Skullgirls/Filia/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)
Ringlet Spike = Spike (236P)
Ringlet Psych = Psych (236K)
Fenrir Drive = Fenrir (623PP)
Gregor Samson = Gregor (214KK) (Air OK)
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 5MK is safe if you confirm the 2 hits, however 5MK whiffs at ranges that 2LK does not, and in fact off some starters like crossup IAD jHK, 2LK 5MK will rarely be possible.
  • 2LK 5MP 2MK(1) 5HP is also very good because 5MP has incredible frames, and it's very easy to confirm 2LK 5MP. However this adds an extra hit to your string which scales your combo.
  • 2LK 2MK(1) 5HP is a good string and is relatively pbgc safe despite being 3 hits
  • IAD jLP jLK for far IAD range
  • IAD jLK jHK for close range. Whiffs on Squigly and Painwheel up close. jHK is vulnerable to landcanceling
  • IAD jLK jMP (whiff) is more + on block than jLK jHK, and land cancelling isn't as big of an issue
  • IAD jHP
  • IAD jHP jHK
  • IAD jMP is good against armored moves

BnB Combos

Beginner

A basic ground chain combo ending in sweep. Unsafe on block.

  2LK 5MK 2HK

A ground chain combo ending in a special cancel. Unsafe on block, so don't do the Hairball(6214HK) if you notice your opponent is blocking.

  2LK 5MK 2HP 214HK

A ground chain combo ending in a Fenrir super (623PP).

  2LK 5MK 2HP 214HK 623PP

A launcher into a basic air chain, ending with an air super. The Gregor allows for the combo to continued after the wall bounce.

  2LK 5MK 5HP
  jLP jMP jMK j214HK 214KK

A combo that utilizes an air chain and airdash cancels to setup a restand. After the restand, you can choose to go for a reset such as IAD j.LK or throw.

  2LK 5MK 5HP
  jLP jMK(1) j214HK
  adc jMP jHK (restand)
  5LP 5MP 2MK 2HP 214HK 623PP

Intermediate

SonicFox's guide on Filia's Combos

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 5MK 5HP
jHK ADC
jLK jHP jHK
OTG 2LK 5MK 5HP
jMK j214HK ADC
jMP
(5LP)x2 5LK 5MP 2MK 2HP 214HK 623PP

7032

1

Anywhere

Universal

  • A good starter combo, it does high damage, but its best reset point is very late into the combo, limiting the damage of resets.
  • On Beowulf and Double delay the jHP after jLK (may restand against heavies and mediums).
  • Using OTG 2MP instead of OTG 2LK is slightly more damage in exchange for being a more difficult link.

(video)

2LK 5MK 5HP
jHK
ADC jLK jMP jHK
2MP
TK j214HK ADC
5HP
jMK(2) ADC
jLP jMP
5LP(x2) 5LK 5MP 2MK 2HP 214HK 623PP

6567

1

Anywhere

Universal

  • Once you're looking to add more resets into your gameplan, this combo has a good reset point early on at the jHK restand.
  • Preserves OTG.

(video)

Conversions

Enders

  • Filia's basic ground chain ender is 5LP 5LP 5LK 5MP 2MK 2HP 214HK but if you're having trouble the 2nd 5LP can be removed and the 2MK changed to 5MK for a more consistent combo at the cost of damage. You can delay after 5MP a bit to give them time to land before using 2MK, but of course if you delay too much you'll drop the combo. Also the 2HP can be replaced with 5HK for a bit more damage if the opponent is in the corner by the time you get to the ground chain ender.
  • 214KK can combo into itself, 623PP and 214PP.
  • 214KK 214KK 623PP does more damage at max scaling than 214PP for the same meter.

Tips & Tricks

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

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 5MK 5HP
jHP ADC
jLK jHK
2LK 5HP
jLP jMK(1) j214HK ADC
jMP(4) jHK
5LPx2 5LK 5MP 2MK 2HP 214HK 623PP

6682

1

Anywhere

Universal

  • Side switches on everyone except heavies and Beowulf
  • On Big Band, delay the ADC jLK

(video)

2LK 5MK 5HP
jHK
ADC jLK jMP jHK
2MP
TK j214HK ADC
5HP
jMK(2) ADC
jLP jMP
5LPx2 5LK 5MP 2MK 2HP 214HK 623PP

6567

1

Anywhere

Universal

  • Once you're looking to add more resets into your gameplan, this combo has a good reset point early on at the jHK restand.
  • Preserves OTG.

(video)

2LK 5MK 5HP
jHK ADC
jLK jHP jHK
2MP 5MK 5HP
jMK j214HK ADC
jMP
5LPx2 5LK 5MP 2MK 2HP 214HK 623PP

7187

1

Anywhere

Universal

  • On Beowulf and Double delay the jHP after jLK (may restand against heavies and mediums).
  • If you can't time the OTG 2MP, using 2LK is far easier for slightly less damage.

(video)

2LK 5MK 5HP
jHP jHK j214HK ADC
jMP jHK
5LK 5MP 2MK 5HK 214HK
2LP 5LP 5LK 5MP 2MK 5HK 214HK 623PP

7413

1

Corner

Universal

(video)

2LK 5MK 5HP
jHP jHK ADC
jLK delay jHP
5HP 236LP
TK j214HK ADC
5MP 2MK 214HK
2LP 5LP 5LK 5MP 2MK 5HK 214HK 623PP

7857

1

Corner

Universal

(video)

Throw

Notation Damage Meter Cost Location Character Specific? Notes Video
Throw
236HP/MP 214KK
dash 5HP
<etc>

N/A

1

Anywhere

Universal

  • Easy conversion

(video)

Throw 236HP
wavedash (x2) 5MK 5HP
jHK ADC jLK jMP
5LK 2MK 5HP
dl jLP jMP j214HK ADC
5LPx2 5LK 5MP 2MK 2HP 214HK 623PP

5236

1

Anywhere

Universal

  • Alternative conversion

(video)

Throw
236MP/HP
dash IAD jMP
2MK 5HP
jLP j214HK ADC
5LK 2MK 5HP
jLK jMP jMK(1) jHP (fastfall)
5LPx2 5LK 5MP 2MK 2HP 214HK 623PP

5005

1

Anywhere

Universal

  • Note: recording doesn't quite restand at the end so doesn't do exact damage.

(video)

Throw
2MP 5MK 2HP 236K
2HP 236K
5MK dl 5HP 236P
5MP 2MK 5HP
jMK j214HK ADC jMP
5LPx2 5LK 5MP 2MK 5HK 214HK 623PP

5789

1

Corner

Universal

Corner throw combo

(video)

Air Throw

Notation Damage Meter Cost Location Character Specific? Notes Video
Air throw j214HK ADC
5HP
jHK ADC
jLK jMP jHK
2LK 5HP
jLP jMP jMK(1) jHP (fastfall)
5LPx2 5LK 5MP 2MK 2HP 214HK 623PP

5062

1

Anywhere

Universal

  • If airdash was not used and you're close enough to the ground.

(video)

Air throw j214HK ADC
ADC jLK jMP (fastfall)
5LPx1 5MK 5HP
jHK ADC
jLP jMP jHK
2LK 5MP 2MK 2HP 214HK 623PP

4624

1

Anywhere

Universal

  • If airdash wasn't used and you're too high from the ground for the first combo.

(video)

Air throw j214HK 214KK
dash 5HP
<etc>

1

Anywhere

Universal

  • If airdash was used (i.e. airdash > air throw) or you are too high off ground for any of the other combos.

(video)

Air throw ADC
jMP jHK
5HP
jHK ADC
jLK jMK(1) jHP (fastfall)
5LK 5MK 5HP
jLP jMK j214HK ADC
jMP
5LPx2 5LK 5MP 2MK 2HP 214HK 623PP

5444

1

Anywhere

Universal

  • Alternative conversion

(video)

Counter Hit Punishes

Notation Damage Meter Cost Location Character Specific? Notes Video
CH 5HP
jHK
ADC jLK jHP jHK
2MP 5MK 2HP 236MP
dash 5LK 2MK 5HP
jLP jMP jMK j214HK ADC
5LPx2 5LK 5MP 2MK 2HP 214HK 623PP

8887

1

Anywhere

Universal

(video)

CH 5HP
jHP jHK ADC
jLK jHP jHK
5MK dl 5HP 236P
5MP 2MK 5HP
jMK j214HK ADC
jMP
5LPx2 5LK 5MP 2MK 5HK 214HK 623PP

9323

1

Corner

Universal

  • Easier corner HCH punish

(video)

CH 5HP
jHP jHK ADC
jLK dl jHP
2HP 236K
5MP 5HP 236P
5MK 2HP 236K
j214HK ADC
5LK 2MK 214HK
dash 2LP 5LP 5LK 5MP 2MK 5HK 214HK 623PP

9508

1

Corner

Universal

  • Optimal corner HCH punish
  • Difficult

(video)

Double Snap

Notation Damage Meter Cost Location Character Specific? Notes Video
Snapback
2LK 5HP
jHP ADC
jHP
5HP
repeat

N/A

1

Corner

Universal

  • Include a 5LP before 5HP on heavy characters

(video)

Snapback
2LK 5HP
IAD delay jHK
repeat

N/A

1

Corner

Universal

(video)

Midscreen Assist Kill

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 5MK 5HP
IAD jHK
repeat

N/A

0

Midscreen

Universal

(video)

Damage/Undizzy Ratios

Move Damage/undizzy Damage (max scaling) Undizzy
214HK 19 380 20
623HP 15 300 20
214MK 13 260 20
j.214K 13 260 20
2MK 11.5 230 20
2HK 10.06666667 302 30
623MP 10 200 20
214LK 10 200 20
j.MP 10 200 20
5HP 9.166666667 275 30
5HK 9.166666667 275 30
623LP 8 160 20
5LP 6.666666667 100 15
2MP 6 120 20
2HP 6 180 30
236P 6 120 20
j.HP 6 180 30
j.HK 6 180 30
5MP 5.5 110 20
j.MK 5.5 110 20
2LP 5.333333333 80 15
5LK 5.333333333 80 15
5MK 4.5 90 20
j.LP 3.333333333 50 15
j.LK 3.333333333 50 15
2LK 2.666666667 40 15


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Filia
Cerebella
Peacock
Parasoul
Ms. Fortune
Painwheel
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Fukua
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Robo-Fortune
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