Skullgirls/Fukua/Combos

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< Skullgirls‎ | Fukua
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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
Platonic Drillationship Drill 236K
The Drill of My Dreams DoMD 236KK (Air OK)
Best Friends Forever! BFF 214KK


General Combo Tips

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.

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.

example video of various convertions off held shadow resets: [1]

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.
2LKx2 5MK 2HK
A basic ground chain combo ending in sweep
2.
2LKx2 5MK 2HP H Drill
A basic ground chain combo ending in a special cancel
3.
2LKx2 5MK 2HP H Drill DoMD
A basic ground chain combo ending in a super cancel
4.
2LKx2 5MK 5HP
jHK
(restand) 5LPx2 2MK 2HP H Drill DoMD
Basic launcher combo that sets up a restand. After the restand, you can go for a reset with Tender Embrace.

Solo Combos

2LK

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 5MK 5HP
jHK
5MK 5HP
jHP jHK
2LK 5HP
jMP jHK
5LP 5LK 2MK 2HP H-Drill DoMD

6245

1

Midscreen (Anywhere?)

  • Easy, no shadows combo

(video)

2LK 2MP 2HP 214[MK]
OTG 2HK ]MK[
5HP
jHP jHK
2LK 2MK 5HP
jMP jHK
5LPx1 5LKx1 2MK 2HP H-Drill DoMD

7313

1

Midscreen (Anywhere?)

  • Close range starter

(video)

2LK 2MP 2HP 214[MK]
OTG 2HK ]MK[ 214[LK]
5HP H-Fireball ]LK[
dash jHK
2MK 5HP
jMP jHK
5LKx2 2MK 2HP H-Drill DoMD

7475

1

Midscreen (Anywhere?)

(video)

2LK 2MP 2HP 214[LK]
OTG 2HK ]LK[
2HP 214MP~214HK~[LK]
H-Drill ]LK[
5LKx2 2MK 5HP
jMP jHK
5LPx1 5LKx1 2MK 2HP H-Drill DoMD

7537

1

Midscreen (Anywhere?)

  • "I don't like this route but if you plan to do 2 bar it becomes more stable and universal"

(video)

2LK 2MP 2HP 214[MK]
OTG 2HK ]MK[ 214[LK]
2MP 5HK 214HK~[LK]
5LKx2 2MK 5HP
jMP jHK
5LPx1 5LKx1 2MK 5HK H-Drill DoMD

7801

1

Corner

Universal

careful with 5LK 2MK restands, delay it more than you think you need

(video)

2LK 2MP 5HK 214[MK]
OTG 2HK ]MK[ 214[LK]
2MP 5HK 214HK~[LK]
5LKx2 2MK 5HP
jMP jHK
5LPx1 5LKx1 2MK 5HK H-Drill DoMD

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.

(video)

2LK 2MP 2HP 214[MK]
OTG 2HK ]MK[ 214[HK~LK]
5HP
jHP jHK
5MP 5HK H-drill ]LK[
jMP
5LKx2 2MK 5HK H-Drill DoMD

7949

1

Corner

Universal

j.mp restands are awful dont do this route

(video)

2LK 2MP 5hk 214[MK]
OTG 2HK ]MK[ 214[HK~LK]
5HP
jHP jHK
5MP 5HK H-drill ]LK[
jMP
5LKx2 2MK 5HK H-Drill DoMD

8099

1

Corner

Universal-double/band

same as above but harder

(video)

2LK 2MP 2HP 214[MK]
OTG 2HK ]MK[ 214[LK]
5HP H-Fireball ]LK[
BFF
dash jHK
2MK 5HP
jMP jHK
5LPx1 5LKx1 2MK 2HP H-Drill DoMD

8352

2

Midscreen (Anywhere?)

BFF jHK doesn't work on everyone, see below

(video)

2LK 2MP 2HP 214[MK]
OTG 2HK ]MK[ 214[LK]
5HP H-Fireball ]LK[
BFF
dash 5MKx1 5HP
jLP jLK jMP(4) jHK
5LKx2 2MK 2HP H-Drill DoMD

8221

2

Midscreen (Anywhere?)

  • Alternate route for above without BFF jHK

(video)

2LK 2MP 2HP 214[LK]
OTG 2HK ]LK[
5HP 236HP BFF
214MP~214HK~[MK]
5LKx2 2HP H-Drill ]MK[
jMP jHK
5LPx1 5LKx1 2MK 2HP H-Drill DoMD

8406

2

Midscreen (Anywhere?)

  • "I don't like this route but if you plan to do 2 bar it becomes more stable and universal"

(video)

Counter hit punishes

Notation Damage Meter Cost Location Character Specific? Notes Video
CH jHK
2MP 2HP 214[MK]
OTG 2HK ]MK[ 214[LK]
5HP H-Fireball ]LK[
dash jHK
2MK 5HP
jMP jHK
5LKx2 5HP
jMK jHK
5LPx1 5LKx1 2MK 2HP H-Drill DoMD

8485

1

Midscreen (Anywhere?)

(video)

CH jHK
2MP 2HP 214[LK]
OTG 2HK ]LK[
5HP
jHP jHK
2MP 2HP 214MK~214HK~[LK]
H-Drill ]LK[
5LKx2 5HP
jMP jHK
5LPx2 2MK 2HP H-Drill DoMD

8521

1

Midscreen (Anywhere?)

(video)

CH jHK
2MP 2HP 214[MK]
OTG 2HK ]MK[
5HP
jHP jHK jL-Fireball
5MKx1 2HP 214LK
dash jMP jHK jL-Fireball
2MP 2HP
dash 5LKx2 2MK 2HP H-Drill DoMD

8592

1

Midscreen (Anywhere?)

Lights only

  • Difficullt, utilizes jL Fireball

(video)

CH jHK
2MP 2HP 214[MK]
OTG 2HK ]MK[
5HP
jHP jHK jL-Fireball
5MKx1 5HP
jMK jHP jHK jL-Fireball
5MP 214LK
5LKx2 2MK 2HP H-Drill DoMD

8545

1

Midscreen (Anywhere?)

Universal

  • Difficullt, utilizes jL Fireball

(video)

CH jHK
2MP 214[LK]
OTG 2HK ]LK[
2HP 214MP~214HK~[LK]
5MP 2HP H-Drill ]LK[
jMP jHK
2MK 5HP
jLP jMP jHK
5LKx2 2MK 2HP H Drill DoMD

8777

1

Midscreen (Anywhere?)

  • "I don't like this route but if you plan to do 2 bar it becomes more stable and universal"

(video)

CH jHK
2MP 2HP 214[MK]
OTG 2HK ]MK[
5HP
jHP jHK jL-Fireball
2MP 2HP
5MKx1 5HK 214LK
jMP jHK jL-Fireball
5LKx2 2MK 5HK H-Drill DoMD

8840

1

Corner

Lights only

  • Difficullt, utilizes jL Fireball

(video)

CH jHK
2MP 2HP 214[MK]
OTG 2HK ]MK[
5HP
jHP jHK jL-Fireball
2MP 2HP
5MKx1 2HP 214LK
jMP jHK jL-Fireball
5LKx2 2MK 5HK H-Drill DoMD

8781

1

Corner

Universal

  • Difficullt, utilizes jL Fireball

(video)

CH jHK
2MK 2HP 214[MK]
OTG 2HK ]MK[ 214[LK]
5HP H-Fireball ]LK[
BFF
dash jHK
2MK 5HP
jMP(5) jHK
5LKx2 5HP
jLP jHK
5LPx1 5LKx1 2MK 2HP H-Drill DoMD

9332

2

Midscreen (Anywhere?)

BFF jHK doesn't work on everyone, see below

(video)

CH jHK
2MK 2HP 214[MK]
OTG 2HK ]MK[ 214[LK]
5HP H-Fireball ]LK[
BFF
dash 5MKx1 5HP
jLP jMP(5) jHK
5LKx2 2HP
jLK jMP(5) jHK
5LPx1 5LKx1 2MK 2HP H-Drill DoMD

9318

2

Midscreen (Anywhere?)

  • Alternate route for above without BFF jHK

(video)

CH jHK
2MP 2HP 214[LK]
OTG 2HK ]LK[
5HP 236HP BFF
214MP~214HK~[MK]
5LKx2 2HP H-Drill ]MK[
2MK 5HP
jLP jHK
5LPx1 5LKx1 2MK 2HP H-Drill DoMD

9456

2

Midscreen (Anywhere?)

  • "I don't like this route but if you plan to do 2 bar it becomes more stable and universal"

(video)

Throw Combos

Notation Damage Meter Cost Location Character Specific? Notes Video
throw bff
214 mk 214 [lk]
5mp 2hp 236 hk ]lk[
5lk 5lk 2mk 5hp
jmp jhk
5lp 5lk 2mk 2hp h drill

4819

1

Midscreen

Universal

5879 with drill super ender

(video)

236 LPLK bff
214 mk 214 [lk]
5mp 2hp 236 hk ]lk[
5lk 5lk 2mk 5hp
jmp jhk
5lp 5lk 2mk 2hp h drill

5883

1

Midscreen

Universal

6943 with drill super ender

(video)

214 LPLK
5mk 2hp 214 mk 214 [lk]
5mp 2hp 236 hk ]lk[
5lk 5lk 2mk 5hp
jmp jhk
5lp 5lk 2mk 2hp h drill Drill of my Dreams super

6497

1

Midscreen

Universal

(video)

throw
5mk 2hp 214 mk 214 [lk]
5mp 2hk 236 hk ]lk[
jhk
5lk 5lk 2mk 5hp
jmp jhk
5lp 5lk 2mk 2hk h drill Drill super

5655

1

corner

Universal

(video)

236lp lk into corner
5mk 2hp 214 mk 214 [lk]
5mp 2hk 236 hk ]lk[
jhk
5lk 5lk 2mk 5hp
jmp jhk
5lp 5lk 2mk 2hk h drill Drill super

6676

1

corner

Universal

(video)

Double snap

Notation Damage Meter Cost Location Character Specific? Notes Video
Snapback
2LK 5HP
jHK jHP
(5LP 2MP 5HP
(uncombo) jHK jHP
jHK jHP
jHK jHP)
repeat

N/A

1

Corner


Midscreen assist kill

Notation Damage Meter Cost Location Character Specific? Notes Video
5LPx1 5HP 214LK
(OTG 2LK 2MP
uncombo 5HK walk back)
repeat

N/A

0

Midscreen

Universal

  • See video for full details

(video)


Team Combos

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



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