Skullgirls/Squigly/Combos: Difference between revisions
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{{SG Character Subnav|char=Squigly|short=squ|sub=1}} | |||
<div> | <div> | ||
<div style="float:left"> | <div style="float:left"> | ||
{{TOC limit|3}} | {{TOC limit|3}} | ||
</div> | </div> | ||
{{ComboLegend-SG | | {{ComboLegend-SG | | ||
:'''Stance Cancel''' = Stancel (236PP/KK) | |||
:'''Center Stage''' = Sing (236MP) | |||
:'''Drag 'n' Bite''' = DnB (236HP) | |||
:'''Silver Chord''' = Chord (236MK) | |||
:'''Squigly Battle Opera''' = SBO (214KK) | |||
}} | }} | ||
</div> | </div> | ||
<br clear=all/> | <br clear=all/> | ||
== | ==Hit Confirms== | ||
*2LK 2MK is your standard hitconfirm. | |||
==BnB Combos== | |||
===Beginner=== | |||
A basic ground chain combo ending in sweep. Unsafe on block. | A basic ground chain combo ending in sweep. Unsafe on block. | ||
2LK 2MK 2HK | 2LK 2MK 2HK | ||
:A | :A ground combo that utilizes a special cancel. [https://www.youtube.com/watch?v=1tM0sC7CwQU (video)] | ||
2LK 2MK | 2LK 2MK 5HPx2 236MK | ||
5LPx2 | 5LPx2 5MP 2HK | ||
:A | :A ground combo that includes a super. [https://www.youtube.com/watch?v=TVh6mEEk-WQ (video)] | ||
2LK 2MK | 2LK 2MK 5HPx2 236MK | ||
214LP+LK | 214LP+LK | ||
5LPx2 5MP 2HK | |||
: | :An air chain combo that sets up a restand. After the restand, you can choose to go for a reset with 2LK, 6HP or throw. In order to spend more meter, you can do 214LPLK after the 236MK, or 214LKMK after the 236HP. [https://www.youtube.com/watch?v=S_5nPeB6Qcs (video)] | ||
2LK 2MK 5HK | 2LK 2MK 5HPx2 236MK | ||
jLP jMK jHK | 2MK 5HK | ||
jLP jMK jHK j236MK | |||
5LPx2 5MP 2HP 236HP | |||
= | :A ground throw conversion that utilizes a super. [https://www.youtube.com/watch?v=VHkuIKqmQbw (video)] | ||
LPLK 214LK+MK | |||
dash 5HPx2 236MK | |||
2MK 5HK | |||
jLP jMK jHK j236HK | |||
dash 5LPx2 5MP 2HP 236HP | |||
= | :An airthrow conversion. [https://www.youtube.com/watch?v=sbQdYmOIhWU (video)] | ||
jLPLK 236MK | |||
cLK sHPx2 236MK | |||
cMK sHK | |||
jLP jMK jHK j236HK | |||
dash 5LPx2 5MP 2HP 236HP | |||
===Intermediate=== | |||
=== | |||
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. | 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. | ||
Stancel-less combo. Use this if you aren't comfortable with stancel or combo from an awkward hitconfirm that won't let you stancel. - 6099 dmg [https://www.youtube.com/watch?v=SrcCs53Q8U0&feature=youtu.be (video)] | |||
2LK 2MK 5HPx2 236MK | 2LK 2MK 5HPx2 236MK | ||
5HK jMK jHP | 5HK jMK jHP | ||
Line 74: | Line 68: | ||
j236HK-less combo. Maximum consistency in exchange for damage. Also won't make you lose corner. - 6582 dmg [https://www.youtube.com/watch?v=6Wb4hfkcZ50&feature=youtu.be (video)] | j236HK-less combo. Maximum consistency in exchange for damage. Also won't make you lose corner. - 6582 dmg [https://www.youtube.com/watch?v=6Wb4hfkcZ50&feature=youtu.be (video)] | ||
2LK 2MK 5HPx2 stancel | 2LK 2MK 5HPx2 stancel | ||
2LK 5HPx2 236MK | 2LK 2MK 5HPx2 236MK | ||
5HK jMK jHP | 5HK jMK jHP | ||
jLP jMK jHK | jLP jMK jHK | ||
5LPx2 2MP 2HP 236HP | 5LPx2 2MP 2HP 236HP | ||
===The BnB=== | |||
Stancel and j236HK. This is *the* Squigly combo you want to learn. Replace the second 2LK with 2MK if you have charge. If you decide to do the optional 214P+P after HDive, do it as they fall and not as they're rising.- 7356 dmg [https://www.youtube.com/watch?v=rm03NfpdSUs (video)] | |||
2LK 2MK 5HPx2 stancel | |||
( | 2LK 5HPx2 236MK (optional 214LP+LK) | ||
walk 5HK jMK jHP | |||
jLP jMK jHK j236HK (optional 214P+P) | |||
dash 5LPx2 5MP 2HP 236HP (optional 214LK+MK) | |||
===Conversions=== | ===Conversions=== | ||
* | Throw | ||
*214LK+MK, 236[P/K] [6] P/K, dash jMK jHK | |||
*Charged 236MP > 2MK | |||
*Charged 236MK | |||
*Uncharged 236MK vs Beowulf, Big Band, and Double | |||
* | Air Throw | ||
*j236MK/HK | |||
* | jHP | ||
*214LK+MK | |||
*Charged 236MK | |||
*2MK | |||
==Enders== | |||
== | |||
*236HP is your most damaging ender but leaves you in a bad spot if it doesn't kill. Use 623P instead if you can't kill. | |||
*Generally speaking this char isn't really able to spend bars for damage at the end of her combo. If you want to get the most damage out of your bars you will always have to use specific combos. This is why you need to decide if you want to dump meter or not within your first two strings. | *Generally speaking this char isn't really able to spend bars for damage at the end of her combo. If you want to get the most damage out of your bars you will always have to use specific combos. This is why you need to decide if you want to dump meter or not within your first two strings. | ||
*Using 214KK after your ender is your only means of dumping meter at the end of your combo. It does terrible damage but you should keep that option in mind, in case you need that extra damage to kill or DHC. | *Using 214KK after your ender is your only means of dumping meter at the end of your combo. It does terrible damage but you should keep that option in mind, in case you need that extra damage to kill or DHC. | ||
*214LP+LK after 236MK an effective way of spending bar for damage. It pays off, even if you use it outside of 214LP+LK specific combos. | *214LP+LK after 236MK an effective way of spending bar for damage. It pays off, even if you use it outside of 214LP+LK specific combos. | ||
*If you have your Level 3 aviable you can use it after 5HK or j236HK in your combo. | *If you have your Level 3 aviable you can use it after 5HK or j236HK in your combo. | ||
* If Squigly wants to spend a bar for damage it is better to use 214LP+LK early in your combo, rather than ending it with 214KK. I still put the 214KK enders as optional into the combo notation, since you will have to use them if your combo isn't quite enough to kill. However, keep in mind that Squigly should only use meter in her combo if she can kill character with it or to get a charge. | * If Squigly wants to spend a bar for damage it is better to use 214LP+LK early in your combo, rather than ending it with 214KK. I still put the 214KK enders as optional into the combo notation, since you will have to use them if your combo isn't quite enough to kill. However, keep in mind that Squigly should only use meter in her combo if she can kill character with it or to get a charge. | ||
* Keep in mind that you won't really use full combos unless you either kill or do a setup at the end. 236HP is the ender that is used in most of these combos, since it does the most damage, however if you can't kill off it you can replace it with 623P to get positional advantage. | * Keep in mind that you won't really use full combos unless you either kill or do a setup at the end. 236HP is the ender that is used in most of these combos, since it does the most damage, however if you can't kill off it you can replace it with 623P to get positional advantage. | ||
== | ==Tips & Tricks== | ||
*If j.HK leaves you too high up to connect a grounded normal, cancel it into j236MK for a better restand. | |||
;Charging mid combo | |||
*There are several ways of getting a charge mid combo. The two most common ones are charging after 214LP+LK or charging with the help of an assist(view team building page). | |||
*There are two ways of charging with the help of 214LP+LK, none is easier or better than the other it comes down to preference. | |||
:236MK 236[P] 214LP+LK 236[P] [6] P/K - the dual charge. Charge up a small chunk right after 236MK and cancel it right into 214LP+LK after you see the dragon wing. After 214LP+LK use the crumple to charge again. Allows you to link a light or medium afterwards. | |||
:236MK 214LP+LK 236[P] [6] P/K - doing one full charge after 214LP+LK. Allows you to link a light afterwards. | |||
*Using 5HK into MK+HK 214KK gives you enough time to charge but isn't advised since it will kill your damage. | |||
==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.'' | |||
*I listed these from the easiest and most practical to the more difficult and esoteric ones. | |||
*I listed these from the easiest and most practical to the more difficult and | |||
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;"> | <div class="center" style="width:auto; margin-left:auto; margin-right:auto;"> | ||
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| notation= | | notation= | ||
:2LK 2MK 5HPx2 236MK (optional 214LP+LK) | :2LK 2MK 5HPx2 236MK (optional 214LP+LK) | ||
: | :walk 5HK jMK jHP | ||
:jLK jMK jHK j236HK | :jLK jMK jHK j236HK | ||
:jLP jMK jHK | :jLP jMK jHK | ||
Line 151: | Line 138: | ||
| meter=0/1/2 | | meter=0/1/2 | ||
| location=Anywhere | | location=Anywhere | ||
| charspecific= | | charspecific=Universal | ||
| description= | | description= | ||
*No stance cancel combo. Use this one as your bnb if you are not comfortable with stance cancels yet. It also has an easier j236HK pickup than other combos using it. | *No stance cancel combo. Use this one as your bnb if you are not comfortable with stance cancels yet. It also has an easier j236HK pickup than other combos using it. | ||
Line 161: | Line 148: | ||
:2LK 2MK 5HPx2 stancel | :2LK 2MK 5HPx2 stancel | ||
:2LK 5HPx2 236MK (optional 214LP+LK) | :2LK 5HPx2 236MK (optional 214LP+LK) | ||
: | :walk 5HK jMK jHP | ||
:jLP jMK jHK ( | :jLP jMK jHK (optional j236MK) | ||
:5LPx2 2MP 2HP 236HP (optional L+M 214KK) | :5LPx2 2MP 2HP 236HP (optional L+M 214KK) | ||
| damage=6582/7563/7938 | | damage=6582/7563/7938 | ||
| meter=0/1/2 | | meter=0/1/2 | ||
| location=Anywhere | | location=Anywhere | ||
| charspecific= | | charspecific=Universal | ||
| description= | | description= | ||
* Stance Cancel BnB but without j236HK. This is especially useful if you want to carry your opponent to the corner or keep them in there. I advice to use this aganist Double since j236HK pickups are extremly hard on her. The j236MK is used to save the combo, in case jHK ends up being too high up. | * Stance Cancel BnB but without j236HK. This is especially useful if you want to carry your opponent to the corner or keep them in there. I advice to use this aganist Double since j236HK pickups are extremly hard on her. The j236MK is used to save the combo, in case jHK ends up being too high up. | ||
Line 178: | Line 165: | ||
:2LK 2MK 5HPx2 stancel | :2LK 2MK 5HPx2 stancel | ||
:2LK 5HPx2 236MK (optional 214LP+LK) | :2LK 5HPx2 236MK (optional 214LP+LK) | ||
: | :walk 5HK jMK jHP | ||
:jLP jMK jHK j236HK | :jLP jMK jHK j236HK | ||
: | :dash 5LPx2 5MP 2HP 236HP (optional L+M 214KK) | ||
| damage= | | damage=7356/8269 | ||
| meter= | | meter= | ||
| location= | | location= | ||
| charspecific= | | charspecific=Universal | ||
| description= | | description= | ||
* Universal Combo that uses stancel and j236HK. If the 5HPx2 2LK link is too daunting, you can use 5HPx2 5LP instead and replace 5LP in the last string with 5LK. | * Universal Combo that uses stancel and j236HK. If the 5HPx2 2LK link is too daunting, you can use 5HPx2 5LP instead and replace 5LP in the last string with 5LK. | ||
Line 247: | Line 234: | ||
:2MP 5HPx2 236HP | :2MP 5HPx2 236HP | ||
:5LKx2 5HK jHK j236HK | :5LKx2 5HK jHK j236HK | ||
: | :dash 5LPx2 5MP 2HP 236LK | ||
| damage=8766 | | damage=8766 | ||
| meter= | | meter= | ||
Line 270: | Line 257: | ||
| meter=1 | | meter=1 | ||
| location=Corner | | location=Corner | ||
| charspecific= | | charspecific=Yes | ||
| description= | | description= | ||
* Corner w/ P charge. Big damage but pulls your opponent out of the corner. The timing on (OTG) 5HPx2 can be tricky. | * Corner w/ P charge. Big damage but pulls your opponent out of the corner. The timing on (OTG) 5HPx2 can be tricky. | ||
Line 361: | Line 348: | ||
| notation= | | notation= | ||
:Throw L+M 214KK | :Throw L+M 214KK | ||
:dash 2MK | :dash 2MK 5HPx2 236MK | ||
:5MP 5HK jHK j236HK | :5MP 5HK | ||
:jHK j236HK | |||
:jLP jMK jHK | :jLP jMK jHK | ||
:5LKx2 5MP 2HP | :5LKx2 5MP 2HP 236HP | ||
| damage= | | damage= | ||
| meter=1 | | meter=1 | ||
Line 477: | Line 465: | ||
|} | |} | ||
</div> | </div> | ||
==Damage/Undizzy Ratios== | ==Damage/Undizzy Ratios== | ||
Line 938: | Line 640: | ||
|} | |} | ||
==Combo Trials== | |||
Trial 1 is useful for learning doing a super cancel, after a special cancel in quick succession. | |||
Trial 2 shows you a possible throw conversion. I put a more optimal one into the combo section, however if you prefer this one it is fine too. | |||
Trial 3 teaches you her airloop with j.hp into a super ender. Not a great combo but fine for learning her airstrings. | |||
Trial 4 stancel combo with super ender. It serves as an extension of Trial 3. Bad combo and not that great for learning stancel's either. You should start with learning the 5HPx2, 5LPx2 link, since that one is the most generous. | |||
{{SG}} | {{SG}} |
Latest revision as of 13:06, 27 December 2023
Numpad notation | |
|
|
Hit Confirms
- 2LK 2MK is your standard hitconfirm.
BnB Combos
Beginner
A basic ground chain combo ending in sweep. Unsafe on block.
2LK 2MK 2HK
- A ground combo that utilizes a special cancel. (video)
2LK 2MK 5HPx2 236MK 5LPx2 5MP 2HK
- A ground combo that includes a super. (video)
2LK 2MK 5HPx2 236MK 214LP+LK 5LPx2 5MP 2HK
- An air chain combo that sets up a restand. After the restand, you can choose to go for a reset with 2LK, 6HP or throw. In order to spend more meter, you can do 214LPLK after the 236MK, or 214LKMK after the 236HP. (video)
2LK 2MK 5HPx2 236MK 2MK 5HK jLP jMK jHK j236MK 5LPx2 5MP 2HP 236HP
- A ground throw conversion that utilizes a super. (video)
LPLK 214LK+MK dash 5HPx2 236MK 2MK 5HK jLP jMK jHK j236HK dash 5LPx2 5MP 2HP 236HP
- An airthrow conversion. (video)
jLPLK 236MK cLK sHPx2 236MK cMK sHK jLP jMK jHK j236HK dash 5LPx2 5MP 2HP 236HP
Intermediate
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.
Stancel-less combo. Use this if you aren't comfortable with stancel or combo from an awkward hitconfirm that won't let you stancel. - 6099 dmg (video)
2LK 2MK 5HPx2 236MK 5HK jMK jHP jLK jMK jHK j236HK jLP jMK jHK 5LPx2 2MP 2HP 236HP
j236HK-less combo. Maximum consistency in exchange for damage. Also won't make you lose corner. - 6582 dmg (video)
2LK 2MK 5HPx2 stancel 2LK 2MK 5HPx2 236MK 5HK jMK jHP jLP jMK jHK 5LPx2 2MP 2HP 236HP
The BnB
Stancel and j236HK. This is *the* Squigly combo you want to learn. Replace the second 2LK with 2MK if you have charge. If you decide to do the optional 214P+P after HDive, do it as they fall and not as they're rising.- 7356 dmg (video)
2LK 2MK 5HPx2 stancel 2LK 5HPx2 236MK (optional 214LP+LK) walk 5HK jMK jHP jLP jMK jHK j236HK (optional 214P+P) dash 5LPx2 5MP 2HP 236HP (optional 214LK+MK)
Conversions
Throw
- 214LK+MK, 236[P/K] [6] P/K, dash jMK jHK
- Charged 236MP > 2MK
- Charged 236MK
- Uncharged 236MK vs Beowulf, Big Band, and Double
Air Throw
- j236MK/HK
jHP
- 214LK+MK
- Charged 236MK
- 2MK
Enders
- 236HP is your most damaging ender but leaves you in a bad spot if it doesn't kill. Use 623P instead if you can't kill.
- Generally speaking this char isn't really able to spend bars for damage at the end of her combo. If you want to get the most damage out of your bars you will always have to use specific combos. This is why you need to decide if you want to dump meter or not within your first two strings.
- Using 214KK after your ender is your only means of dumping meter at the end of your combo. It does terrible damage but you should keep that option in mind, in case you need that extra damage to kill or DHC.
- 214LP+LK after 236MK an effective way of spending bar for damage. It pays off, even if you use it outside of 214LP+LK specific combos.
- If you have your Level 3 aviable you can use it after 5HK or j236HK in your combo.
- If Squigly wants to spend a bar for damage it is better to use 214LP+LK early in your combo, rather than ending it with 214KK. I still put the 214KK enders as optional into the combo notation, since you will have to use them if your combo isn't quite enough to kill. However, keep in mind that Squigly should only use meter in her combo if she can kill character with it or to get a charge.
- Keep in mind that you won't really use full combos unless you either kill or do a setup at the end. 236HP is the ender that is used in most of these combos, since it does the most damage, however if you can't kill off it you can replace it with 623P to get positional advantage.
Tips & Tricks
- If j.HK leaves you too high up to connect a grounded normal, cancel it into j236MK for a better restand.
- Charging mid combo
- There are several ways of getting a charge mid combo. The two most common ones are charging after 214LP+LK or charging with the help of an assist(view team building page).
- There are two ways of charging with the help of 214LP+LK, none is easier or better than the other it comes down to preference.
- 236MK 236[P] 214LP+LK 236[P] [6] P/K - the dual charge. Charge up a small chunk right after 236MK and cancel it right into 214LP+LK after you see the dragon wing. After 214LP+LK use the crumple to charge again. Allows you to link a light or medium afterwards.
- 236MK 214LP+LK 236[P] [6] P/K - doing one full charge after 214LP+LK. Allows you to link a light afterwards.
- Using 5HK into MK+HK 214KK gives you enough time to charge but isn't advised since it will kill your damage.
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.
- I listed these from the easiest and most practical to the more difficult and esoteric ones.
2LK
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
6099/7208/7538 |
0/1/2 |
Anywhere |
Universal |
|
|
|
6582/7563/7938 |
0/1/2 |
Anywhere |
Universal |
|
|
|
7356/8269 |
Universal |
|
|||
|
8303 |
1 |
|
|||
|
6062 |
0 |
Universal |
|
||
|
8344 |
1 |
Corner |
|
||
|
8766 |
|
||||
|
9359 |
1 |
Corner |
Yes |
|
|
|
9027 |
1 |
Corner |
Universal |
|
|
|
9225 |
3 |
|
|||
|
12320 |
5 |
|
Throw
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
5405 |
1 |
Lights Only |
|
||
|
1 |
|
Air throw
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
4548 |
|
||||
|
4754 |
|
Counter Hit Punishes
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
10171 |
1 |
|
Double Snap
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
N/A |
1 |
Corner |
|||
|
N/A |
1 |
Corner |
|
Damage/Undizzy Ratios
Move | Damage/undizzy | Damage (max scaling) | Undizzy |
---|---|---|---|
236HP (lvl2) | 26.5 | 530 | 20 |
236LK (lvl2) | 25.85 | 517 | 20 |
236HK (lvl2) | 23 | 460 | 20 |
623P (lvl2) | 21.35 | 427 | 20 |
236LP (lvl2) | 19.25 | 385 | 20 |
j.236HK | 17.75 | 355 | 20 |
j.MK | 14 | 280 | 20 |
236LP (lvl1) | 13.75 | 275 | 20 |
236HP (lvl1) | 13.5 | 270 | 20 |
236LK (lvl1) | 12.1 | 242 | 20 |
236HK (lvl1) | 12 | 240 | 20 |
2HP | 11.33333333 | 340 | 30 |
5HP | 10.33333333 | 310 | 30 |
2HK | 10.06666667 | 302 | 30 |
j.HP | 10 | 300 | 30 |
j.HK | 9.833333333 | 295 | 30 |
6HP | 9.333333333 | 280 | 30 |
5HK | 9.166666667 | 275 | 30 |
623P (lvl1) | 9 | 180 | 20 |
5MP | 8.5 | 170 | 20 |
5LP | 6.666666667 | 100 | 15 |
5MK | 6.5 | 130 | 20 |
2MK | 6.5 | 130 | 20 |
2LP | 6 | 90 | 15 |
236MK | 6 | 120 | 20 |
j.MP | 5.5 | 110 | 20 |
2MP | 5 | 100 | 20 |
5LK | 4.666666667 | 70 | 15 |
2LK | 4 | 60 | 15 |
j.236MK | 4 | 80 | 20 |
j.LP | 3.333333333 | 50 | 15 |
j.236LK | 3 | 60 | 20 |
j.LK | 2.666666667 | 40 | 15 |
Combo Trials
Trial 1 is useful for learning doing a super cancel, after a special cancel in quick succession.
Trial 2 shows you a possible throw conversion. I put a more optimal one into the combo section, however if you prefer this one it is fine too.
Trial 3 teaches you her airloop with j.hp into a super ender. Not a great combo but fine for learning her airstrings.
Trial 4 stancel combo with super ender. It serves as an extension of Trial 3. Bad combo and not that great for learning stancel's either. You should start with learning the 5HPx2, 5LPx2 link, since that one is the most generous.