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
jMK jHP
2MP 5HK
jMP jHP
2LK 5MP 5HP 236LP+LK 236MK+HK
5LPx2 2LK 5MP 2[HP]

5974

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(Normal)
5MK 5HP 236LP+LK
2MP 5[HP] 236HP(Normal)
dash OTG 2HK 236MK+HK
2LK 5MP 2HP
KK dash 5LPx2 2LK 5MP 5HP 236LP+LK

7352

1

Anywhere

All but Double & Parasoul

  • Go to Midscreen BnB instead of the Shotgun Loops
  • Harder combo than the beginner's that will get you into the habit of doing 5HK 236HP(Normal) first string, which is used in more advanced combos.
  • Replace the first 236HP for 236MP on big characters such as Beowulf, Eliza or Big Band.
  • Can also change 2LK 5MP 2HP for 5LK 5MP 2HP to make it easier.

(video)

2LK(1) 2MP 5HK 236HP(Normal)
dash OTG 2HK 236LP+LK
2MP 5[HP] 236MP(Normal)(delayed)
KK jLP jLK jMK
236MK+HK
2LK 5MP 2HP 214K
KKx2 5LPx2 2LK 5MP 5HP 236LP+LK

7135

1

Anywhere

Universal

  • A variation that even though does less damage, also works on Double and Big Band.

(video)

2LK 5MP 5HK
jMP(2) jMK *slight delay
5MP 5HK
jLK jMK jHP*slight delay
236KK (barrel super) 5LK 5MK 2HP
grounded KKx2 (onslaught)
otg 2LP 5MP 5HP snap

4611

2

Anywhere

Universal

  • Happy Birthday Combo

(video)

2LK(1) 2MP 5HK 236HP(Normal) 214KK(MPx5 X)
OTG 2HK 236LP
5HP 236MP
5MK 5[HP] 236HP
jMK j236LP
236LP+LK
5LPx2 2LK 5MP 5[HP] 236LP
dash 2HK

7581

1

Corner

Universal

  • Go to Corner BnB
  • Can replace some shotgun bullets for ice/fire/electric to setup a reset mid combo.

(video)

Advanced

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK(1) 2MP 5HK 236HP(Normal) 214KK(MPx5 X)
dash OTG 5[HP] 236HP
dash 5MK 5HP 236MP
dash KK jHP j236HP
dash KK jMK j236MP
dash 236LP+LK
5LPx2 2LK 5MP 5[HP] 236LP
dash 2HK

7272

1

Midscreen

Universal

  • Go-to Install BnB when far away from the corner.
  • Replace the first 236HP for 236MP on big characters such as Parasoul, Eliza or Big Band.
  • Can replace some shotgun bullets for ice/fire/electric to setup a reset mid combo.

(video)

2LK(1) 2MP 5HK 236HP(Normal) 214KK(MPx6)
dash OTG 5[HP] 236HP
KK jMK j236MP
KK jHP j236HP
5MK 236MP
jLP j236LP
236LP+LK
5LPx2 2LK 5MP 5[HP] 236LP
dash 2HK

7339

1

Near Corner

Universal

  • Go-to Install BnB when close to the corner.
  • Replace the first 236HP for 236MP on big characters such as Parasoul, Eliza or Big Band.
  • Can replace some shotgun bullets for ice/fire/electric to setup a reset mid combo.

(video)

2LK(1) 2MP 5HK 236HP(Normal) 236LK+HK
microdash 5HP 236LP(Normal)
dash OTG 2HK
2MP 236LP(Normal)
2LK 2HP 214P~P
KK dash 5MK HP 236LP+LK
5LPx2 2LK 5MP 5[HP] 236HP
2HK

7313

1

Midscreen

Universal

  • Barrel Optimal Midscreen.

(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
OTG 5LK 5MK 2HP 236LP
5LPx2 2LK 5MP 5HP 236LP+LK

5792

0

Anywhere

Lights/Mediums

  • BnB for when you dont have bullets or meter.
  • Heavies will use OTG after reload.

(video)

2LK(1) 2MP 5HK 236HP(Normal)
5HP 236LP(Normal)
OTG 2HK 236LP+LK
2MP 5[HP] 214K
5MK 5HK
jKK jLP jMK
236KK
5LPx2 2LK 5MP 5HP 236LP+LK

7211

1

Corner

Lights/Mediums

  • Corner Combo Alternative: Lights/Mediums.

(video)

2LK(1) 2MP 5HK 236HP(Normal)
5HK 236HP(Normal)
OTG 5MK 5HP 236LP+LK
2MP 5[HP] 236LP(Normal)
236MK+HK
5LK 236LP(Normal)
5LPx2 2LK 5MP 5HP 236LP+LK

6998

1

Corner

Universal

  • Corner Combo Alternative: Universal.

(video)

Throw

Notation Damage Meter Cost Location Character Specific? Notes Video
Throw 236MK+HK
OTG 2HK 236LP+LK
2MP 5[HP] 214HK
5LK 5MP 2HP 214P~P
214HK
5MK 2HP 236LP
5LPx2 2LK 5MP 5HP 236LP+LK

4964

1

Midscreen

Universal

  • Standard Midscreen Throw Route.

(video)

Throw[HP] 236LP(Normal) 236LK+HK
microdash 5HP 236LP(Normal)
dash OTG 2HK
2MP 236LP(Normal)
2LK 2HP 214P~P
KK dash 5MK HP 236LP+LK
5LPx2 2LK 5MP 5[HP] 236HP
2HK

6608

0

Midscreen

Universal

  • Best Throw Route Midscreen. Requires Empower.

(video)

Throw 2HK 236LP+LK
2MP 5[HP] 236LP(Normal)
5HK
jMK jHP
2LK 5MP 2HP 236LP(Normal)
5LPx2 2LK 5MP 5HP 236LP+LK

4422

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(Normal)
5LPx2 2LK 5MP 5HP 236LP+LK

4478/5328

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(Normal)
5LPx2 2LK 5MP 5HP 236LP+LK

4406/5256

0

Anywhere

Universal

  • Standard route for Heavies.

(video)

Counter, Strike! (623K)

Notation Damage Meter Cost Location Character Specific? Notes Video
623LK/MK(MCH) 214KK(MPx6)
OTG 5[HP] 236HP
dash 5MK 5HP 236MP
dash KK jHP j236HP
dash KK jMK j236MP
dash 9jLP jMK j236LP
236LP+LK
5LPx2 2LK 5MP 5[HP] 236LP
dash 2HK

8689

1

Midscreen

Universal

  • Works whether you hit them on the air or the ground.

(video)

623LK/MK(MCH) 214KK(MPx6)
OTG 5[HP] 236HP
KK jMK j236MP
KK jHP j236HP
9jLP jMK j236LP
5LK 5HP 236LP
5LPx2 2LK 5MP 5HP 236MP
dash 2HK

8473

1

Corner

Lights/Mediums

  • Works weather you hit them on the air or the ground.

(video)

Counter Hit Punishes

Notation Damage Meter Cost Location Character Specific? Notes Video
5HK(HCH) 236HP(Normal) 214KK(MPx6)
dash OTG 5[HP] 236HP
dash 5MK 5HP 236MP
dash KK jHP j236HP
dash 9jLP jHP j236MP
KK jMK j236LP
5MP 236LP
236LP+LK
5LPx2 2LK 5MP 5[HP] 214K
dash 2HK

8833

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(Normal) 214KK(MPx6)
OTG 5[HP] 236HP
KK jMK j236MP
KK jHP j236LP
9jLP jHP j236HP
5MK 236MP
5LK 5MP 5HP 236LP+LK
5LPx2 2LK 5MP 5HP 236LP
dash 2HK

8838

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(HCH) 236HP(Normal) 214KK(MPx6)
OTG 2HK 236LP
5HP 236MP
5MK 5[HP] 236HP
7jMK j236MP
jKK jHP j236HP
8jLP j236LP
5LK 236LP+LK
5LPx2 2LK 5MP 5[HP] 214K
dash 2HK

9280

1

Corner

Lights/Mediums

  • Max dmg Corner HCH.

(video)

Double Snap

Notation Damage Meter Cost Location Character Specific? Notes Video
Snapback
5LK 5HK
jHP(on the way down)
repeat

N/A

1

Corner

Universal

  • Easy and reliable Double Snap you can do when in doubt.

(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)

Damage/Undizzy Ratios

Move Damage/undizzy Damage (max scaling) Undizzy
623K 16.5 330 20
236P (Buck) 15.1 302 20
5[HP] 12.5 375 30
236P (Lightning) 11.25 225 20
2HK 9.6 288 30
5HP 9.1667 275 30
236P (Buck - repeated strength) 8.8 176 20
2[HP] 8.3333 250 30
j[HP] 8 240 30
236P (Rail) 8 160 20
5LP 8 120 15
236P (Standard) 7.5 150 20
236P (Ice) 7.5 150 20
236LPLK 7.5 150 20
236P (Fire) 7 140 20
2LK 7 105 15
5MP 6.5 130 20
jHK 6.3333 190 30
5MK 6 120 20
5LK 5.6667 85 15
2HP 5 150 30
2MP 5 100 20
jMP 5 100 20
jMK 5 100 20
5HK 4.6667 140 30
jHP 4.3333 130 30
2LP 4.3333 65 15
jLP 4.3333 65 15
2MK 4 80 20
jLK 4 60 15


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