Skullgirls/Eliza/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)
Harthor's Return = Return (214P/K or 236P/K as skeleton)
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 2MPx1 - low starter, DO NOT DO THE SECOND HIT OF 2MP OR ELSE!!!!!!!
  • IAD jLK jMP - high starter, very + on block, jLK can whiff on crouchers at very close range
  • IAD jLK jHP - same as above but jHP will hit cross up at close range
  • jHP ADC jLK jHP - high starter, used at very close range, slower than IAD jLK, early combo stage 3
  • 9jHP~5~6jLK jHP - advanced high starter, 9jHP lowers the airdash so less whiffing at very close range & more +frames on block since you land faster
    • the 9 input in kara 9jHP counts as the first forward input for the air dash and the 6 in 6jLK finishes the dash.
    • video example

BnB Combos

Beginner

  • Pushes opponent to the corner and sets up okizeme when in the corner.
2LK 2MPx1 5HKx2
  • Uses jump cancel to push opponent to the corner
2LK 2MPx1 5HPx3 delay 623HP jc jHK
  • A basic ground chain combo ending in a super cancel
2LK 2MPx1 5HPx2 214HK 236PP
  • A ground chain then, after the enemy touches the ground, a launching ground chain to a finishing super airchain.
2LK 2MPx1 2HP 236MK
dash 2MK 2HP
jLK jMP jHP j236KK
  • A combo that uses otg sweep. Sweeps can combo when done otg.
2LK 2MPx1 2HP 236MK
dash OTG 2HK 623HP
  • An air dash cancel(ADC) combo that sets up a restand.
2LK 2MPx1 2HP 236MK
dash OTG 2HK 623HP
jMK ADC jLK JMP
(restand) 5LPx3 5MKx2 5HPx2 214HK 
  • A max undizzy combo that puts everything together.
2LK 2MPx1 2HP 236MK
dash OTG 2HK 623HP
jMK ADC jLK JMP
(restand) 2MK 5HPx2 214LK
5LK 2MK 5HPx2 214HK 236PP

Intermediate

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 2MP 2HP 236MK
dash OTG 2HK 623HP
jMP jHP ADC
jLK jMP jHP
2MK 5HPx2 214LK
5LK 2MK 5HPx2 214HK 236PP

7308

1

Anywhere

Universal

  • Intermediate
  • Can dash under an opponent after 236MK for a side-switch.
  • jMP jHP delay jLK is needed vs. lightweights

(video)

jHP
adc jLK jHP
2MP 2HP 236MK
dash 2HK 623HP
jMP jHP ADC
delay jLK jMP jHP
5LK 2MK 5HPx2 214HK 236PP

7560

1

Anywhere

Universal

  • Intermediate
  • jHP high/overhead starter
  • jMP jHP delay jLK is needed vs. lightweights

(video)

Conversions

Notation Damage Meter Cost Location Character Specific? Notes Video
Throw
623HP
jMK Sek jH
Return
2MK 5HPx2 623MP~HP
jMP jHP
ADC jLK jMP jHP
5LPx3 5MKx2 5HPx2 214HK 236PP

5467

1

Midscreen

Universal

  • Midscreen throw conversion using Sekhmet

(video)

throw 623HP
jMK jHK adc throw fast fall
2MK 5HPx3 623HP
jMP adc jLK jMP
5LP 5MKx2 214LK
5LK 5MKx2 5HPx3 214HK 236PP

5555

1

Near corner

Universal

  • Near corner throw conversion
  • 69 hits

Use L Khat and 5LP x3 for 260 more damage.

(video)

Airthrow
2MK 2HP 236MK
dash 2MK 5HPx2 623LP~MP~HP
jMK ADC
jLK, jMP
2LPx2 5MKx1 5HPx2 214LK
5LK 2MK 5HPx2 214HK 236PP

5656

1

Anywhere

Universal

  • Intermediate

(video)

Enders

If you got more than 3 bars to spend, conserve OTG and 2MK usage before your level 3 so you can continue the combo afterwards.

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 2MP 2HP 236MK
dash 2MK 5HPx3 623HP
jMK adc jLK jMP
5LP 5MKx1 delaying 5HPx3 214LK
5LK 2MK 5HPx3 214HK 214PP
236PP

10164

4

Universal

Universal

  • Start with about 3.4 meters
  • Put delays between the 5HP's to restand

(video)

Tips & Tricks

  • End overkill combos with 623HP 236KK instead of 214HK 236PP to give less meter to your opponent

Jump Canceling/jc/TK

  • Advanced, non-essential technique that Eliza can use
  • Due to Eliza's ability to jump cancel Upper Khat on hit, it opens up the ability to combo Khat into other special moves by using a TK motion and special cancelling her jump startup.
  • TK refers to the old SF2 (T)iger (K)nee motion, 2369, which is used for both instant air special moves and jump startup/prejump canceling.
  • You have a 4 frame window to cancel your jump start up/prejump with a special move.
  • Input jump at the end of the special move motion of the special move you want to jump cancel
    • 236MK becomes 2369MK
    • 623MK becomes 6239MK

JaycetheAce C.Viper seismo jump cancel example video, which similarly uses the jump cancel of a DP motion move to combo one special directly into another

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.

2LK

You can also start these combos with the IAD hit confirms

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 2MP 2HP 236MK
dash OTG 2HK 623HP
jMP jHP ADC
jLK jMP jHP
2MK 5HPx2 214LK
5LK 2MK 5HPx2 214HK 236PP

7308

1

Anywhere

Universal

  • Intermediate
  • Can dash under an opponent after 236MK for a side-switch.

(video)

2LK 2MP 2HP 236MK
dash 2HK 623LP-P-P
JMK ADC JLK JMK
214JLP JM 5H
5Lx3 5M 5H return
5LP(x3) 5MK(x2) 5HP(x3) 214HK 236PP

8235

1

Less than Halfscreen or closer

Universal

  • Intermediate
  • Harder to corner carry on heavies
  • Moderate damage sekhmet combo
  • Can dash under an opponent after 236MK for a side-switch.

(video)

2LK 2MP 2HP 236MK
dash 2HK 623LP-P-P
JMK ADC JLK JMP
5LK 5MK(x2) 5HP(x3)
214LP-P-P 5M 5H return
5LP(x3) 5MK(x2) 5HP(x3) 214HK 236PP

8138

1

Less than Halfscreen or closer

Universal

  • Intermediate
  • Same as combo above, easier to corner carry with.
  • Moderate damage sekhmet combo

(video)

2LK 2MP 2HP 236MK
dl 214HP
sj9 JM jump forward immediately
dl JL JM 5H
dash 5L(x3) 5M 5H return
5LPx3 5MKx2 5HPx3 214HK 236PP

8484

1

Anywhere

Lights & Mediums

  • Advanced midscreen sekhemt loop
  • OTGless combo
  • sekhmet JL only combos when low to ground

(video)

2LK 2MP 5HK 623MP-P
jHK ADC throw fast fall
OTG 2HK 623LP-P-P 2369MK
sj 214JMP
dl 5M 5H
5L(x3) 5M 5H return
5LP(x3) 5MK(x2) 5HP(x3) 214HK 236PP

8912

1

Near corner

Universal

  • Intermediate
  • Carries to corner
  • sj axe on lights and mediums, on heavies just regular jump

(video)

2LK 2MP 5HK 623MP 236MK
ADC jMP jHP 5HPx3 214MP 5HP return
5MKx2 214LPx3 5MP 5HP return
5LPx3 5MKx2 5HPx3 214HK 236PP

8790

1

Corner

Universal

  • Health positive sekhmet loop
  • Butchers(5M) has to hit midair
  • Walk back to pickup health before 5MK(x2)

(video)


2LK 2MP 5HPx3 623LPx3
jHK ADC airthrow fastfall
623LPx3 2369MK
5MKx2 623LPx3
jMK jHK
ADC airthrow
5LK 623LPx3
delay jLK jMP
5LPx3 5MKx2 5HPx3 214HK 236PP

7927

1

Corner

Universal

  • Meter gain route (trades damage for meter), builds 1 bar
  • Replace jMK jHK with jMP delay jMK to work on mediums and heavies.

(video)



2LK 2MP 5HK(x2) 623HP
jc 623MP~HP
jc 236MK
214HP
Sek jM Sek 5H
Sek 5M Sek 5H
Sek 5L(x3) Sek 5M Sek 5H Return
5LP(x3) 5MK(x2) 5HP(x3) dl 214HK 236PP

9142

1

Corner

Universal

  • Advanced jump cancel combo. Try to do 623HP 6239HP 2369MK
  • Alternatively, you can swap air and ground axe: sj j214MP HP return
  • sj axe on lights and mediums, on heavies just regular jump

(video)

2LK 2MP(x1) 5HK(x2) 623MP(x2)
2369MK
214HP
jMP return
5HP(x3) 214MP 5HP return
5MK(x2) 214LP(x3) 5MP 5HP return
5LP(x3) 5MK(x2) 5HP(x3) 214HK 236PP

9180

1

Corner

Universal

  • Easier version of previous route
  • Alternatively, you can swap air and ground axe: sj j214MP HP return
  • 5MKx2 only combos into 214LP if done while the opponent is still airborne.
  • sj axe on lights and mediums, on heavies just regular jump

(video)

2LK 2MK 5HK(kara) 623MP-P
jMP ADC
jLK jMP
2MK 5HK(kara) 623MP-P
jLP jLK jMP
dash 5LK 2MK 5HK(kara) 623LP~MP~HP
jHK ADC airthrow(whiff)
5HK(kara) Snap

4641

1

A lil behind the corner or closer

Universal

  • Advanced Happy birthdaY corner carry combo
  • 5HK kara cancels push Eliza forward, giving her better conversions and easier links
  • jMP ADC jLK jMP needs to be done as fast as possible to link into 2MK

(video)

2LK 2MP 5HPx3 623HP
jHK Sek jM Sek 5H
Sek jL Sek jM Sek 5H
2HK (hits only head) 623LP~MP~HP
jc 2369MK
2LK (hits only head) 2MPx2 (hits only head) 5HKx2 214LK
5LPx1 5MKx1 5HPx3 214HK 236PP

12308 (15547 in older patch w/o super)

1

Corner

Headless Fortune

Specific combo for when the head is in the corner

  • For the jL Sek jM Sek to connect, delay the 5H after sek jM so that they bounce higher, jump and use the jL Sek relatively where Sekhmet lunges from 236PP (about here), then delay the 5H after sek jM a tad so that you get the so Khat hits otgless and make them bounce higher form tk Horus.

(video)

jLK

Notation Damage Meter Cost Location Character Specific? Notes Video
jLK jHP
214LP jM 5H
jM 5H return
2HK 623LP(x3)
2369MK
214MP 5HP
5L(x3) 5M 5H return
5LP(x3) 5MK(x2) 5HP(x3) 214HK 236PP

9986

1

Corner

Universal

  • OPTIMAL.
  • Makes use of both Sekhmet and TK Horus.
  • On Heavies, delay 2nd & 3rd hit of khat and do butchers as they descend from horus

(video)

JLK jHP
214lp JM 5H JM Return
OTG 2HK 214LK 5LK 5HP(x3)
214MP 5H
5L(3x) 5M 5H Return
5LP(3x) 5MK(2x) 5HP(3x) 214HK 236HP

9517

1

Corner

Universal

  • A high damage combo that DOESNT USE TK.
  • A slight delay its needed beetwen 2HK and 214LK on lights

(video)

jLK jHP
2MP(x1) 5HK(x2) 623HP
6239MP(x2)
jHK ADC airthrow (whiff)
5LK 5MP
jHP jHK ADC airthrow (whiff)
5MK(x2) 5HP(x3) 623LP(x3)
2369MK
5LP(x3) 5MK(x2) 5HP(x3) 214HK 236PP

8525

1

Corner

Lights

  • A lights only combo off of an overhead starter.
  • Makes use of both TK Khat and TK Horus.
  • Sekhmet is not used in this combo.

(video)

Throw

Notation Damage Meter Cost Location Character Specific? Notes Video
Throw
623HP
jMK Sek jH
Return
2MK 5HPx2 623MP~HP
jMP jHP
ADC jLK jMP jHP
5LPx3 5MKx2 5HPx2 214HK 236PP

5476

1

Midscreen

Universal

  • Intermediate

(video)

throw 623HP
jMK jHK adc throw fast fall
2MK 5HPx3 623HP
jMP adc jLK jMP
5LP 5MKx2 214LK
5LK 5MKx2 5HPx3 214HK 236PP

5555

1

Near corner

Universal

  • Intermediate

Use L Khat and 5LP x3 for 260 more damage.

(video)

Air Throw

Notation Damage Meter Cost Location Character Specific? Notes Video
Airthrow
2MK 2HP 236MK
dash 2MK 5HPx2 623LP~MP~HP
jMK ADC
jLK, jMP
2LPx2 5MK 5HPx2 214LK
5LK 2MK 5HPx2 214HK 236PP

5611

1

Anywhere

Universal

  • Intermediate

(video)

Airthrow
5LK 2MK 5HPx3 623LP~MP~HP TK Horus
623LP~MP~HP
jHK ADC
jLK jMK
5MKx2 623LP~MP~HP
Delayed jLP jMP
Delay 2LPx2 5MKx2 214LK
5LK 5MKx2 5HPx3 214HK

5307

0

Corner

Universal

  • Intermediate
  • You can jump back then ADC jLP jMP on mediums and heavies for ease of use.
  • Deals 6507 with LoS at the end.

(video)

Level 3

Notation Damage Meter Cost Location Character Specific? Notes Video
Level 3
623MP~HP
jMK j214HP
Sek 5M Sek 5H Return
2MK 2HP
jMP ADC
jLK jMP
5LPx3 5MKx2 5HPx2 214HK

7116

3

Universal

No heavyweights

  • Intermediate
  • Cancel Level 3 early to stay midscreen for the j.H-sekhmet wallbounce

(video)

2LK 2MP 2HP 236MK
dash 2MK 5HPx3
jMK adc jLK jMP
5LP 5MKx1 delaying 5HPx3
5LK 2MK 5HPx3 214HK 214PP
236PP

10075

4

Universal

Universal

  • Intermediate
  • Start with about 3.4 meters
  • Put delays between the 5HPs to restand

(video)

Level 3 Happy Birthday
5HK 623HP
jMK adc jLK jMP
5LK 2MK (kara)5HK 623MPx2
delaying jLP jLK jMP
2LP 2MK 5HK double snap

3864/Kills assist

4

Universal

Universal

  • Advanced
  • HBD corner carry for doublesnap

(video)

Counter Hit Punishes

Note: sjHP jHK are primarily for burst punishes if the opponent is airborne, rather than traditional HCH starters, as not everyone can be hit be sjHP while crouching or has a move that can be punished by it.

Notation Damage Meter Cost Location Character Specific? Notes Video
CH 5HPx3 623HP
jMK Sek jH
Sek 5M Sek 5H Return
5HPx3 236MK
dash 2HK 623HP
jMP jHP ADC
jLK jMP jHP
214LK
5LK 2MK 5HPx3 214HK 236PP

8440

1

Midscreen

Universal

  • Intermediate

(video)

CH 5HPx3 623HP
jMK Sek jH
Sek jM Sek 5H return
dash 2HK 623HP
jMP jHP ADC
jLK jMP jHP
2MK 5HPx3 214LK
5LK 2MK 5HPx3 214HK 236PP

9142

1

Midscreen

Lights & Mediums

  • To make this work on Heavies:
    replace "jMK Sek jH" > "jHP Sek jH",
    replace "Sek jM Sek 5H return" > "Sek 5H return"

(video)

CH 5HP(x3) 623HP
jHK ADC jHP jHK
2HK 623MP jump cancel 2369MK
214HP
Sekh jM 5H Return
5HPx3 214LPx3 Sekh 5M 5H Return
5LPx3 5MKx2 5HPx3 214HK 236PP

10069

1

Corner

Universal

  • Advanced jump cancel combo

(video)

CH sj 9HP jHK abdc airthrow
2HK 623MPx2
jump cancel 2369MK
5HPx3 623HP
jHK adc jMP jMK
2MK 5HPx3 623LPx3
delay jLK jMP
5LPx3 5MKx2 5HPx3 214LK
5LK 5MKx2 5HPx3 214HK 236PP

10605

1

Corner

Universal

  • Advanced jump cancel combo

(video)

CH 5HPx3 623HP
jHK ADC
jHP jHK
2HK 623LP~MP~HP
jc 2369MK
5MK 5HPx3 623LP~MP~HP
jMK jHK ADC
Airthrow (whiff)
5LPx3 5MK 214LK
5LK 2MK 5HPx3 214HK 236PP

9402

1

Corner

Lights

  • Advanced jump cancel combo

(video)

Healing

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 2MP 5HP Kara 214LP~Neckbite
5L M Neckbite
Recall

N/A

2

Universal

Universal

  • Max healing you can get for 2 bars (~5550), can get more if 2nd neck bite kills and you spend another bar on neckbite.
  • Won't get full healing midscreen due to blood drop placement.

(video)

2LK 2MP 5HP Kara 214LP~Neckbite Recall
2MK 5HP xN Butchers Axe
Microdash 5L M H
Recall

N/A

1

Universal

Universal

  • Max healing you can get for 1 bar (~3370).
  • Won't get full healing midscreen due to blood drop placement.

(video)

Double Snap

Notation Damage Meter Cost Location Character Specific? Notes Video
Snapback
2MK 2HP
repeat

N/A

1

Corner

Universal

  • Intermediate
  • Kills the slowest, is the easiest, double tap 2MK for more consistency.

(video)

Snapback
2MK 2HP
jHP ADC
jHP
repeat

N/A

1

Corner

Universal

  • Advanced
  • Kills faster than 2MK 2HP, you can replace the second jHP with jHK if you'd like.

(video)

Snapback
623MP~HP
jHP ADC
jHK
repeat

N/A

1 - meter gained from specials

Corner

Universal

  • Advanced
  • Kills the fastest, builds 20% meter from Khats.

(video)

Snapback
repeat jump cancel 623LP

N/A

1 - meter gained from specials

Corner

Universal

  • Advanced
  • Extensive meter build (60~70%) at the cost of time to kill, but still kills reasonably fast.
  • If you feel it might drop, you can go into jHK ADC throw whiff or TK Throne to restart it.

(video)

Midscreen Assist Kill

Notation Damage Meter Cost Location Character Specific? Notes Video
... 2MK 2HP
repeat

N/A

0

Midscreen

  • Advanced
  • More difficult the heavier they are

(video)

...2MK 2HP
delay IAD jLK jHP
loop 5MP 214LK

N/A

+Meter from specials

Midscreen

  • Advanced
  • Adding Kara 5HK before specials makes it work on lights/mediums.

(video)

... 2MK 2HP 214LK
5MP 236LK
5MP 214LK
loops to 2nd line

N/A

+Meter from specials

Midscreen

  • Advanced
  • Adding Kara 5HK before specials makes it work on lights/mediums.

(video)Test

... 623HP
jump cancel 2369LK
dash HP 623HP
repeat

N/A

+Meter from specials

Midscreen

  • Advanced

(video)

... 623MPx2
uncombo(?) jHK ABDC
kara 5HK~623HP
jump cancel 623HP
repeat loop to 2nd line

N/A

+Meter from specials

Midscreen

  • Advanced

"The concept works, but is very volatile if you mess up the Kara or the Khat timing. Would not use personally." - Seen

(video)

Damage/Undizzy Ratios

Move Damage/undizzy Damage (max scaling) Undizzy
214HK 21.5 430 20
Sekhmet 5M 20 400 20
623LP 16.5 330 20
Sekhmet 5L 15.33333333 230 15
Sekhmet jM 15.1 302 20
236LK 13.75 275 20
214MK 13.5 270 20
5MK 13 260 20
623MP 13 260 20
5HP 11 330 30
2HK 11 330 30
Sekhmet 5H 10.06666667 302 30
Sekhmet jH 9.6 288 30
5HK 9.333333333 280 30
2MK 9 180 20
214LK 9 180 20
2MP 8.5 170 20
236MK 8.5 170 20
5LP 8 120 15
623HP 7.5 150 20
2LP 6.666666667 100 15
2HP 6 180 30
jHP 5.833333333 175 30
jHK 5.833333333 175 30
5MP 5.5 110 20
j.MK 5 100 20
Sekhmet 2L 4.666666667 70 15
Sekhmet jL 4.666666667 70 15
jMP 4.5 90 20
5LK 4.333333333 65 15
jLP 4 60 15
jLK 4 60 15
2LK 3.666666667 55 15



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