Skullgirls/Fukua/Combos
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!
A basic ground chain combo ending in sweep
2LKx2 5MK 2HK
A basic ground chain combo ending in a special cancel
2LKx2 5MK 2HP 236HK
A basic ground chain combo ending in a super cancel
2LKx2 5MK 2HP 236HK 236KK
Basic launcher combo that sets up a restand. After the restand, you can go for a reset with Tender Embrace.
2LKx2 5MK 5HP jHK (restand) 5LPx2 2MK 2HP 236HK 236KK
Combo Primer
Hit Confirms
- Optimal damage routes in the 2lk 2mp 2hp M shadow, sweep conversion/route. 2lk 5mk 5hp is more stable, with 2lk 5mk 5hk being the most stable convertion.
BnB Combos
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
6245 |
1 |
Midscreen (Anywhere?) |
|
||
|
7313 |
1 |
Midscreen (Anywhere?) |
|
||
|
7801 |
1 |
Corner |
Universal |
careful with 5LK 2MK restands, delay it more than you think you need |
Conversions
Fukua doesn't struggle to convert off most hits in neutral, when in doubt in an air to air situation just chain into jHK and go back to normal. In a grounded situation you are unsure of how stable the confirm is, just go for 5mk 5hk m clone. use BFF to confirm off most throws. m.fireball to bff as a confirm on the ground off 2hp pokes or if you are unsure of the ability to combo into launcher and dont have OTG for whatever reason.
example video of various convertions off held shadow resets: [1]
Meter Dumping
Tips
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
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
6245 |
1 |
Midscreen (Anywhere?) |
|
||
|
7313 |
1 |
Midscreen (Anywhere?) |
|
||
|
7555 |
1 |
Midscreen (Anywhere?) |
|||
|
7801 |
1 |
Corner |
Universal |
careful with 5LK 2MK restands, delay it more than you think you need |
|
|
8001 |
1 |
Corner |
Universal-band/double |
Opening string is very tight on eliza/beo/para. careful with 5LK 2MK restands, delay it more than you think you need. |
|
|
7949 |
1 |
Corner |
Universal |
j.mp restands are awful dont do this route |
|
|
8099 |
1 |
Corner |
Universal-double/band |
same as above but harder |
|
|
8352 |
2 |
Midscreen (Anywhere?) |
BFF jHK doesn't work on everyone, see below |
||
|
8221 |
2 |
Midscreen (Anywhere?) |
|
||
|
8406 |
2 |
Midscreen (Anywhere?) |
|
Counter Hit Punishes
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
8485 |
1 |
Midscreen (Anywhere?) |
|||
|
8521 |
1 |
Midscreen (Anywhere?) |
|||
|
8592 |
1 |
Midscreen (Anywhere?) |
Lights only |
|
|
|
8545 |
1 |
Midscreen (Anywhere?) |
Universal |
|
|
|
8777 |
1 |
Midscreen (Anywhere?) |
|
||
|
8840 |
1 |
Corner |
Lights only |
|
|
|
8781 |
1 |
Corner |
Universal |
|
|
|
9332 |
2 |
Midscreen (Anywhere?) |
BFF jHK doesn't work on everyone, see below |
||
|
9318 |
2 |
Midscreen (Anywhere?) |
|
||
|
9456 |
2 |
Midscreen (Anywhere?) |
|
Throw
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
4819 |
1 |
Midscreen |
Universal |
5879 with drill super ender |
|
|
5883 |
1 |
Midscreen |
Universal |
6943 with drill super ender |
|
|
6497 |
1 |
Midscreen |
Universal |
||
|
5655 |
1 |
corner |
Universal |
||
|
6676 |
1 |
corner |
Universal |
Double Snap
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
N/A |
1 |
Corner |
Midscreen Assist Kill
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
N/A |
0 |
Midscreen |
Universal |
|
Team Combo Compendium
Napalm Pillar
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
8024 |
1 |
Midscreen |
Universal |
Delay 5LKx2 or 2MK will whiff, if timing is too hard you can use 5MK instead for slightly less damage. |
H Brass
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
8215 |
1 |
Midscreen |
Universal |
Delay 5LKx2 or 2MK will whiff, if timing is too hard you can use 5MK instead for slightly less damage. |
Damage/Undizzy Ratios
Move | Damage/undizzy | Damage (max scaling) | Undizzy |
---|---|---|---|
236LP+LK | 21.1 | 422 | 20 |
214LP+LK | 21.1 | 422 | 20 |
236HK | 18 | 360 | 20 |
236MK | 14 | 280 | 20 |
236LK | 10.5 | 210 | 20 |
2HK | 10.06666667 | 302 | 30 |
j.MP | 10 | 200 | 20 |
2MK | 9.5 | 190 | 20 |
5HK | 9.166666667 | 275 | 30 |
5LK | 8 | 120 | 15 |
214MK | 7.5 | 150 | 20 |
236P | 6 | 120 | 20 |
214LK | 6 | 120 | 20 |
214HK | 6 | 120 | 20 |
j.236P | 6 | 120 | 20 |
5HP | 5.666666667 | 170 | 30 |
5LP | 5.333333333 | 80 | 15 |
2LP | 5.333333333 | 80 | 15 |
2LK | 5.333333333 | 80 | 15 |
2HP | 5.333333333 | 160 | 30 |
5MP | 5 | 100 | 20 |
2MP | 5 | 100 | 20 |
5MK | 5 | 100 | 20 |
j.HP | 4.666666667 | 140 | 30 |
j.MK | 4.5 | 90 | 20 |
j.HK | 3.333333333 | 100 | 30 |
j.LP | 2.666666667 | 40 | 15 |
j.LK | 2.666666667 | 40 | 15 |