Skullgirls/Parasoul/Combos: Difference between revisions
(→Solo Combos: reordered and highlighted bnb combos, add video for jmp jhp combo) |
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|}} | |}} | ||
{{ | {{BnBCombo-SG | ||
| notation= | | notation= | ||
:2LK 2MK 2HP | :2LK 2MK 2HP | ||
:jMP jHP | :jMP jHP jM-Toss | ||
:OTG jHP | :OTG jHP | ||
: | :2MK* 5HPx2 L-Egret | ||
:dash 5LKx2 2MK 5HPx2 L-Shot | |||
: | :5LPx1 5MKx1 5HPx2 Pillar Bikes | ||
: | | damage=7178 | ||
| damage= | |||
| meter=1 | | meter=1 | ||
| location=Midscreen | | location=Midscreen | ||
| charspecific= | | charspecific=Universal | ||
| description= | | description= | ||
* | * jMP jHP toss jHP route. 2MK is better for lights, 5MP is better for heavies. Good damage and spends OTG on everyone | ||
| video= | | video=[https://youtu.be/Nae9a_WsmtM (video)] | ||
|}} | |}} | ||
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| notation= | | notation= | ||
:2LK 2MK 2HP | :2LK 2MK 2HP | ||
:jMP jHP | :jMP jHP jL-Toss | ||
:OTG jHP | :OTG jHP | ||
: | :4HK H Toss | ||
: | :5HPx2 L-Shot | ||
: | :5MP 4HK L-Egret | ||
| damage= | :5LKx2 5MKx2 5HPx2 Pillar Bikes | ||
| damage=7532 | |||
| meter=1 | | meter=1 | ||
| location=Midscreen | | location=Midscreen | ||
| charspecific=? | | charspecific=? | ||
| description= | | description= | ||
* | * Hard version of the jMP jHP toss jHP route | ||
| video= | | video=- | ||
|}} | |}} | ||
{{ | {{BnBCombo-SG | ||
| notation= | | notation= | ||
:2LK 2MK 5HPx2 L Shot | :2LK 2MK 5HPx2 L Shot | ||
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| meter=1 | | meter=1 | ||
| location=Midscreen | | location=Midscreen | ||
| charspecific=Universal | | charspecific=Universal except on Big Band | ||
| description= | | description= | ||
* If you get a confirm without spending OTG, you can use this to take them to the corner. This exact combo will not work against Big Band since he will be too far away, but the 4HK Bike part that corner carries will work on him if you combo into 4HK during a restand. | * If you get a confirm without spending OTG, you can use this to take them to the corner. This exact combo will not work against Big Band since he will be too far away, but the 4HK Bike part that corner carries will work on him if you combo into 4HK during a restand. | ||
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|}} | |}} | ||
{{ | {{BnBCombo-SG | ||
| notation= | | notation= | ||
:2LK 2MK 2HP Pillar | :2LK 2MK 2HP Pillar | ||
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===4HK=== | ===4HK=== | ||
{{ComboHeader-SG}} | {{ComboHeader-SG}} | ||
{{BnBCombo-SG | |||
| notation= | |||
:4HK L-Egret | |||
:dash OTG 5HP L-Shot | |||
:5MP L-Shot | |||
:dash 5MK 5HP L-Shot | |||
:dash 5LK 5HP L-Shot | |||
:dash 5LP 2MK 6HP Pillar Bikes | |||
| damage=7117 | |||
| meter=1 | |||
| location=Anywhere | |||
| charspecific=Universal | |||
| description= | |||
* Consistent version of the L Egret route, works at any range on any character | |||
| video= | |||
|}} | |||
{{Combo-SG | {{Combo-SG | ||
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| description= | | description= | ||
* L Shot route. L Shot has better frame advantage on block if they don't immediately pushblock 4HK. Be mindful of already placed tears changing up the conversion. | * L Shot route. L Shot has better frame advantage on block if they don't immediately pushblock 4HK. Be mindful of already placed tears changing up the conversion. | ||
| video= | | video= | ||
|}} | |}} | ||
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| location=Midscreen | | location=Midscreen | ||
| charspecific= | | charspecific= | ||
| description= | | description=Hard | ||
| video= | | video= | ||
|}} | |}} |
Revision as of 16:58, 3 May 2020
Numpad notation | |||
| |||
Napalm Toss | Toss | 214K (Air OK) | |
Napalm Shot | Shot | [4]6P | |
Napalm Trigger | Trigger | [2]8LK | |
Napalm Quake | Quake | [2]8MK | |
Napalm Pillar | Pillar | [2]8HK | |
Egret Call | L Egret | [4]6LK | |
Egret Charge | H Egret | [4]6HK | |
Silent Scope | Sniper | 236PP | |
Motor Brigade | Bikes | 236KK | |
Inferno Brigade | Level 3 | 214PP |
|
General Combo Tips
- For the pillar bikes combo ender, slightly delay the super cancel to ensure all the bikes hit on light and midweight characters. Be sure not to delay it against Double in the corner, since it will drop.
- jMK jHK is interchangeable with jMK jHP which is easier but does less damage at full scaling
- Is 5HP or 6HP better?
- TL;DR: In the first chain, 6HP is better if you're OK with not keeping a horizontal charge. At max scaling, 6HP is also better. At any other point in the combo, it depends, so test it out. The difference is usually minute so you don't need to stress about it.
- Early: 5HP is two hits (700+750 = 1450 w/o scaling). If 5HP is the 3rd/4th hit in a combo the damage is 700+656 = 1356. 6HP is one hit (1200). Without scaling 5HP is more damage, but it will advance the scaling more, weakening each subsequent move. If you have the execution and are OK with forgoing your horizontal charge, 6HP is better at the start of a combo.
- Max scaling: The damage of 5HP at max scaling is 140+150 = 290. However, 6HP has the minimum scaling of 27.5% since it meets the 1000 base damage requirement. This results in 330 damage for 6HP at max scaling. But, consider that 5HP is more flexible to chain into than 6HP. 5HP will combo with any chain from a medium button, but 6HP you have to use the 2MK 6HP chain, or 5MP/2MP 6HP with a tear. 2MK is a 25 damage penalty over 5MKx2, but 6HP does 40 more damage than 5HPx2.
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 ending in sweep
- 2LK 2MK 5HPx2 Pillar
A basic ground chain ending in a special cancel. This combo will get you used to doing charge motions in combos. After you input s.HP, be sure to hold 1 (the down-back position) so you have a charge ready for Napalm Pillar.
- 2LK 2MK 5HPx2 Quake Sniper
A basic ground chain ending in a super. The sniper super puts the opponent in a crumple.
- 2LK 2MK 2HP
- jLK jMK jMP
- jLP jHK
- restand 5LKx2 5MKx2 5HPx2 Quake Sniper
A basic universal air chain combo with a restand. After the restand, you can go for an overhead mixup with 6LP, or a throw.
Solo Combos
2LK
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
6791 |
1 |
Anywhere |
Universal |
|
|
|
6824 |
1 |
Anywhere |
Universal (*but uses OTG on heavies) |
|
|
|
7532 |
1 |
Midscreen |
? |
|
- |
|
7057 |
1 |
Midscreen |
Big Band OK |
|
- |
|
6692 |
1 |
Anywhere |
|
||
|
8973 |
2 |
Corner |
Lights/Mediums only |
|
|
|
8125 |
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 |
---|---|---|---|---|---|---|
|
7698 |
1 |
Anywhere |
Universal (except Cerebella) |
|
|
|
7541 |
1 |
Anywhere |
Universal (except Big Band) |
|
|
|
7347 |
1 |
Midscreen |
|
| |
|
8479 |
1 |
Corner |
|
Pillar
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 |
Hard |
| |
|
9749 |
1 |
Corner |
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 |
Team Combos
Cerebella
LnL Assist
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
8884 |
1 |
Midscreen |
Universal (-Big Band) |
|
|
|
11089 |
2 |
Midscreen |
Universal (-Big Band) |
|
|
Painwheel
L Pinion Assist
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
9,113 |
1 |
Midscreen |
Universal (-Big Band) |
|
|
|
9,864 |
1 |
Midscreen |
Dosen't work on cerebella or bigband |
|
|
Eliza
Axe
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
8023 |
1 |
Midscreen |
| ||
|
9357 |
1 |
Midscreen |
|
||
|
8405 |
1 |
Corner |
| ||
|
10307 |
1 |
Corner |
|
Damage/Undizzy Ratios
Move | Damage/undizzy | Damage (max scaling) | Undizzy |
---|---|---|---|
[2]8HK | 13.75 | 275 | 20 |
6HP | 11 | 330 | 30 |
5HK | 10.06666667 | 302 | 30 |
j.HK | 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 |
j.MP | 6 | 120 | 20 |
j.HP | 6 | 180 | 30 |
j.4LK | 6 | 90 | 15 |
2MK | 5.75 | 115 | 20 |
j.MK | 5.5 | 110 | 20 |
5MP | 5.25 | 105 | 20 |
6LP | 5 | 75 | 15 |
6MP | 5 | 100 | 20 |
[4]6HK | 5 | 100 | 20 |
j.2MK | 4.5 | 90 | 20 |
[4]6HP | 4 | 80 | 20 |
[4]6LP | 3.75 | 75 | 20 |
[4]6MP | 3.75 | 75 | 20 |
j.LP | 3.333333333 | 50 | 15 |
j.LK | 3.333333333 | 50 | 15 |
2LP | 2.666666667 | 40 | 15 |
2LK | 2.666666667 | 40 | 15 |