Skullgirls/Parasoul/Combos: Difference between revisions
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* To input 2MK > 6HP > [4]6LP, there's no secret trick - just hold 4 immediately after inputting 6HP. The chain buffer and hitstop will give ample time to get a horizontal charge. | * To input 2MK > 6HP > [4]6LP, there's no secret trick - just hold 4 immediately after inputting 6HP. The chain buffer and hitstop will give ample time to get a horizontal charge. | ||
* Replacing 5HP with 6HP is a big damage boost if done in the first chain, but sacrifices a potential down-back charge. | * Replacing 5HP with 6HP is a big damage boost if done in the first chain, but sacrifices a potential down-back charge. | ||
* Using 6HP over 5HP at max scaling is a very small optimization, but | * Using 6HP over 5HP at max scaling is a very small possible optimization, but there's a lot to explain: | ||
** On the surface this is a small optimization. The damage of 5HP at max scaling is 290, which is a 40 damage penalty over 6HP which does 330 after the scaling bonus (which it gets because its base damage is at least 1000). | ** On the surface this is a small optimization. The damage of 5HP at max scaling is 290, which is a 40 damage penalty over 6HP which does 330 after the scaling bonus (which it gets because its base damage is at least 1000). | ||
** The small optimization is actually even smaller. If you want to use 6HP, it only combos after 2MK, unlike 5HP which can combo after 5MKx2. 2MK does 115, which is a 25 damage penalty over 5MKx2 which does 140. | ** The small optimization is actually even smaller. If you want to use 6HP, it only combos after 2MK, unlike 5HP which can combo after 5MKx2. 2MK does 115, which is a 25 damage penalty over 5MKx2 which does 140. |
Revision as of 12:53, 1 August 2022
Combo Primer
Hit Confirms
- 2LK 2MK is the standard hit confirm.
- On hit, you can replace 5HP with 6HP for a big damage boost, but it's a little harder and you can't keep your charge.
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!
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
1825 |
0 |
Anywhere |
Universal |
A basic ground chain ending in sweep. |
|
|
2896 |
0 |
Anywhere |
Universal |
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. |
|
|
4079 |
1 |
Anywhere |
Universal |
Adding a super cancel to this combo makes it similar her standard ender. Depending on the situation, the last bike won't connect, which changes the damage a negligible amount. |
|
|
3703 |
0 |
Anywhere |
Universal |
Basic L Shot link, a key concept for her longer combos. Optimal combos will link 5MP instead of 5LP, which also makes it work at further ranges, but there's a buffer in place to make it easier. |
|
|
5348 |
1 |
Anywhere |
Universal |
Add an egret cancel in with an L shot link to consistently get more damage in at further ranges. |
|
|
6398 |
1 |
Anywhere |
Universal |
Putting it all together with a basic air chain. Picking up after this air chain will use OTG, except on light characters. |
BnB Combos
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
6794 |
1 |
Anywhere |
Universal |
|
|
|
7400 |
1 |
Midscreen |
Universal except on Big Band |
|
|
|
8052 |
1 |
Corner |
Universal |
|
Conversions
- Throw
- 4LP+LK [4]6LK OTG (simple)
- 4LP+LK OTG [4]6HK (corner carry)
- 4LP+LK [4]6LK 9jLK jMK jHP (restand without OTG)
- 4LP+LK 214LK OTG (if you can't use an Egret move)
- 4LP+LK (delay) [2]8HK OTG
- 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
Enders
- Standard ender is [2]8HK 236KK
- Optimizing to get all six bikes to hit: slightly delay the super cancel 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.
- [2]8LK allows for a an extra super at the end of a full undizzy combo. End a combo in [4]6HP > 236KK, then link [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.
- To input 2MK > 6HP > [4]6LP, there's no secret trick - just hold 4 immediately after inputting 6HP. The chain buffer and hitstop will give ample time to get a horizontal charge.
- Replacing 5HP with 6HP is a big damage boost if done in the first chain, but sacrifices a potential down-back charge.
- Using 6HP over 5HP at max scaling is a very small possible optimization, but there's a lot to explain:
- On the surface this is a small optimization. The damage of 5HP at max scaling is 290, which is a 40 damage penalty over 6HP which does 330 after the scaling bonus (which it gets because its base damage is at least 1000).
- The small optimization is actually even smaller. If you want to use 6HP, it only combos after 2MK, unlike 5HP which can combo after 5MKx2. 2MK does 115, which is a 25 damage penalty over 5MKx2 which does 140.
- The small 6HP optimization actually becomes unoptimal in this situation: If 5HP detonates a tear, it will do more damage than using 2MK 6HP without a tear.
- To make the most use of 6HP, do a chain ending in L Shot then do 5LP > 2MP > 6HP. The tear explosion from 2MP will allow 6HP to combo. This is Parasoul's best ender, just be aware 2MP in chains will push Parasoul further out.
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 |
---|---|---|---|---|---|---|
|
6794 |
1 |
Anywhere |
Universal |
|
|
|
6824 |
1 |
Anywhere |
Universal (*but uses OTG on heavies) |
|
|
|
7178 |
1 |
Midscreen |
Universal |
|
|
|
7532 |
1 |
Midscreen |
? |
|
|
|
7400 |
1 |
Midscreen |
Universal except on Big Band |
|
|
|
7349 |
1 |
Midscreen |
Big Band OK |
|
|
|
7705 |
1 |
Midscreen |
Universal except on Big Band |
|
|
|
7230 |
1 |
Midscreen |
|
||
|
8027 |
1 |
Corner |
Universal |
|
|
|
8973 |
2 |
Corner |
Lights/Mediums only |
|
|
|
8337 |
1 |
Corner |
Lights only |
|
|
|
N/A |
2 |
Anywhere |
|
Throw
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
6108 |
1 |
Anywhere |
Universal |
|
|
|
5485 |
1 |
Anywhere |
|
Air throw
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
5765 |
1 |
Midscreen |
Universal |
| |
|
6080 |
1 |
Corner |
Universal |
4HK
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
7117 |
1 |
Anywhere |
Universal |
|
|
|
7698 |
1 |
Anywhere |
Universal (except Cerebella) |
|
|
|
7541 |
1 |
Anywhere |
Universal (except Big Band) |
|
|
|
7347 |
1 |
Midscreen |
|
||
|
8120 |
1 |
Midscreen |
Universal |
|
|
|
8479 |
1 |
Corner |
[2]8HK
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
5533 |
1 |
Anywhere |
|||
|
6083 |
1 |
Anywhere |
|||
|
5951 |
1 |
Anywhere |
|||
|
6314 |
1 |
Corner |
|||
|
7328 |
1 |
Corner |
Counter hit punishes
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
9085 |
1 |
Midscreen |
|||
|
8906 |
1 |
Midscreen |
Universal |
||
|
8866 |
1 |
Midscreen |
Whiffs on Bella at range, maybe more |
||
|
9749 |
1 |
Corner |
[ (video)] | ||
|
9134 |
1 |
Corner |
|||
|
14803 |
5 |
Corner |
Big Band (maybe other tall chars?) |
Double snap
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
N/A |
1 |
Corner |
Universal |
Midscreen assist kill
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
N/A |
0 |
Midscreen |
Team Combo Compendium
H LnL
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
8884 |
1 |
Midscreen |
Universal (-Big Band) |
|
|
L Pinion
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
9,113 |
1 |
Midscreen |
Universal (-Big Band) |
|
|
|
9,864 |
1 |
Midscreen |
Doesn't work on cerebella or bigband |
|
|
Carpenter's Axe
Axe is a strong hyper-armored overhead assist that forces neutral to Parasoul's favor, heavily increases her damage, and makes her great high/low game even stronger. The easiest way to time Pillar + Axe is [2]8LP+HK if Eliza is third on your team, or is your only teammate.
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
8048 |
1 |
Midscreen |
|||
|
8721 |
1 |
Midscreen |
|
||
|
9357 |
1 |
Midscreen |
|
||
|
8405 |
1 |
Corner |
|
||
|
10307 |
1 |
Corner |
M Shadow
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
8218 |
1 |
Midscreen |
Universal |
A Train
A Train tremendously increases Parasoul's damage, and can be used to catch up-backers from escaping her dangerous high/low mixups
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
9406 |
1 |
Midscreen |
Universal |
|
Clide
Clide is an excellent assist for Parasoul, as it allows for tear conversions at mid-range, and enhances her scary high/low game. It also allows for unique reset setups and does notable damage.
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
8790 |
1 |
Midscreen |
Universal |
|
|
|
8848 |
1 |
Midscreen |
Universal |
|
Damage/Undizzy Ratios
Move | Damage/undizzy | Damage (max scaling) | Undizzy |
---|---|---|---|
Tear (from Shot) (manual detonate) | 120 | 120 | 0 |
Tear (from Shot) (auto detonate) | 80 | 80 | 0 |
[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 |
Tear (from Toss) (manual detonate) | 6 | 120 | 20 |
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 (no det) | 4 | 80 | 20 |
Tear (from Toss) (auto detonate) | 4 | 80 | 20 |
[4]6LP (no det) | 3.75 | 75 | 20 |
[4]6MP (no det) | 3.75 | 75 | 20 |
jLP | 3.333333333 | 50 | 15 |
jLK | 3.333333333 | 50 | 15 |
2LP | 2.666666667 | 40 | 15 |
2LK | 2.666666667 | 40 | 15 |