Skullgirls/Cerebella/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)
Merry-Go-Rilla = MGR (214LP+LK)
Excellebella = Excella (623LP+LK)
Lock n' Load = LnL (eg. M LnL for the MP version) (236P)
Devil Horns = Horns (623MP)
Cerecopter = Copter (623HP)
Diamond Drop = DDrop (236LP+LK)
Pummel Horse = Pummel ([4]6K~LP+LK)
Battle Butt = Butt ([4]6K~HK)
Kanchou = Kanchou ([4]6K~MK)
Run Stop = RS ([4]6K~LK)
Diamond Dynamo = Dynamo (236PP)
Ultimate Showstopper = 360 (360LP+LK)
Diamonds are Forever = Level 3 (214PP)
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

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
2LK 2MP 2HP
jMK jHK
OTG 2LK 2MK
jMP jHK
2MP 2HP
jLPxN jHP
5LPx2 5MP 5HP Copter Dynamo

7292

1

Anywhere

Universal

  • Reliable midscreen combo with serviceable damage and multiple reset points. If you're only going to know one combo, make it this one.
  • Uses OTG.
  • Does about 100 more damage with maximum jLP mash.
  • On Big Band, to land OTG 2LK after a jHK, a micro dash is usually required. If you don't like doing that, learn a Band-specific combo.

(video)

Advanced

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 2MP 5HP Kanchou
2MK
jMP jHK
5HP Pummel
2MP 5HP RS
2LK 2MP 5HP RS
5LPx2 5MP 5HP Copter Dynamo

8347

1

Midscreen

Universal

  • A difficult midscreen-only combo that uses Kanchou wallbounce, Pummel, and RS links.
  • Doesn't work if your back is close to the corner.
  • Doesn't use OTG, so if you end up in the corner you could do a second Dynamo or a green-sparks Butt to kill.

(video)

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
Dynamo
otg 5LK 2MK
jMP jHK

1

Corner

Universal

  • If Dynamo ends in the corner, you can hit the opponent OTG and continue a combo.
  • Every move after Dynamo is tracked by IPS and builds undizzy, so your combo routing will be different than (eg) an MGR or normal throw into the corner.

(video)

Dynamo
otg 623HP Dynamo

2

Midscreen

Not Robo Fortune, kara HK for Squigly, Fortune, Painwheel, Peacock

  • If Dynamo ends midscreen, you can add another super using Cerecopter.
  • The kara cancel is very difficult, so this is a last resort option on those characters.

(video)

Dynamo
call assist + otg 6HP

1

Anywhere

Universal

  • A lot of Cerebella's moves lead into Diamond Dynamo, so having an assist for this specific conversion is a significant advantage.
  • An incomplete list of assists that work:
    • Big Band M Beat Extend (many pickup options, eg. jMP jHK)
    • Valentine H Bypass (convert with Pummel Horse)
    • Double Cilia Slide (convert with Pummel Horse)
  • It helps to use an assist macro that doesn't contain HP, so plinking it into 6HP is easier.
  • See the video for a comprehensive overview of which assists work.

(video)

360

Notation Damage Meter Cost Location Character Specific? Notes Video
360, Horns cancel
dash otg 2LK 2MK
jMP jHK

1

Anywhere

Everyone but Big Band

  • On Big Band the 2MK will often whiff, on him it's more consistent to do 2LK 2MP 2HP, jMP jHK or jLPxN jHP.

(video)

Level 3

Notation Damage Meter Cost Location Character Specific? Notes Video
Level 3
dash forward otg 2LK 2MK
jMP jHK

3

Midscreen

Universal

  • Dash forward on reaction to the wallbounce. Moving forward earlier than that can move the camera such that the wallbounce won't occur.
  • For extra damage, you can jump forward otg jHK, 2MK. This may cause a side swap.
  • On lights you can dash 2MK or Horns for an OTG-less conversion.
  • Pummel Horse can be used as an otgless conversion if the level 3 is used later in a combo (forced 45% scaling).


Level 3
neutral jump, jLP jHP
[dash] otg 2LK 2MK
jMP jHK

3

Corner

Not Filia/Fukua/Parasoul

  • Against a lot of characters (particularly heavier ones) you can upforward instead of neutral jump to land even closer to the corner, making the OTG pickup easier.
  • Creative use of assists can make an OTGless pickup possible here.


Ground throw

Notation Damage Meter Cost Location Character Specific? Notes Video
Ground throw
otg 5LK 2MK
jMP jHK

0

Corner

Universal


Ground throw
Dynamo

1

Midscreen

Universal

  • Hopefully this carries to a corner or you have the right assist for a midscreen pickup.


Ground throw
Pummel Horse

0

Anywhere

Not Peacock, Valentine, Robo Fortune, Cerebella, Parasoul

  • This technically exists but is basically just here for academic value. Just use a command grab midscreen.

(video)


Air throw

Notation Damage Meter Cost Location Character Specific? Notes Video
Air throw
otg jLK
2MK
jMP jHK

0

Anywhere

Universal

  • Use jLP instead of jLK if the throw is very low to the ground.
  • Can use jMK/jHK instead of jLK if the throw is very high up. Time your button immediately after the last hit of the airthrow, you can press it surprisingly early.


MGR

Notation Damage Meter Cost Location Character Specific? Notes Video
MGR
microdash otg 2LK 2MK
jMP jHK

0

Anywhere

Not Painwheel

  • Works everywhere on everyone, except midscreen on Painwheel.
  • Doesn't need a microdash when in the corner or on larger characters.

(video)

MGR
2LP 2MP 2HP
jLPxN jHP

0

Anywhere

Universal

  • A good alternative if you don't like microdashes.

(video)

DDrop

Notation Damage Meter Cost Location Character Specific? Notes Video
DDrop
Dynamo

1

Anywhere

Universal

  • The best you can get midscreen without assist.


DDrop
otg fHP + call assist

0

Anywhere

Not Beowulf or Band

  • Only if you have a very long and fast assist (Cilia Slide, H Savage Bypass, charged Tremolo, etc)
  • The spacing is a little wider than after Dynamo, so assists like M Beat Extend don't have enough range for this.
  • See the video for a comprehensive overview of which assists work.

(video)

DDrop
(microdash) otg 2LK 2MK
jMP jHK

0

Throwing into corner

Universal


Excella

Notation Damage Meter Cost Location Character Specific? Notes Video
Excella Dynamo

1

Anywhere

Universal

  • The best you can get midscreen.


Excella
otg 2LP 2MK
jMP jHK (restand)

0

Corner

Universal

  • 2LK also works, a bit difficult on heavies.



Kanchou

Notation Damage Meter Cost Location Character Specific? Notes Video
Kanchou (wallbounce)
2MK
jMP jHK

0

Midscreen

Universal

  • Difficult on Double.
  • Could use up your OTG with jHK 2MK for more damage.
  • Some high-damage routes on lights use Devil Horns here instead.


Kanchou Dynamo
otg 5LK 2MK
jMP jHK

1

Into corner

Universal


Diamond Deflector

Notation Damage Meter Cost Location Character Specific? Notes Video
Diamond Deflector
(dashjump) jHK or jMP
2MP 2HP etc

0

Within dashjump range

Universal

  • If they're out of dashjump button range, your best option is probably dash 6HP into sliding knockdown okizeme.
  • Keep in mind that Deflector starts you in Stage 3, meaning that everything after it will be tracked by IPS and build undizzy.


Horns

Notation Damage Meter Cost Location Character Specific? Notes Video
Horns
otg 2LK 2MK
jMP jHK (restand)
<stuff>

0

Anywhere

Universal

  • On lights or when used as an anti-air, you may have enough juggle height to convert with 5LK 2MK without using OTG.


LnL

Notation Damage Meter Cost Location Character Specific? Notes Video
LnL Dynamo

1

Anywhere

Universal

  • The only possible followup from LnL, except for H LnL into Level 3.


Copter

Notation Damage Meter Cost Location Character Specific? Notes Video
Copter Dynamo

1

Anywhere

Universal

  • Best you can get midscreen.


Conversion Videos

Conversions Compendium (almost every possible assist)

Conversions with Cilia Slide assist

Conversions with M Beat Extend assist

Conversions with H Brass Knuckles assist

Conversions with H Bypass 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.
  • 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
  • The standard ender. Reliable, easy, good damage.
5LPx2 2MP 5HP Copter Dynamo Anywhere 2047 0.112 0.415
  • Slight variant on the standard ender that is more consistent when the spacing is a little wide (eg. after jLPxN jHP midscreen).
2LP/LK 2MP 5HK Copter Dynamo Anywhere 1962 0.127 0.467
  • An ender that works when hitting OTG.
  • 5HP knocks down on airborne opponents, so the standard ender will often drop when hitting OTG.
5LPx2 2MK 6HP Excella Dynamo Anywhere 2057 0.242 0.454
  • Same damage as the standard ender, but builds more meter at the cost of being more difficult.
  • The 6HP needs to be delayed slightly to connect.
  • Needs close spacing in order to connect reliably midscreen, especially on Double and Bella. 2MP 5HP RS will get you close enough, but a microdash is often necessary after jHP restand.
5LPx2 5MP 5HP Butt Anywhere 1065 0.122 0.222
  • Highest damage meterless midscreen ender on very low health opponents thanks to the special properties of Butt.
  • Doesn't allow for meter spendage, so you better hope that the Butt kills.
5LPx2 5MP 5HP Level 3 Anywhere 2855 0.045 0.419
  • Solo meter dump ender.
  • Very meter inefficient, but if you need an extra 800 damage, it exists.
  • If you can, instead route your combo around earlier level 3, saving otg to be able to do two Dynamos, or spending meter on DHCs.
5LPx2 2MK 6HP Excella Level 3 Corner 3340 0.242 0.592
  • Solo meter dump ender that only works on lights in the corner with OTG still available.
  • Does ~500 more damage and builds a lot more meter than the normal meter dump ender
  • Can hold up and do burstable jHP afterwards for a smidge more damage and to keep corner (not Filia/Fukua)
  • Looks cool
2LP 2MP 5HP M LnL Dynamo Anywhere 1808 0.101 0.376
  • For use in happy birthday combos. Excella is a hitgrab and won't work, and the assist will fall out of Copter Dynamo midscreen.
5MP DDrop Dynamo Anywhere 1809 0.170 0.195
  • Unbeatable meter/opponent meter ratio while still doing decent damage. Should be interesting to anyone thinking about meter denial.
  • Useful in early DHC routes.
  • Requires stagger.
  • Side switches.
5LPx2 2MK 6HP Copter Dynamo Corner 2212 0.112 0.415
  • Reliable and high damage corner ender.
  • The 6HP needs to be delayed slightly to connect.
5LPx2 2MK 6HP Butt Corner 1220 0.122 0.222
  • Highest damage meterless corner ender on very low health opponents thanks to the special properties of Butt.
  • Does slightly more damage and builds slightly less meter for the opponent than 5LPx2 2MK 6HP Copter, but is much more difficult.
  • It's possible to link a Dynamo afterwards on lights, or on other characters with otg (2277 damage, more meter to opponent).

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
2LK 2MP 2HP
jMK jHK
OTG 2LK 2MK
jMP jHK
2MP 2HP
jLPxN jHP
5LPx2 5MP 5HP Copter Dynamo

7292

1

Anywhere

Universal

  • The BnB. Reliable universal combo with serviceable damage and multiple reset points. If you're only going to know one combo, make it this one.
  • On Big Band, to land OTG 2LK after a jHK, you need to either delay jMK or microdash before 2LK. You could also just learn a Band-specific combo.

(video)

2LK 2MP 2HP
jMK jHK
OTG 2LK 2MK
jMP jHK
5HP Pummel
2MP 5HP RS
5LPx2 5MP 5HP Copter Dynamo

7694

1

Anywhere

Universal

  • The Better BnB. Solid damage for a screen-universal combo, but a bit harder due to the Pummel and RS, and does not work on happy birthdays.
  • See the above note about Big Band.

(video)

2LK 2MP 5HP Kanchou
2MK
jMP jHK
5HP Pummel
2MP 5HP RS
2LK 2MP 5HP RS
5LPx2 5MP 5HP Copter Dynamo
OTG 6HP

8567

1

Midscreen

Universal

  • The Kanchou BnB. A difficult, high-damage midscreen-only combo.
  • Side switches.
  • Saves OTG.
  • Doesn't work if your back is close to the corner. Use a 2HP confirm instead.
  • If you end up in the corner, you could do a second Dynamo or a green-sparks Butt instead of the OTG 6HP.
    • The video demonstration opts for the second Dynamo since it ends in corner.
  • The 2MK pickup is particularly difficult on Double.
  • Needs close start and delayed 5HP in order for Kanchou to combo on Big Band, since he's so wide. When in doubt go for a 2HP confirm instead.
  • The video includes a variant that does more damage, but relies on carrying to the corner (ie. it works on a smaller section of the stage).

(video)

2LK 2MP 2HP
jMP jHK
5MK 5HP Pummel
2MP 5HP RS
2LK 2MP 5HP RS
5LPx2 2MK 6HP Excella Dynamo
OTG Butt

8108

1

Anywhere

Heavies

  • Double/Band specific combo that works everywhere.
  • Saves OTG.
  • Hold forward before 5MK to ensure that 5HP doesn't whiff.
  • If you reach corner after Dynamo, you have the option to go for another Dynamo instead of Butt (8.9k).

(video)

2LK 2MP 2HP
jMP jHK
5HP RS
2LK 2MP 5HP Pummel
2MK 6HP Excella Dynamo
OTG 5LPx2 2MK 6HP Copter

8550

1

Close to corner

Heavies

  • Heavies-only close to corner combo.
  • Works from the centre of the stage on Band, but needs to be closer to the corner on Double because the pummel needs to finish in corner on her.
  • Option to do another Dynamo at the end (~9.6k damage).

(video)

2LK 2MP 2HP
jMP jHK
5MP MGR
OTG 5MK 2HP
jLPxN jHP
2LK 2MP RS
5LPx2 2MK 6HP Excella Dynamo

8263

1

Anywhere

Big Band

  • High damage but difficult Big Band specific combo.
  • 2MP RS 5LP is a 2f link.

(video)

2LK 2MP 2HP
jMP jHK
5MP MGR
OTG 5LK 2HP
jLPxN jHP
2MK Kanchou
5LPx2 2MK 6HP Excella Dynamo

8366

1

Anywhere

Heavies

  • Optimal heavies-only combo with relatively easy links, but loses corner.

(video)

2LK 2MP 2HP
jMP jHP (restand)
jHP
5MK 5HP Pummel
5LK 2MK 6HP Copter Dynamo
OTG 5LPx2 2MK 6HP Copter

8714

1

Corner

Heavies

  • Optimal heavies-specific corner combo.
  • Delay the first jMP to make the restand jHP easier, linking the two jHPs together is the only hard part.

(video)

2LK 2MP 2HP
8jHP
5LP 2MK
jMP jHK
5HP Pummel
2MP 5HK Copter Dynamo
5LK 2MK 6HP Copter

8186

1

Corner

Lights/Mediums

  • Lights/mediums corner-specific combo that does good damage and allows for spending a second bar.
  • Linking 5LP is more difficult on mediums because they fall faster.
  • Always do cHP NEUTRAL JUMP jHP. If you jump forward, jHP will whiff against many characters.
  • Against Squigly, even when neutral jumping, jHP will whiff if done too soon. Add a delay after your jump before inputting jHP.
  • Listed damage assumes the optimal ender for fairness. The video does an easier, less damaging ender (5LK 5MP 5HK Copter).
  • Does 9423 damage if you spend the second bar on Dynamo at the end.

(video)

Air throw

Notation Damage Meter Cost Location Character Specific? Notes Video
Air throw
OTG jLK
2MK
jMP jHK
5HP Pummel
2MP 5HP RS
2LK 2MP 5HP RS
5LPx2 5MP 5HP Copter Dynamo

5808

1

Anywhere

Universal

  • Use jLP instead of jLK if the throw is very low off the ground.

(video)

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
MGR
2LP 2MP 2HP
jLPxN jHP
2LK 2MK
jMP jHK
5HP Pummel
2MP 5HP RS
5LPx2 5MP 5HP Copter Dynamo

6839

1

Anywhere

Universal

  • Fairly standard conversion. If you know the Pummel Horse BnB, then you know most of this combo already.
  • Delaying 2HP makes the jLP restand easier on light characters, but don't delay it on other weight classes.

(video)

MGR
2LP 2MP 2HP
jLPxN jHP
5MK 5HP Pummel
2MP 5HP RS
2LK 2MP 5HP RS
5LPx2 5MP 5HP Copter Dynamo

7025

1

Anywhere

Universal

  • Slightly more difficult/optimal variation on the above.

(video)

MGR
microdash 2LK 2MK
jMP jHK
5HP Pummel
2MP 5HP RS
2LK 2MP 5HP RS
5LPx2 5MP 5HP Copter Dynamo

6892

1

Anywhere

Universal (except Painwheel)

  • Alternate route that picks up with 2LK 2MK.
  • More difficult due to requiring a microdash after MGR on some characters.
  • No need to microdash in the corner.
  • This combo also happens to be good for air-to-air jHK, combos starting from assists that knock down, etc.

(video)

MGR
5LK 5MK 5HP Pummel
2MP 2HP
jLPxN jHP
2MK
jMP jHK
2LK 2MP 5HP RS
5LPx2 2MK 6HP Copter Dynamo

7603

1

Corner

Universal

  • A corner-only combo that is relatively difficult, but does excellent damage and works on the entire cast.
  • In the first string, both 5MK and 5HP are delayed in order to restand the opponent. This is difficult on light characters.

(video)

MGR
dash 2LK 2MP dl 5HP Pummel
2MP 2HP
jLPxN jHP
2MK
jMP jHK
2LK 2MP 5HP RS
5LPx2 2MK 6HP Copter Dynamo

7337

1

Midscreen

Universal

  • Midscreen version of the above that has a very difficult start especially on light characters, but does very high damage.

(video)

MGR
2LK dl 2MK dl 6HP Horns
2MK Horns
5MP dl 5HP Pummel
2LK 2MP 2HP
jLPxN jHP
5LPx2 2MK 6HP Copter Dynamo

7922

1

Corner

Lights

  • Difficult lights-only corner combo that uses Horns loops and does excellent damage.

(video)

MGR
microdash 5LK dl 2MK dl 6HP Horns
2MK Horns
2MP 6HP Horns
5LK 2MK Horns
9jLPx1 jMK jHP
5LPx2 2MK 6HP Copter Dynamo

8421

1

Corner

Lights

  • Very difficult lights-only corner combo that uses Horns loops and does very excellent damage.

(video)

Counter Hit Punishes

Notation Damage Meter Cost Location Character Specific? Notes Video
CH 2HP
8jHP
5LP 2MK
jMP jHK
5HP Pummel
5MP 2HP
jLPxN jHP
2LK 2HP Excella Dynamo
2HK Copter

8982

1

Corner

Lights/Mediums

  • Always do cHP NEUTRAL JUMP jHP. If you jump forward, jHP will whiff against many characters.
  • Against Squigly, even when neutral jumping, jHP will whiff if done too soon. Add a delay after your jump before inputting jHP.

(video)

CH 2HP
jMP jHK
5HP RS
jLK jMP jHK
5MK 5HP Pummel
2MP 5HP RS
2LK 2MP 5HP RS
5LPx2 5MP 5HP Copter Dynamo

9289

1

Anywhere

Heavies

  • Saves OTG for possible Dynamo extension in corner

(video)

CH 2HP
jMP jHK
5HP RS
jLK jMP jHK
5MK 5HP Pummel
2MP 5HP RS
5LPx2 5HK Copter Dynamo
5LK 5MP 5HK Copter

9649

1

Anywhere, ender requires corner

Heavies

(video)

Double Snap

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

N/A

1

Corner

Universal

  • Easy and effective. Don't forget to delay jHK a lot.

(video)

Snapback
OTG 2LK 2HP
(uncombo) Butt
repeat

N/A

1

Corner

Universal

  • Builds more meter than the jHK loop. Looks cooler, too.

(video)

Snapback
OTG 2MK 2HP RS
(uncombo) 6HP
repeat

N/A

1

Corner

Universal

  • One of the fastest-killing double snap loops but is a bit more difficult.

(video)

Midscreen Assist Kill

Notation Damage Meter Cost Location Character Specific? Notes Video
2/5LP 2MK
repeat

N/A

0

Anywhere

Universal

  • If you are very close on light characters, you have to backwalk after every 2MK, or use 5LPx2 to create space.

WIP

2LP 2MK
(uncombo) instant j2MP
repeat

N/A

0

Anywhere

Universal

  • Use backjumps if they're too close to prevent them from going over you, and neutral jumps if they're at a good distance.

WIP

5LK 5MP 2HP Kanchou Feint
repeat

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
2LK 2MP 5HP RS
2LK 2MP 5HP RS
2LP 2MP 5HP M LNL Dynamo

5700

1

Anywhere

Universal

  • Simple and works anywhere.
  • Can follow up if Dynamo reaches the corner, see video for more details.

(video)

2LK 2MP 2HP
jMK jHK
otg 2MP 2HP
jLPxN jHP
2MK
jMP jHK
2LK 2MP 5HP M LNL Dynamo

6800

1

Midscreen

Universal

  • Midscreen corner carry route.

(video)

(MCH/HCH starter) 2MP 2HP
jMK jHK
otg 2MP 2HP
jLPxN jHP
2MK
jMP jHK
2LK 2MP 5HP RS
2LP 2MP 5HP M LNL Dynamo

Starter dependent

1

Midscreen

Universal

  • Midscreen MCH/HCH corner carry route.

(video)

(assist scoop or air to air jHK)
OTG 5/2LK 2MP 2HP
jLPxN jHP
2MK
jMP jHK
2LK 2MP 5HP RS
2LP 2MP 5HP M LNL Dynamo

Starter dependent

1

Midscreen

Universal

  • Midscreen assist scoop / OTG starter route.
  • Good for converting from DP assists.

(video)

2LK 2MP 2HP
jMK jHK
otg 2LK 2MK
jMP jHK
2MP 5HP RS
2LP 2MP 5HP M LNL Dynamo

6973

1

Corner

Universal

  • Greedy corner damage route.

(video)


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.


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