Skullgirls/Eliza/Combos
Numpad notation | |||
| |||
Harthor's Return | Return | 214P/K or 236P/K as skeleton |
|
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 |
---|---|---|---|---|---|---|
|
7308 |
1 |
Anywhere |
Universal |
|
|
|
7560 |
1 |
Anywhere |
Universal |
|
Conversions
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
5487 |
1.3 |
Midscreen |
Universal |
|
|
|
5675 |
1 |
Near corner |
Universal |
Use L Khat and 5LP x3 for 260 more damage. |
|
|
5656 |
1 |
Anywhere |
Universal |
|
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 |
---|---|---|---|---|---|---|
|
10164 |
4 |
Universal |
Universal |
|
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 |
---|---|---|---|---|---|---|
|
7308 |
1 |
Anywhere |
Universal |
|
|
|
7323 |
1 |
Anywhere |
Universal |
Delaying the air string after M Khat will make linking sMK much easier. |
|
|
7365 |
1 |
Near corner |
Universal |
|
|
|
7918 |
1 |
Corner |
Universal |
|
|
|
8224 |
1 |
Corner |
Universal |
|
|
|
8105 |
1 |
Corner |
Universal |
|
|
|
8050 |
1 |
Corner |
Universal |
|
|
|
8115 |
1.8 |
Corner |
Universal |
|
|
|
? |
1 |
At least several character spaces away from the corner behind you |
Universal |
|
|
|
12387 (15547 in older patch w/o super) |
1 |
Corner |
Headless Fortune |
Specific combo for when the head is in the corner
|
jHP
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
7560 |
1 |
Anywhere |
Universal |
|
|
|
7465 |
1 |
Anywhere |
Universal |
|
Throw
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
5487 |
1 |
Midscreen |
Universal |
|
|
|
5935 |
1 |
Near corner |
Universal |
Use L Khat and 5LP x3 for 260 more damage. |
|
|
N/A |
N/A |
Anywhere |
Lights |
|
|
|
N/A |
N/A |
Anywhere |
Heavies |
|
Air Throw
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
5656 |
1 |
Anywhere |
Universal |
|
|
|
5487 |
0 |
Corner |
Universal |
|
Level 3
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
7056 max |
3.8 |
Universal |
No heavyweights |
|
|
|
10164 |
4 |
Universal |
Universal |
|
|
|
3864/Kills assist |
4 |
Universal |
Universal |
|
Counter Hit Punishes
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
8440 |
1.8 |
Midscreen |
Universal |
|
|
|
10725 |
1 |
Corner |
Universal |
|
|
|
9499 |
1 |
Corner |
Universal |
|
Double Snap
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
N/A |
1 |
Corner |
Universal |
|
|
|
N/A |
1 |
Corner |
Universal |
|
|
|
N/A |
1 - meter gained from specials |
Corner |
Universal |
|
|
|
N/A |
1 - meter gained from specials |
Corner |
Universal |
L Khat gives most meter, H Khat is easiest (but can whiff later). |
Midscreen Assist Kill
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
N/A |
0 |
Midscreen |
|
||
|
N/A |
+Meter from specials |
Midscreen |
Heavies |
|
|
|
N/A |
+Meter from specials |
Midscreen |
Heavies |
|
|
|
N/A |
+Meter from specials |
Midscreen |
|
||
|
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 |
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 |
---|---|---|---|---|---|---|
|
8245 |
1 |
Corner |
|
Band: H.Brass
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
11699 |
1 |
Corner |
Universal |
2LP x2 after the jLK jMP string makes restanding lights easier and more stable regardless of weight. |
Robo: 5HP/Saw
WIP
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
11619 |
1 |
Corner |
Universal |
|
Band: H.A-Train
WIP
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
11619 |
1 |
Corner |
Universal |
|
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 |