Skullgirls/Parasoul/Combos: Difference between revisions
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== | ==BnB Combos== | ||
===Hit Confirms=== | ===Hit Confirms=== | ||
* Confirm into 2HK to force the opponent into a techable knockdown. | |||
* Confirm into 5HP anywhere to go into a BnB route with an L Shot link. You can confirm into 6HP for a big damage boost and do the same combos, but it's a little harder and you can't keep a down charge for Napalm Pillar. | |||
** If L Shot will whiff, confirm into 5HP > 236PP | |||
* Confirm into 2HP in the corner for max damage. | |||
* For ground chains, chain a light button into 2MK, then confirm into a heavy button. | |||
* For air to ground, jHP has plenty of hitstun to link a light or medium button, but is vulnerable to land cancel. jHK and jLP can link to light buttons with more precise timing. | |||
* For air to airs, you can confirm buttons into jHP then pick up with OTG 2LK/5LK. | |||
** Doing one button into jHP is easy but vulnerable to land cancel (example: jLP > jHP) | |||
** If possible, try to chain another button before you confirm into jHP (example: jLP > jLK > jHP) | |||
** It's also possible to use rebeats to confirm safely (example: jLP > jMK > jLK | |||
===Beginner=== | |||
===Beginner | |||
{{ComboHeader-SG}} | {{ComboHeader-SG}} | ||
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| charspecific=Universal | | charspecific=Universal | ||
| description= | | description= | ||
| video=[https://streamable.com/w83bnl (video)] | | video=[https://streamable.com/w83bnl (video)] | ||
|}} | |}} | ||
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| charspecific=Universal | | charspecific=Universal | ||
| description= | | description= | ||
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. | |||
| video=[https://streamable.com/8d7hjl (video)] | | video=[https://streamable.com/8d7hjl (video)] | ||
|}} | |}} | ||
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| charspecific=Universal | | charspecific=Universal | ||
| description= | | description= | ||
Adding a super cancel to this combo makes it similar her standard ender. | Adding a super cancel to this combo makes it similar her standard ender. Sometimes the last bike won't connect. | ||
| video=[https://streamable.com/6at3c7 (video)] | | video=[https://streamable.com/6at3c7 (video)] | ||
|}} | |}} | ||
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| charspecific=Universal | | charspecific=Universal | ||
| description= | | description= | ||
Linking moves after L Shot is a key concept for her combos. | |||
| video=[https://streamable.com/1jl5yx (video)] | | video=[https://streamable.com/1jl5yx (video)] | ||
|}} | |}} | ||
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| video=[https://streamable.com/lnwota (video)] | | video=[https://streamable.com/lnwota (video)] | ||
|}} | |}} | ||
|} | |||
===Intermediate=== | |||
{{ComboHeader-SG}} | |||
{{Combo-SG | {{Combo-SG | ||
| notation= | | notation= | ||
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:dash 5MKx1 2HP | :dash 5MKx1 2HP | ||
:jMP jHP jHK | :jMP jHP jHK | ||
:5LKx2 5MKx2 5HPx2 [2]8HK 236KK | :(OTG) 5LKx2 5MKx2 5HPx2 [2]8HK 236KK | ||
| damage=6398 | | damage=6398 | ||
| meter=1 | | meter=1 | ||
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|} | |} | ||
=== | ===Advanced=== | ||
{{ComboHeader-SG}} | {{ComboHeader-SG}} | ||
{{Combo-SG | {{Combo-SG | ||
| notation= | | notation= | ||
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* jLP+LK dash OTG 5MK 5HP. Depending on character / height can save OTG | * jLP+LK dash OTG 5MK 5HP. Depending on character / height can save OTG | ||
; | ;4HK | ||
* 4HK [4]6LK dash 5MK (stage 3 starter) | * 4HK [4]6LK dash 5MK (stage 3 starter) | ||
* 4HK [4]6LP 5MP (stage 3 starter) | * 4HK [4]6LP 5MP (stage 3 starter) | ||
;Napalm Pillar ([2]8HK) | |||
* [2]8HK 236KK dash OTG 5LK 5MK 2HP (stage 3 starter) | * [2]8HK 236KK dash OTG 5LK 5MK 2HP (stage 3 starter) | ||
=== | ===Ender variations=== | ||
* | ;Level 1 | ||
* End in ...[2]8HK / 2[8]MK > 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. | ** 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. | ||
;Level 1 + level 1 | |||
* 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) | |||
;Level 1 > DHC | |||
* With < 240 undizzy, end in ...236PP > (before 236PP hits) DHC > (one more chain) | |||
;Level 3 | |||
* End in ...[2]8MK > 236KK | |||
;Level 1 + level 3 | |||
* End in ...236KK, 214PP (4 bar) | |||
===Combo tips/tricks=== | |||
* 6LP and 5LP all go into the same combos 2LK does. However max range 5LP can't convert into a combo. | |||
* 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 | |||
* jMK jHK is interchangeable with jMK jHP which is easier but does less damage at full scaling. | * 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. | * 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. | ||
* Parasoul's best ender is ... L Shot or L Toss > 5LPx2 > 2MP > 6HP > Pillar > Bikes. | |||
* Parasoul's best ender is ... L Shot > 5LPx2 > 2MP > 6HP > Pillar > Bikes. | * Using 6HP over 5HP later in combos is a possible small optimization, but there's a lot to explain: | ||
* Using 6HP over 5HP | |||
** 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. | ||
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** To make the most use of scaled 6HP, do a chain ending in L Shot then do 5LP > 2MP > 6HP. The tear explosion from 2MP will allow 6HP to combo. Just be aware 2MP in chains will push Parasoul further out if you want to try to use it before the final string. | ** To make the most use of scaled 6HP, do a chain ending in L Shot then do 5LP > 2MP > 6HP. The tear explosion from 2MP will allow 6HP to combo. Just be aware 2MP in chains will push Parasoul further out if you want to try to use it before the final string. | ||
== | ==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.'' | ||
<div | <div style="width:auto; margin-left:auto; margin-right:auto;"> | ||
===2LK=== | ===2LK=== | ||
{{ComboHeader-SG}} | {{ComboHeader-SG}} | ||
{{Combo-SG | {{Combo-SG | ||
| notation= | | notation= | ||
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|}} | |}} | ||
|} | |} | ||
</div> | </div> | ||
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|15 | |15 | ||
|} | |} | ||
{{SG}} | {{SG}} |
Revision as of 13:41, 31 August 2022
BnB Combos
Hit Confirms
- Confirm into 2HK to force the opponent into a techable knockdown.
- Confirm into 5HP anywhere to go into a BnB route with an L Shot link. You can confirm into 6HP for a big damage boost and do the same combos, but it's a little harder and you can't keep a down charge for Napalm Pillar.
- If L Shot will whiff, confirm into 5HP > 236PP
- Confirm into 2HP in the corner for max damage.
- For ground chains, chain a light button into 2MK, then confirm into a heavy button.
- For air to ground, jHP has plenty of hitstun to link a light or medium button, but is vulnerable to land cancel. jHK and jLP can link to light buttons with more precise timing.
- For air to airs, you can confirm buttons into jHP then pick up with OTG 2LK/5LK.
- Doing one button into jHP is easy but vulnerable to land cancel (example: jLP > jHP)
- If possible, try to chain another button before you confirm into jHP (example: jLP > jLK > jHP)
- It's also possible to use rebeats to confirm safely (example: jLP > jMK > jLK
Beginner
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
1825 |
0 |
Anywhere |
Universal |
||
|
2896 |
0 |
Anywhere |
Universal |
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. Sometimes the last bike won't connect. |
|
|
3703 |
0 |
Anywhere |
Universal |
Linking moves after L Shot is a key concept for her combos. |
|
|
5348 |
1 |
Anywhere |
Universal |
Add an egret cancel in with an L shot link to consistently get more damage in at further ranges. |
Intermediate
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
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. |
Advanced
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
- 4HK
- 4HK [4]6LK dash 5MK (stage 3 starter)
- 4HK [4]6LP 5MP (stage 3 starter)
- Napalm Pillar ([2]8HK)
- [2]8HK 236KK dash OTG 5LK 5MK 2HP (stage 3 starter)
Ender variations
- Level 1
- End in ...[2]8HK / 2[8]MK > 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.
- Level 1 + level 1
- 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)
- Level 1 > DHC
- With < 240 undizzy, end in ...236PP > (before 236PP hits) DHC > (one more chain)
- Level 3
- End in ...[2]8MK > 236KK
- Level 1 + level 3
- End in ...236KK, 214PP (4 bar)
Combo tips/tricks
- 6LP and 5LP all go into the same combos 2LK does. However max range 5LP can't convert into a combo.
- 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
- 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.
- Parasoul's best ender is ... L Shot or L Toss > 5LPx2 > 2MP > 6HP > Pillar > Bikes.
- Using 6HP over 5HP later in combos is a possible small 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 scaled 6HP, do a chain ending in L Shot then do 5LP > 2MP > 6HP. The tear explosion from 2MP will allow 6HP to combo. Just be aware 2MP in chains will push Parasoul further out if you want to try to use it before the final string.
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.
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 |
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 |