Skullgirls/Parasoul/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
Character legend
Full move name Abbreviated name Input
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: first chain 6HP is better if you're OK with not keeping a horizontal charge. At any other point in the combo, it depends, so just 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.
    • Also consider 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.

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!

1.
2LK 2MK 2HK
A basic ground chain ending in sweep
2.
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.
3.
2LK 2MK 5HPx2 Quake Sniper
A basic ground chain ending in a super. The sniper super puts the opponent in a crumple.
4.
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
2LK 2MK 5HPx2 L Shot
5MP 4HK L Egret
dash 5MKx1 2HP
jLP jLK jMP
jMK jHK
5LKx2 5MKx2 5HPx2 Pillar Bikes

6791

1

Anywhere

Universal

  • Reliable midscreen combo that doesn't use OTG, and has her basic air vortex built right into it.
  • Omit the 4HK if you're not close enough to hit, cancel the 5MP into Egret Call as soon as possible.

(video)

2LK 2MK 5HPx2 L Shot
5MP 4HK L Egret
dash 5MKx1 2HP
jMP jHP OTG* jHK
5LKx2 5MKx2 5HPx2 Pillar Bikes

6824

1

Anywhere

Universal (*but uses OTG on heavies)

  • Same as above, but with a different air chain.


2LK 2MK 2HP
jMP jHP jL-Toss
OTG jHP
4HK H Toss
5HPx2 L-Shot
5MP 4HK L-Egret
5LKx2 5MKx2 5HPx2 Pillar Bikes

7532

1

Midscreen

?

  • Optimal midscreen damage

-

2LK 2MK 2HP
jMP jHP jM-Toss
OTG jHP
5MP 5HPx2 L-Egret
dash 5LKx2 2MK 5HPx2 L-Shot
5LPx1 5MKx1 5HPx2 Pillar Bikes

7148

1

Midscreen

?

  • Other route you can use from jMP jHP toss jHP


2LK 2MK 5HPx2 L Shot
5MP 4HK OTG H Egret
dash until corner 5MKx2 5HPx2 L Shot
5LPx2 5MP 5HPx2 L Shot
5LKx2 2MK 5HPx2 Pillar Bikes

7395

1

Midscreen

Universal (-Big Band)

  • 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.

-

2LK 2MK 2HP
jLK jMK delay jHP
4HK OTG H Egret
delay dash until corner 5LKx2 5HPx2 L Shot
5MP 4HK L Egret
5LPx2 2MK 6HP Pillar Bikes

7057

1

Midscreen

Big Band OK

  • Big Band version of the above corner carry combo. The 4HK H Egret needs to be point blank for it to work on him.

-

2LK 2MK 5HPx2 (H-Shot) Sniper
dash 5LKx1 5HPx2 L-Shot
5MP 4HK L-Egret
dash 5MKx1 2HP
jLP jLK jMK jMP
dash 5LPx2 2MK 6HP Pillar

6692

1

Anywhere

  • Far range confirm. Omit H-Shot from really far ranges


2LK 2MK 2HP Pillar
OTG 2HK L Shot
5MP 5HPx2 L Shot
5LKx2 5HK Trigger
2MK 6HP L Shot
5LPx2 5MP 6HP Pillar Bikes

8027

1

Corner

Universal

  • Reliable corner route with good damage. The 2HP Pillar 2HK route is especially useful for damage early on in a combo.

(video)

2LK 2MK 2HP Pillar
OTG 2HK L-Shot
5MP 5HPx2 L-Shot
5LKx2 5HK Trigger
2MK 6HP L-Shot
5LPx2 2MK 6HP H-Shot Bikes
Trigger Bikes

8973

2

Corner

Lights/Mediums only

  • 2 bar solo corner ender


2LK 2MK 2HP Pillar
2HK L-Shot
5MP 4HK L-Toss
5HPx2 L-Shot
5LPx2 5MP 4HK
5LKx2 5MKx2 5HPx2 Pillar Bikes

8125

1

Corner

Lights only

  • Optimal (?) solo corner damage

(video)

2LK 2MK 5HPx2 Quake Sniper
dash 5LKx1 2HP
jLP jLK jMP
jMK jHP jH-Toss
5MKx2 5HPx2 L-Egret
dash 5LPx2 5MKx2 5HPx2 Snap

N/A

2

Anywhere

  • Happy birthday corner carry
  • Quake is necessary to get the sniper to hit the assist


Throw

Notation Damage Meter Cost Location Character Specific? Notes Video
4Throw OTG H Egret
dash until corner 5HPx2 L Shot
5MP 4HK L Egret
jMK jHK
2MK 6HP L Shot
5LKx2 2MK 6HP L Toss
5LPx2 2MP 6HP Pillar Bikes

6108

1

Anywhere

Universal

  • Throw combo with corner carry


4Throw L-Toss
dash OTG 5MP 5HPx2 L-Shot
5MP 4HK L-Egret
dash 5MKx1 2HP
jLP jLK jMP
jMK jHK
5LKx2 L-Shot
dash 5LPx2 2MK 6HP Pillar Bikes

5485

1

Anywhere

  • Can use L Toss to convert if you don't have an Egret available

Air throw

Notation Damage Meter Cost Location Character Specific? Notes Video
Air throw dash (5LPx1) 5MP 5HPx2 L-Shot
5MP 4HK OTG H-Egret dash until corner
5MKx2 5HPx2 L-Shot
5LKx2 2MK 6HP L-Shot
5LPx2 2MK 6HP Pillar Bikes

5765

1

Midscreen

Universal


AT 5MP 2HP Pillar
OTG 2HK LShot
5MP 5HPx2 LShot
5LKx2 5HK Trigger
2MK 6HP LShot
5LPx2 2MK 6HP Pillar Bikes

6080

1

Corner

Universal

4HK

Notation Damage Meter Cost Location Character Specific? Notes Video
4HK L-Egret
jMK jHP
2MK 6HP L-Shot
5MP 4HK L-Egret
dash 5LKx2 5HPx2 L-Shot
dash 5LPx2 2MK 6HP Pillar Bikes

7698

1

Anywhere

Universal (except Cerebella)

  • L Egret route. 4HK L-Egret is -2 if they block


4HK L-Shot
5MP 4HK L-Egret
jMK jHP
2MK 2HP
jMP jHP jHK
5LKx2 5MKx2 5HPx2 Pillar Bikes

7541

1

Anywhere

Universal (except Big Band)

  • 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.


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

7117

1

Anywhere

Universal

  • Consistent version of the L Egret route, works at any range on any character


4HK L-Egret
jMK jHP
2MK 6HP L-Shot
5MP 4HK H-Egret dash until corner
5LPx2 5MKx2 5HPx2 Pillar Bikes

7347

1

Midscreen

  • L Egret corner carry route


4HK L-Egret
2HP Pillar
OTG 2HK L-Shot
5MP 5HPx2 L-Shot
5LKx2 2MK 6HP L-Toss
5LP 2MP 6HP Pillar Bikes

8479

1

Corner


Pillar

Notation Damage Meter Cost Location Character Specific? Notes Video
Pillar Bikes
dash 5LKx1 5MKx1 2HP
jLP jLK jMP
jMK jHP
5MP 5HPx2 L-Shot
dash 5LPx2 5MKx2 5HPx2 Pillar

5533

1

Anywhere


CH Pillar Bikes
dash 5LKx1 5MKx1 2HP
jMP jHP jHK
5MP 5HPx2 L-Shot
dash 5LPx2 5MKx2 5HPx2 Pillar

6083

1

Anywhere


CH Pillar Bikes
dash 5LKx1 5MKx1 2HP
jLP jLK jMP
jMK jHP jL-Toss
5MP 4HK L-Egret
dash 5LPx2 5MKx2 5HPx2 Pillar

5951

1

Anywhere


Pillar Bikes
5HPx2 L-Shot
5LKx2 5HK Trigger
2MK 5HPx2 L-Shot
5MP 5HPx2 L-Shot
5LPx2 2MK 6HP Pillar

6314

1

Corner


CH Pillar Bikes
5HPx2 L-Shot
5MP 4HK L-Egret
2MK 6HP L-Shot
5LKx2 2MK 6HP L-Toss
5LPx2 2MP 6HP Pillar

7328

1

Corner

Counter hit punishes

Notation Damage Meter Cost Location Character Specific? Notes Video
CH 2HP
jMP jHP jL-Toss OTG jHP
4HK L-Toss
5MP 4HK L-Toss
5HPx2 L-Shot
5LPx1 5MP 4HK L-Egret
dash 5LKx2 5MKx2 5HPx2 Pillar Bikes

9085

1

Midscreen


CH 4HK L-Egret
2HP Pillar
2HK L-Shot
5MP 4HK L-Egret
jMK jHK
2MK 6HP L-Shot
5LKx2 2MK 6HP L-Toss
5LP 2MP 6HP Pillar Bikes

9749

1

Corner

Double snap

Notation Damage Meter Cost Location Character Specific? Notes Video
Snapback
OTG 2LK 2HP
uncombo jHP
repeat

N/A

1

Corner

Universal

Midscreen assist kill

Notation Damage Meter Cost Location Character Specific? Notes Video
OTG 5LKx2 5MKx2
uncombo 5HK
Repeat

N/A

0

Midscreen

(video)

Team Combos

Cerebella

LnL Assist

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 2MK 5HPx2 Quake LnL
dash 4HK H Egret
dash until corner 5HPx2 L Shot
5MP 5HPx2 L Shot
5LKx2 2MK 6HP L Toss
5LPx2 2MP 6HP Pillar delay Bikes

8884

1

Midscreen

Universal (-Big Band)

  • Corner carry route


2LK 2MK 5HPx2 Quake LnL
4HK H Egret
dash until corner 5HPx2 L Shot
5MP 5HPx2 L Shot
5LKx2 5HPx2 Quake Sniper
Catheads (mash)
5LPx2 5MKx2 2HP H Bomber

11089

2

Midscreen

Universal (-Big Band)

  • Corner carry route
  • Be close enough for 4HK to hit. Dashing is possible at far ranges but tough


Painwheel

L Pinion Assist

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 2MK 5HPx2 L Pinion L Toss
5MP 4HK OTG H Egret
Dash Tag in Painwheel
L/M Buer Cancel H Buer Fly
9jMK
5LK L Buer Fly
6jLK
5MK L Buer Fly
3jLP
2LP 5LK 5MK 5HP L Buer Death Crawl

9,113

1

Midscreen

Universal (-Big Band)

  • Easier corner carry tag route
  • If you replace 5HPx2 with 6HP you will deal 9,516 Damage
  • This will carry corner to corner if you dash 4 times then tag so as soon as they wall bounce pain will hit otherwise you need to keep in mind distance to the corner so u can tag before they wall bounce


2LK 2MK 6HP Quake L Pinion
4HK OTG H Egret
Dash Tag in Painwheel
L/M Buer Cancel H Buer Fly
9jMK
5HP L Buer Fly
6jLK
5MP jL Buer Fly
jMP
2LP 5LK 5MK 5HP L Buer Death Crawl

9,864

1

Midscreen

Dosen't work on cerebella or bigband

  • Optimal corner carry tag route
  • If you replace 6HP with sHPx2 to make the starter easier you will deal 9,691 Damage
  • This will carry about 3/4 of the screen if you dash 4 times then tag so as soon as they wall bounce pain will hit otherwise you need to keep in mind distance to the corner so u can tag before they wall bounce


Eliza

Axe

Notation Damage Meter Cost Location Character Specific? Notes Video
cLK cMK sHP sHP xx Napalm Pillar + AXE,
dash jump jMK jHP,
sHP sHP xx L shot,
sMP bHK xx Egret Call,
dash up sMK sMK sHP sHP xx L shot,
sLK sLK sMK sMK sHP sHP xx Napalm Pillar xx Bikes

8023

1

Midscreen


CH sHP sHP xx Napalm Pillar + AXE,
dash jump jMK jHP,
sHP sHP xx L shot,
sMP bHK xx Egret Call,
sMK sMK cHP,
jLP jMK jMP,
rejump jLK jMK jHP,
dash sLK sLK sMK sMK sHP sHP xx Napalm Pillar xx Bikes
OTG cHK

9357

1

Midscreen

  • Corner carry
cLK cMK cHP xx Napalm Pillar,
OTG cHK xx Napalm Pillar + AXE,
late jMK jHP,
sHP sHP xx L shot,
sMP bHK xx Egret Call,
sLK sLK sMK sMK sHP sHP xx Napalm Pillar xx Bikes

8405

1

Corner


CH cHP xx Napalm Pillar,
OTG cHK xx Napalm Pillar + AXE,
late jMK jHP,
sHP sHP xx L shot,
sMP sHP sHP xx L shot,
sLK sLK sMK sMK sHP sHP xx L shot,
sLP sLP sMK sMK sHP sHP xx Napalm Pillar xx Bikes

10307

1

Corner


Damage/Undizzy Ratios

Explanation / how to use

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



General
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Characters
Filia
Cerebella
Peacock
Parasoul
Ms. Fortune
Painwheel
Valentine
Double
Squigly
Big Band
Eliza
Fukua
Beowulf
Robo-Fortune
Annie
Umbrella
Black Dahlia
Marie
Mechanics
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