Skullgirls/Double/Combos: Difference between revisions
m (→2LK) |
(→2LK: Updated optimal combo) |
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Line 260: | Line 260: | ||
| notation= | | notation= | ||
:2LK 2MP 2HP 4LK+HK | :2LK 2MP 2HP 4LK+HK | ||
: | :2MP 5HK | ||
: | :jHK | ||
: | :sjMK dl jHK | ||
:sjMP jHK | |||
:236HP | :236HP | ||
:dash jump jLK | :dash jump jLK jMP | ||
:5LPx2 5MKx2 2HP 623HK | :5LPx2 5MKx2 2HP 623HK | ||
| damage= | | damage=8331 | ||
| meter=1 | | meter=1 | ||
| location=Anywhere | | location=Anywhere | ||
| charspecific=Universal | | charspecific=Universal (Except Double) | ||
| description= | | description= | ||
* Optimal midscreen damage | * Optimal midscreen damage | ||
* Side switches | * Uses OTG | ||
* | * Side switches twice | ||
* First jHK should be done as low to the ground as possible, second should be delayed | * Use sMP after 4LK+HK Vs Parasoul | ||
* | * First jHK should be done as low to the ground as possible, second should be delayed | ||
* Vs Cerebella and light characters, you need to side switch on the jMK | |||
| video=[https:// | | video=[https://youtu.be/FFjleW54Eio (video)] | ||
|}} | |}} | ||
Revision as of 13:20, 21 July 2022
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 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.
2LK 5MKx2 2HP 236MP
A basic ground chain combo ending in a super cancel.
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.
2LK 5MKx2 5HK jLP jMP jHP (restand) 2LK 2MP 2HP 623HK 236PP
Combo Primer
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
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
Meter spending strategies
Tips
Which in-game trials are useful for a beginner?
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.
Solo Combo Compendium
NOTICE: 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 |
|
|
|
7315 |
1 |
Anywhere |
Big Band |
|
|
|
7953 |
1 |
Anywhere |
Universal |
|
|
|
7922 |
1 |
Anywhere |
Yes |
|
|
|
7879 |
1 |
Anywhere * |
Universal |
|
|
|
8001 |
1 |
Anywhere |
Universal |
|
|
|
8331 |
1 |
Anywhere |
Universal (Except Double) |
|
|
|
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 |
|
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 |
|
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 |
Team Combo Compendium
H Bypass
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
8535 |
1 |
Anywhere |
No |
|
|
|
8772 |
1 |
Anywhere |
No |
|
|
|
8366 |
1 |
Anywhere |
No |
|
|
|
6953 |
1 |
Anywhere |
No |
||
|
8522 |
1 |
Anywhere |
No |
|
|
|
10684 |
1 |
Anywhere |
No |
|
H A Train
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
9595 |
1 |
Anywhere |
Hard on Double |
|
|
|
9227 |
1 |
Anywhere |
Doesn't work on Big Band |
|
|
|
9610 |
1 |
Anywhere |
Tall heavy/mid chars |
|
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 |