Skullgirls/Marie/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 5MP - Low, advancing mid hitconfirm that does good damage.
  • 2LK 2MK - Double advancing low, but has a lot of recovery so if the 2LK is pushblocked the 2MK is likely to whiff and become extremely unsafe.
  • 2lpxN - Beats armor and pushblocks but very vulnerable to PBGC reversals. Great for sticking to your opponent and initiating pressure.

BnB Combos

Beginner

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

  2LK 5MP 5MK 2HK

A basic ground chain combo ending in a special cancel. Also unsafe on block, so don't do the Marie Go 'Round (214HP) if you notice your opponent is blocking. Instead, you can do Hilgard's Haymaker (236LK) to restart your pressure.

  2LK 5MP 5MK 5HP 214HP

A basic ground chain combo ending in a super. You can either cancel the special move into the super, or you can do the super more slowly; 214HP staggers the opponent for about one second.

  2LK 2MK 5HP 214HP 236PP

A simple combo chaining multiple strings. Great option for starting out and getting used to Marie's longer combos. (video)

  2LK 5MP 5MK 5HP 214HP
  5MP 5MK 5HP 236LK
  5LK 5MP 5MK 5HK
  jLP jMP
  2LPx6 5LK 5MP 5MK 5HP 214HP 236PP

Intermediate

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 5MP 5MK 5HP 214HP
2HP 236LK
5MP 5MK 2HP 236LP
5LK 5MP 5MK 5HP 236HK
dash 2LPx6 5LK 5MP 5MK 5HP 214HP 236PP

6864

1

Anywhere

Universal

  • Simple BnB that works on everyone, anywhere on the screen.
  • After 236HK, you can choose to reset with a delayed 214LP for a strong left/right mixup.
  • Use 5LP instead of 2LPx6 on Double.

(video)

Advanced

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 5MP 5MK 2HP 236LK
5MP 214HP
236LPLK
OTG 2HK 214MP
5LK 5MP 5HK
jHP(1) 236HK
jMP
2LPx6 5LK 5MP 5MK 5HP 214HP 236PP

7741

1

Anywhere

Lights/Mediums

  • Main BnB, does very close to her maximum damage.
  • Final aerial string doesn't work on heavy characters.

(video)

2LK 5MP 5MK 2HP 236LK
5MP 214HP
236LPLK
OTG 2HK 214MP
5LK 5HK
jMK jHP(1) 236HK
jMP
2LPx6 5LK 5MP 5MK 5HP 214HP 236PP

7795

1

Anywhere

Mediums/Heavies

  • Small variation of the main BnB that works on heavy characters.
  • Use 5LP instead of 2LPx6 on Double.

(video)

Conversions

Chaining into 5HP on the ground will pull the opponent in and restand them. This is useful when comboing off random hits, and also off Marie moves that pop the opponent into the air like 2HP overhead and 236LK+LP command grab. j.HP is also a good tool to pull the opponent in and convert off high air hits (for example Ms. Fortune H Fiber Upper assist).


5HP

  • 236LK +36
  • 214MP link 5LK (once per combo due to infinite prevention system)
  • 214HP +52 stagger once per combo (+0 second time if not super cancelled)


Air throw

  • Cancel into 214HK. The explosions will pull the opponent back in, and you can run up and continue the combo. May save OTG if you're high enough.
  • In the corner you can just OTG with 5lk for a full stage 2 pick-up.


Ground throw

  • 236LK. Consumes OTG. Can continue combo in the corner; midscreen you need an assist to continue.
  • OTG into 5LK. Corner only but gives you a stage 2 combo.
  • 214MP link into 5LK. Saves OTG in the corner.
  • 214HP (character specific). It's the only way to initiate a combo from throw midscreen, but only works on the following characters:
    • Ms. Fortune
    • Robo-Fortune
    • Peacock
    • Painwheel
    • Beowulf
    • Big Band

Enders

  • 2LPx6 5LK 5MP 5MK 5HP 214HP 236PP - Standard combo ender. Works anywhere and doesn't require any summons.
  • 2LPx6 5LK MP 5MK 5HP 214MK 236PP - Optimal midscreen ender. Character specific and hard to time correctly.
  • 2LPx6 5LK 5MP 5MK 5HP 214LK 236PP 2HK(burstable) - Optimal corner ender. 2HK can be replaced by another super to meterdump or finish off a character without using a DHC.
  • 2LPx6 5LK 5MP 5MK 5HP 236LK 2HK(burstable) - Optimal meterless ender.

Combos By Starter

2LK

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 5MP 5MK 5HP 214HP
2HP 236LK
5MP 5MK 2HP 236LP
OTG 5LK 5MP 5MK 5HP 236HK
dash 2LPx6 5LK 5MP 5MK 5HP 214HP 236PP

6864

1

Anywhere

Universal

  • Simple BnB that works on everyone, anywhere on the screen.
  • After 236HK, you can choose to reset with a delayed 214LP for a strong left/right mixup.
  • Use 5LP instead of 2LPx6 on Double.

(video)

2LK 5MP 5MK 5HP 214HP
2HP 236LK
5MP 5MK 5HK
jMK jHP
dj jLK jHP(1) 236HK
jMP
2LPx6 5LK 5MP 5MK 5HP 214HP 236PP

7001

1

Anywhere

Universal

  • OTGless combo from a 214HP confirm.
  • Replace jLK with jLP on heavies.
  • 5LP instead of 2LPx6 on Double.

(video)

2LK 5MP 5MK 2HP 236LK
5MP 214HP
2HP 236LK
dash 5LK 5MP 5MK 5HK
jHP(1) 236HK
jMP
2LPx6 5LK 5MP 5MK 5HP 214HP 236PP

7109

1

Anywhere

Universal

  • OTGless BnB, not the most damaging but very reliable and doesn't side switch.
  • For the combo to work on heavy characters skip 5MK before the 5HK and add a jMK before the jHP.
  • 5LP instead of 2LPx6 on Double.

(video)

2LK 5MP 5MK 2HP 236LK
5MP 214HP
2HP 236LK
dash 5HK
jMK jHP
dj jLK jHP(1) 236HK
jMP
2LPx6 5LK 5MP 5MK 5HP 214HP 236PP

7268

1

Anywhere

Lights/Mediums

  • Slightly better OTGless route.
  • A bit harder and doesn't work on heavies.

[(TBA)]

2LK 5MP 5MK 5HP 214HP
dash 5HK
jMK j[HK] OTG 214HK
dash 5LK 5MP 5MK 5HK
jHP(1) 236HK
jMP
2LPx6 5LK 5MP 5MK 5HP 214HP 236PP

7262

1

Anywhere

Lights/Mediums

  • Laser BnB from 214HP confirm. Keeps same side and corner carries.
  • If you're too close to the corner after the first 5HK, use L laser instead of H.

(video)

2LK 5MP 5MK 5HP 214HP
236LPLK
OTG 2HK 214MP
5LK 5HK
jMK jHP
dj jLK jHP(1) 236HK
jMP
2LPx6 5LK 5MP 5MK 5HP 214HP 236PP

7520

1

Anywhere

Universal

  • Optimal route from 214HP confirm.
  • Replace jLK with jLP on heavies.
  • 5LP instead of 2LPx6 on Double.

(video)

2LK 5MP 5MK 2HP 236LK
dash 5HK
jMK j[HK] OTG 214HK
dash 5MP 214HP
5LK 5HK
jHP(1) 236HK
jMP
2LPx6 5LK 5MP 5MK 5HP 214HP 236PP

7514

1

Anywhere

Lights/Mediums

  • Good midscreen BnB for when you don't want to side switch and corner carry, but the final air string doesn't work on heavies.
  • If you're too close to the corner after the first 5HK, use L laser instead of H.

(video)

2LK 5MP 5MK 2HP 236LK
5MP 214HP
236LPLK
OTG 2HK 214MP
5LK 5MP 5HK
jHP(1) 236HK
jMP
2LPx6 5LK 5MP 5MK 5HP 214HP 236PP

7741

1

Anywhere

Lights/Mediums

  • Main BnB, does very close to her maximum damage.
  • Final aerial string doesn't work on heavy characters.

(video)

2LK 5MP 5MK 2HP 236LK
5MP 214HP
236LPLK
OTG 2HK 214MP
5LK 5HK
jMK jHP(1) 236HK
jMP
2LPx6 5LK 5MP 5MK 5HP 214HP 236PP

7795

1

Anywhere

Mediums/Heavies

  • Small variation of the main BnB that works on heavy characters.
  • Use 5LP instead of 2LPx6 on Double.

(video)

2LK 5MP 5MK 2HP 236LK
5HK
jMK j[HK] j236LK
5LK 5MP 5MK 5HK
jHP(1) 236HK
jMP
2LPx6 5LK 5MP 5MK 5HP 214LK 236PP
2HK(burstable)

7633

1

Corner

Lights/Mediums

  • Maintaining corner doesn't allow routing into command grab, so you lose a bit of damage compared to the optimal midscreen routes.
  • Saves OTG, but doesnt work on heavies.

(video)

2LK 5MP 5MK 2HP 236LK
5HK
jMK j[HK] OTG j214LK
backdash 5MP 214HP
5LK 5HK
jLK jMK
jLP
2LPx6 5LK 5MP 5MK 5HP 214LK 236PP
2HK(burstable)

7451

1

Corner

Universal

  • Lower damage corner combo but works on heavies.

(video)

2LK 5MP 5MK 2HP OTG 236MK
5HK
jMK j[HK] OTG j236LK
5MP 214HP
5LK 5HK
jHP(1) 236HK
jMP
2LPx6 5LK 5MP 5MK 5HP 214LK 236PP
2HK(burstable)

7905

1

Corner

Lights/Mediums

  • Corner optimal.
  • Pretty difficult and character specific, generally not worth it.
  • OTG 236MK doesn't work on Bella and Robo.

(video)

2LK 5MP 5MK 2HP 236LK
214HP
236LPLK
OTG 2HK 214MP
5LK 5HK
jHP
jMK jHP(1) 236HK
jMP
2LPx6 5LK 5MP 5MK 5HP 214LK 236PP
2HK(burstable)

8092

1

Anywhere

Mediums/Heavies

  • Max damage one bar route. Only breaks 8k by ending on the corner with the optimal ender.
  • Does 7955 with the midscreen ender.
  • 5LP instead of 2LPx6 on Double.

(video)

2LK 5MP 5MK 2HP 236LK
5MP 214HP
236LPLK
OTG 2HK 214MP
5LK 5HK
jMK jHP(1) 236HK 214PP
dash 2LPx6 5LK 5MP 5MK 5HP 236LK
2HK(burstable)

10519

3

Anywhere

Universal

  • Simple and efficient way to incorporate lv3 into the main BnB.
  • 5LP instead of 2LPx6 on Double.

(video)

Counter Hit Punishes

Notation Damage Meter Cost Location Character Specific? Notes Video
MCH 5MP 5MK 2HP 236LK
5MP 214HP
236LPLK
OTG 2HK 214MP
5LK 5MP 5HK
jMK jHP
dj jLK jHP(1) 236HK
jLP
2LPx6 5LK 5MP 5MK 5HP 214HP 236PP

8351

1

Anywhere

Lights/Mediums

  • Main counter hit/punish route.

(video)

MCH 5MP 5MK 2HP 236LK
5MP 214HP
236LPLK
OTG 2HK 214MP
5LK 5MP 5HK
jHP
jMK jHP(1) 236HK
jMP
2LPx6 5LK 5MP 5MK 5HP 214HP 236PP

8329

1

Anywhere

Mediums/Heavies

  • CH route variation that works on heavies.
  • 5LP instead of 2LPx6 on Double.

(video)

Happy Birthday Corner Carry

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 5MP 5MK 2HP 236LK
dash 5MP 214HP
dash 5HK
jMK j[HK] OTG j214HK
dash jMP
dash 5LK 5HK
jLP jLK
dash 5LP 5LK 5MP 5MK 2HP 236PK

5838

1

Anywhere

Lights/Mediums

  • Double and Band are likely to fall out of the 236LK, use the 214HP route on them.

(video)

2LK 5MP 5MK 5HP 214HP
dash 5MK 5HK
jMK j[HK] OTG j214HK
dash jMP
dash 5LK 5MP 5HK
jLP jLK
dash 5LP 5LK 5MP 5MK 2HP 236PK

5581

1

Anywhere

Universal

  • Universal but carries a bit less than the 236LK starter route.

(video)

2LK 5MP 5MK 2HP 214LP
dash OTG 5MP 5MK 5HK
jLK jMP
dash 5LK 5MP 5MK 5HK
jLP jMP
dash 5LP 5LK 5MP 5MK 2HP 236PK

4991

1

Back to the corner

Universal

  • Side switch route.
  • Easiest way to get the double snap if you have your back to the corner.

(video)

Double Snap

Notation Damage Meter Cost Location Character Specific? Notes Video
Snap
dash 2LP 5LK 5MP 5MK 5HK (uncombo) 236LK
repeat [5MP 214HP > 5HK 236LK]

N/A

N/A

N/A

Lights/Mediums

  • Optimal meterbuild and speed.

(video)

Snap
dash 2LP 5LK 5MP 5MK 5HK (uncombo) 214HP
repeat [OTG 5LK 5MP 5MK 5HK (uncombo) 214HP]

N/A

N/A

N/A

Universal

  • Better option for Double and Band.

(video)

Midscreen Assist Kill

Notation Damage Meter Cost Location Character Specific? Notes Video
repeat [5LK 5MP 5HK 214LP]

N/A

N/A

N/A

Lights/Mediums

  • Easiest one.
  • Doesn't work on heavies.

(video)

repeat [dash 5MP 5HK 236LK > dash 5MP 214HP]

N/A

N/A

N/A

Universal

  • Harder to get consistently, but works on heavies.

(video)


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