Skullgirls/Squigly/Combos: Difference between revisions
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{{ComboHeader-SG}} | {{ComboHeader-SG}} | ||
{{ | {{BnBCombo-SG | ||
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:2LK 2MK 5HPx2 Chord (optional Daisy) | :2LK 2MK 5HPx2 Chord (optional Daisy) | ||
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{{ | {{BnBCombo-SG | ||
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:2LK 2MK 5HPx2 Stancel | :2LK 2MK 5HPx2 Stancel | ||
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* Stance Cancel | * Stance Cancel BnB but without H Divekick. This is especially useful if you want to carry your opponent to the corner or keep them in there. I advice to use this aganist Double since H Divekick pickups are extremly hard on her. The M Divekick is used to save the combo, in case jHK ends up being too high up. If the 5HPx2 2LK link is too daunting, you can use 5HPx2 5LP instead and replace 5LP in the last string with 5LK. | ||
| video=[https://www.youtube.com/watch?v=6Wb4hfkcZ50&feature=youtu.be (video)] | | video=[https://www.youtube.com/watch?v=6Wb4hfkcZ50&feature=youtu.be (video)] | ||
|}} | |}} | ||
{ | {|Combo-SG | ||
| notation= | | notation= | ||
:2LK 2MK 5HPx2 Stancel | :2LK 2MK 5HPx2 Stancel | ||
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| charspecific= | | charspecific= | ||
| description= | | description= | ||
* | * Universal Combo that uses Stance Canceling and H Divekick. If the 5HPx2 2LK link is too daunting, you can use 5HPx2 5LP instead and replace 5LP in the last string with 5LK. | ||
| video=[https://www.youtube.com/watch?v=rm03NfpdSUs (video)] | | video=[https://www.youtube.com/watch?v=rm03NfpdSUs (video)] | ||
|}} | |}} |
Revision as of 15:42, 4 March 2020
Numpad notation | |||
| |||
Stance Cancel | Stancel | 236PP/KK | |
Center Stage | Sing | 236MP | |
Drag 'n' Bite | DnB | 236HP | |
Silver Chord | Chord | 236MK | |
Squigly Battle Opera | SBO | 214KK |
|
General Combo Tips
- If Squigly wants to spend a bar for damage it is better to use Daisy Pusher early in your combo, rather than ending it with SBO. I still put the SBO enders as optional into the combo notation, since you will have to use them if your combo isn't quite enough to kill. However, keep in mind that Squigly should only use meter in her combo if she can kill character with it or to get a charge.
- Keep in mind that you won't really use full combos unless you either kill or do a setup at the end. Drag'n'Bite is the ender that is used in most of these combos, since it does the most damage, however if you can't kill off it you can replace it with 623P to get positional advantage.
Which in-game trials are useful for a beginner?
Trial 1 is useful for learning doing a super cancel, after a special cancel in quick succession.
Trial 2 shows you a possible throw conversion. I put a more optimal one into the combo section, however if you prefer this one it is fine too.
Trial 3 teaches you her airloop with j.hp into a super ender. Not a great combo but fine for learning her airstrings.
Trial 4 Stancel combo with super ender. It serves as an extension of Trial 3. Bad combo and not that great for learning Stancels either. You should start with learning the 5HPx2, 5LPx2 link, since that one is the most generous.
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!
- 2LK 2MK 2HK
- A basic ground chain combo ending in sweep. Unsafe on block.
- 2LK 2MK 5HP Chord
- 5LPx2 2MK 2HK
- A basic combo that utilizes a special cancel.
- 2LK 2MK 5HP Chord
- Daisy Pusher
- A basic combo ending in a super.
- 2LK 2MK 5HK
- jLP jMK jHK
- (restand) 5LPx2 2MK 2HP 236LK SBO
- A basic air chain combo that sets up a restand. After the restand, you can choose to go for a reset with 6HP or throw.
Solo Combos
I listed these from the easiest and most practical to the more difficult and esotheric ones.
2LK
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video
| |||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
8303 |
1 |
|
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|
6062 |
0 |
Universal |
|
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|
8344 |
1 |
Corner |
|
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|
8766 |
|
|||||||||||
|
9359 |
1 |
Corner |
|
| ||||||||
|
9027 |
1 |
Corner |
Universal |
|
||||||||
|
9225 |
3 |
|
||||||||||
|
12320 |
5 |
|
Throw
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
5405 |
1 |
|
Air throw
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
4548 |
|
||||
|
4754 |
|
Double snap
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
N/A |
1 |
| |||
|
N/A |
1 |
|
Team Combos
Damage/Undizzy Ratios
Move | Damage/undizzy | Damage (max scaling) | Undizzy |
---|---|---|---|
236HP (lvl2) | 26.5 | 530 | 20 |
236LK (lvl2) | 25.85 | 517 | 20 |
236HK (lvl2) | 23 | 460 | 20 |
623P (lvl2) | 21.35 | 427 | 20 |
236LP (lvl2) | 19.25 | 385 | 20 |
j.236HK | 17.75 | 355 | 20 |
j.MK | 14 | 280 | 20 |
236LP (lvl1) | 13.75 | 275 | 20 |
236HP (lvl1) | 13.5 | 270 | 20 |
236LK (lvl1) | 12.1 | 242 | 20 |
236HK (lvl1) | 12 | 240 | 20 |
2HP | 11.33333333 | 340 | 30 |
5HP | 10.33333333 | 310 | 30 |
2HK | 10.06666667 | 302 | 30 |
j.HP | 10 | 300 | 30 |
j.HK | 9.833333333 | 295 | 30 |
6HP | 9.333333333 | 280 | 30 |
5HK | 9.166666667 | 275 | 30 |
623P (lvl1) | 9 | 180 | 20 |
5MP | 8.5 | 170 | 20 |
5LP | 6.666666667 | 100 | 15 |
5MK | 6.5 | 130 | 20 |
2MK | 6.5 | 130 | 20 |
2LP | 6 | 90 | 15 |
236MK | 6 | 120 | 20 |
j.MP | 5.5 | 110 | 20 |
2MP | 5 | 100 | 20 |
5LK | 4.666666667 | 70 | 15 |
2LK | 4 | 60 | 15 |
j.236MK | 4 | 80 | 20 |
j.LP | 3.333333333 | 50 | 15 |
j.236LK | 3 | 60 | 20 |
j.LK | 2.666666667 | 40 | 15 |