0

Midscreen

(video)

Team Combo Compendium

H LnL

Notation Damage Meter Cost Location Character Specific? Notes Video
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

8884

1

Midscreen

Universal (-Big Band)

  • Corner carry route


L Pinion

Notation Damage Meter Cost Location Character Specific? Notes Video
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

9,113

1

Midscreen

Universal (-Big Band)

  • 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


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 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


Carpenter's Axe

Notation Damage Meter Cost Location Character Specific? Notes Video
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

8023

1

Midscreen


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

9357

1

Midscreen

  • Corner carry
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

8405

1

Corner


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

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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