Skullgirls/Double/Combos: Difference between revisions
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* An OTG-less version of the jHK loop | * An OTG-less version of the jHK loop | ||
* Easier on mediums and Band | * Easier on mediums and Band | ||
* Can be modified to work on Double or be easier on lights | * Can be modified to work on Double or be easier on lights for less damage | ||
| video=[https://youtu.be/GHbd0i0PiV4 (video)] | | video=[https://youtu.be/GHbd0i0PiV4 (video)] | ||
|}} | |}} | ||
Line 264: | Line 264: | ||
* Uses OTG. | * Uses OTG. | ||
| video=[https://www.youtube.com/watch?v=96FkZxjcIhQ&t=71s (video)] | | video=[https://www.youtube.com/watch?v=96FkZxjcIhQ&t=71s (video)] | ||
|}} | |||
{{Combo-SG | |||
| notation= | |||
:2LK 2MP 2HP 4LK+HK | |||
:OTG 2HK 4LK+HK 214KK | |||
:66 jHK | |||
:8jMK jHK | |||
:8sjMP jHK | |||
:236HP | |||
:66 jLK jMP | |||
:5LPx2 5MKx2 2HP 623HK | |||
| damage=8301 | |||
| meter=1 | |||
| location=Anywhere | |||
| charspecific=Universal | |||
| description= | |||
* Committal combo using monster early. Use this combo to cash in with extra meter. | |||
* Side switches once | |||
* Omitting 1-3 hits of jMP allows combo leniency for jHK | |||
* Fastfalling with jHK after jLK jMP near the corner allows 5HP to be used in the ender string against lights for more damage (8396) | |||
* Ending with car gives 9292 damage. Ending with level 3 gives 11991 damage. | |||
| video=[https://www.youtube.com/watch?v=fWqYtKUhNgI (video)] | |||
|}} | |}} | ||
Line 279: | Line 302: | ||
| meter=1 | | meter=1 | ||
| location=Anywhere | | location=Anywhere | ||
| charspecific=Universal | | charspecific=Universal* | ||
| description= | | description= | ||
* Optimal midscreen damage | * Optimal midscreen damage | ||
* Uses OTG | * Uses OTG | ||
* Side switches twice | * Side switches twice | ||
* Use | * Use dash 5MP after 4LK+HK Vs Parasoul | ||
* First jHK should be done as low to the ground as possible, second should be delayed | * First jHK should be done as low to the ground as possible, second should be delayed | ||
* | * Hold upforward vs Cerebella, you need to side switch with jMK | ||
* dash 5MP, idj jhk sj8 jMK jHK is more reliable against Squigly, MF, Peacock, PW, Filia/Fukua, Annie, and Umbrella. Omit jMP hits for reliability. [https://www.youtube.com/watch?v=fQEQaRPQLOc (video)] | |||
* idj jHK required against Double | |||
| video=[https://youtu.be/FFjleW54Eio (video)] | | video=[https://youtu.be/FFjleW54Eio (video)] | ||
|}} | |}} | ||
Line 407: | Line 432: | ||
{{Combo-SG | {{Combo-SG | ||
| notation= | | notation= | ||
: | :jLP+LK | ||
:dash 5MK | :dash 5MK | ||
:<etc> | :<etc> | ||
Line 417: | Line 442: | ||
* Can be made OTGless depending on the character and height. | * Can be made OTGless depending on the character and height. | ||
| video=[https://www.youtube.com/watch?v=96FkZxjcIhQ&t=160s (video)] | | video=[https://www.youtube.com/watch?v=96FkZxjcIhQ&t=160s (video)] | ||
|}} | |||
{{Combo-SG | |||
| notation= | |||
:jLP+LK | |||
:dash 5MKx2 5HK | |||
:jLP jMK jHK 214MK | |||
:5LK 5MKx2 5HK | |||
:jLK jMK jHK 214MK | |||
:5LPx2 5MKx2 2HP xx 623HK xx 236PP | |||
| damage=5646 | |||
| meter=1 | |||
| location=Anywhere | |||
| charspecific=Universal* | |||
| description= | |||
* Barrel loop combo | |||
* Like normal barrel loops this is weird on Big Band | |||
* dash 5MK is a universal OTGless pickup midscreen | |||
| video=[https://www.youtube.com/watch?v=kGJCt8ZYJI4 (video)] | |||
|}} | |||
{{Combo-SG | |||
| notation= | |||
:jLP+LK | |||
:dash 5MKx2 2HP xx 4LK+HK | |||
:dash 5LK 2MP 2HP xx 214K | |||
:5MKx2 5HK | |||
:jMP jHK | |||
:sj jMK jHK 214MK | |||
:5LPx2 5MKx2 2HP xx 623HK xx 236PP | |||
| damage=5937 | |||
| meter=1 | |||
| location=Anywhere | |||
| charspecific=Universal | |||
| description= | |||
* Cilia slide BNB | |||
* Use dash 5MP after cilia slide when facing the corner and if you want specific resets | |||
| video=[https://youtu.be/kGJCt8ZYJI4?t=16 (video)] | |||
|}} | |||
{{Combo-SG | |||
| notation= | |||
:jLP+LK | |||
:dash 5MKx2 2HP xx 4LK+HK | |||
:dash 5LK 5HK 236HP | |||
:dash 5MP 5HK | |||
:jMP jHK | |||
:sj jMK jHK 214MK | |||
:5LPx2 5MKx2 2HP xx 623HK xx 236PP | |||
| damage=5914 | |||
| meter=1 | |||
| location=Anywhere | |||
| charspecific=Universal | |||
| description= | |||
* H Luger conversion | |||
* dash 5MK starter is recommended as it is easier to pick up with 5LK after cilia slide. | |||
| video=[https://youtu.be/kGJCt8ZYJI4?t=31 (video)] | |||
|}} | |||
{{Combo-SG | |||
| notation= | |||
:jLP+LK | |||
:dash 5MKx2 2HP xx 4LK+HK | |||
:2HK xx 4LK+HK 214KK | |||
:dash jHK | |||
:jMK jHK | |||
:sjMP jHK | |||
:236HK | |||
:dash jLK jMP (jHK ff) | |||
:5LPx2 5MKx2 2HP xx 623HK | |||
| damage=5786 | |||
| meter=1 | |||
| location=Anywhere | |||
| charspecific=Universal | |||
| description= | |||
* Committal combo using monster early. Use this combo to cash in with extra meter. | |||
* Omitting 1-3 hits of jMP allows combo leniency for jHK | |||
| video=[https://youtu.be/kGJCt8ZYJI4?t=46 (video)] | |||
|}} | |||
{{Combo-SG | |||
| notation= | |||
:jLP+LK | |||
:dash 5MKx2 | |||
:2MP 5HK | |||
:jHK | |||
:jMK jHK | |||
:sjMP jHK | |||
:236HP | |||
:dash jLK jMP (jHK ff) | |||
:5LPx2 5MKx2 2HP xx 623HK xx 236PP | |||
| damage=6165 | |||
| meter=1 | |||
| location=Anywhere | |||
| charspecific=Universal* | |||
| description= | |||
* Optimal midscreen throw conversion | |||
* This combo must be altered in order for it to be universal. Refer here per character. [https://www.youtube.com/watch?v=fQEQaRPQLOc (video)] | |||
| video=[https://youtu.be/kGJCt8ZYJI4?t=65 (video)] | |||
|}} | |}} | ||
|} | |} |
Latest revision as of 02:00, 9 April 2024
Numpad notation | |
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Hit Confirms
- 2LK 2MP is used in the confirms on this page for consistency with respect to range and damage.
- 2LK 2MK can be used instead for a second low in your chain and better frame advantage, though this will not reach at max 2LK range and 5HK will not reach afterwards from near max range 2LK.
- 2LK 2HP can also be used as it will work at all ranges and can be cancelled into 236MP on block to make it safe though this does not allow for 5HK routes.
- 2LK 5MKx2 is not recommended as it scales the combo more and is more vulnerable to PBGC.
BnB Combos
Beginner
A basic ground chain combo ending in a sliding knockdown. Safe on block.
2LK 5MKx2 5HP
A basic ground chain combo ending in a special cancel. Safe on block. (video)
2LK 5MKx2 2HP 236MP
A basic ground chain combo ending in a super cancel. (video)
2LK 5MKx2 2HP 623HK 236PP
A basic air chain combo that sets up a restand. After the restand, you can go for a reset with a throw. (video)
2LK 5MKx2 5HK jLP jMP jHP (restand) 2LK 2MP 2HP 623HK 236PP
Intermediate
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
7145 |
1 |
Anywhere |
Universal |
|
|
|
8033 |
1 |
Anywhere |
Universal |
|
Conversions
- Throw
- Throw 214K OTG 2LK etc
- Air throw
- Air throw dash OTG 2LK etc
- Air conversions
- ... jHP dash 5LP
- ... jMK j214MK OTG 2LK etc
- Juggle them with jHK then land 236HP 5MK etc
- Other moves
- 623LK 214KK 236HP 5MK etc
- 236LP dash 2LK 2HP 214K etc or 236LP dash 2LK 5MK etc
- 236HP dash 5MK etc
- 2HP Slide etc
Enders
Tips & Tricks
Solo Combo Compendium
Some videos may show a slightly different combo and/or damage number, due to either old version differences or slight adjustments made by the editor.
2LK
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
7145 |
1 |
Anywhere |
Universal |
|
|
|
8033 |
1 |
Anywhere |
Universal |
|
|
|
7911 |
1 |
Anywhere |
Double |
|
|
|
7488 |
1 |
Anywhere |
Universal (Except Double) |
|
|
|
7953 |
1 |
Anywhere |
Universal |
|
|
|
7922 |
1 |
Anywhere |
Yes |
|
|
|
7879 |
1 |
Anywhere * |
Universal |
|
|
|
8001 |
1 |
Anywhere |
Universal |
|
|
|
8301 |
1 |
Anywhere |
Universal |
|
|
|
8331 |
1 |
Anywhere |
Universal* |
|
|
|
4202 |
1 |
Anywhere |
Universal |
|
|
|
5084 |
1 |
Anywhere |
Universal |
|
Throw
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
N/A |
1 |
Anywhere |
Universal |
|
|
|
N/A |
1 |
Anywhere |
Universal |
|
|
|
N/A |
1 |
Anywhere |
Yes |
|
|
|
N/A |
1 |
Corner |
Universal |
|
|
|
N/A |
1 |
Corner |
Universal |
|
Air throw
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
N/A |
1 |
Anywhere |
Universal |
|
|
|
5646 |
1 |
Anywhere |
Universal* |
|
|
|
5937 |
1 |
Anywhere |
Universal |
|
|
|
5914 |
1 |
Anywhere |
Universal |
|
|
|
5786 |
1 |
Anywhere |
Universal |
|
|
|
6165 |
1 |
Anywhere |
Universal* |
|
236HP
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
6403 |
1 |
Anywhere |
Universal |
|
236LP (air hit)
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
5945 |
1 |
Anywhere |
Universal |
|
|
|
6197 |
1 |
Anywhere |
Universal |
|
|
|
6328 |
1 |
Anywhere |
Yes |
|
|
|
6747 |
1 |
Anywhere |
Yes |
|
623LK
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
6097 |
1 |
Anywhere |
Yes |
|
|
|
6739 |
1 |
Anywhere |
Yes |
|
|
|
7439 |
1 |
Anywhere |
Universal |
|
Counter hit punishes
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
9408 |
1 |
Anywhere |
Universal |
|
|
|
9814 |
1 |
Anywhere |
Lights only |
|
[ (video)] |
|
9867 |
1 |
Anywhere |
Heavies/mediumms |
|
[ (video)] |
|
9213 |
1 |
Anywhere |
Universal |
|
|
|
9612 |
1 |
Anywhere |
Yes |
|
|
|
9922 |
1 |
Midscreen start |
Yes |
|
Double snap
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
N/A |
1 |
Corner |
Universal |
|
|
|
N/A |
1 |
Corner |
Universal |
||
|
N/A |
1 |
Corner |
Universal |
|
|
|
N/A |
1 |
Corner |
Universal |
|
Midscreen assist kill
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
N/A |
0 |
Midscreen |
|||
|
N/A |
0 |
Midscreen |
Universal |
||
|
N/A |
0 |
Midscreen |
Universal |
Damage/Undizzy Ratios
Move | Damage/undizzy | Damage (max scaling) | Undizzy |
---|---|---|---|
623HK | 24.75 | 495 | 20 |
623MK | 18 | 360 | 20 |
623LK | 14 | 280 | 20 |
4LK+HK | 13.75 | 275 | 20 |
jHK | 12 | 360 | 30 |
j214HK | 12 | 240 | 20 |
jMP | 10 | 200 | 20 |
j214MK | 9.25 | 185 | 20 |
5HP | 9.166666667 | 275 | 30 |
2HK | 9.166666667 | 275 | 30 |
5MK | 9 | 180 | 20 |
jMK | 9 | 180 | 20 |
5LP | 8 | 120 | 15 |
5HK | 6.5 | 195 | 30 |
236P | 6.5 | 130 | 20 |
jHP | 6.166666667 | 185 | 30 |
2HP | 6 | 180 | 30 |
2MP | 5.75 | 115 | 20 |
5MP | 5.5 | 110 | 20 |
2LP | 5.333333333 | 80 | 15 |
5LK | 5.333333333 | 80 | 15 |
2MK | 5 | 100 | 20 |
j214LK | 5 | 100 | 20 |
jLK | 4 | 60 | 15 |
jLP | 3.333333333 | 50 | 15 |
2LK | 2.666666667 | 40 | 15 |
Combo Trials
All 4 trials use a 2LK 5MKx2 confirm, which is generally not recommended as it doesn't reach from max 2LK range and can be vulnerable to PBGC.
Trial 1 demonstrates that you can combo 5HK into 236HP and then pick up afterwards, but the entire combo isn't a particularly good one. Maybe just make a note of it and then move on without learning the combo.
Trial 2 is pretty good, it shows the beginnings of an effective 4LK+HK combo. You can definitely make use of this stuff in real practical combos.
Trial 3 demonstrates that you can save OTG when doing 4LK+HK into 214KK, but the rest of the combo isn't worth bothering with. Treat this one like Trial 1.
Trial 4 is literally just the barrel loop BnB that's listed in the BnB section.
TLDR: You might learn something interesting from 1 and 3 but you don't have to learn the combos. 2 and 4 can be worth doing since they're similar to real practical combos.