Skullgirls/Double/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 2MP is used in the confirms on this page for consistency with respect to range and damage.
  • 2LK 2MK can be used instead for a second low in your chain and better frame advantage, though this will not reach at max 2LK range and 5HK will not reach afterwards from near max range 2LK.
  • 2LK 2HP can also be used as it will work at all ranges and can be cancelled into 236MP on block to make it safe though this does not allow for 5HK routes.
  • 2LK 5MKx2 is not recommended as it scales the combo more and is more vulnerable to PBGC.

BnB Combos

Beginner

A basic ground chain combo ending in a sliding knockdown. Safe on block.

2LK 5MKx2 5HP

A basic ground chain combo ending in a special cancel. Safe on block. (video)

2LK 5MKx2 2HP 236MP

A basic ground chain combo ending in a super cancel. (video)

2LK 5MKx2 2HP 623HK 236PP

A basic air chain combo that sets up a restand. After the restand, you can go for a reset with a throw. (video)

2LK 5MKx2 5HK
jLP jMP jHP
(restand) 2LK 2MP 2HP 623HK 236PP

Intermediate

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 2MP 5HK
jLP jMK jHK j214MK
5LK 5MKx2 5HK
jLK(1) jMK jHK j214MK
5LPx2 5MKx2 2HP 623HK 236PP

7145

1

Anywhere

Universal

  • The barrel loop
  • Reliable combo that saves OTG.
  • On Painwheel or Big Band in the corner, jump back for the jLK.
  • On Big Band in the corner, cancel the jMK into jHK just before the 2nd hit comes out to gain the upward momentum for the move. Midscreen delay the jHK slightly or delay the jMK (https://www.youtube.com/watch?v=BPTfWNNrq8E).

(video)

2LK 2MP 2HP 4LK+HK
dash OTG 5MP 5HK
j9MK delay jHK
j8MP jHK
j8LP jMK jHK
236HP
dash 5LPx2 5MKx2 2HP 623HK 236PP

8033

1

Anywhere

Universal

  • On Double, do jMP > jHK first, then jMK > jHK or instant double jump jMK to maintain damage
  • Adjust number of hits on jMP for consistency
  • Double jumps required on lights
  • In the corner on small characters, replace the j8LP with j77LK (all hits)

(video)

Conversions

Throw
  • Throw 214K OTG 2LK etc
Air throw
  • Air throw dash OTG 2LK etc
Air conversions
  • ... jHP dash 5LP
  • ... jMK j214MK OTG 2LK etc
  • Juggle them with jHK then land 236HP 5MK etc
Other moves
  • 623LK 214KK 236HP 5MK etc
  • 236LP dash 2LK 2HP 214K etc or 236LP dash 2LK 5MK etc
  • 236HP dash 5MK etc
  • 2HP Slide etc

Enders

Tips & Tricks

Solo Combo Compendium

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.

2LK

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 2MP 5HK
jLP jMK jHK j214MK
5LK 5MKx2 5HK
jLK(1) jMK jHK j214MK
5LPx2 5MKx2 2HP 623HK 236PP

7145

1

Anywhere

Universal

  • The barrel loop.
  • Reliable combo that saves OTG.
  • On Painwheel or Big Band in the corner, jump back for the jLK.
  • On Big Band in the corner, cancel the jMK into jHK just before the 2nd hit comes out to gain the upward momentum for the move. Midscreen delay the jHK slightly or delay the jMK (https://www.youtube.com/watch?v=BPTfWNNrq8E).

(video)


2LK 2MP 2HP 4LK+HK
dash OTG 5MP 5HK
j9MK delay jHK
j8MP jHK
j8LP jMK jHK
236HP
dash 5LPx2 5MKx2 2HP 623HK 236PP

8033

1

Anywhere

Universal

  • On Double, do jMP > jHK first, then jMK > jHK or instant double jump jMK to maintain damage
  • Adjust number of hits on jMP for consistency
  • Double jumps required on lights
  • Doing jLP loop before jMP loop is slightly higher damage but trickier on lights
  • In the corner on small characters, replace the j8LP with j77LK (all hits)

(video)

2LK 2MP 2HP 4LK+HK
dash OTG 5MP 5HK
j9HP jHK
j8MK jHK
j88MP jHK
236HP
dash 5LPx2 5MKx2 2HP 623HK 236PP

7911

1

Anywhere

Double

  • Alternate avery loop that works well on Double
  • Technically universal but is trickier on non-heavyweights and does less damage than standard version

(video)

2LK 2MP 5HK
jMK dl jHK
jLP jMK dl jHK
jMP dl jHK
jLK dl jHK
236HP
5LPx2 5MKx2 2HP 623HK 236PP

7488

1

Anywhere

Universal (Except Double)

  • An OTG-less version of the jHK loop
  • Easier on mediums and Band
  • Can be modified to work on Double or be easier on lights for less damage

(video)

2LK 2MP 5HK 236HP
dash 5HK
j214HK
dash 5LK 5MKx2 5HK
jMP jHK
sj djMK jHK j214MK
5LPx2 5MKx2 2HP 623HK 236PP

7953

1

Anywhere

Universal

  • No side switches, good corner carry.
  • Uses OTG.

(video)

2LK 2MP 5HK 236HP
dash jump jHK *j214MK
5LK 5MKx2 5HK
jMP jHK
sj djMK jHK j214MK
5LPx2 5MKx2 2HP 623HK 236PP

7922

1

Anywhere

Yes

  • * Use j214LK vs mediums and heavies
  • Difficult combo that saves OTG but does comparable damage to OTG combos.

(video)

2LK 2MP 2HP 4LK+HK
dash 5LK 2MP 2HP 214K
5MKx2 5HK
jMP jHK
sj djMK jHK j214MK
5LPx2 5MKx2 2HP 623HK 236PP

7879

1

Anywhere *

Universal

  • Cilia slide routes pull them out of the corner so you can perform a left/right crossup.
  • Side switches twice.
  • * When your back is about one dash length away from the corner, this combo will drop during the 214K, since there's only a little gap where you can 214K into the corner and Double gets turned around.
  • Uses OTG.

(video)

2LK 2MP 2HP 4LK+HK
dash 5LK 5HK 236HP
dash 5MKx2 5HK
jMP jHK
sj djMK jHK j214MK
5LPx2 5MKx2 2HP 623HK 236PP

8001

1

Anywhere

Universal

  • Cilia slide routes pull them out of the corner so you can perform a left/right crossup.
  • Side switches once.
  • Uses OTG.

(video)

2LK 2MP 2HP 4LK+HK
OTG 2HK 4LK+HK 214KK
66 jHK
8jMK jHK
8sjMP jHK
236HP
66 jLK jMP
5LPx2 5MKx2 2HP 623HK

8301

1

Anywhere

Universal

  • Committal combo using monster early. Use this combo to cash in with extra meter.
  • Side switches once
  • Omitting 1-3 hits of jMP allows combo leniency for jHK
  • Fastfalling with jHK after jLK jMP near the corner allows 5HP to be used in the ender string against lights for more damage (8396)
  • Ending with car gives 9292 damage. Ending with level 3 gives 11991 damage.

(video)

2LK 2MP 2HP 4LK+HK
2MP 5HK
jHK
sjMK dl jHK
sjMP jHK
236HP
dash jump jLK jMP
5LPx2 5MKx2 2HP 623HK 236PP

8331

1

Anywhere

Universal*

  • Optimal midscreen damage
  • Uses OTG
  • Side switches twice
  • Use dash 5MP after 4LK+HK Vs Parasoul
  • First jHK should be done as low to the ground as possible, second should be delayed
  • Hold upforward vs Cerebella, you need to side switch with jMK
  • dash 5MP, idj jhk sj8 jMK jHK is more reliable against Squigly, MF, Peacock, PW, Filia/Fukua, Annie, and Umbrella. Omit jMP hits for reliability. (video)
  • idj jHK required against Double

(video)

2LK 2MP 5HK
jLP jMP jMK jHP
5LK 5MKx2 5HK
jLK(1) jMP jMK jHP
dash 5LPx2 5MKx2 Snap

4202

1

Anywhere

Universal

  • Happy birthday corner carry combo.
  • Reaches the corner from 2/3rds of the stage away.
  • OTGless.

(video)

2LK 2MP 2HP 4LK+HK
dash 5LK 5HK
jLP jMP jHP
5MKx2 5HK
jLK(1) jMP jHP
dash 5LPx2 5MKx2 Snap

5084

1

Anywhere

Universal

  • Happy birthday side swap combo.
  • Reaches corner from the centre of the stage.

(video)

Throw

Notation Damage Meter Cost Location Character Specific? Notes Video
LP+LK 214K
5LK
<etc>

N/A

1

Anywhere

Universal

  • Can go into OTGless routes from here.

(video)

LP+LK
dash 2LK 5MKx2
<etc>

N/A

1

Anywhere

Universal

  • Can go into OTGless routes from here.

(video)

LP+LK 236HP
dash
<etc>

N/A

1

Anywhere

Yes

  • Does not work vs Ms Fortune, Robo Fortune or Peacock. Will only hit Double when thrown to the left.
  • Can go into the 5HK j214HK combo from here.

(video)

LP+LK
5HK
<etc>

N/A

1

Corner

Universal

  • Go into standard 5HK routes.

(video)

LP+LK
2HP
<etc>

N/A

1

Corner

Universal

  • Go into standard 2HP routes.

(video)

Air throw

Notation Damage Meter Cost Location Character Specific? Notes Video
jLP+LK
dash 5MK
<etc>

N/A

1

Anywhere

Universal

  • Can be made OTGless depending on the character and height.

(video)

jLP+LK
dash 5MKx2 5HK
jLP jMK jHK 214MK
5LK 5MKx2 5HK
jLK jMK jHK 214MK
5LPx2 5MKx2 2HP xx 623HK xx 236PP

5646

1

Anywhere

Universal*

  • Barrel loop combo
  • Like normal barrel loops this is weird on Big Band
  • dash 5MK is a universal OTGless pickup midscreen

(video)

jLP+LK
dash 5MKx2 2HP xx 4LK+HK
dash 5LK 2MP 2HP xx 214K
5MKx2 5HK
jMP jHK
sj jMK jHK 214MK
5LPx2 5MKx2 2HP xx 623HK xx 236PP

5937

1

Anywhere

Universal

  • Cilia slide BNB
  • Use dash 5MP after cilia slide when facing the corner and if you want specific resets

(video)

jLP+LK
dash 5MKx2 2HP xx 4LK+HK
dash 5LK 5HK 236HP
dash 5MP 5HK
jMP jHK
sj jMK jHK 214MK
5LPx2 5MKx2 2HP xx 623HK xx 236PP

5914

1

Anywhere

Universal

  • H Luger conversion
  • dash 5MK starter is recommended as it is easier to pick up with 5LK after cilia slide.

(video)

jLP+LK
dash 5MKx2 2HP xx 4LK+HK
2HK xx 4LK+HK 214KK
dash jHK
jMK jHK
sjMP jHK
236HK
dash jLK jMP (jHK ff)
5LPx2 5MKx2 2HP xx 623HK

5786

1

Anywhere

Universal

  • Committal combo using monster early. Use this combo to cash in with extra meter.
  • Omitting 1-3 hits of jMP allows combo leniency for jHK

(video)

jLP+LK
dash 5MKx2
2MP 5HK
jHK
jMK jHK
sjMP jHK
236HP
dash jLK jMP (jHK ff)
5LPx2 5MKx2 2HP xx 623HK xx 236PP

6165

1

Anywhere

Universal*

  • Optimal midscreen throw conversion
  • This combo must be altered in order for it to be universal. Refer here per character. (video)

(video)

236HP

Notation Damage Meter Cost Location Character Specific? Notes Video
236HP
dash 5MKx2 5HK
j214HK
dash 5LK 5HK
jMP jHK
sj djMK jHK j214MK
5LPx2 5MKx2 2HP 623HK 236PP

6403

1

Anywhere

Universal

  • For CH 236HP add 5MKx2 after 5LK.

(video)

236LP (air hit)

Notation Damage Meter Cost Location Character Specific? Notes Video
236LP (air hit)
dash 2LK 2HP 214K
5MKx2 5HK
jLP jMP jHK
sj djMK jHK j214MK
5LPx2 5MKx2 2HP 623HK 236PP

5945

1

Anywhere

Universal

  • Standard confirm.

(video)


236LP (air hit)
dash 2HK 4LK+HK 236KK
236HP
dash jump jMK jHK j214MK
5MKx2 5HK
jLK jHP
5LPx2 5MKx2 2HP 623HK

6197

1

Anywhere

Universal

  • Max damage confirm.

(video)

CH 236LP (air hit)
dash 2LK 2HP 214K
5MKx2 5HK
*jLP jHK j214LK
5MP 5HK
jMP jHP
5LPx2 5MKx2 2HP 623HK 236PP

6328

1

Anywhere

Yes

  • Standard CH confirm.
  • Use jLP jHK j214MK vs Ms Fortune and Valentine and jLP jMK jHP vs Big Band.

(video)

CH 236LP (air hit)
dash 2HK 4LK+HK Monster
236HP
dash jump jMK jHK j214MK
5MKx2 5HK
*jLP jHK j214LK
5LPx2 5MKx2 2HP 623HK

6747

1

Anywhere

Yes

  • Max damage CH confirm.
  • Use jLP jHK j214MK vs Ms Fortune and Valentine and jLP jMK jHP vs Big Band.

(video)

623LK

Notation Damage Meter Cost Location Character Specific? Notes Video
623LK 214KK
236HP
5MKx2 5HK
*jLP jHK j214LK
5LK 5HK
jMP(4) jHP
5LPx2 5MKx2 2HP 623HK 236PP

6097

1

Anywhere

Yes

  • Use jLP jHK j214MK vs Ms Fortune and Valentine and jLP jMK jHP vs Big Band.

(video)

623LK 214KK
236HP
dash jump jHK *j214MK
5LK 5HK
jMP jHK
sj djMK jHK j214MK
5LPx2 5MKx2 2HP 623HK

6739

1

Anywhere

Yes

  • * Use j214LK vs mediums and heavies
  • Difficult, optimal route.
  • Can also use this combo for 4LK+HK, 214KK starter.

(video)

CH 623LK 214KK
236HP
dash jump jLK jHK j214LK
5LK 5MKx2 5HK
jLP jMP jHK
sj djMK jHK j214MK
5LPx2 5MKx2 2HP 623HK

7439

1

Anywhere

Universal

  • Can also use this combo for CH 4LK+HK, 214KK starter.

(video)

Counter hit punishes

Notation Damage Meter Cost Location Character Specific? Notes Video
CH 2HP 4LK+HK
dash 5MP 5HK 236HP
dash 5MKx2 5HK
jLP jMK jHK j214MK
5LK 5HK
jLK(1) jMK jHK j214MK
5LPx2 5MKx2 2HP 623HK 236PP

9408

1

Anywhere

Universal

  • Easy HCH route.
  • Same notes as barrel loops for Big Band and Painwheel:
    • On Painwheel in the corner, jump back for the jLK.
    • On Big Band in the corner, cancel the jMK into jHK just before the 2nd hit comes out to gain the upward momentum for the move. Midscreen delay the jHK slightly or delay the jMK (https://www.youtube.com/watch?v=BPTfWNNrq8E).

(video)

CH 2HP 4LK+HK
dash 5MKx2 5HK
djHK
sjMK jHK
sj djMP jHK
djLK jMK jHK
djLP jMK jHK j214MK
5LPx2 5MKx2 2HP 623HK 236PP

9814

1

Anywhere

Lights only

  • Optimal HCH route (but difficult) on light characters.

[ (video)]

CH 2HP 4LK+HK
5MKx2 5HK
djHK
jMK jHK
jLP jMK jHK
djMP jHK
djLK jMK jHK j214MK
5LPx2 5MKx2 2HP 623HK 236PP

9867

1

Anywhere

Heavies/mediumms

  • Optimal HCH route on heavy/mid-weight characters.

[ (video)]

CH 2HP 4LK+HK
2HK 4LK+HK 214KK
236HP
5MKx2 5HK
jLP jMK jHK j214MK
5LK 5HK
jLK jMK jHK j214MK
5LPx2 5MKx2 2HP 623HK 236PP

9213

1

Anywhere

Universal

  • Alternative easy HCH route that uses early 214KK for front loaded damage
  • Same notes as barrel loops for Big Band and Painwheel:
    • On Painwheel in the corner, jump back for the jLK.
    • On Big Band in the corner, cancel the jMK into jHK just before the 2nd hit comes out to gain the upward momentum for the move. Midscreen delay the jHK slightly or delay the jMK (https://www.youtube.com/watch?v=BPTfWNNrq8E).
  • If done from far range, delay the 2nd 4LK+HK on Parasoul or else 214KK will whiff.

(video)

CH 2HP 4LK+HK
2HK 4LK+HK 214KK
2MP 5HK 236HP
dash jump jHK *j214MK
5LK 5HK
jMP jHK
sj djMK jHK j214MK
5LPx2 5MKx2 2HP 623HK

9612

1

Anywhere

Yes

  • Optimal alternative HCH route that uses early 214KK for front loaded damage
  • If done from far range, delay the 2nd 4LK+HK on Parasoul or else 214KK will whiff.
  • * Use j214LK vs mediums and heavies.

(video)

CH 2HP 4LK+HK
5MP 5HK j214HK 214KK
4LK+HK
dash jump jHK
jMK jHK
djLP jHK
djMP 5HK
djLK jHK 236HP
5LPx2 5MKx2 2HP 623HK

9922

1

Midscreen start

Yes

  • Very optimal HCH route that uses both early 214KK into dash jump jHK to net extra early damage.
  • On Cerebella, replace 4LK+HK -> dj jHK with 2HP 4LK+HK dj jMK jHK or else 4LK+HK will whiff.

(video)

Double snap

Notation Damage Meter Cost Location Character Specific? Notes Video
Snapback
5LK 5HK
j214HK
repeat

N/A

1

Corner

Universal

  • Use 236HP or jHK instead of j214HK for the last hit, since doing j214HK will leave you at much worse frame advantage against the incoming character.

(video)

Snapback
5LK 5HK dl 236HP
repeat

N/A

1

Corner

Universal

(video)

Snapback
5LK 5HK
jHKxN

N/A

1

Corner

Universal

  • Requires manual timing and adjustments per weight class but is extremely quick.

(video)

Snapback
5LK 5HK
jHK
236HP
repeat

N/A

1

Corner

Universal

  • Faster than the first two double snaps shown here and gives the opponent less meter.

(video)

Midscreen assist kill

Notation Damage Meter Cost Location Character Specific? Notes Video
... 5HK
j214HK
dash 5LK 5HK
repeat

N/A

0

Midscreen

(video)

... 5HK 214K
2LK 5MKx2 5HK 214K
repeat

N/A

0

Midscreen

Universal

(video)

... 5HK dl, 236HP
214K
5LK 5HK, dl 236HP
repeat

N/A

0

Midscreen

Universal

(video)

Damage/Undizzy Ratios

Move Damage/undizzy Damage (max scaling) Undizzy
623HK 24.75 495 20
623MK 18 360 20
623LK 14 280 20
4LK+HK 13.75 275 20
jHK 12 360 30
j214HK 12 240 20
jMP 10 200 20
j214MK 9.25 185 20
5HP 9.166666667 275 30
2HK 9.166666667 275 30
5MK 9 180 20
jMK 9 180 20
5LP 8 120 15
5HK 6.5 195 30
236P 6.5 130 20
jHP 6.166666667 185 30
2HP 6 180 30
2MP 5.75 115 20
5MP 5.5 110 20
2LP 5.333333333 80 15
5LK 5.333333333 80 15
2MK 5 100 20
j214LK 5 100 20
jLK 4 60 15
jLP 3.333333333 50 15
2LK 2.666666667 40 15

Combo Trials

All 4 trials use a 2LK 5MKx2 confirm, which is generally not recommended as it doesn't reach from max 2LK range and can be vulnerable to PBGC.

Trial 1 demonstrates that you can combo 5HK into 236HP and then pick up afterwards, but the entire combo isn't a particularly good one. Maybe just make a note of it and then move on without learning the combo.

Trial 2 is pretty good, it shows the beginnings of an effective 4LK+HK combo. You can definitely make use of this stuff in real practical combos.

Trial 3 demonstrates that you can save OTG when doing 4LK+HK into 214KK, but the rest of the combo isn't worth bothering with. Treat this one like Trial 1.

Trial 4 is literally just the barrel loop BnB that's listed in the BnB section.

TLDR: You might learn something interesting from 1 and 3 but you don't have to learn the combos. 2 and 4 can be worth doing since they're similar to real practical combos.


General
FAQ
Controls
Glossary
HUD
Training Room
Game Data Legend
Community
Links
Characters
Filia
Cerebella
Peacock
Parasoul
Ms. Fortune
Painwheel
Valentine
Double
Squigly
Big Band
Eliza
Fukua
Beowulf
Robo-Fortune
Annie
Umbrella
Black Dahlia
Marie
Mechanics
Other