Skullgirls/Ms. Fortune/Combos: Difference between revisions

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Line 1,352: Line 1,352:
* For H LnL, L Pinion and other similar assists add 214K after 236HP and then micro-dash before 5HP.
* For H LnL, L Pinion and other similar assists add 214K after 236HP and then micro-dash before 5HP.
| video=[https://youtu.be/x1C4e-ldYN4?list=PLgLPYjs8Xw3F2n5gbSDzVG31ZWIqV6MYu&t=28 (video)]
| video=[https://youtu.be/x1C4e-ldYN4?list=PLgLPYjs8Xw3F2n5gbSDzVG31ZWIqV6MYu&t=28 (video)]
|}}
|}
===L/M George===
:Great assist to help you out in neutral.
{{ComboHeader-SG}}
{{Combo-SG
| notation=
:5LP 5MK 5HK Assist Call 214P
:6HP 214HP Tag
:5LP 5MP
:jMP jHP ADC jLP jMP
:2MP 5HP 236HPx3 236PP
| damage=~6400
| meter=1
| location=Anywhere
| charspecific=No Double
| description=
* Head on, forces the head off.
*Double always uses up OTG on Nom which doesn't allow Peacock to combo afterwards. You can still tag her in though.
| video=[https://www.youtube.com/watch?v=SvAh-jzp7VA (video)]
|}}
{{Combo-SG
| notation=
:5LP 5MK 5HK Assist Call 214P
:6HP 214HP Tag
:2LP 5MP
:jLK jMP jHK
:sj jHP ADC jLP jMP
:2LK 2MP 5HP 236HPx3 236PP
| damage=~7200
| meter=1
| location=Anywhere
| charspecific=No Double
| description=
* Head on, forces the head off.
*Double always uses up OTG on Nom which doesn't allow Peacock to combo afterwards. You can still tag her in though.
*The more damaging but harder version of the combo above.
| video=[https://www.youtube.com/watch?v=LWt5O1jgdjc&feature=youtu.be (video)]
|}}
|}}



Revision as of 07:14, 20 July 2020

Numpad notation
7.gif 8.gif 9.gif
4.gif 6.gif
1.gif 2.gif 3.gif
 = 
7 8 9
4 5 6
1 2 3
 = 
up-back up up-forward
back neutral forward
down-back down down-forward
236 = Sg 236.png
214 = Sg 214.png
623 = Sg 623.png
421 = Sg 421.png
[4]6 = 4.gif (hold for 35 frames), 6.gif
[2]8 = 2.gif (hold for 35 frames), 8.gif
360 = Sg 360.png
(N) = Multi-hit move hits only N times. May be omitted if all hits are used.
xN = Normal that chains into itself pressed N times. May be omitted if all hits are used.
[X] = Hold down X
]X[ = Release X
X~Y = X then Y done in quick succession
X/Y = X or Y
!X = X triggers a burst
OTG = Following move hits off the ground, after a red bounce
CH = Counter hit
fastfall = Cancelling an air normal into another move to change momentum and land early. The second move doesn't hit, it gets canceled when landing. Example: Double jHP(1) > jHK lets Double land from the multi-hit jHP early.
sj = Super jump
dj = Double jump
jc = Jump cancel
ADC = Airdash cancel
IAD = Instant airdash
TK = Tiger knee (doing an air move the moment a jump sends you airborne, typically by inputting a special move motion followed by jump+button. Example: 2147LK for TK Airball)
Fiber Upper Fiber 623K
Cat Scratch Fever CSF 236PP
Feral Edge Feral j214KK
Headbutt Headbutt Headless HP
Zoom! Zoom! Headless 4HP/6HP
Feline Allergies Sneeze Headless 623HP
OMNOMNOMNOM nom Headless 214HP
Character Weight Classes
Light: Filia/Fukua, Peacock, Ms. Fortune, Painwheel, Valentine, Squigly, Annie, Umbrella
Middle: Cerebella, Parasoul, Eliza (for combos), Beowulf, Robo-Fortune, Black Dahlia
Heavy: Double, Big Band


Combo Resources

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 sweep

 2LK 5MK 2HK

(Head-on only) A basic ground chain combo ending in a special cancel

 2LK 5MK 5HP 236HP~P~P

Headless version of the above combo.

 2LK 5MK 236MP

(Head-on only) A basic ground chain combo ending in a super cancel.

 2LK 5MK 5HP 236HP~P~P 236PP

Headless version of the above combo.

 2LK 5MK 236MP 236PP

A basic air chain combo ending in an air super (2HP for head-on, 5HK for headless).

 2LK 5MK 2HP/5HK
 jMP jMK j214MK j214KK

(Head-on only) Combo into air chain then restand before finisher.

 2LK 5MK 5HK 623K~K 
 jLK jHP j214MK
 dash 5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP

Combo Primer

Hit Confirms

Head-on

  • Head-on Fortune has three potential hitconfirms, each with their own pros and cons.
    • 2LK 5MK is an easy string to confirm from as it hits 3 times and works from max range 2LK. This string is PBGC punishable by the entire cast however and it heavily scales her combos so it is best to avoid this string if possible.
    • 2LK 2MK is a much safer string than 2LK 5MK and cannot be PBGC punished. This string also gives higher damage combos than 5MK. Unfortunately though, this string will not hit from max 2LK range and if you want to confirm into 2HP after 2MK it will sometimes push the opponent out of range.
    • 2LK 5HP is a very strong hitconfirm that is a bit more complicated than the previous two. This string leads to very high damage and is a pushblock bait thanks to 2LK's very short blockstun. However, this string requires using 236P combos to confirm unless point blank (and even then it still won't work vs Cerebella) which use OTG and have less damage potential. If the hitconfirm is blocked then you will likely need to cancel into something else to keep Fortune safe and this is where things get a tad more complicated. If the opponent pushblocks you then you can either not cancel 5HP at all as you will be safe or you can cancel to 623LK~K for further pressure (or do 623MK/HK~K + assist for a crossup). If the opponent doesn't pushblock however, then 5HP will leave you punishable at -9 so you need to cancel into 236LP x1 which will leave you ±0 on block.
      • Note: certain assists like H Bypass, Clide, LnL, etc significantly improve this hitconfirm by both making it safe on block as well as leading to very high damage combos.

Headless

  • Headless Fortune has a couple of options for hitconfirming.
    • 2LK 5MK is the same as for Head-on.
    • 2LK 5MP is her best hitconfirm as this leaves you +1 on block, cannot be PBGC punished and doesn't scale her combos. 5MP will not hit at maximum 2LK range though.

BnB Combos

Head-on

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 5MK 5HK 623LK~K
jHP ADC
jHP j214MK
2MP 5MK 5HK 623LK~K
jLK jHP j214MK
dash 5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP

6925

1

Anywhere

Universal

  • Standard midscreen route. Conserves OTG, works for happy birthdays and corner carries.

(video)

2LK 5MK 5HP 623LK~K
jHP
ADC jHP j214MK
5HP 623LK~K
jLK jHP j214MK
5MP 236MP~P~P
5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP

8228

1

Corner

Universal

  • Standard corner combo. Uses OTG, works for happy birthdays.

(video)

Headless

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 5MP Headbutt 5HK
jMP jMK j214MK Zoom
5MP 5HK
jLP jMK j214MK Zoom
dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP

7376

1

Anywhere

Universal (Zoom timing varies)

  • Midscreen sandwich combo (head behind opponent). Conserves OTG, corner carries. Zoom timing varies between characters.
  • Omit headbutt if the head is far behind.

(video)

2LK 5MP 5HK 623LK~K
jHK Headbutt ADC
jHK
5MP 5HK
jMP jMK j214MK Zoom
dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP

8085

1

Midscreen

Universal (except Big Band)

  • Midscreen sandwich combo (head behind opponent).

(video)

2LK 5MP Headbutt 5HK 623LK~K
jMP j214MK Zoom
5MP 5HK 623HK~K
jMK j214HK
214K
*2LKxN 236MP
5LPx2 5LK 5MP 5MK 5HK 236MP 236PP

9563

1

Corner

Universal (except Big Band)

  • Max damage corner combo when the head is behind Fortune.
  • If the head is in the corner then omit the headbutt.
  • If the head is fullscreen behind you do Zoom during starting ground string.
  • Vs Double, omit the final 214K.
  • * Easier route is 5LK 214K (5LK 236MP vs Double).

(video)

Conversions

Head-on

  • Throw:
    • Throw 623LK~K - Beowulf and Big Band.
    • Throw 623LK~K (whiff) j214KK Sneeze - Universal.
    • Throw 623LK~K (whiff) AD jHP - Universal (difficult).
    • Throw 236P~P~2K 5LP
      • 236MP: Ms Fortune and mid-weights (difficult).
      • 236HP: Filia, Fukua, Squigly and Valentine (difficult).
      • 236LP: Double, Peacock and Painwheel (difficult). Note: against Painwheel delay the 2nd hit of 236P as much as possible to bring her low to ground. Vs Peacock slightly delay the 2nd hit of 236P and vs Double do it as fast as possible.
  • Airthrow:
    • j214KK Sneeze - Any height.
    • jHP ADC jHP - 623LK~K jump cancel and a bit above height.
    • ADC jHP - 623LK~K jump cancel height.
    • jLK ADC jLK - Same as jHP ADC except also works a bit lower to the ground.
    • ADC jLK - Close to the ground.
    • j214LK - Minimum height airthrow conversion.
  • 623HK~K:
    • jHP ADC jLK jHP - OTGless conversion.
    • jHP ADC jHP jHK - Max damage conversion.

Headless

  • Throw:
    • Headbutt 5LP
    • Nom
    • Walk the head so it is on top of you, 236MP Zoom 5MP - Optimal damage.
  • Airthrow:
    • j214KK headbutt - Any height.
    • Headbutt/Nom - If the head is below you.
    • jLK ADC jLK - Same as jHP ADC except also works a bit lower to the ground.
    • ADC jLK - Close to the ground.
    • j214LK - Minimum height airthrow conversion.

Meter Dumping

  • If you have not used OTG at the end of your combo then you can change your final string to 5LPx2 5LK 5MP 5MK 5HP 623HK~K j214KK 236PP for some extra damage for 2 bars total. If headless then use 5HK 623HK~K instead of 5HP 623HK~K.
  • If you have 3 bars and are in the corner then you can add Level 3 to the penultimate string in your combo (to the end of the string that would normally use your OTG) for extra damage.

Tips

Solo Combo Compendium

Head-on

2LK

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 5MK 5HK 623LK~K
jHP ADC
jHP j214MK
2MP 5MK 5HK 623LK~K
jLK jHP j214MK
dash 5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP

6925

1

Anywhere

Universal

  • Recommended Midscreen route.

(video)

2LK 5MK 2HP
jHP
ADC jHP j214MK
623LK~K
jLK jHP j214MK
5HP 236HP(P~P~2K)
dash 5LPx2 5MP 5MK 5HP 236HP~P~P 236PP

7591

1

Anywhere

Universal (except Ms. Fortune)

  • Midscreen max damage.

(video)

2LK 5HP 236HP(P~P~2K)
2LK 2HP
jHP
ADC jLK jHP j214MK
5HK 623LK~K
jLP jHP
dash 5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP

7395

1

Anywhere

Universal

  • Combo from 236P starter.

(video)

2LK 5MK 5HP 623LK~K
jHP
ADC jHP j214MK
5HP 623LK~K
jLK jHP j214MK
5MP 236MP~P~P
5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP

8228

1

Corner

Universal

  • Recommended corner route.

(video)

2LK 5MK 2HP
j214P
j214HK Nom
jHK j214HK
jLK jHK j214MK
*IAD jLP jMK j214MK
dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP

8048

1

Anywhere

Yes

  • Head-on to headless transition combo.
  • *Vs Painwheel and Cerebella use IAD jLP j214LK

(video)

Throw

Notation Damage Meter Cost Location Character Specific? Notes Video
Throw 623LK~K j214KK Sneeze
jMP jMK jHK Zoom
5MP 5HK
jLP jMK j214MK Zoom
dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP

4813

1

Anywhere

Universal

  • Head-on combo.
  • Dash jump jMP vs Squigly

(video)

Throw 623LK~K
AD jHP
5LP 5HK 623LK~K
AD jHP j214MK
5MK 5HK 623LK~K
jMP jHP
2LK 5MP 5MK 5HP 236HP~P~P 236PP

5158

1

Anywhere

Universal

  • Head-on combo.
  • Very difficult.

(video)

Throw *236MP~P~2K
5LP 5HK 623LK~K
AD jHP j214MK
5MP 5HK 623LK~K
jMP jHP
2LK 5MP 5MK 5HP 236HP~P~P 236PP

5153

1

Anywhere

Universal

  • Head-on combo.
  • Difficult.
  • * 236MP vs mediums and Ms Fortune.
  • * 236HP vs Filia, Fukua, Squigly and Val.
  • * 236LP vs Double, Peacock and Painwheel. Vs Painwheel delay the 2nd hit of 236P as much as possible to bring her low to ground. Vs Peacock slightly delay the 2nd hit of 236P and vs Double do it as fast as possible.

(video)

Throw 623LK~K
jHP ADC
jHP j214MK
2MP 5MK 5HP 623LK~K
jLK jHP j214MK
dash 5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP

5771

1

Anywhere

Yes

  • Head-on combo.
  • Big Band and Beowulf only midscreen, universal in the corner.

(video)

Airthrow

Notation Damage Meter Cost Location Character Specific? Notes Video
Airthrow 214KK Sneeze
jMP jMK jHK Zoom
dash 5MP 5HK
jLP jMK j214MK Zoom
dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP

4982

1

Anywhere

Universal

  • Head-on combo.
  • Works at any height.

[ (video)]

Airthrow ADC jHP
5LP 5HK 623LK~K
AD jHP j214MK
5MK 5HK 623LK~K
jLK jHP j214MK
dash 5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP

5552

1

Anywhere

Universal

  • Head-on combo.
  • Half-jump height conversion.
  • For low to the ground conversions, use ADC jLK or j214LK. Both have the same route.

[ (video)]

Airthrow jHP
ADC jHP
5MK 623LK~K
jLK jHP j214MK
5HK 623LK~K
jMP jHP
dash 5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP

5741

1

Anywhere

Universal

  • Head-on combo.
  • Neutral jump height conversion.
  • For half-jump height conversions you can use Airthrow jLK ADC jLK L Gato with the same route.

[ (video)]

H Fiber

Notation Damage Meter Cost Location Character Specific? Notes Video
623HK~K
jHP ADC
jHP jHK
5HK(2) 623LK~K
jLP jHP ADC
jMP j214MK
dash 5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP

7011

1

Anywhere

Universal

  • Head-on combo.
  • Max damage conversion.

(video)

623HK~K
jHP ADC
jLK jHP
2MK 5HK(2) 623LK~K
jLP jHP ADC
jMP j214MK
dash 5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP

6659

1

Anywhere

Universal

  • Head-on combo.
  • OTGless route.

(video)

CH 623HK~K
jHP ADC
jHP jHK
dash 2MP 5HK(2) 623LK~K
jLP jHP ADC
jMK jHP j214MK
dash 5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP

7505

1

Anywhere

Universal

  • Head-on combo.
  • Max damage counterhit conversion.

(video)

CH 623HK~K
jHP ADC
jLK jHP
2MP 5MK 5HK(2) 623LK~K
jLP jHP ADC
jMK jHP j214MK
dash 5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP

7228

1

Anywhere

Universal

  • Head-on combo.
  • OTGless counterhit conversion.

(video)

Counter Hit Punishes

Notation Damage Meter Cost Location Character Specific? Notes Video
5HP 623LK~K
jHP ADC
jHP j214MK
5HP 623LK~K
jLK jHP j214MK
2MP 5MK 5HK 623LK~K
jMP jHP
dash 5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP

9736

1

Midscreen

Yes

  • Head-on combo.
  • Replace all but the final 5HP with 5HK vs Cerebella.

(video)

5HP 623LK~K
jHP ADC
jHP j214MK
623LK~K
jLK jHP j214MK
2MK 5HP 236HP~P~P
5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP

10291

1

Corner

Yes

  • Head-on combo.
  • Replace penultimate 236HP~P~P with 236MP~P~P against Big Band and Eliza.

(video)

Headless

2LK

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 5MP 5MK 2HK(1) 623LK~K
delay jLK
ADC jLK j214MK
2LK 5MP 5MK 2HK(1) 623LK~K
jLP jLK
ADC jMP j214MK
dash 5LPx2 5LK 5MP 5MK 236MP 236PP

6275

1

Anywhere

Universal

  • Does not use the head.
  • Also a good happy birthday route.

[(video)]

2LK 5MP Headbutt 5HK
jMP jMK j214MK Zoom
5MP 5HK
jLP jMK j214MK Zoom
dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP

7376

1

Anywhere

Universal (6HP timing varies)

  • Head behind the opponent.
  • Zoom timing varies.
  • Omit headbutt if the head is far behind and use Headbutt instead of Zoom for the first rep.

(video)

2LK 5MP 2MK 236MP Zoom
5MP 5MK 236MP Zoom
dash 5LK 5MP 5MK 236MP Headbutt
dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP

7283

1

Anywhere

Yes

  • Head behind opponent.
  • If head is too far for Zoom use Headbutt.
  • Against Double in the corner use headbutt instead of Zoom.

(video)

2LK 5MP 2MK 236MP Zoom
5HK
j214MK Nom
jHK j214HK
*jLK jHK
ADC jLP jMK j214MK
dash 5LPx2 5LK 5MP 5MK 236MP 236PP

8532

1

Midscreen

Yes

  • Head behind opponent.
  • If head is too far for Zoom use Headbutt.
  • * Vs Painwheel use jLK jHK ADC jMP j214MK IAD jLP jLK

[ (video)]

2LK 5MP 2MK 236MP Zoom
5HK
j214MK Nom
jHK j214HK
jLK jHK j214MK
236MP Headbutt
dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP

8864

1

Midscreen

Universal

  • Head behind opponent.
  • If head is too far for Zoom use Headbutt.
  • If the start of this combo is facing left, the head may fly behind you. For this case, use the next combo.
  • Right facing max damage version of the previous combo.

(video)

2LK 5MP 2MK 236MP Zoom
5HK
j214MK Nom
jHK j214HK
jLK jHK j214MK
236MP 236PP Headbutt*
dash 5LPx2 5LK 5MP 5MK 236MP

8793

1

Midscreen

Yes

  • Head behind opponent.
  • If head is too far for Zoom use Headbutt.
  • Left facing max damage midscreen.
  • After j214MK:
    • 236P 236PP headbutt - BB, BE, FI, FU, MF, PS, PW, RF, SQ, VA
    • 236P 236PP Sneeze: CB
    • 236P Zoom! 236PP Sneeze: EL
    • 236P Sneeze 236PP Zoom/Sneeze: PC
    • 236P Zoom~236PP Zoom: PC
    • 236P Sneeze/Zoom 236PP Sneeze: DB

(video)

2LK 5MP 5HK 623LK~K
jMP ADC
jHK Headbutt
5MP 5MK 5HK
jLP jMK j214MK Zoom
dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP

7782

1

Midscreen

Universal

  • Head behind you.
  • Vs Big Band use 623MK~K.

(video)

2LK 5MP 5HK 623LK~K
double jump jLK ADC
jLK jHK Headbutt
5MP 5HK
jLP jMK j214MK Zoom
dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP

7586

1

Midscreen

Universal (except Big Band)

  • Head behind you.

(video)

2LK 5MP 5HK
jMP jMK j214MK Zoom j214KK Headbutt
5MK 5HK
jLP jMK j214MK Zoom
dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP

6746

1

Midscreen

Universal

  • Head behind you.

(video)

2LK 5MP 5HK 623LK~K
jHK Headbutt ADC
jHK
5MP 5HK
jMP jMK j214MK 6HP
dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP

8085

1

Midscreen

Universal

  • Head behind you.
  • Vs Big Band use 623MK~K.

(video)

2LK 5MP 5MK Zoom 214LP/MP
2LK 5MK 623LK~K
AD jHP j214MK
5HK 623LK~K
jLK jHP j214MK
dash 5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP

6912

1

Anywhere

Universal

  • Headless to Head-on transition combo.
  • Head behind you.

(video)

2LK 5MP 5HK 623LK~K
jHK Headbutt ADC
jHK
microwalk 5MP 5HK 623HK~K
jMK j214HK
*2LKxN 214K
5LPx2 5LK 5MP 5MK 5HK 236MP 236PP

9641

1

Back to Corner

Universal (except Big Band)

  • Head in the corner.
  • * Easier route is 5LK 214K (5LK 236MP vs Double).

(video)

2LK 5MP 5HK 623MK~K
jHK Headbutt
ADC jHK j2124HK
jLK jHK j214MK
5MP 5MK 236MP
5LPx2 5LK 5MP 5MK 5HK 236MP 236PP

8431

1

Back to Corner

Big Band only

  • Head in the corner.

[ (video)]

2LK 5MP Headbutt 5HK 623LK~K
jMP j214MK Zoom
5MP 5HK 623HK~K
jMK j214HK
214K
*2LKxN 236MP
5LPx2 5LK 5MP 5MK 5HK 236MP 236PP

9563

1

Corner

Universal (except Big Band)

  • Max damage corner combo when the head is behind Fortune.
  • If the head is in the corner then omit the Headbutt.
  • If head fullscreen behind you do Zoom during starting ground string.
  • Vs Double, omit the final 214K.
  • * Easier route is 5LK 214K (5LK 236MP vs Double).

(video)

2LK 5MP 5HK 236MP Headbutt
5HK 623HK~K
jMK j214HK
214K
5MP 5MK 2HK(1) 214K
*2LKxN 236MP
5LPx2 5LK 5MP 5MK 5HK 236MP 236PP

9542

1

Corner

Universal (except Big Band and Double)

  • Head in the corner.
  • Max damage corner sandwich combo.
  • * Easier route is 5LK 214K.

(video)

2LK 5MP 5HK 236MP Headbutt
5HK 236MP Headbutt
5MK 5HK 623HK~K
jMK j214HK
*2LKxN 236MP
5LPx2 5LK 5MP 5MK 5HK 236MP 236PP

9341

1

Corner

Universal (except Big Band)

  • Head in the corner.
  • Double variant version of the previous combo.
  • * Easier route is 5LK 214K (5LK 236MP vs Double).

(video)

2LK 5MP Headbutt 5HK 623LK~K
j214LK Zoom
jLK jHK j214HK
jLP jLK jHK j214MK
5MP 236MP
5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP

8470

1

Corner

Big Band only

  • If the head is in the corner then omit the headbutt.
  • If head fullscreen behind you do 6HP during starting ground string.

(video)

Throw

Notation Damage Meter Cost Location Character Specific? Notes Video
Throw * Headbutt/Nom
5MP etc

N/A

N/A

Anywhere

Universal

  • *walk the head (4/6[HP]) into position two character spaces in front of you during the throw.


Throw [4/6HP] 236MP Zoom
5MK 5HK
jMP jMK j214MK Zoom
5MP 5MK 236MP Zoom
dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP

5659

1

Anywhere

Universal

  • Vs Double in the corner, use Headbutt instead of Zoom
  • *walk the head (4/6[HP]) into position right in front of you during the throw.


Throw 623MK~K
jMP j214MK Zoom
5MP 5HK 623HK~K
jMK j214HK
214K
*2LKxN 236MP
5LPx2 5LK 5MP 5MK 5HK delay 236MP 236PP

6943

1

Corner

Universal (except Big Band)

  • If the head is behind you, walk it into position (6[HP]) during the throw so that is as close to you as possible so that the Zoom will conserve OTG.
  • Against Double, omit the final 214K.
  • * Easier route is 5LK 214K (5LK 236MP vs Double).


Throw 623LK~K
jMP j214MK Zoom
jLK jHK j214HK
jLP jLK jHK j214MK
5LK 236MP
5LPx2 5LK 5MP 5MK 2HK(1) delay 236MP 236PP

5586

1

Corner

Big Band Only

  • If the head is behind you, walk it into position (6[HP]) during the throw so that is as close to you as possible so that the Zoom will conserve OTG.

Counter Hit Punishes

Notation Damage Meter Cost Location Character Specific? Notes Video
CH 5HK
jMK j214MK Zoom
5MK 5HK
jMP jMK j214MK Zoom
5LK 5MP 5MK Nom
jHK j214HK
dash 5LPx2 5LK 5MP 5MK 236MP 236PP Nom

8739

1

Midscreen

Universal

  • Headless combo.
  • Head in front of you.

(video)

CH jHK
5MP 2MK 236MP Zoom
5HK
j214MK Nom
jHK j214HK
jLK jHK j214MK
5MP 5HK 623LK~K
*djMK jHK Headbutt
dash 5LPx2 5LK 5MP 5MK 236MP 236PP

10590

1

Midscreen

Yes

  • Headless combo.
  • Head in front of you, facing right.
  • * vs Cerebella and Beowulf, don't double jump. Vs Double use djMP. Vs Big Band use 623MK~K and don't double jump.

[ (video)]

CH jHK
5MP 2MK 236MP Zoom
5HK
j214MK Nom
jHK j214HK
jLK jHK j214MK
5MP 5HK
jMP jMK j214MK Zoom
dash 5LPx2 5LK 5MP 5MK 236MP 236PP

10632

1

Midscreen

Universal

  • Headless combo.
  • Head in front of you, facing left.

[ (video)]

CH 5HK 623LK~K
jHK Headbutt
ADC jHK
5HK
j214MK Nom
5MK 5HK 623LK~K
*djMP jMK jHK HP
dash 5LPx2 5LK 5MP 5MK 236MP 236PP

10369

1

Midscreen

Yes

  • Headless combo.
  • Head behind you.
  • * Delay the jMK vs Double. Vs Big Band use jLP instead of jMP

(video)

CH 5HK 623LK~K
jLP jMK jHK Headbutt
ADC jHK
5HK
jMP jMK j214MK Zoom
5MP 5MK 236MP Zoom
dash 5LPx2 5LK 5MP 5MK 236MP 236PP

8713

1

Midscreen

Big Band Only

  • Headless combo.
  • Head behind you.

[ (video)]

CH 5HK 623LK~K
jHK Headbutt
ADC jHK
5HK 623HK~K
jMK j214HK
214K
5MP 5MK 2HK(1) 214K
*2LKxN 236MP
5LPx2 5LK 5MP 5MK 5HK 236MP 236PP

11214

1

Back to corner

Universal (except Big Band and Double)

  • Headless combo.
  • Max damage back to corner HCH combo.
  • * Easier route is 5LK 214K.

[ (video)]

CH 5HK 623LK~K
jHK Headbutt
ADC jHK
5MP 5HK 236MP Headbutt
5MK 5HK 623HK~K
jMK j214HK
*2LKxN 214K
5LPx2 5LK 5MP 5MK 5HK 236MP 236PP

11210

1

Back to corner

Universal (except Big Band)

  • Headless combo.
  • * Easier route is 5LK 214K (5LK 236MP vs Double).

(video)

CH 5HK 623MK~K
jHK Headbutt
ADC jHK j214HK
jLK jHK j214MK
5HK 623HK~K
djMK jHK delay j214HK
5LK 236MP
5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP

10228

1

Back to corner

Big Band only

  • Headless combo.

[ (video)]

CH 5HK 623LK~K
jMP j214MK Zoom
5MP 5HK 236MP Headbutt
5MK 5HK 623HK~K
jMK j214HK
214K
5LK 214K
5LPx2 5LK 5MP 5MK 5HK 236MP 236PP

10991

1

Corner

Universal (except Big Band)

  • Headless combo.
  • Head behind you.
  • Against Double, omit the final 214K.
  • * Easier route is 5LK 214K (5LK 236MP vs Double).

(video)

CH 5HK 236MP Headbutt
5HK 236MP Headbutt
5MK 5HK 623HK~K
jMK j214HK
214K
5MP 5MK 2HK(1) 214K
*2LKxN 236MP
5LPx2 5LK 5MP 5MK 5HK 236MP 236PP

11360

1

Corner

Universal (except Big Band and Double)

  • Headless combo.
  • Head in the corner.
  • Max damage corner HCH.
  • * Easier route is 5LK 214K.

(video)

CH 5HK 236MP Headbutt
5HK 236MP Headbutt
5MP 5HK 236MP Headbutt
5MK 5HK 623HK~K
jMK j214HK
*2LKxN 214K
5LPx2 5LK 5MP 5MK 5HK 236MP 236PP

11357

1

Corner

Universal (except Big Band)

  • Headless combo
  • Head in the corner.
  • Double variant of the HCH combo.
  • * Easier route is 5LK 214K (5LK 236MP vs Double).

(video)

CH 5HK 623LK~K
jMP j214MK Zoom
jLK jHK j214HK
5MP 5HK 623HK~K
djLP jMK jHK delay j214HK
5LK 236MP
5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP

9898

1

Corner

Big Band only

  • Headless combo.

[ (video)]

Double Snap

Notation Damage Meter Cost Location Character Specific? Notes Video
Snapback
2LK 2HP
IAD jHK
repeat

N/A

1

Corner

  • Replace 2HP with 5HK when headless

(video)

Midscreen Assist Kill

Notation Damage Meter Cost Location Character Specific? Notes Video
5LP 2HP
jMP ADC
jLP jMP
repeat

N/A

0

Midscreen

Universal

  • Replace 2HP with 5HK when headless

(video)


Team Combo Compendium

H Bypass

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 5HP 236HP + H Bypass
5HP 623LK~K
AD jHP j214MK
5MK 5HK 623LK~K
jLK jHP j214MK
dash 5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP

8705

1

Anywhere

Yes

  • Head-on
  • Can use to combo off throw (Throw 236HP + H Bypass...).
  • Against Cerebella midscreen remove 5HP from the 2nd string and add 2MP after the first air string.
  • Can use Clide assist.
  • For H LnL, L Pinion and other similar assists add 214K after 236HP and then micro-dash before 5HP.

(video)

2LK 5HP 236HP + H Bypass
623LK~K
AD jHP j214MK
5HP 623LK~K
jLK jHP j214MK
5HK 236HP~P~P
5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP

9189

1

Corner

Yes

  • Head-on
  • Use 236MP~P~P before the final string against Big Band, Beowulf and Eliza.
  • Can use Clide, H LnL, L Pinion and other similar assists assist.

(video)

CH 5HP 236HP + H Bypass
5HP 623LK~K
AD jHP j214MK
5HK 623LK~K
jLK jHP j214MK
5MP 5HK 623LK~K
jMP jHP
dash 5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP

10089

1

Anywhere

Yes

  • Head-on
  • Against Cerebella midscreen remove 5HP from the 2nd string and add 5MK after the jLK jHP j214MK 5MP.
  • Can use Clide assist.
  • For H LnL, L Pinion and other similar assists add 214K after 236HP and then micro-dash before 5HP.

(video)

L/M George

Great assist to help you out in neutral.
Notation Damage Meter Cost Location Character Specific? Notes Video
5LP 5MK 5HK Assist Call 214P
6HP 214HP Tag
5LP 5MP
jMP jHP ADC jLP jMP
2MP 5HP 236HPx3 236PP

~6400

1

Anywhere

No Double

  • Head on, forces the head off.
  • Double always uses up OTG on Nom which doesn't allow Peacock to combo afterwards. You can still tag her in though.

(video)

5LP 5MK 5HK Assist Call 214P
6HP 214HP Tag
2LP 5MP
jLK jMP jHK
sj jHP ADC jLP jMP
2LK 2MP 5HP 236HPx3 236PP

~7200

1

Anywhere

No Double

  • Head on, forces the head off.
  • Double always uses up OTG on Nom which doesn't allow Peacock to combo afterwards. You can still tag her in though.
  • The more damaging but harder version of the combo above.

(video)

Damage/Undizzy Ratios

Head on

Move Damage/undizzy Damage (max scaling) Undizzy
236HP 25.65 513 20
236MP 22.6 452 20
236LP 16 320 20
214P 15.5 310 20
236HK 15.1 302 20
j.214HK 15.1 302 20
j.214MK 13.75 275 20
623HK 13.05 261 20
j.214P 13 260 20
623MK 9.9 198 20
5HP 9.166666667 275 30
2HP 9.166666667 275 30
j.214LK 9 180 20
5MP 8.6 172 20
623LK 7.65 153 20
5HK 7.5 225 30
2HK 7.2 216 30
5MK 6.3 126 20
j.MK 6.3 126 20
5LP 6 90 15
2LP 6 90 15
j.HK 5.7 171 30
j.HP 5.166666667 155 30
Cat Slide 4.5 90 20
5LK 4.2 63 15
2MK 4.05 81 20
2MP 3.8 76 20
j.LK 3.6 54 15
j.MP 3.6 72 20
2LK 3.266666667 49 15
j.LP 3 45 15

Headless

Move Damage/undizzy Damage (max scaling) Undizzy
nom 17.2 344 20
236MP 15.1 302 20
236HK 15.1 302 20
j.214HK 15.1 302 20
623HK 14.5 290 20
j.214MK 13.75 275 20
623MK 11 220 20
5HK 9.6 288 30
Sneeze 9.5 190 20
236LP 9.5 190 20
j.214LK 9 180 20
623LK 8.5 170 20
2HK 8 240 30
5MK 7 140 20
j.MK 7 140 20
5LP 6.666666667 100 15
2LP 6.666666667 100 15
j.HK 6.333333333 190 30
5MP 6 120 20
5LK 4.666666667 70 15
2MK 4.5 90 20
5HP 4.5 135 30
Zoom! 4.5 135 30
Cat Slide 4.5 90 20
2MP 4.25 85 20
j.LK 4 60 15
j.MP 4 80 20
2LK 3.666666667 55 15
j.LP 3.333333333 50 15



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