Skullgirls/Cerebella/Combos
Numpad notation | |
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Hit Confirms
BnB Combos
Beginner
A basic ground chain combo ending in sweep. Safe on block.
2LK 2MP 2HK
A ground chain combo ending in a special cancel. Unsafe on block, so don't do the Cerecopter(623HP) if you notice your opponent is blocking. (video)
2LK 2MP 5HK 623HP
A ground chain combo ending in a Dynamo super (236PP). (video)
2LK 2MP 5HK 623HP 236PP
A combo with a basic air chain. Does solid damage for its simplicity. (video)
2LK 2MP 2HP jMK jHK OTG 2LK 2MP 2HP 623LPLK 236PP
A standard combo that sets up a restand. After the restand, you can choose to go for a reset such as 2LK, MGR, instant j2MP, instant jHP, Kanchou, etc.
If you have difficulty comboing jHK into 2MP, (this video) explains how to do it. This restand is used in practically all of Cerebella's combos, so it's good to learn. (video)
2LK 2MP 2HP jMK jHK OTG 2LK 2MK jMP jHK 2MP 5HP 623HP 236PP
Intermediate
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
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7292 |
1 |
Anywhere |
Universal |
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Advanced
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
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8347 |
1 |
Midscreen |
Universal |
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Conversions
When in doubt, the conversion is probably 2LK 2MK, jMP jHK. This can often be substituted for 2LK 2MP 2HP, jLPxN jHP.
The conversion usually sets up a restand of some kind which you can tack your BnB onto. If not, it will give the best followup available.
[Click here to expand conversions]
Dynamo
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
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1 |
Corner |
Universal |
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2 |
Midscreen |
Not Robo Fortune, kara HK for Squigly, Fortune, Painwheel, Peacock |
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1 |
Anywhere |
Universal |
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360
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
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1 |
Anywhere |
Everyone but Big Band |
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Level 3
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
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3 |
Midscreen |
Universal |
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3 |
Corner |
Not Filia/Fukua/Parasoul |
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Ground throw
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
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0 |
Corner |
Universal |
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1 |
Midscreen |
Universal |
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0 |
Anywhere |
Not Peacock, Valentine, Robo Fortune, Cerebella, Parasoul |
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Air throw
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
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0 |
Anywhere |
Universal |
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MGR
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
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0 |
Anywhere |
Not Painwheel |
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0 |
Anywhere |
Universal |
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DDrop
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
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1 |
Anywhere |
Universal |
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0 |
Anywhere |
Not Beowulf or Band |
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0 |
Throwing into corner |
Universal |
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Excella
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
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1 |
Anywhere |
Universal |
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0 |
Corner |
Universal |
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Kanchou
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
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0 |
Midscreen |
Universal |
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1 |
Into corner |
Universal |
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Diamond Deflector
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
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0 |
Within dashjump range |
Universal |
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Horns
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
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0 |
Anywhere |
Universal |
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LnL
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
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1 |
Anywhere |
Universal |
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Copter
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
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1 |
Anywhere |
Universal |
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Conversion Videos
Conversions Compendium (almost every possible assist)
Conversions with Cilia Slide assist
Conversions with M Beat Extend assist
Enders
- Like most characters, consider using your meter for DHCs if possible. Dynamo DHCs nicely into a wide range of supers.
- You can have two Dynamos in your combo by saving OTG, carrying to the corner, and then picking up OTG after the first Dynamo.
- Level 3 is best used early in combos, or as a DHC. 5HP Level 3 can be used as a combo ender for more damage, but it's very inefficient (only ~800 more damage than Dynamo enders).
- Level 3 can be converted in corner against most characters with jLP jHP, then an OTG pickup. Some assists will even allow an OTG-less pickup.
- Solo Bella can burn 5 bars with early level 3, OTG-less pickup, <240 undizzy Dynamo that carries to corner, OTG pickup, then a final Dynamo.
- Demonstration: (video)
- 2MK Kanchou can be used to uncorner for DHCs that do more damage midscreen (like Band level 3), or DHCs that side swap on hit to put them back into the corner.
Bella has a lot of options when it comes to ender strings, some of which have different tradeoffs. Usually they start with 5LPx2.
Damage and meter gain values are all at max scaling.
String | Location | Damage | Meter gain | Meter gain (opponent) | Notes |
---|---|---|---|---|---|
5LPx2 5MP 5HP Copter Dynamo | Anywhere | 2057 | 0.112 | 0.415 |
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5LPx2 2MP 5HP Copter Dynamo | Anywhere | 2047 | 0.112 | 0.415 |
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2LP/LK 2MP 5HK Copter Dynamo | Anywhere | 1962 | 0.127 | 0.467 |
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5LPx2 2MK 6HP Excella Dynamo | Anywhere | 2057 | 0.242 | 0.454 |
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5LPx2 5MP 5HP Butt | Anywhere | 1065 | 0.122 | 0.222 |
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5LPx2 5MP 5HP Level 3 | Anywhere | 2855 | 0.045 | 0.419 |
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5LPx2 2MK 6HP Excella Level 3 | Corner | 3340 | 0.242 | 0.592 |
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2LP 2MP 5HP M LnL Dynamo | Anywhere | 1808 | 0.101 | 0.376 |
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5MP DDrop Dynamo | Anywhere | 1809 | 0.170 | 0.195 |
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5LPx2 2MK 6HP Copter Dynamo | Corner | 2212 | 0.112 | 0.415 |
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5LPx2 2MK 6HP Butt | Corner | 1220 | 0.122 | 0.222 |
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Tips & Tricks
- How to do the jLP jHP restand (part 1) (part 2). The video advocates a reliable timing that has three hits of jLP, but some people prefer to mash jLP and then hit LP+HP at the appropriate height.
- For the 2MK jMP jHK restand, it's key to delay the jHK as much as possible, and to delay the 2MK on lightweight characters. Slightly delaying the jump cancel after 2MK also makes the restand easier. (detailed video tutorial)
- How charge inputs work in Skullgirls
- How to perform instant Tumbling Run moves
- For Run Stop links, hold forward+LKMK or LKHK during the hitstop of 5HP, wait for your Run Stop to come out, then make your link. (detailed video tutorial)
- For 5HP Pummel, hold forward+LPLKMK or LPLKHK during the hitstop of 5HP, keep holding until Pummel Horse comes out. (video tutorial)
- After a Pummel Horse, you can always link a 2MP after the stagger, regardless if the opponent shakes or not. It's a 5f link but the long delay and lack of visual cue makes it trickier than usual. Try timing it a brief moment after Cerebella's hat lands back on her head.
- 5LPx2 5MP 5HP Copter Dynamo is your standard combo ender, but Bella has lots of options which have different tradeoffs. See the ender strings section for more details.
Combos By Starter
Some videos may show a slightly different combo and/or damage number, due to either old version differences or slight adjustments made by the editor.
For even more combos, see Dragonos's playlist: Cerebella BnB Combos
2LK
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
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7292 |
1 |
Anywhere |
Universal |
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7694 |
1 |
Anywhere |
Universal |
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8567 |
1 |
Midscreen |
Universal |
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8108 |
1 |
Anywhere |
Heavies |
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8550 |
1 |
Close to corner |
Heavies |
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8263 |
1 |
Anywhere |
Big Band |
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8366 |
1 |
Anywhere |
Heavies |
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8714 |
1 |
Corner |
Heavies |
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8186 |
1 |
Corner |
Lights/Mediums |
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Air throw
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
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5808 |
1 |
Anywhere |
Universal |
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MGR
Note: These combos can also be used with an air-to-air jHK starter, an instant overhead j.2MP starter, 360 Horns starter (with a dash after Horns), or any assist starter that knocks down and uses OTG.
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
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6839 |
1 |
Anywhere |
Universal |
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7025 |
1 |
Anywhere |
Universal |
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6892 |
1 |
Anywhere |
Universal (except Painwheel) |
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7603 |
1 |
Corner |
Universal |
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7337 |
1 |
Midscreen |
Universal |
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7922 |
1 |
Corner |
Lights |
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8421 |
1 |
Corner |
Lights |
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Counter Hit Punishes
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
8982 |
1 |
Corner |
Lights/Mediums |
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9289 |
1 |
Anywhere |
Heavies |
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9649 |
1 |
Anywhere, ender requires corner |
Heavies |
Double Snap
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
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N/A |
1 |
Corner |
Universal |
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N/A |
1 |
Corner |
Universal |
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N/A |
1 |
Corner |
Universal |
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Midscreen Assist Kill
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
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N/A |
0 |
Anywhere |
Universal |
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WIP |
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N/A |
0 |
Anywhere |
Universal |
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WIP |
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N/A |
0 |
Midscreen |
Universal |
WIP |
Happy Birthday Combos
These combos will work on just about any pair of characters. Watch this video for more information about happy birthday combo theory.
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
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5700 |
1 |
Anywhere |
Universal |
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6800 |
1 |
Midscreen |
Universal |
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Starter dependent |
1 |
Midscreen |
Universal |
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Starter dependent |
1 |
Midscreen |
Universal |
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6973 |
1 |
Corner |
Universal |
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Damage/Undizzy Ratios
Move | Damage/undizzy | Damage (max scaling) | Undizzy |
---|---|---|---|
DDrop | 31.6 | 632 | 20 |
MGR | 31.6 | 632 | 20 |
Butt (Points) | 27.5 | 550 | 20 |
Copter | 24.25 | 485 | 20 |
H LnL | 19.25 | 385 | 20 |
Butt | 19.25 | 385 | 20 |
Horns | 16.5 | 330 | 20 |
Excella | 16.5 | 330 | 20 |
M LnL | 15.8 | 316 | 20 |
6HP | 14.66666667 | 440 | 30 |
Kanchou | 13.75 | 275 | 20 |
Pummel | 10.5 | 210 | 20 |
2HK | 10.06666667 | 302 | 30 |
5HP | 9.166666667 | 275 | 30 |
L LnL | 9 | 180 | 20 |
5HK | 8.666666667 | 260 | 30 |
5LP | 8 | 120 | 15 |
jLPx3 | 8 | 120 | 15 |
j2MP | 8 | 160 | 20 |
jMK | 6.5 | 130 | 20 |
2HP | 6.333333333 | 190 | 30 |
jHP | 6.333333333 | 190 | 30 |
jHK | 6.333333333 | 190 | 30 |
5MP | 6 | 120 | 20 |
5MK | 6 | 120 | 20 |
jMP | 5.75 | 115 | 20 |
2MP | 5.5 | 110 | 20 |
5LK | 5.333333333 | 80 | 15 |
2MK | 5 | 100 | 20 |
2LK | 4.333333333 | 65 | 15 |
jLK | 4 | 60 | 15 |
2LP | 3.333333333 | 50 | 15 |
Meter Build
Meter build behavior is slightly different depending on whether you have less than or more than 1 bar of meter.
Below 1 meter
Move | UD | Meter | Scaled meter | Meter/UD | Scaled meter/UD | Scaled Opponent Meter | Scaled meter/Opponent meter | Notes |
---|---|---|---|---|---|---|---|---|
Excella | 20 | 20.50% | 18.70% | 1.03% | 0.94% | 18.50% | 1.01 | Builds tons of meter but also builds a lot for the opponent |
DDrop | 20 | 15.50% | 15.50% | 0.78% | 0.78% | 3.00% | 5.17 | Very good meter to opponent meter ratio |
MGR | 20 | 12.50% | 12.50% | 0.63% | 0.63% | 3.00% | 4.17 | Very good meter to opponent meter ratio |
Pummel | 20 | 10.83% | 10.83% | 0.54% | 0.54% | 1.00% | 10.83 | Unbelievably good meter to opponent meter ratio |
Excella (Assist) | 20 | 10.23% | 9.70% | 0.51% | 0.48% | 13.50% | 0.72 | Excella as an assist builds less meter |
Excella (2nd) | 20 | 8.20% | 0.41% | 11.00% | 0.75 | 2nd excella in a combo builds less meter | ||
Kanchou | 20 | 13.53% | 7.37% | 0.68% | 0.37% | 9.62% | 0.77 | |
Butt | 20 | 11.10% | 6.89% | 0.55% | 0.34% | 6.58% | 1.05 | Points butt has the same meter build |
Copter | 20 | 10.91% | 4.84% | 0.55% | 0.24% | 14.65% | 0.33 | |
H LnL | 20 | 12.50% | 4.50% | 0.63% | 0.23% | 12.50% | 0.36 | |
M LnL | 20 | 12.50% | 4.50% | 0.63% | 0.23% | 12.50% | 0.36 | |
Horns | 20 | 10.19% | 4.04% | 0.51% | 0.20% | 9.62% | 0.42 | |
L LnL | 20 | 10.19% | 4.04% | 0.51% | 0.20% | 9.62% | 0.42 | |
jLPx6 | 15 | 8.19% | 1.94% | 0.55% | 0.13% | 10.42% | 0.19 | |
5HK | 30 | 16.67% | 3.33% | 0.56% | 0.11% | 13.89% | 0.24 | Twice the meter build of a normal heavy |
2MK | 20 | 8.33% | 1.67% | 0.42% | 0.08% | 5.21% | 0.32 | |
2MP | 20 | 8.33% | 1.67% | 0.42% | 0.08% | 5.21% | 0.32 | |
j2MP | 20 | 8.33% | 1.67% | 0.42% | 0.08% | 5.21% | 0.32 | |
jMK | 20 | 8.33% | 1.67% | 0.42% | 0.08% | 5.21% | 0.32 | |
jMP | 20 | 8.33% | 1.67% | 0.42% | 0.08% | 5.21% | 0.32 | |
5MK | 20 | 8.33% | 1.67% | 0.42% | 0.08% | 5.21% | 0.32 | |
5MP | 20 | 8.33% | 1.67% | 0.42% | 0.08% | 5.21% | 0.32 | |
5LPx2 | 15 | 5.56% | 1.11% | 0.37% | 0.07% | 3.02% | 0.37 | |
2HK | 30 | 11.11% | 2.22% | 0.37% | 0.07% | 6.94% | 0.32 | |
2HP | 30 | 11.11% | 2.22% | 0.37% | 0.07% | 6.94% | 0.32 | |
6HP | 30 | 11.11% | 2.22% | 0.37% | 0.07% | 6.94% | 0.32 | |
jHK | 30 | 11.11% | 2.22% | 0.37% | 0.07% | 6.94% | 0.32 | |
jHP | 30 | 9.72% | 2.22% | 0.32% | 0.07% | 6.94% | 0.32 | |
5HP | 30 | 11.11% | 2.22% | 0.37% | 0.07% | 6.94% | 0.32 | |
jLPx3 | 15 | 5.38% | 1.11% | 0.36% | 0.07% | 5.21% | 0.21 | |
2LK | 15 | 2.78% | 0.56% | 0.19% | 0.04% | 1.74% | 0.32 | |
2LP | 15 | 2.78% | 0.56% | 0.19% | 0.04% | 1.74% | 0.32 | |
jLK | 15 | 2.78% | 0.56% | 0.19% | 0.04% | 1.74% | 0.32 | |
jLPx1 | 15 | 2.78% | 0.56% | 0.19% | 0.04% | 1.74% | 0.32 | |
5LK | 15 | 2.78% | 0.56% | 0.19% | 0.04% | 1.74% | 0.32 |
Above 1 meter
Move | UD | Meter | Scaled meter | Meter/UD | Scaled meter/UD | Scaled Opponent Meter | Scaled meter/Opponent meter | Notes |
---|---|---|---|---|---|---|---|---|
Excella | 20 | 22.90% | 19.66% | 1.15% | 0.98% | 18.50% | 1.06 | Builds tons of meter but also builds a lot for the opponent |
DDrop | 20 | 15.50% | 15.50% | 0.78% | 0.78% | 3.00% | 5.17 | Very good meter to opponent meter ratio |
MGR | 20 | 12.50% | 12.50% | 0.63% | 0.63% | 3.00% | 4.17 | Very good meter to opponent meter ratio |
Pummel | 20 | 10.83% | 10.83% | 0.54% | 0.54% | 1.00% | 10.83 | Unbelievably good meter to opponent meter ratio |
Excella (Assist) | 20 | 11.62% | 10.66% | 0.58% | 0.53% | 13.50% | 0.79 | Excella as an assist builds less meter |
Excella (2nd) | 20 | 9.16% | 0.46% | 11.00% | 0.83 | 2nd excella in a combo builds less meter | ||
Kanchou | 20 | 19.68% | 8.60% | 0.98% | 0.43% | 9.62% | 0.89 | |
Butt | 20 | 15.30% | 7.73% | 0.77% | 0.39% | 6.58% | 1.17 | Points butt has the same meter build |
Copter | 20 | 17.64% | 6.72% | 0.88% | 0.34% | 14.65% | 0.46 | |
H LnL | 20 | 20.50% | 6.10% | 1.03% | 0.31% | 12.50% | 0.49 | |
M LnL | 20 | 20.50% | 6.10% | 1.03% | 0.31% | 12.50% | 0.49 | |
Horns | 20 | 16.35% | 5.27% | 0.82% | 0.26% | 9.62% | 0.55 | |
L LnL | 20 | 16.35% | 5.27% | 0.82% | 0.26% | 9.62% | 0.55 | |
jLPx6 | 15 | 15.00% | 3.00% | 1.00% | 0.20% | 10.42% | 0.29 | |
5HK | 30 | 20.00% | 4.00% | 0.67% | 0.13% | 13.89% | 0.29 | Twice the meter build of a normal heavy |
jLPx3 | 15 | 7.50% | 1.50% | 0.50% | 0.10% | 5.21% | 0.29 | |
2MK | 20 | 7.50% | 1.50% | 0.38% | 0.08% | 5.21% | 0.29 | |
2MP | 20 | 7.50% | 1.50% | 0.38% | 0.08% | 5.21% | 0.29 | |
j2MP | 20 | 7.50% | 1.50% | 0.38% | 0.08% | 5.21% | 0.29 | |
jMK | 20 | 7.50% | 1.50% | 0.38% | 0.08% | 5.21% | 0.29 | |
jMP | 20 | 7.50% | 1.50% | 0.38% | 0.08% | 5.21% | 0.29 | |
5MK | 20 | 7.50% | 1.50% | 0.38% | 0.08% | 5.21% | 0.29 | |
5MP | 20 | 7.50% | 1.50% | 0.38% | 0.08% | 5.21% | 0.29 | |
5LPx2 | 15 | 5.00% | 1.00% | 0.33% | 0.07% | 3.02% | 0.33 | |
2HK | 30 | 10.00% | 2.00% | 0.33% | 0.07% | 6.94% | 0.29 | |
2HP | 30 | 10.00% | 2.00% | 0.33% | 0.07% | 6.94% | 0.29 | |
6HP | 30 | 10.00% | 2.00% | 0.33% | 0.07% | 6.94% | 0.29 | |
jHK | 30 | 10.00% | 2.00% | 0.33% | 0.07% | 6.94% | 0.29 | |
5HP | 30 | 10.00% | 2.00% | 0.33% | 0.07% | 6.94% | 0.29 | |
jHP | 30 | 7.50% | 2.00% | 0.25% | 0.07% | 6.94% | 0.29 | |
2LK | 15 | 2.50% | 0.50% | 0.17% | 0.03% | 1.74% | 0.29 | |
2LP | 15 | 2.50% | 0.50% | 0.17% | 0.03% | 1.74% | 0.29 | |
jLK | 15 | 2.50% | 0.50% | 0.17% | 0.03% | 1.74% | 0.29 | |
jLPx1 | 15 | 2.50% | 0.50% | 0.17% | 0.03% | 1.74% | 0.29 | |
5LK | 15 | 2.50% | 0.50% | 0.17% | 0.03% | 1.74% | 0.29 |
Undizzy Breakpoints after Pummel Horse
- Pummel Horse is an integral part of most of Bella's combos
- Bella has a very flexible combo game leading to many possible routes after Pummel Horse
- Pummel Horse gives you a lot of time to look at the undizzy bar and decide on what route to go for
- This section serves as a quick reference when constructing your own combos, or some ideas of routes to have on deck to use on-the-fly
OTGless anywhere routes
Undizzy | Combo route |
---|---|
5 | 2MP 2HP, jLPxN jHP, 2MK, jMP jHK, 2LK 2MP 5HP RS, 5LPx2 etc |
25 | the above but starting from 2HP |
75 | 2MP 2HP, jLPxN jHP, 2LK 2MP 5HP RS, 5LPx2 etc |
90 | 2MP 5HP RS, 2LK 2MP 2HP, jLPxN jLK, 5LPx2 etc |
95 | 2MP 5HP RS, 2LK 2HP, jLPxN jHP, 5LPx2 etc |
100 | 2MP 5HP RS, 2LK 2MK, jMP jHK, dash 5LPx2 etc |
120 | 2MP 5HP RS, 2LK 2MP 5HP RS, 5LPx2 etc |
140 | 2MP 2HP, jLPxN jHP, 5LPx2 etc |
155 | the above but with jLK instead of jHP (annoying) |
170 | the above but without jLK (annoying) |
185 | 2MP 5HP RS, 5LPx2 etc |
215 | 2MP RS, 5LPx2 etc (tight link) |
235 | dash 5LPx2 etc |
240+ | Dynamo |
Midscreen kanchou routes
Undizzy | Combo route |
---|---|
-15 | 2MP 5HP Kanchou, 2MK, jMP jHK, 2LK 2MP 2HP, jLPxN jHP, 5LPx2 etc |
5 | 2MP 5HP Kanchou, 2MK, jMP jHK, 2LK 2HP, jLPxN jHP, 5LPx2 etc
OR 2MP 5HP Kanchou, 5MK 2HP, jLPxN jHP, 2LK 2MP 5HP RS, 5LPx2 etc |
55 | 2MP 5HP Kanchou, dash 5LK 2MP 2HP, jLPxN jHP, 5LPx2 etc |
65 | 2MP 5HP Kanchou, OTG jHK, 2MK, jMP jHK, dash 5LPx2 etc |
70 | 2MP 5HP Kanchou, walk/dash 5MK 2HP, jLPxN jHP, 5LPx2 etc |
75 | 2MP 5HP Kanchou, dash 5LK 2HP, jLPxN jHP, 5LPx2 etc |
95 | 2MP 5HP Kanchou, 2MK, jMP jHK, dash 5LPx2 etc |
100 | 2MP 5HP RS, 2LK 2MP 5HP Kanchou, walk/dash 5LPx2 etc |
165 | 2MP 5HP Kanchou, 5LPx2 etc |
Corner carry with OTG ender routes
Undizzy | Combo route |
---|---|
-45 | 2MP 2HP, jLPxN jHP, 2MK, jMP jHK, 2LK 2MK 6HP Excella Dynamo, OTG 5HK RS, 5LPx2 etc |
-15 | 2MP 2HP, jLPxN jHP, 2MK, jMP jHK, 2LK 2MK 6HP Excella Dynamo, OTG 5LPx2 etc |
25 | 2MP 2HP, jLPxN jHP, 2LK 2MK 6HP Excella Dynamo, OTG 5HK RS, 5LPx2 etc |
40 | 2MP 2HP, jLPxN jHP, 2MK 6HP Excella Dynamo, OTG 5HK RS, 5LPx2 etc |
55 | 2MP 2HP, jLPxN jHP, 2LK 2MK 6HP Excella Dynamo, OTG 5LPx2 etc |
70 | 2MP 2HP, jLPxN jHP, 2MK 6HP Excella Dynamo, OTG 5LPx2 etc
OR 2MP 5HP RS, 5LK 2MK 6HP Excella Dynamo, OTG 5HK RS, 5LPx2 etc |
100 | 2MP 5HP RS, 2LK 2MK 6HP Excella Dynamo, OTG 5LPx2 etc |
120 | 2MP 5HP RS, 5LK (2HP Excella OR 5HP/HK Copter) Dynamo, OTG 5LPx2 etc |
165 | 2MP (2HP Excella OR 5HP/HK Copter) Dynamo, OTG 5LPx2 etc |
185 | (2HP Excella OR 5HP/HK Copter) Dynamo, OTG 5LPx2 etc |
195 | 2MP Copter Dynamo, OTG 5LPx2 etc |
205 | 5HK Dynamo, OTG 5LPx2 etc |
235 | Dynamo, OTG 5LPx2 etc |
240+ | Dynamo, OTG Dynamo |
Extra character-specific undizzy padding
- jLK jHK (45) (non-shorties only, generally only mediums/heavies)
- can do this as a rejump/double jump after jHP restand
- Tall character-only rejumps: jLK jMP jHK, jLP jMP jHK (65, 65)
- EL BB DB only
Combo Trials
Trial 1 is a jump-in jMP followed by an ender string. It's okay, but there's no reason not to do one of the beginner combos after a jump-in instead.
Trial 2 demonstrates that 5MP staggers the opponent when it starts a chain, and that you can combo into command grabs by staggering. Both of these things are useful to know, but there are more important things a beginner should be practicing. You can skip this one.
Trial 3 is more or less the same as the last combo listed in the Beginner Combos section, just with a slightly different ender string. Feel free to learn this one if you want, and then move on to a combo that adds a Pummel Horse or jLP jHP restand extension later down the line.
Trial 4 is interesting, but not a useful combo for a beginner. It shows that you can get an otgless conversion off of Kanchou, that 2MK combos into Horns, and that you can hit otg after Horns. However, it's midscreen only, very difficult on Double who requires a microdash, there are better combos off of Kanchou, and beginners shouldn't be bothering with Kanchou combos anyway. You can definitely skip this one.
TLDR: 1 and 3 are the most useful because they are similar to the beginner combos on this page, so you can do them if you want. 2 and 4 are pretty skippable. Skipping all 4 and going right to the beginner combos is fine too.