Skullgirls/Eliza/Combos: Difference between revisions
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==Hit Confirms== | ==Hit Confirms== | ||
* '''2LK 2MP''' - low starter, | * '''2LK 2MP''' - low starter, DO NOT DO THE SECOND HIT OF 2MP | ||
* '''IAD jLK jMP''' - high starter, very + on block, jLK can whiff on crouchers at very close range | * '''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 | * '''IAD jLK jHP''' - same as above but jHP will hit cross up at close range | ||
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===Beginner=== | ===Beginner=== | ||
2LK | 2LK 2MP 5HKx2 | ||
*Pushes opponent to the corner and sets up okizeme when in the corner. | *Pushes opponent to the corner and sets up okizeme when in the corner. | ||
2LK | 2LK 2MP 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..) | *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 | 2LK 2MP 5HPx2 214HK 236PP | ||
*A basic ground chain combo ending in a super cancel | *A basic ground chain combo ending in a super cancel | ||
2LK | 2LK 2MP 2HP 236MK | ||
dash OTG 2MK 2HP | dash OTG 2MK 2HP | ||
jLK jMP jHP j236KK | jLK jMP jHP j236KK | ||
*A ground chain then, after the enemy touches the ground, a launching ground chain to a finishing super airchain. | *A ground chain then, after the enemy touches the ground, a launching ground chain to a finishing super airchain. | ||
2LK | 2LK 2MP 2HP | ||
jLK jMP jHP | jLK jMP jHP | ||
adc jLK jMP | adc jLK jMP | ||
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*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. | *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 | 2LK 2MP 2HP | ||
jLK jMP jHP adc jLK jMP | jLK jMP jHP adc jLK jMP | ||
5LP 5MP 236MK | 5LP 5MP 236MK |
Revision as of 01:52, 9 July 2023
Numpad notation | |
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Hit Confirms
- 2LK 2MP - low starter, DO NOT DO THE SECOND HIT OF 2MP
- 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
BnB Combos
Beginner
2LK 2MP 5HKx2
- Pushes opponent to the corner and sets up okizeme when in the corner.
2LK 2MP 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 2MP 5HPx2 214HK 236PP
- A basic ground chain combo ending in a super cancel
2LK 2MP 2HP 236MK dash OTG 2MK 2HP jLK jMP jHP j236KK
- A ground chain then, after the enemy touches the ground, a launching ground chain to a finishing super airchain.
2LK 2MP 2HP jLK jMP jHP adc jLK jMP (restand) 5LPx3 2MK 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 2MP 2HP jLK jMP jHP adc jLK jMP 5LP 5MP 236MK dash OTG 2MK 5HPx2 214LK 5LK 2MK 5HPx2 214HK 236PP
- A max undizzy combo that puts everything together.
Intermediate
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
7308 |
1 |
Anywhere |
Universal |
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7560 |
1 |
Anywhere |
Universal |
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Conversions
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
5467 |
1 |
Midscreen |
Universal |
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5555 |
1 |
Near corner |
Universal |
Use L Khat and 5LP x3 for 260 more damage. |
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5656 |
1 |
Anywhere |
Universal |
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Enders
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 |
---|---|---|---|---|---|---|
|
10164 |
4 |
Universal |
Universal |
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Tips & Tricks
- 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
- Due to Eliza's ability to jump cancel Upper Khat on hit, it opens up the ability to combo Khat into other special moves by using a TK motion and special cancelling her jump startup.
- 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
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/jLK
You can also start these combos with the IAD hit confirms
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
7308 |
1 |
Anywhere |
Universal |
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7263 |
1 |
Anywhere |
Universal |
Delaying the air string after M~H Khat will make linking into 5MK much easier. |
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7402 |
1 |
Near corner |
Universal |
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7858 |
1 |
Corner |
Universal |
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8104 |
1 |
Corner |
Universal |
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8000 |
1 |
Corner |
Universal |
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7927 |
1 |
Corner |
Universal |
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8070 |
1 |
Corner |
Universal |
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8173 |
1 |
Corner |
Lights |
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8495 |
1 |
Corner |
Universal |
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8525 |
1 |
Corner |
Lights |
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8441 |
1 |
Corner |
Annie |
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9142 |
1 |
Corner |
Universal |
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9180 |
1 |
Corner |
Universal |
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9986 |
1 |
Corner |
Universal |
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5077 |
1 |
At least several character spaces away from the corner behind you |
Universal |
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12308 (15547 in older patch w/o super) |
1 |
Corner |
Headless Fortune |
Specific combo for when the head is in the corner
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jHP
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
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7560 |
1 |
Anywhere |
Universal |
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7465 |
1 |
Anywhere |
Universal |
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Throw
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
5476 |
1 |
Midscreen |
Universal |
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5555 |
1 |
Near corner |
Universal |
Use L Khat and 5LP x3 for 260 more damage. |
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N/A |
N/A |
Anywhere |
Universal |
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N/A |
N/A |
Anywhere |
Mediums & Heavies |
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Air Throw
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
5611 |
1 |
Anywhere |
Universal |
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5307 |
0 |
Corner |
Universal |
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Level 3
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
7116 |
3 |
Universal |
No heavyweights |
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10075 |
4 |
Universal |
Universal |
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3864/Kills assist |
4 |
Universal |
Universal |
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Counter Hit Punishes
Note: sjHP jHK are primarily for burst punishes if the opponent is airborne, rather than traditional HCH starters, as not everyone can be hit be sjHP while crouching or has a move that can be punished by it.
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
8440 |
1 |
Midscreen |
Universal |
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10069 |
1 |
Corner |
Universal |
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10605 |
1 |
Corner |
Universal |
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9402 |
1 |
Corner |
Lights |
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Healing
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
N/A |
2 |
Universal |
Universal |
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N/A |
1 |
Universal |
Universal |
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Double Snap
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
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N/A |
1 |
Corner |
Universal |
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N/A |
1 |
Corner |
Universal |
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N/A |
1 - meter gained from specials |
Corner |
Universal |
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N/A |
1 - meter gained from specials |
Corner |
Universal |
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Midscreen Assist Kill
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
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N/A |
0 |
Midscreen |
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N/A |
+Meter from specials |
Midscreen |
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N/A |
+Meter from specials |
Midscreen |
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(video)Test | |
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N/A |
+Meter from specials |
Midscreen |
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N/A |
+Meter from specials |
Midscreen |
"The concept works, but is very volatile if you mess up the Kara or the Khat timing. Would not use personally." - Seen |
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 |