Skullgirls/Eliza/Combos: Difference between revisions

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:ADC jLK jMP jHP
:ADC jLK jMP jHP
:5LPx3 5MKx2 5HPx2 214HK 236PP
:5LPx3 5MKx2 5HPx2 214HK 236PP
| damage=5487
| damage=5467
| meter=1
| meter=1
| location=Midscreen
| location=Midscreen
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:5LP 5MKx2 214LK
:5LP 5MKx2 214LK
:5LK 5MKx2 5HPx3 214HK 236PP
:5LK 5MKx2 5HPx3 214HK 236PP
| damage=5675
| damage=5555
| meter=1
| meter=1
| location=Near corner
| location=Near corner

Revision as of 16:53, 23 September 2021

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)
Harthor's Return Return 214P/K or 236P/K as skeleton
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 Primer

Hit Confirms

  • 2LK 2MP - low starter, use 2MPx2 to give yourself more time to confirm the hit
  • IAD jLK jMP - high starter, very + on block, jLK can whiff on crouchers at very close range
  • IAD jLK jHP - same as above but jHP will hit cross up at close range
  • jHP ADC jLK jHP - high starter, used at very close range, slower than IAD jLK, early combo stage 3
  • 9jHP~5~6jLK jHP - advanced high starter, 9jHP lowers the airdash so less whiffing at very close range & more +frames on block since you land faster
    • the 9 input in kara 9jHP counts as the first forward input for the air dash and the 6 in 6jLK finishes the dash.
    • video example

Beginner Combos

2LK 2MPx2 5HKx2
  • Pushes opponent to the corner and sets up okizeme when in the corner.
2LK 2MPx2 5HPx2 214LK
  • A basic ground chain combo ending in a special cancel which gives a mixup opportunity (delay 2LK or throw) and an extended combo opportunity (5LK 2MK..)
2LK 2MPx2 5HPx2 214HK 236PP
  • A basic ground chain combo ending in a super cancel
2LK 2MPx2 2HP 236MK
dash OTG 2MKx2 2HP
sj jLK jMP jHP j236KK
  • A ground chain then, after the enemy touches the ground, a launching ground chain to a finishing super airchain.
2LK 2MPx2 2HP
jLK jMP jHP
adc jLK jMP 
(restand) 5LPx3 2MKx2 5HPx2 214HK 236PP
  • An air dash cancel(ADC) combo that sets up a restand. After the restand, you can choose to go for a reset with IAD jLK or throw.
2LK 2MPx2 2HP
jLK jMP jHP adc jLK jMP
5LP 5MP 236MK
dash OTG 2MKx2 5HPx2 214LK
5LK 2MKx2 5HPx2 214HK 236PP
  • A max undizzy combo that puts everything together.

Universal Combo

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 2MKx2 2HP 236MK
dash 2HK 623HP
jMP jHP ADC
jLK jMP jHP
2MKx2 5HPx2 214LK
5LK 2MKx2 5HPx2 214HK 236PP

7308

1

Anywhere

Universal

  • Intermediate
  • Spending otg is required to combo after the sweep
  • Can dash under an opponent after 236MK for a side-switch.
  • jMP jHP delay jLK is needed vs. lightweights

(video)

jHP
adc jLK jHP
2MP 2HP 236MK
dash 2HK 623HP
jMP jHP ADC
delay jLK jMP jHP
5LK 2MK 5HPx2 214HK 236PP

7560

1

Anywhere

Universal

  • Intermediate
  • jHP high/overhead starter
  • jMP jHP delay jLK is needed vs. lightweights

(video)

Conversions

Notation Damage Meter Cost Location Character Specific? Notes Video
Throw
623HP
jMK Sek jH
Return
2MK 5HPx2 623MP~HP
jMP jHP
ADC jLK jMP jHP
5LPx3 5MKx2 5HPx2 214HK 236PP

5467

1

Midscreen

Universal

  • Midscreen throw conversion using Sekhmet

(video)

throw 623HP
jMK jHK adc throw fast fall
2MK 5HPx3 623HP
jMP adc jLK jMP
5LP 5MKx2 214LK
5LK 5MKx2 5HPx3 214HK 236PP

5555

1

Near corner

Universal

  • Near corner throw conversion
  • 69 hits

Use L Khat and 5LP x3 for 260 more damage.

(video)

Airthrow
2MK 2HP 236MK
dash 2MK 5HPx2 623LP~MP~HP
jMK ADC
jLK, jMP
5LPx2 2MK 5HPx2 214HK 236PP

5656

1

Anywhere

Universal

  • Intermediate

(video)

Meter Dumping

If you got more than 3 bars to spend, conserve OTG and 2MK usage before your level 3 so you can continue the combo afterwards.

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 2MK 2HP 236MK
dash 2MK 5HPx3 623HP
jMK adc jLK jMP
5LP 5MKx1 delaying 5HPx3 214LK
5LK 2MK 5HPx3 214HK 214PP
236PP

10164

4

Universal

Universal

  • Start with about 3.4 meters
  • Put delays between the 5HP's to restand

(video)

Tips

  • Avoid the Advanced stuff until you can consistently do the beginner/intermediate stuff
  • End overkill combos with 623HP 236KK instead of 214HK 236PP to give less meter to your opponent

Jump Canceling/jc/TK

  • Advanced, non-essential technique that Eliza can use
  • TK refers to the old SF2 (T)iger (K)nee motion, 2369, which is used for both instant air special moves and jump startup/prejump canceling.
  • You have a 4 frame window to cancel your jump start up/prejump with a special move.
  • Input jump at the end of the special move motion of the special move you want to jump cancel
    • 236MK becomes 2369MK
    • 623MK becomes 6239MK

JaycetheAce C.Viper seismo jump cancel example video

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

You can also start these combos with the IAD hit confirms

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 2MP 2HP 236MK
dash OTG 2HK 623HP
jMP jHP ADC
jLK jMP jHP
2MK 5HPx2 214LK
5LK 2MK 5HPx2 214HK 236PP

7308

1

Anywhere

Universal

  • Intermediate
  • Can dash under an opponent after 236MK for a side-switch.

(video)

2LK 2MP 5HPx3 623HP
jMK ADC
jLK jMP
5MP 236MK
dash 5HPx3 623MP~HP
jLP jLK jMP
5MKx2 (kara)5HK~214LK
5LK 2MK 5HPx3 214HK 236PP

7323

1

Anywhere

Universal

  • Advanced
  • OTGless combo

Delaying the air string after M Khat will make linking sMK much easier.

(video)

2LK 2MP 5HPx3 623HP
jMK jHK ADC throw fast fall
5MK 5HPx3 236MK
5LPx3 5MK 5HPx3 214LK
5LK 5MKx2 5HPx3 214HK 236PP

7365

1

Near corner

Universal

  • Intermediate
  • 69 hits
  • Carries to corner

(video)

2LK 2MP 5HKx2 623MPx2
jHK delay ADC jMP jMK
2MK 5HPx3 236MK
5LPx3 5MKx1 5HPx3(delays) 214LK
5LK 5MKx2 5HPx3 214HK 236PP

7918

1

Corner

Universal

  • Intermediate
  • 69 hits

(video)

2LK 2MP 5HPx3 623MP~HP
jHK
ABDC airthrow
2HK 623LP~P~P
jc 2369MK
2MK 623LP~P~P
jLK jMP
2LPx2 5MKx2 214LK
5LK 5MKx2 5HPx3 214HK 236PP

8129

1

Corner

Universal

  • Advanced jump cancel combo
  • Put delays in 623LP~P~P and 5MKx2 for better restanding so 5MKx2 doesn't cause knockdown
  • You can add more damage by replacing 2LPx2 with 5LPx3 and by replacing 2MK after TK Horus with 5MKx2 but it's hard outside of heavies.

(video)

2LK 2MP 5HPx3 623MP~HP
jHK
ADC jHP jHK
2HK 623LP~MP~HP
jc 2369MK
5MKx1 5HPx3 214LK
5LK 5MKx2 5HPx3 214HK 236PP

8105

1

Corner

Universal

  • Advanced jump cancel combo
  • Does not use Sekhmet
  • For the 236MK, TK the input and execute it during the jump startup so that you don't actually leave the ground.

(video)

2LK 2MP 5HPx3 623LPx3
jHK ADC airthrow fastfall
623LPx3
jump cancel 2369MK*
5MKx2 623LPx3
jMK jHK
ADC airthrow
5LK 623LPx3
delay jLK jMP
5LPx3 5MKx2 5HPx3 etc.

8050

1

Corner

Universal

  • Advanced jump cancel combo
  • Is meter positive because of upperkhats
  • Replace 5MKx2 with 2MK to make it easier but not meter positive and 7973 dmg
  • Replace jMP with jMK on mids/heavies for 10 more damage at the cost of a way harder route on mids needing to restand with sLPx3

(video)

2LK 2MP 2HP 236MK
214HP
Sek jM Sek 5H Return
5HPx3 236LK
2MK 5HP 623LP~MP~HP
AD jLK jMP
5LPx3 5MK 5HPx3 214HK 236PP

8115

1

Corner

Universal

  • Intermediate
  • High meter use because of Sekhmet

(video)

2LK 2MK 5HKx1 623HP
jMP ADC
jLK jMP
2MK 623MP~HP
jLP jLK jMP
2LP 2MK 623LP~MP~HP
jHK ADC
airthrow (whiff)
2LK 2MK 5HPx2 Snap

?

1

At least several character spaces away from the corner behind you

Universal

  • Advanced
  • Happy birthday corner carry > double snap combo
  • Skip 623LP and go straight to 623MP if the chars size difference is too big to make it more consistent (if you restand before 2MK you don't need to)

(video)

2LK 2MK 5HPx3 623HP
jHK Sek jM Sek 5H
Sek jL Sek jM Sek 5H
2HK (hits only head) 623LP~MP~HP
jc 2369MK
2LK (hits only head) 2MK (hits only head) 5HKx2 214LK
5LPx1 5MKx1 5HPx3 214HK 236PP

12387 (15547 in older patch w/o super)

1

Corner

Headless Fortune

Specific combo for when the head is in the corner

  • For the 236MK, TK the input and execute it during the jump startup so that you don't actually leave the ground.
  • For the jL Sek jM Sek to connect, use the jL Sek relatively c236PPe to the ground

(video)

jHP

Notation Damage Meter Cost Location Character Specific? Notes Video
jHP
adc jLK jHP
2MP 2HP 236MK
dash 2HK 623HP
jMP jHP ADC
delay jLK jMP jHP
5LK 2MK 5HPx2 214HK 236PP

7560

1

Anywhere

Universal

  • Intermediate
  • jMP jHP delay jLK is needed vs. lights

(video)

jHP
adc jLK jHP
2MP 2HP 236MK
dash 2HK 623HP
jMP adc jLK jMP
5LK 2MP 214LK
2LP 2MK 5HPx2 214HK 236PP

7465

1

Anywhere

Universal

  • Intermediate

(video)

Throw

Notation Damage Meter Cost Location Character Specific? Notes Video
Throw
623HP
jMK Sek jH
Return
2MK 5HPx2 623MP~HP
jMP jHP
ADC jLK jMP jHP
5LPx3 5MKx2 5HPx2 214HK 236PP

5487

1

Midscreen

Universal

  • Intermediate

(video)

throw 623HP
jMK jHK adc throw fast fall
2MK 5HPx3 623HP
jMP adc jLK jMP
5LP 5MKx2 214LK
5LK 5MKx2 5HPx3 214HK 236PP

5935

1

Near corner

Universal

  • Intermediate
  • 69 hits

Use L Khat and 5LP x3 for 260 more damage.

(video)

Throw 623HP
jMK ADC
jLK jMP
5LP 2MK/5MP
<etc>

N/A

N/A

Anywhere

Lights

  • Advanced
  • Conversion without Sekhmet
  • "You will have to delay the first jMK as long as possible, and the other parts also will need some delay."
  • "Cerebella, Squigly and Filia/Fukua are the hardest characters to get the conversion to work on, their timing is very finicky. On most other characters, I would call the conversion practical."

(video)

Throw 623HP
jMK ADC
jMP jMK
2MK
<etc>

N/A

N/A

Anywhere

Heavies

  • Advanced
  • Conversion without Sekhmet
  • "You will have to delay the first jMK as long as possible, and the other parts also will need some delay."
  • "Cerebella, Squigly and Filia/Fukua are the hardest characters to get the conversion to work on, their timing is very finicky. On most other characters, I would call the conversion practical."

(video)

Air Throw

Notation Damage Meter Cost Location Character Specific? Notes Video
Airthrow
2MK 2HP 236MK
dash 2MK 5HPx2 623LP~MP~HP
jMK ADC
jLK, jMP
5LPx2 2MK 5HPx2 214HK 236PP

5656

1

Anywhere

Universal

  • Intermediate

(video)

Airthrow
5LK 2MK 5HPx3 623LP~MP~HP TK Horus
623LP~MP~HP
jHK ADC
jLK jMK
2MK or 5MKx2 623LP~MP~HP
Delayed jLP jMP
Delay 2LPx2 5MKx2 214LK
5LK 5MKx2 5HPx3 214HK

5487

0

Corner

Universal

  • Intermediate
  • You can jump back then ADC jLP jMP on mediums and heavies for ease of use.
  • Deals 6687 with LoS at the end.

(video)

Level 3

Notation Damage Meter Cost Location Character Specific? Notes Video
Level 3
623MP~HP
jMK j214HP
Sek 5M Sek 5H Return
2MK 2HP
jMP ADC
jLK jMP
5LPx3 5MKx2 5HPx2 214HK

7056 max

3

Universal

No heavyweights

  • Intermediate
  • Cancel Level 3 early to stay midscreen for the j.H-sekhmet wallbounce

(video)

2LK 2MK 2HP 236MK
dash 2MK 5HPx3
jMK adc jLK jMP
5LP 5MKx1 delaying 5HPx3
5LK 2MK 5HPx3 214HK 214PP
236PP

10164

4

Universal

Universal

  • Intermediate
  • Start with about 3.4 meters
  • Put delays between the 5HP's to restand

(video)

Level 3 Happy Birthday
5HK 623HP
jMK adc jLK jMP
5LK 2MK (kara)5HK 623MPx2
delaying jLP jLK jMP
2LP 2MK 5HK double snap

3864/Kills assist

4

Universal

Universal

  • Advanced
  • HBD corner carry for doublesnap

(video)

Counter Hit Punishes

Notation Damage Meter Cost Location Character Specific? Notes Video
CH 5HPx3 623HP
jMK Sek jH
Sek 5M Sek 5H Return
5HPx3 236MK
dash 2HK 623HP
jMP jHP ADC
jLK jMP jHP
214LK
5LK 2MK 5HPx3 214HK 236PP

8440

1

Midscreen

Universal

  • Intermediate
  • Sekhmet meter usage

(video)

CH sj 9HP jHK abdc airthrow
2HK 623MPx2
jump cancel 2369MK
5HPx3 623HP
jHK adc jMP jMK
2MK 5HPx3 623LPx3
delay jLK jMP
5LP 5MKx2 5HPx3 214LK
5LK 5MKx2 5HPx3 214HK 236PP

10725

1

Corner

Universal

  • Advanced jump cancel combo

(video)

CH 5HPx3 623HP
jHK ADC
jHP jHK
2HK 623LP~MP~HP
jc 2369MK
5MK 5HPx3 623LP~MP~HP
jMK jHK ADC
Airthrow (whiff)
5LPx3 5MK 214LK
5LK 2MK 5HPx3 214HK 236PP

9499

1

Corner

Universal

  • Advanced jump cancel combo

(video)

Double Snap

Notation Damage Meter Cost Location Character Specific? Notes Video
Snapback
2MK 2HP
repeat

N/A

1

Corner

Universal

  • Intermediate

(video)

Snapback
2MK 2HP
jHP ADC
jHP
repeat

N/A

1

Corner

Universal

  • Advanced

(video)

Snapback
623MP~HP
jHP ADC
jHK
repeat

N/A

1 - meter gained from specials

Corner

Universal

  • Advanced

(video)

Snapback
repeat jump cancel 623P

N/A

1 - meter gained from specials

Corner

Universal

  • Advanced
  • Builds meter

L Khat gives most meter, H Khat is easiest (but can whiff later).

(video)

Midscreen Assist Kill

Notation Damage Meter Cost Location Character Specific? Notes Video
... 2MK 2HP
repeat

N/A

0

Midscreen

  • Advanced
  • More difficult the heavier they are

(video)

...2MK 2HP
delay IAD jLK jHP
loop 5MP 214LK

N/A

+Meter from specials

Midscreen

Heavies

  • Advanced

(video)

... 2MK 2HP 214LK
5MP 236LK
5MP 214LK
loops to 2nd line

N/A

+Meter from specials

Midscreen

Heavies

  • Advanced

(video)

... 623HP
jump cancel 2369LK
dash HP 623HP
repeat

N/A

+Meter from specials

Midscreen

  • Advanced

(video)

... 623MPx2
uncombo(?) jHK ABDC
kara 5HK~623HP
jump cancel 623HP
repeat loop to 2nd line

N/A

+Meter from specials

Midscreen

  • Advanced

"The concept works, but is very volatile if you mess up the Kara or the Khat timing. Would not use personally." - Seen

(video)

Team Combo Compendium

Double: L.Bomber

The invincibility helps Eliza's horrible defense and the 2 hits on block can give enough time for Eliza to start her airdash pressure.

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 2MK HPx3 + Assist 236LK
HPx3 623LPx3
jHK ADC Whiff Throw
2HK 623LPx3
6239MK
LK MKx2 HPx3 623LPx3 sjc
j236KK

8245

1

Corner

  • Advanced
  • DHC to Double's lvl 3 to kill in 2v3 ratio

(video)

Band: H.Brass

Notation Damage Meter Cost Location Character Specific? Notes Video
sj 9HP jHK ABDC throw fastfall
call brass 2HK 236LK
623MP jump cancel 2369MK
5HPx3 623HP
jLP slight delay jMP delay jMK
2MK 5HPx3 623LPx3
delay jLK jMP
5LP x3 5MKx2 5HPx3 214LK
5LK 5MKx2 5HPx3 214HK 236PP

11699

1

Corner

Universal

  • Advanced
  • Heavy counter hit combo

2LP x2 after the jLK jMP string makes restanding lights easier and more stable regardless of weight.

(video)

Robo: 5HP/Saw

WIP

Notation Damage Meter Cost Location Character Specific? Notes Video
placeholder
call brass 2HK 236LK
623MP jump cancel 2369MK
5HPx3 623HP
jLP slight delay jMP delay jMK
2MK 5HPx3 623LPx3
delay jLK jMP
5LP 5MKx2 5HPx3 214LK
5LK 5MKx2 5HPx3 214HK 236PP

11619

1

Corner

Universal

  • Advanced
  • Heavy counter hit combo

(video)

Band: H.A-Train

A-train gives Eliza a tool again upbackers, as well as providing large boosts in damage and metergain.

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 2MP 5HPx3 623HP + Assist Call
otg 2HK 623MP~HP
jMP delay jHP
adc jLK jMP jHP
2MK 5HPx3 214LK
5LK 5MKx2 5HPx3 214HK 236PP

8746

1

Midscreen

Universal

  • Standard midscreen route

(video)

2LK 2MP 5HPx3 623MP~HP + Assist Call
jc 623LP~MP~HP
otg 2HK 623LP~MP~HP
jc 236MK
5HPx3 623LP~MP~HP
jLP jLK
5LPx3 5MKx2 5HPx3 213LK
5LK 5MKx2 5HPx3 214HK 236PP

9402

1

Corner

Universal

  • Standard corner route
  • To do the jLP jLK restand on heavies, jumpback and delay airdash before the jLP

(video)

2LK 5MP sHPx3 623MP~HP + Assist Call
jc 623LP~MP~HP
otg 2HK 623LP~MP~HP
jc 236MK
sHPx3 214MP~H
Sek Lx3~M~H 214K
214LK
5LPx3 5MKx2 5HPx3 214HK 236PP

10041

1

Corner

Universal

  • Corner route using Sekhmet

(video)

CH sHPx3 623MP~HP + Assist Call
jc 623LP~MP
j214MP~H 236/214X
otg 2HK 623LP~MP~HP
jc 236MK
sHPx3 214MP~H
Sek Lx3~M~H 236/214X
5MKx2 5HPx3 214LK
5LPx3 5MKx2 5HPx3 214HK 236PP

11347

1

Corner

Universal

  • Advanced
  • Heavy counter hit route using Sekhmet

(video)

Damage/Undizzy Ratios

Move Damage/undizzy Damage (max scaling) Undizzy
214HK 21.5 430 20
Sekhmet 5M 20 400 20
623LP 16.5 330 20
Sekhmet 5L 15.33333333 230 15
Sekhmet jM 15.1 302 20
236LK 13.75 275 20
214MK 13.5 270 20
5MK 13 260 20
623MP 13 260 20
5HP 11 330 30
2HK 11 330 30
Sekhmet 5H 10.06666667 302 30
Sekhmet jH 9.6 288 30
5HK 9.333333333 280 30
2MK 9 180 20
214LK 9 180 20
2MP 8.5 170 20
236MK 8.5 170 20
5LP 8 120 15
623HP 7.5 150 20
2LP 6.666666667 100 15
2HP 6 180 30
jHP 5.833333333 175 30
jHK 5.833333333 175 30
5MP 5.5 110 20
j.MK 5 100 20
Sekhmet 2L 4.666666667 70 15
Sekhmet jL 4.666666667 70 15
jMP 4.5 90 20
5LK 4.333333333 65 15
jLP 4 60 15
jLK 4 60 15
2LK 3.666666667 55 15



General
FAQ
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Game Data Legend
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Characters
Filia
Cerebella
Peacock
Parasoul
Ms. Fortune
Painwheel
Valentine
Double
Squigly
Big Band
Eliza
Fukua
Beowulf
Robo-Fortune
Annie
Umbrella
Black Dahlia
Marie
Mechanics
Other