Skullgirls/Black Dahlia/Combos

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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)
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


Hit Confirms

  • 2LK is your low, starter and hitconfirm. You can let it hit 3 times to give you time to react to a block or to convert with 2MP on hit.
    • 2LK(1) 5HP Empower is also a common hitconfirm that puts the oponent on a fixed place at the cost of scaling your combo to x0.5.
  • jLP jHP is your other hitconfirm.

BnB Combos

Beginner

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK(1) 2MP 5HK
MK jHP
5LK 5HK
jLP jMK jHP
2MP 5HP 236LP+LK 236KK
5LP 2LK 5MP 2HP

5675

1

Anywhere

Universal

  • Easy combo to get you accostumed to the character.
  • Lets you reload/setup a teleport while the barrel explodes.
  • Can skip barrel and finish with 2[HP] instead for a hard knockdown.

(video)

Intermediate

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK(1) 2MP 5HK 236HP(LP)
dash 2HK 236KK
5LK 5HP 236LP+LK
2MP 2HP 214HK
KK dash 5MK 5[HP] 214MK
jLP jMK
5LP 2LK 5MP 5HP 236LP+LK

6857

1

Anywhere

Universal

  • Harder combo than the begginer's that will create you the habit of doing 5HK 236HP(LP) first string, which is used in more advanced combos.
  • The two teleports can be of any strength as long as they are different.

(video)

Advanced

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK(1) 2MP 5HK 236HP(LP) 214KK(MPx5, X)
dash 5[HP] 236HP
dash 5MK 5HP 236MP
dash KK falling jHP j236HP
dash KK rising jMP j236MP
dash 236LP+LK
5LP 2LK 5MP 5[HP] 236MP
dash 2HK

7413

1

Midscreen

Universal

  • Go-to Install BnB when far away from the corner
  • Skip the dash before KK jHP and the dash KK before jMP when at the corner

(video)

2LK(1) 2MP 5HK 236HP(LP) 214KK(MPx5, X)
dash 5[HP] 236HP
KK jMK j236MP
KK jHP j236HP
5MK 5HP 236LP
236LP+LK
5LP 2LK 5MP 5[HP] 236MP
dash 2HK

7419

1

Near Corner

Universal

  • Go-to Install BnB when close to the corner

(video)

Conversions

  • Throw
    • [HP]
    • 236KK
  • jHK
    • j236LP(Any but fire) > jKK jHP

Enders

  • 5LPx 2LK 5MP 5HP 236LP+LK is your standard ender.
  • Change 236LP+LK for 236P if your next bullet is either Shotgun, Lightning, Ice or Laser.
  • You can do Stage Hazard before the last string and end with 2HP 236P for more damage at the cost of 1 meter.
  • You can Parting Gift after Lighting up Stage Hazard, to place it during the explosion and trigger it after for a pseudo lvl 3.

Tips & Tricks

Combos By Starter

2LK

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK(1) 2MP 5HK
jMK jHP
5HP 236LP+LK
2MP 5[HP] 214P~P
5LK 5MK 2HP 236LP
5LP 2LK 5MP 5HP 236LP+LK

5833

0

Anywhere

Lights/Mediums

  • BnB for when you dont have bullets or meter

(video)

2LK(1) 2MP 5HK 236HP(LP)
dash 5MK 5HP 236LP+LK
2MP 5[HP] 214P~P
5LK 5HK
jMK jHP j236P(LP)
5LP 2LK 5MP 5HP 236LP+LK

6106

0

Anywhere

Lights/Mediums

  • Meterless BnB starting with 1 (LP) bullet

(video)

2LK(1) 2MP 5HK 236HP(LP)
5HP 214K
OTG 2HK 236LP+LK
2MP 5[HP] 236LP(LP)
5MK 5HK
jLP jMK
5LP 2LK 5MP 5HP 236LP+LK

6472

0

Corner

Lights/Mediums

  • Meterless Corner BnB starting with 2 (LP) bullets

(video)

2LK(1) 2MP 5HK 236HP(LP) 214KK(MPx5, X)
dash 5[HP] 236HP
dash 5MK 5HP 236MP
dash KK falling jHP j236HP
dash KK rising jMP j236MP
dash 236LP+LK
5LP 2LK 5MP 5[HP] 236MP
dash 2HK

7413

1

Midscreen

Universal

  • Go to Install BnB when far away from the corner
  • Skip the dash before KK jHP and the dash KK before jMP when at the corner

(video)

2LK(1) 2MP 5HK 236HP(LP) 214KK(MPx5, X)
dash 5[HP] 236HP
KK jMK j236MP
KK jHP j236HP
5MK 5HP 236LP
236LP+LK
5LP 2LK 5MP 5[HP] 236MP
dash 2HK

7419

1

Near Corner

Universal

  • Go to Install BnB when close to the corner

(video)

Throw

Notation Damage Meter Cost Location Character Specific? Notes Video
Throw 236KK
OTG 2HK 236LP+LK
2MP 5[HP] 214HK
5LK 5MP 2HP 214P~P
214HK
5MK 2HP 236LP(LP)
5LP 2LK 5MP 5HP 236LP+LK

4899

1

Midscreen

Universal

  • Standard Midscreen Route.

(video)

Throw
OTG 2HK 236LP+LK
2MP 5[HP] 236LP
5HK(delayed)
jMK jHP
2LK 5MP 2HP 236LP(LP)
5LP 2LK 5MP 5HP 236LP+LK

4471

0

Corner

Universal

  • Standard Corner Route.

(video)

Airthrow/Throw[HP]
OTG 2HK 236LP+LK
2MP 5[HP] 214K
5MK 5HK
jMK jHP
2LK 5MP 2HP 236LP(LP)
5LP 2LK 5MP 5HP 236LP+LK

4527/5127

0

Anywhere

Lights/Mediums

  • Standard route for Lights/Mediums.

(video)

Airthrow/Throw[HP]
OTG 2HK 236LP+LK
2MP 5[HP] 214K
5LK 5MP 5HK
jMK jHP
5MK 2HP 236LP(LP)
5LP 2LK 5MP 5HP 236LP+LK

4440/5040

0

Anywhere

Heavies

  • Standard route for Heavies.

(video)

Counter, Strike! (623K)

Notation Damage Meter Cost Location Character Specific? Notes Video
623K(MCH) 214KK(MPx6)
5HP 236HP
dash OTG 2HK 236LP
dash 5HK 5[HP] 236MP
dash KK jHP j236HP
dash KK jMK j236MP
dash 236LP+LK
5LPx2 2LK 5MP 5[HP] 236MP
dash 2HK

9258

1

Midscreen

Lights/Mediums

  • Max dmg Midscreen Counter, Strike! route for Lights/Mediums.
  • Only works if you hit them while they are on the ground.

(video)

623K(MCH) 214KK(MPx6)
5HP 236HP
dash OTG 2HK 236LP
dash 5HK 5[HP] 236MP
7jMK j236MP
jKK jHP j236LP
236LP+LK
5LPx2 2LK 5MP 5[HP] 236MP
dash 2HK

9244

1

Corner

Lights/Mediums

  • Max dmg Corner Counter, Strike! route for Lights/Mediums.
  • Only works if you hit them while they are on the ground.

(video)

Counter Hit Punishes

Notation Damage Meter Cost Location Character Specific? Notes Video
5HK(HCH) 236HP(LP) 214KK(MPx6)
micro_dash OTG 5[HP] 236HP
micro_dash 5MK 5HP 236MP
dash KK jHP j236HP
dash 9jLP jHP j236MP
KK jMK j236LP
2MP 236LP
236LP+LK
5LP 2LK 5MP 5[HP] 214K
2HK

9035

1

Midscreen

Universal

  • Far from Corner/Midscreen version of the Universal HCH.
  • Change 236HP(LP) for 236MP(LP) against Heavies
  • Against Heavies, dont delay jHP on the string: dash KK jHP j236HP
  • Against Lights, delay 9jLP

(video)

5HK(HCH) 236HP(LP) 214KK(MPx6)
micro_dash OTG 5[HP] 236HP
KK jMK j236MP
KK jHP j236LP
9jLP jHP j236HP
5MK 236MP
5LK 5MP 5HP 236LP+LK
5LP 2LK 5MP 5[HP] 236LP
2HK

9060

1

Near Corner

Universal

  • Near Corner/at Corner version of the Universal HCH.
  • Change 236HP(LP) for 236MP(LP) against Heavies
  • If already in the corner, skip KK in the string: KK jHP j236LP
  • Against Lights, replace 5MK for 2MP in the string: 5MP 236MP

(video)

5HK
jMK jHP
2HP 236LP(LP)
5LK 5HK 236HP
micro_dash 5MK 5HP 236LP+LK
2MP 5[HP] 214HK
9jLP jHP
236KK
5LP 2LK 5MP 2HP

7637

1

Anywhere

Universal

  • Easy Universal route that can be done Anywhere, but with low damage.
  • At the end you can then teleport, reload and empower if you want, or teleport and do a burst bait
  • Against Heavies, replace 236HP(LP) with 236MP(LP)
  • Only against Big Band you need OTG to convert with 5MK 5HP 236LP+LK
  • At the corner, you can do 5HP instead of 2HP since the barrel is left with 1 hit to explode after your ending string for 10 more damage :)

(video)

5HK(HCH) 236HP(LP) 214KK(MPx6)
dash OTG 2HK 236LP
dash 5MK 5[HP] 236MP
dash KK jHP j236HP
dash KK jMK j236MP
KK jMP(1) j236LP
dash 2LK 5MP 5HP 236LP+LK
5LP 2LK 5MP 5[HP] 236HP
2HK(delayed)

9309

1

Midscreen

Lights/Mediums

  • Max dmg Midscreen HCH to the date, but its hard and position & character specific.

(video)

5HK(HCH) 236HP(LP) 214KK(MPx6)
OTG 2HK 236LP
5[HP] 236MP(delayed)
7jHP(delayed) j236MP
KK jMK(delayed) j236HP
9jLP jMK j236LP
2LK 5MP 5HP 236LP+LK
5LP 2LK 5MP 5[HP] 236HP
2HK(delayed)

9441

1

Corner

Lights/Mediums

  • Max dmg Corner HCH to the date for Lights/Mediums.

(video)

Double Snap

Notation Damage Meter Cost Location Character Specific? Notes Video
Snapback
5LK 5HK 214HK
5LK 5HP 214MK
repeat

N/A

1

Corner

Universal

  • Fastest Double snap while also building a ton of meter mid combo.
  • Against Light/Medium characters you can change the second 5LK to a 5LP for easier routing.

(video)

Midscreen Assist Kill

Notation Damage Meter Cost Location Character Specific? Notes Video
2MP 5HK
7jHK(delayed)
repeat

N/A

Midscreen

Universal

  • Easy Midscreen Assist Kill.

(video)