Skullgirls/Squigly/Combos

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< Skullgirls‎ | Squigly
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Numpad notation
7.gif 8.gif 9.gif
4.gif 6.gif
1.gif 2.gif 3.gif
 = 
7 8 9
4 5 6
1 2 3
 = 
up-back up up-forward
back neutral forward
down-back down down-forward
236 = Sg 236.png
214 = Sg 214.png
623 = Sg 623.png
421 = Sg 421.png
[4]6 = 4.gif (hold for 35 frames), 6.gif
[2]8 = 2.gif (hold for 35 frames), 8.gif
360 = Sg 360.png
(N) = Multi-hit move hits only N times. May be omitted if all hits are used.
xN = Normal that chains into itself pressed N times. May be omitted if all hits are used.
[X] = Hold down X
]X[ = Release X
X~Y = X then Y done in quick succession
X/Y = X or Y
!X = X triggers a burst
OTG = Following move hits off the ground, after a red bounce
CH = Counter hit
fastfall = Cancelling an air normal into another move to change momentum and land early. The second move doesn't hit, it gets canceled when landing. Example: Double jHP(1) > jHK lets Double land from the multi-hit jHP early.
sj = Super jump
dj = Double jump
jc = Jump cancel
ADC = Airdash cancel
IAD = Instant airdash
TK = Tiger knee (doing an air move the moment a jump sends you airborne, typically by inputting a special move motion followed by jump+button. Example: 2147LK for TK Airball)
Stance Cancel Stancel 236PP/KK
Center Stage Sing 236MP
Drag 'n' Bite DnB 236HP
Silver Chord Chord 236MK
Squigly Battle Opera SBO 214KK
Character Weight Classes
Light: Filia/Fukua, Peacock, Ms. Fortune, Painwheel, Valentine, Squigly, Annie, Umbrella
Middle: Cerebella, Parasoul, Eliza (for combos), Beowulf, Robo-Fortune, Black Dahlia
Heavy: Double, Big Band


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. Unsafe on block.

2LK 2MK 2HK
A basic combo that utilizes a special cancel.
2LK 2MK 5HP Chord
5LPx2 2MK 2HK
A basic combo ending in a super.
2LK 2MK 5HP Chord
Daisy Pusher
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.
2LK 2MK 5HK
jLP jMK jHK
(restand) 5LPx2 2MK 2HP 236LK SBO

Combo Primer

Hit Confirms

  • 2LK 2MK is your standard hitconfirm.

BnB Combos

Combos are universal unless otherwise noted. More optimal combos may be possible if you sacrifice consistency or universality, so explore the other sections on this page for more possibilities.

Stancel-less combo. Use this if you aren't comfortable with Stancels or combo from an awkward hitconfirm that won't let you Stancel. - 6099 dmg (video)

   2LK 2MK 5HPx2 Stancel
   2LK 5HPx2 Chord
   5HK jMK jHP
   jLP jMK jHK
   5LPx2 2MP 2HP DnB

H Divekick-less combo. Maximum consistency in exchange for damage. Also won't make you lose corner. - 6582 dmg (video)

   2LK 2MK 5HPx2 Chord
   5HK jMK jHP
   jLK jMK jHK H Divekick
   jLP jMK jHK
   5LPx2 2MP 2HP DnB

Double Snap

   Snap
   2MK 5HK
   (uncombo) 5MP 5HK Stancel
   repeat

Conversions

  • Throw L+M SBO, 236[P/K] [6] P/K, dash jMK jHK
  • Throw charged Sing, 2MK
  • Throw charged Chord - Can use uncharged Chord on Beowulf, Big Band and Double.
  • Airthrow M/H Divekick
  • j.HP LK+MK SBO
  • j.HP charged Chord

Charging Mid Combo

  • There are several ways of getting a charge mid combo. The two most common ones are charging after Daisy or charging with the help of an assist(view team building page).
  • There are two ways of charging with the help of Daisy, none is easier or better than the other it comes down to preference.
Chord 236[P] Daisy 236[P] [6] P/K - the dual charge. Charge up a small chunk right after Chord and cancel it right into Daisy after you see the dragon wing. After Daisy use the crumple to charge again. Allows you to link a light or medium afterwards.
Chord Daisy 236[P] [6] P/K - doing one full charge after Daisy. Allows you to link a light afterwards.
  • Using 5HK into MK+HK SBO gives you enough time to charge but isn't advised since it will kill your damage.

Meter Dumping

  • Generally speaking this char isn't really able to spend bars for damage at the end of her combo. If you want to get the most damage out of your bars you will always have to use specific combos. This is why you need to decide if you want to dump meter or not within your first two strings.
  • Using SBO after your ender is your only means of dumping meter at the end of your combo. It does terrible damage but you should keep that option in mind, in case you need that extra damage to kill or DHC.
  • Daisy Pusher after Silver Chord an effective way of spending bar for damage. It pays off, even if you use it outside of Daisy specific combos.
  • If you have your Level 3 aviable you can use it after 5HK or H Divekick in your combo.

Tips

  • DnB is your most damaging ender but leaves you in a bad spot if it doesn't kill. Use 623P instead if you can't kill.
  • If j.HK leaves you too high up to connect a grounded normal, cancel it into M Divekick for a better restand.
  • 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.

Solo Combo Compendium

  • 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
2LK 2MK 5HPx2 Chord (optional Daisy)
dash 5HK jMK jHP
jLK jMK jHK H Divekick
jLP jMK jHK
5LPx2 2MP 2HP DnB (optional LK+MK SBO)

6099/7208/7538

0/1/2

Anywhere

  • No stance cancel combo. Use this one as your bnb if you are not comfortable with stance cancels yet. It also has an easier H Divekick pickup than other combos using it.

(video)

2LK 2MK 5HPx2 Stancel
2LK 5HPx2 Chord (optional Daisy)
dash 5HK jMK jHP
jLP jMK jHK (optinal M Divekick)
5LPx2 2MP 2HP DnB (optional L+M SBO)

6582/7563/7938

0/1/2

Anywhere

  • 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)

2LK 2MK 5HPx2 Stancel
2LK 5HPx2 Chord (optional Daisy)
dash 5HK jMK jHP
jLP jMK jHK H Divekick
walk 5LPx2 5MP 2HP DnB (optional L+M SBO)

7045

  • 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)

2LK 2MK 5HPx2 Stancel
2LK 5HPx2 Chord
236[P] Daisy
236[P] [6] P/K
2MK 5HK jHK H Divekick jMK jHK
Drag'n'Bite 5LPx2 2MK 2HP DnB

8303

1

  • Daisy route. Difficult but worth learning for the damage. It also teaches you how to charge mid combo.

(video)

2LK 2MK 5HPx2 Stancel
2LK 2MK 5HK
j.MK H Divekick
j.9LP j.MK j.HK
5LPx2 2HP Chord Mortis

6062

0

Universal

  • Chargeless combo that ends in a sliding knockdown. Use the knockdown to get charge.

(video)

2LK 2MK 5HPx2 Tremelo
OTG 5HPx2 Chord 236[P] Daisy
236[P] [6] P/K
2MK 5HPx2 Stancel
5MP 2HP DnB 5LKx2 5MP 5HK
jLP jLK jMK jHK H Divekick

8344

1

Corner

  • Daisy route

(video)

2LK 2MK 5HPx2 Stancel
2MK 5HPx2 Chord 236[K] Daisy
236[K] [6] P/K
2MP 5HPx2 DnB
5LKx2 5HK jHK H Divekick
walk 5LPx2 5MP 2HP Arpeggio

8766

  • Daisy Route w/ charge for extra damage.

(video)

2LK 2MK 5HPx2 Mortis
OTG 5HPx2 Chord 236[P] Daisy
236[P] [6] P/K 5MK 5HPx2 Stancel
5MP 5HPx2 DnB
5LKx2 5MP 5HK
jLP jLK jMK jHK H Divekick
(optional burstbait: jMP jHK)

9359

1

Corner

  • Corner w/ P charge. Big damage but pulls your opponent out of the corner. The timing on (OTG) 5HPx2 can be tricky.

(video)


2LK 2MK 5HPx2 Mortis
(otg) 5HPx2 Chord 66 Daisy
623HP 66 5MP 5HK
j.MK j.HP
j.LP j.MK j.HK
5LP 5MP 2HP Arpeggio/Drag'n'Bite
(optional burstbait: MK+HK SBO > 2HP)

9027

1

Corner

Universal

  • Corner w/ P charge. This one keeps the opponent in the corner.

(video)

2LK 2MK 5HPx2 Stancel
2LK 5HPx2 Chord
5MP 5HK
jHK H Divekick 214PP
dash jLP jMK jHK
5LPx2 5MP 2HP DnB

9225

3

  • Lv3 combo. If you want to burn your meter to kill, use this.

(video)

2LK 2MK 5HPx2 Stancel
5HPx2 236PP/KK 2MK 5HPx2 Stancel
5MP 5HPx2 236PP/KK 5LKx2 5HK
jMK jHP
jLP jMK jHK H Divekick
OTG Chord Rage of the Dragon

12320

5

  • Rage of the Dragon Combo (w/ P charge, Taunt and 5 bars). If you really want to use lv5 and style on your opponent. Very difficult, you have to earn this.

(video)

Throw

Notation Damage Meter Cost Location Character Specific? Notes Video
Throw L+M SBO
236[P/K] [6] P/K
dash jMK jHK
2MK 5HPx2 236PP/KK
5MP 2HP Drag'n'Bite
5LKx2 5MP 5HK
jLP jLK jMK jHK H Divekick

5405

1

Lights Only

  • SBO conversion that allows you to charge after the throw. Dashjump jMK to pick up can be a bit tricky.

(video)

Throw L+M SBO
dash 2MK 5HK 236MK
5MP 5HK jHK j236HK
jLP jMK jHK
5LKx2 5MP 2HP 235HP

1

  • Easy SBO conversion. Uses OTG.

(video)

Air throw

Notation Damage Meter Cost Location Character Specific? Notes Video
Airthrow M Divekick
5LKx1 5HPx2 Chord
5MP 5HK
jMK jHP
jLP jMK jHK
5LPx2 5MP 2HP Drag'n'Bite

4548

  • M Divekick version

(video)

Airthrow H Divekick
jLP jMK jHK
5MP 2HP 236PP/KK
2MK 5HPx2 236PP/KK
5LKx2 5HPx2 236PP/KK
5LPx2 5MP 2HP Drag'n'Bite

4754

  • H Divekick version

(video)

Counter Hit Punishes

Notation Damage Meter Cost Location Character Specific? Notes Video
5HPx2 Stancel 2MK 5HPx2 Stancel
2MP 5HPx2 Chord 236[K] Daisy
236[K] [6] P/K 2.HK DnB
5LKx2 5MP 5HK j.HK H Divekick
j.MK j.HK 5LPx2 5MP 2HP Arpeggio

10171

1

  • Heavy CH punish combo with one bar and charge.

(video)

Double Snap

Notation Damage Meter Cost Location Character Specific? Notes Video
Snap
2MK 5HK
(uncombo) 5MP 5HK Stancel
repeat

N/A

1

(video)

Snap
5LKx1 5HK
P/K 5MK delay 5HK 236[P/K]
repeat

N/A

1

  • Charge Building Double Snap combo

(video)

Team Combo Compendium

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



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