Skullgirls/Ms. Fortune/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)
Fiber Upper = Fiber (623K)
Cat Scratch Fever = CSF (236PP)
Feral Edge = Feral (j214KK)
Headbutt = Headbutt (Headless HP)
Zoom! = Zoom! (Headless 4HP/6HP)
Feline Allergies = Sneeze (Headless 623HP)
OMNOMNOMNOM = nom (Headless 214HP)
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

Head-on

  • Head-on Fortune has three potential hitconfirms, each with their own pros and cons.
    • 2LK 5MK is an easy string to confirm from as it hits 3 times and works from max range 2LK. This string is PBGC punishable by the entire cast however and it heavily scales her combos so it is best to avoid this string if possible.
    • 2LK 2MK is a much safer string than 2LK 5MK and cannot be PBGC punished. This string also gives higher damage combos than 5MK. Unfortunately though, this string will not hit from max 2LK range and if you want to confirm into 2HP after 2MK it will sometimes push the opponent out of range.
    • 2LK 5HP is arguably Head-on Fortune's best hitconfirm but it is more complicated than the others. This string leads to high damage and baits pushblocks as 2LK has short blockstun. However, this string needs to be confirmed with 236P combos unless point blank vs a standing opponent and 236P combos use OTG and have less damage potential than 623LK~K combos. If the hitconfirm is blocked then you may need to cancel into a special to keep Fortune safe. If the opponent does not pushblock then 5HP will leave you punishable at -9 so you need to cancel into 236LP x1 which will leave you ±0 on block. If the opponent pushblocks you then you can either stop at 5HP, as you will be safe, or you can cancel to 623LK~K for further pressure (or do 623MK/HK~K + assist for a crossup).
      • Note: certain assists like H Bypass, Clide, H LnL, etc significantly improve this hitconfirm by both making it safe on block as well as leading to very high damage combos.

Headless

  • Headless Fortune has a couple of options for hitconfirming.
    • 2LK 5MK is the same as for Head-on.
    • 2LK 5MP is her best hitconfirm as this leaves you +1 on block, cannot be PBGC punished and doesn't scale her combos. 5MP will not hit at maximum 2LK range though.

BnB Combos

Beginner

A basic ground chain combo ending in sweep

 2LK 5MK 2HK

(Head-on only) A basic ground chain combo ending in a special cancel

 2LK 5MK 5HP 236HP~P~P

Headless version of the above combo.

 2LK 5MK 236MP

(Head-on only) A basic ground chain combo ending in a super cancel.

 2LK 5MK 5HP 236HP~P~P 236PP

Headless version of the above combo.

 2LK 5MK 236MP 236PP

A basic air chain combo ending in an air super (2HP for head-on, 5HK for headless).

 2LK 5MK 2HP/5HK
 jMP jMK j214MK j214KK

(Head-on only) Combo into air chain then restand before finisher.

 2LK 5MK 5HK 623LK~K 
 jLK jHP j214MK
 dash 5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP

Intermediate

Head-on

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 5MK 5HK 623LK~K
jHP
ADC jHP j214MK
2MP 5MK 5HK 623LK~K
jLK jHP j214MK
dash 5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP

6925

1

Anywhere

Universal

  • Standard midscreen route. Conserves OTG, works for happy birthdays and corner carries

(video)

2LK 5MK 5HP 623LK~K
jHP
ADC jHP j214MK
5HP 623LK~K
jLK jHP j214MK
5MP 236MP~P~P
5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP

8228

1

Corner

Universal

  • Standard corner combo. Uses OTG, works for happy birthdays

(video)

Headless

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 5MP 5HK
jMK j214MK Nom
jHK j214HK
jLK jHK ADC
jLP jMK j214MK
5LPx2 5LK 5MP 5MK 236MP 236PP Sneeze

7376

1

Anywhere

Universal

  • Midscreen sandwich combo: the head is in front of you.

(video)

2LK 5MP 5HK 623LK~K
jMP j214MK Nom
jHK j214HK
jLK jHK ADC
jLP jMK j214MK
5LPx2 5LK 5MP 5MK 236MP 236PP Sneeze

8199

1

Midscreen

Universal

  • Midscreen head behind you combo.
  • Vs Big Band, use 623MK~K instead of 623LK~K

(video)

2LK 5MP 5HK 623LK~K
jMP j214MK Zoom Nom
jHK j214HK
623HK~K
jMK jHK dl j214HK
5LPx2 5LK 5MP 5MK 236MP Headbutt 236PP Sneeze

8533

1

Corner

Universal

  • Universal corner combo
  • If head is fullscreen behind you then hold 6HP during the starting ground string. You can add 5MK to give the head more time to travel.

(video)

2LK 5MP 5HK 623LK~K
jMP j214MK Zoom
5MP 5HK 623HK~K
jMK j214HK
*5LK 214K
5LPx2 5LK 5MP 5MK 5HK 236MP 236PP

9021

1

Corner

Universal (except Big Band)

  • Corner combo
  • If the head is in the corner then skip the headbutt.
  • If head is fullscreen behind you then hold 6HP during the starting ground string. You can add 5MK to give the head more time to travel.
  • * Vs Double use 5LK dl 236LP

(video)

Conversions

Head-on

  • Throw:
    • Throw 623LK~K - Beowulf and Big Band.
    • Throw 623LK~K (whiff) j214KK Sneeze - Universal.
    • Throw 623LK~K (whiff) AD jHP - Universal (difficult).
    • Throw 236P~P~2K 5LP
      • 236MP: Ms Fortune and mid-weights (difficult).
      • 236HP: Filia, Fukua, Squigly and Valentine (difficult).
      • 236LP: Double, Peacock and Painwheel (difficult). Note: against Painwheel delay the 2nd hit of 236P as much as possible to bring her low to ground. Vs Peacock slightly delay the 2nd hit of 236P and vs Double do it as fast as possible.
  • Airthrow:
    • j214KK Sneeze - Any height.
    • jHP ADC jHP - 623LK~K jump cancel and a bit above height.
    • ADC jHP - 623LK~K jump cancel height.
    • jLK ADC jLK - Same as jHP ADC except also works a bit lower to the ground.
    • ADC jLK - Close to the ground.
    • j214LK - Minimum height airthrow conversion.
  • 623HK~K:
    • jHP ADC jLK jHP - OTGless conversion.
    • jHP ADC jHP jHK - Max damage conversion.

Headless

  • Throw:
    • Headbutt 5LP
    • Nom
    • Walk the head so it is on top of you, 236MP Zoom 5MP - Optimal damage.
  • Airthrow:
    • j214KK headbutt - Any height.
    • Headbutt/Nom - If the head is below you.
    • jLK ADC jLK - Same as jHP ADC except also works a bit lower to the ground.
    • ADC jLK - Close to the ground.
    • j214LK - Minimum height airthrow conversion.

Enders

  • If you have not used OTG at the end of your combo then you can change your final string to 5LPx2 5LK 5MP 5MK 5HP 623HK~K j214KK 236PP for some extra damage for 2 bars total. If headless then use 5HK 623HK~K instead of 5HP 623HK~K.
  • If you have 3 bars and are in the corner then you can add Level 3 to the penultimate string in your combo (to the end of the string that would normally use your OTG) for extra damage.

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.

Head-on

2LK

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 5MK 5HK 623LK~K
jHP
ADC jHP j214MK
2MP 5MK 5HK 623LK~K
jLK jHP j214MK
dash 5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP

6925

1

Anywhere

Universal

  • Standard midscreen route. Conserves OTG, works for happy birthdays and corner carries

(video)

2LK 5MK 2HP
jHP
ADC jHP j214MK
623LK~K
jLK jHP j214MK
5HP 236HP(P~P~2K)
dash 5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP

7633

1

Anywhere

Universal (except Ms. Fortune)

  • Midscreen max damage
  • Can remove 5LK for more consistency
  • 2HP does not connect when done from max range 2LK

(video)

2LK 5HP 236HP(P~P~2K)
dash 2LK 2HP
jHP
ADC jLK jHP j214MK
5HK 623LK~K
jLP jHP
dash 5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP

7395

1

Anywhere

Universal

  • Combo from 236P starter
  • Can remove 5LK for more consistency
  • Max meter gain midscreen route

(video)

2LK 5MK 2HP 623LK~K
jMP j214MK
dash 2LK 5HK(2) 623LK~K
jLP jHP
ADC jMK jHP j214MK
dash 5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP

7088

1

Anywhere

Universal (except Big Band)

  • Side-swap combo

(video)

2LK 5MK 2HP
j214P
j214HK Nom
jHK j214HK
jLK jHK j214MK
*IAD jLP jMK j214MK
dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP

8048

1

Anywhere

Yes

  • Head-on to headless transition combo
  • * Vs Painwheel and Cerebella use 623LK~K jLP jLK instead of IAD jLP jMK j214MK

(video)

2LK 5MK 5HK 623LK~K
jHP
ADC jHP j214MK
623LK~K
dl jLK jHP j214P
2LKxN
IAD jLP jLK
2LKxN
*214K
5LPx2 5LK 5MP 5MK 5HK 623HK
dj j214KK Zoom

7849

1

Near to Corner

Yes

  • Near to corner (roughly roundstart distance) head-on to headless transition combo, uses OTG.
  • The damage and number of 2LKs varies between characters (see "Notes on 2LKxN Loops" for details)
  • * Use 236MP/LP vs Band and Double (236LP is an easier link into 5LP)
  • Vs Band use 5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP for the final string

(video)

2LK 5MK 5HP 623LK~K
jHP
ADC jHP j214MK
5HP 623LK~K
jLK jHP j214MK
5MP 236MP~P~P
5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP

8228

1

Corner

Universal

  • Standard corner combo. Uses OTG, works for happy birthdays

(video)

2LK 5MK 5HP 623LK~K
AD jHP j214MK
5HP *623HK~K
jLK dl jHP j214HK
5MP 5HP 236HP~P~P
5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP

8440

1

Corner

Yes

  • Optimal corner combo, uses OTG.
  • Delay timing changes for each weight.
  • Vs Big Band use 236MP~P~P in the penultimate chain (8379 damage)
  • *Vs lights do 623LK~K jLP jHP j214HK and vs mid-weights use 623MK~K jLK jHP j214HK (8330 damage)

(video)

2LK 5MK 5HP 623LK~K
AD jHP j214MK
5HP 623HK~K
j214P
jMP
214K
5MK 2HK(1) 214K
5LPx2 5LK 5MP 5MK 5HK 623HK~K
dj j214KK Zoom

8452

1

Corner

Near Universal

  • Near universal corner head-on to headless transition combo, uses OTG.
  • Does not work vs Big Band or Double.
  • Optimal vs non-light characters.

(video)

2LK 5MK 5HP 623LK~K
AD jHP j214MK
5HP 623HK~K
j214P
jHK
2LKxN
IAD jLK jMP
2LKxN
IAD jLP jLK
2LKxN
214K
5LPx2 5LK 5MP 5MK 5HK 623HK~K
dj j214KK Zoom

9096

1

Corner

Yes

  • Corner head-on to headless transition combo, uses OTG.
  • The damage and number of 2LKs varies between characters (see "Notes on 2LKxN Loops" for details)
  • Only optimal vs lights

(video)

Throw

Notation Damage Meter Cost Location Character Specific? Notes Video
Throw 623LK~K j214KK Sneeze
jMP jMK jHK Zoom
dash 5MP 5HK
jLP jMK j214MK Zoom
dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP

4813

1

Anywhere

Universal

  • Head-on to headless transition combo
  • Dash jump jMP vs Squigly

(video)

Throw 623LK~K
jHP
ADC jHP j214MK...

N/A

0

Anywhere

Yes

  • Head-on combo
  • Use the standard midscreen BnB
  • Big Band, Beowulf and Painwheel only midscreen, universal in the corner (video)
  • Vs Painwheel, the 623LK~K will whiff but jHP will hit (this is hard)
  • In the corner you can use 623MK~K instead for extra consistency as this works even if you are late and use OTG

(video)

Throw *236MP~P~2K
5LP 5HK(2) 623LK~K
AD jHP j214MK
5MK 5HK 623LK~K
jMP jHP
2LK 5MP 5MK 5HP 236HP~P~P 236PP

5256

1

Anywhere

Yes

  • Head-on combo
  • Difficult
  • * 236MP vs mediums, Ms Fortune, Filia, Fukua, Valentine
  • * 236HP vs Squigly (also works vs Filia/Fukua, Valentine)
  • * 236LP vs Double, Peacock and Painwheel

(video)

Throw 623LK~K
AD *jHP
5LP 5HK 623LK~K...

N/A

0

Anywhere

Yes

  • Head-on combo
  • Very difficult
  • Use the same combo as the rekka conversion above
  • Works vs: Peacock, Squigly, Eliza, Painwheel, Ms Fortune, Filia, Fukua, Cerebella, Valentine, Parasoul, Double
  • * Can use jLK jMP vs Painwheel and Peacock (video)

(video)

CH Throw 623LK~K j214KK Sneeze
jMP jMK jHK Zoom
dash 5MP 5MK 236MP Zoom
dash 5LK 5MK 236MP Zoom
dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP

5089

1

Anywhere

Universal

  • Head-on to headless transition combo
  • Dash jump jMP vs Squigly

(video)

CH Throw *236MP~P~2K
5LP 5HK(2) 623LK~K
AD jHP j214MK
5MK 5HK 623LK~K
jLK jHP
ADC jMP j214MK
2LK 5MP 5MK 5HP 236HP~P~P 236PP

5560

1

Anywhere

Yes

  • Head-on combo
  • Difficult
  • * 236MP vs mediums, Ms Fortune, Filia, Fukua, Valentine
  • * 236HP vs Squigly (also works vs Filia/Fukua, Valentine)
  • * 236LP vs Double, Peacock and Painwheel

(video)

Airthrow

Notation Damage Meter Cost Location Character Specific? Notes Video
Airthrow 214KK
dash 5LP 5HK(2) 623LK~K...

N/A

1

Anywhere

Universal

(video)

Airthrow 214KK Sneeze
jMP jMK jHK Zoom...

N/A

1

Anywhere

Universal

(video)

Airthrow ADC jHP
5LP 5HK(2) 623LK~K...

N/A

0

Anywhere

Universal

  • Head-on combo
  • Half-jump height conversion
  • For low to the ground conversions, use ADC jLK or j214HK. Both use the same combo as the ground throw 236MP conversion
  • For a CH airthrow, use the same route as the CH ground throw 236MP conversion

(video)

Airthrow jHP
ADC jHP
5MK 623LK~K
jLK jHP j214MK
5HK 623LK~K
jMP jHP
dash 5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP

5741

1

Anywhere

Universal

  • Head-on combo
  • Neutral jump height conversion
  • For half-jump height conversions you can use airthrow jLK ADC jLK j214MK with the same route

(video)

CH Airthrow jHP
ADC jHP
5MK 623LK~K
jLK jHP j214MK
5HK 623LK~K
jLP jHP
ADC jMP j214MK
dash 5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP

6079

1

Anywhere

Universal

  • Head-on combo
  • Neutral jump height conversion
  • For half-jump height conversions you can use airthrow jLK ADC jLK j214MK with the same route

(video)

H Fiber

Notation Damage Meter Cost Location Character Specific? Notes Video
623HK~K
jHP
ADC jHP jHK
5HK(2) 623LK~K
jLP jHP
ADC jMP j214MK
dash 5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP

7011

1

Anywhere

Universal

  • Head-on combo
  • Max damage conversion

(video)

623HK~K
jHP
ADC jLK jHP
2MP 5HK 623LK~K
jLP jHP
ADC jMP j214MK
dash 5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP

6770

1

Anywhere

Universal

  • Head-on combo
  • OTGless route

(video)

CH 623HK~K
jHP
ADC jHP jHK
dash 2MP 5HK(2) 623LK~K
jLP jHP
ADC jMK jHP j214MK
dash 5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP

7505

1

Anywhere

Universal

  • Head-on combo
  • Max damage counterhit conversion

(video)

CH 623HK~K
jHP
ADC jLK jHP
2MP 5MK 5HK 623LK~K
jLP jHP
ADC jMK jHP j214MK
dash 5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP

7228

1

Anywhere

Universal

  • Head-on combo.
  • OTGless counterhit conversion.

(video)

Head Toss

Notation Damage Meter Cost Location Character Specific? Notes Video
214P
dash 5HK 623LK~K
jMP
ADC jHK Headbutt
5LK 5MP 5MK 236MP Zoom
dash 5LPx2 5LK 5MP 5MK 236MP 236PP

7810

1

Midscreen

Universal

  • Head-on to headless transition combo

(video)

214P
5HK 623LK~K
jMP
ADC jHK Zoom
dash 5LK 5HK 623HK~K
jMK j214HK
5LPx2 5LK 5MP 5MK 5HK dl 236MP 236PP

9013

1

Back to corner

Universal (except Band)

  • Head-on to headless transition combo
  • Use headbutt instead of zoom vs Double

(video)

214P
5HK 623LK~K
jMP j214MK Zoom
5MP 5HK 623HK~K
jMK j214HK
5LPx2 5LK 5MP 5MK 5HK dl 236MP 236PP

9174

1

Corner

Universal (except Band)

  • Head-on to headless transition combo
  • For CH use the head behind corner combo

(video)

CH 214P
dash 5HK 623LK~K
jMP
ADC jHK Headbutt
5MP 5MK 5HK
jLK jMK j214MK Zoom
dash 5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP

8847

1

Midscreen

Universal

  • Head-on to headless transition combo

(video)

CH 214P
5HK 623LK~K
jMP
ADC jHK Zoom
dash 5MP 5HK 623HK~K
jMK j214HK
*2LKxN 214K
5LPx2 5LK 5MP 5MK 5HK dl 236MP 236PP

10263

1

Back to corner

Universal (except Band)

  • Head-on to headless transition combo
  • * 5LK 214K is easier and vs Double use 5LK 236MP and swap Zoom with Headbutt

(video)

Counter Hit Punishes

Notation Damage Meter Cost Location Character Specific? Notes Video
5HP 623LK~K
jHP
ADC jHP j214MK
5HP 623LK~K
jLK jHP j214MK
5MP 5MK 5HK 623LK~K
jMP jHP
dash 5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP

9844

1

Anywhere

Yes

  • Head-on combo
  • Replace all but the final 5HP with 5HK vs Cerebella

(video)

5HP 623LK~K
jHP
ADC jHP j214MK
623LK~K
jLK jHP j214MK
5HP 623LK~K
jMP jHP
2MK 5HP 236HP~P~P
5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP

10291

1

Corner

Yes

  • Head-on combo
  • Replace penultimate 236HP~P~P with 236MP~P~P vs Big Band and Eliza

(video)

Headless

2LK

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 5MP 5MK 2HK(1) 623LK~K
delay jLK
ADC jLK j214MK
2LK 5MP 5MK 2HK(1) 623LK~K
jLP jLK
ADC jMP j214MK
dash 5LPx2 5LK 5MP 5MK 236MP 236PP

6371

1

Anywhere

Universal

  • Does not use the head
  • Also works (kinda) as a happy birthday route

[1]

2LK 5MP Headbutt 5HK
jMP jMK j214MK Zoom
5MP 5HK
jLP jMK j214MK Zoom
dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP

7391

1

Anywhere

Universal

  • Sandwich combo
  • Zoom timing varies between characters
  • Skip headbutt if the head is too far in front of you and use OTG Headbutt instead of Zoom for the first rep
  • In the corner hold HP during the ground strings

(video)

2LK 5MP 236MP Zoom
5MP 5MK 236MP Zoom
dash 5LK 5MP 5MK 236MP Zoom Nom
j214HK
dash 5LPx2 5LK 5MP 5MK 236MP 236PP Sneeze

7802

1

Anywhere

Yes

  • Head in front of you
  • If the head is fullscreen in front of you, use Headbutt instead of Zoom for the first string
  • Against Double in the corner use headbutt instead of Zoom

(video)

2LK 5MP 5HK
jMK j214MK Nom
jHK j214HK
jLK jHK j214MK
*IAD jLP jMK j214MK
5LPx2 5LK 5MP 5MK 236MP 236PP Sneeze

8077

1

Anywhere

Yes

  • Sandwich combo, head spacing isn't as finnicky as the optimal combo
  • If the head is behind you, you can walk it forward during the start of the combo
  • * Vs [ Painwheel] use 623LK~K dl jLP jLK

(video)

2LK 5MP 5HK
jMK j214MK Nom
dash through jHK j214HK
jLK jHK j214MK
236MP Headbutt
5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP

8199

1

Anywhere

Universal

  • Sandwich combo, head spacing isn't as finnicky as the optimal combo
  • Easier than the above combo but getting the head to fly in front of you after Nom can be hard
  • If the head flies behind you, you can swap to the previous combo
  • If the head is behind you, you can walk it forward during the start of the combo

(video)

2LK 5MP 236MP Zoom
5HK
j214MK Nom
jHK j214HK
jLK jHK
*ADC jLP jMK j214MK
dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP

8757

1

Midscreen

Yes

  • Simpler version of the optimal sandwich combo below
  • If the head is fullscreen in front of you, use Headbutt instead of Zoom
  • * Vs Painwheel use jLK jHK j214MK 623LK~K dl jLP jLK
  • If the head flies behind you after Nom then remove 2HK(1) and do 236MP Headbutt 236PP Sneeze

(video)

2LK 5MP 236MP Zoom
5HK
j214MK Nom
*jHK j214HK
jLK jHK j214MK
236MP Headbutt
dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP

9012

1

Midscreen

Universal

  • Optimal Sandwich combo
  • If the head is fullscreen in front of you, use Headbutt instead of Zoom
  • * The head will generally fly to the left off this setup. If you are facing right after Nom, dash through before jumping
    • If you are close to the right corner after Nom, dash through so you do jHK facing right
  • If something goes wrong and the head flies behind you, use the previous combo

(video)

2LK 5MP 5HK
jMP jMK j214MK Zoom j214KK Headbutt
5MP 5HK
jLK jMK j214MK Zoom
dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP

6736

1

Midscreen

Universal

  • Basic side swap
  • If 623LK~K doesn't cross-under for the below combos, you can default to this

(video)

2LK 5MP 5HK 623LK~K
djLK
ADC jLK jHK Headbutt
5MP 5HK
jMP jMK j214MK Zoom
dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP

7586

1

Midscreen

Universal

  • Head behind you
  • More consistent vs Double than jMP ADC jHK
  • Against Big Band, use 623MK~K instead of 623LK~K

(video)

2LK 5MP 5HK 623LK~K
jMP
ADC jHK Headbutt
5MP 5MK 5HK
jLK jMK j214MK Zoom
dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP

7797

1

Midscreen

Universal

  • Head behind you
  • Useful starter for sideswaps off of non-standard hitconfirms
  • Vs Big Band use 623MK~K

(video)

2LK 5MP 5HK 623LK~K
jHK Headbutt
ADC jHK
5MP 5HK
jMP jMK j214MK Zoom
dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP

8095

1

Midscreen

Universal

  • Head behind you
  • Max damage OTGless side-swap combo
  • Vs Big Band use 623MK~K instead of 623LK~K

(video)

2LK 5MP 5HK 623LK~K
jMP j214MK Nom
jHK j214HK
jLK jHK j214MK
*IAD jLP jMK j214MK
5LPx2 5LK 5MP 5MK 236MP Headbutt 236PP Sneeze

8558

1

Midscreen

Universal

  • Head behind you
  • Simpler, near optimal side-swap combo
  • Vs Big Band use 623MK~K
  • * vs Painwheel use 623LK~K dl jLP jLK

(video)

2LK 5MP 5HK 623LK~K
jMP j214MK Nom
dash through jHK j214HK
jLK jHK j214MK
236MP Headbutt
dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP

8627

1

Midscreen

Universal

  • Head behind you
  • Optimal side-swap combo
  • Vs Big Band use 623MK~K
  • Dash through the opponent before jHK and stay close to them

(video)

2LK 5MP 5MK Zoom 214LP/MP
2LK 5MK 623LK~K
AD jHP j214MK
5HK 623LK~K
jLK jHP j214MK
dash 5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP

6912

1

Anywhere

Universal

  • Head behind you
  • Headless to Head-on transition combo

(video)

2LK 5MP 5HK 623LK~K
jHK Headbutt
ADC jHK
microwalk 5MP 5HK 623HK~K
jMK j214HK
*2LKxN
214K
5LPx2 5LK 5MP 5MK 5HK 623HK~K
dj214KK Zoom

9731-9431

1

Back to Corner

Yes

  • Head in the corner
  • Does not work vs Big Band
  • The damage & number of 2LKs varies between characters (see "Notes on 2LKxN Loops" for details)
  • * Easier route is 5LK 214K (5LK 236MP vs Double). Does 9386 damage

(video)

2LK 5MP 5HK 623MK~K
jHK Headbutt
ADC jHK j2124HK
5MK 623HK~K
jMK jHK dl j214HK
2LKx3
5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP

8469

1

Back to Corner

Big Band only

  • Head in the corner

(video)

2LK 5MP 5MK [6HP] 5HK 623LK~K
jMP j214MK ]6HP[
5MP 5HK 623HK~K
jMK j214HK
214K
*2LKxN
236MP
5LPx2 5LK 5MP 5MK 5HK 623HK~K
dj214KK Zoom

9194-8969

1

Corner

Yes

  • Corner combo when the head is behind Fortune
  • Does not work vs Big Band
  • Vs Double, skip the final 214K
  • The number of 2LKs varies between characters (see "Notes on 2LKxN Loops" for details)
  • * Easier route is 5LK 214K (5LK 5MK 236MP vs Double). Does 8969 damage

(video)

2LK 5MP 5HK dl 236MP Headbutt
5HK 236MP Headbutt
5MK 5HK 623HK~K
jMK j214HK
*2LKxN
214K
5LPx2 5LK 5MP 5MK 5HK 623HK~K
dj214KK Zoom

9719-9311

1

Corner

Yes

  • Head in the corner
  • Standard corner combo
  • Does not work vs Big Band
  • Optimal vs Beowulf and Double
  • The number of 2LKs varies between characters (see "Notes on 2LKxN Loops" for details)
  • * Easier route is 5LK 214K (5LK 236MP vs Double)

(video)

2LK 5MP 5HK 236MP Headbutt
5HK 623HK~K
jMK j214HK
*2LKxN
IAD jLK jMP
2LKxN
IAD jLP jLK
2LKxN 214K
5MK 236MP
5LPx2 5LK 5MP 5MK 5HK 623HK~K
dj214KK Zoom

9930-9210

1

Corner

Yes

  • Head in the corner
  • Max damage corner combo vs light characters
  • Does not work vs Big Band
  • The number of 2LKs varies between characters (see "Notes on 2LKxN Loops" for details)

(video)

2LK 5MP 5HK 236MP Headbutt
5HK 623HK~K
jMK j214HK
214K
5MP 5MK 2HK(1) 214K
5LK 214K
5LPx2 5LK 5MP 5MK 5HK 623HK~K
dj214KK Zoom

9407

1

Corner

Yes

  • Head in the corner
  • Max damage corner combo vs mid-weight characters
  • Does not work vs Big Band or Double

(video)

2LK 5MP Headbutt 5HK 623LK~K
j214LK Zoom Nom
jHK j214HK
5MK 623HK~K
jMK jHK dl j214HK
5LPx2 5LK 5MP 5MK 236MP Headbutt 236PP Sneeze

8857

1

Corner

Big Band only

  • If the head is in the corner then skip the headbutt.
  • If head is fullscreen behind you then hold 6HP during the starting ground string. You can add 5MK to give the head more time to travel.

(video)

Throw

Notation Damage Meter Cost Location Character Specific? Notes Video
Throw * [4/6HP] Zoom Nom
jHK j214HK
jLK jHK j214MK
5MP 5MK 5HK 623LK~K
djMK jHK Headbutt
dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP

6343

1

Midscreen

Universal

  • Vs Band use 623MK~K instead of 623LK~K
  • Walk the head (4/6[HP]) into position during the throw

(video)

Throw [4/6HP] Zoom
5LPx2 5LK 5MP 5MK 5HK dl 236MP Headbutt
5HK dl 236MP Headbutt
5MP 5HK dl 236MP Headbutt
5LK 5MK 236MP
5LPx2 5LK 5MP 5MK 5HK 623HK~K
dj214KK Zoom

7424

1

Corner

Universal (except Band)

  • Walk the head (4/6[HP]) into position during the throw

(video)

Throw [4/6HP] Zoom
5LPx2 2LK 5MP 5MK Headbutt 5HK 623LK~K
jMP j214MK Zoom Nom
jHK j214HK
jLK jHK
ADC jMK j214MK
5LPx2 5LK 5MP 5MK 236MP Headbutt/Zoom 236PP Sneeze

6261

1

Corner

Band only

  • Walk the head (4/6[HP]) into position during the throw

(video)

Throw [4/6HP] Zoom
5LPx2 5LK 5MP 5MK 5HK dl 236MP Headbutt
5HK dl 236MP Headbutt
5MP 2HK(1) 214K
2LKxN
IAD jLK jMP
2LKxN
IAD jLP jLK
2LKxN
5LPx2 5LK 5MP 5MK 5HK 623HK~K
dj214KK Zoom

7644-7044

1

Corner

Universal (except Band)

  • Walk the head (4/6[HP]) into position during the throw
  • Only optimal vs light characters

(video)

CH Throw * [4/6HP] Zoom Nom
jHK j214HK
jLK jHK j214MK
5HK 623LK~K
djMK jHK Headbutt
5MP 5MK 236MP Zoom
dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP

6766

1

Midscreen

Universal

  • Vs Band use 623MK~K instead of 623LK~K
  • Walk the head (4/6[HP]) into position during the throw

(video)

CH Throw [4/6HP] Zoom
5LPx2 5LK 5MP 5MK 5HK dl 236MP Headbutt
5HK dl 236MP Headbutt
5MP 5HK dl 236MP Headbutt
5MK 5HK dl 236MP Headbutt
5LPx2 5LK 5MP 5MK 5HK 623HK~K
dj214KK Zoom

7717

1

Corner

Universal (except Band)

  • Walk the head (4/6[HP]) into position during the throw

(video)

CH Throw [4/6HP] Zoom
5LPx2 2LK 5MP 5MK Headbutt 5HK 623LK~K
jMP j214MK Zoom
5MK 5HK 623HK~K
djMK jHK Zoom Nom
IAD jLK j214MK
5LPx2 5LK 5MP 5MK 236MP 236PP Sneeze

6532

1

Corner

Band only

  • Walk the head (4/6[HP]) into position during the throw

(video)

CH Throw [4/6HP] Zoom
5LPx2 5LK 5MP 5MK 5HK dl 236MP Headbutt
5HK dl 236MP Headbutt
5MP 2HK(1) 214K
2LKxN
IAD jLK jMP
2LKxN
IAD jLP jLK
2LKxN 5MK 236MP
5LPx2 5LK 5MP 5MK 5HK 623HK~K
dj214KK Zoom

8146-7546

1

Corner

Universal (except Band)

  • Walk the head (4/6[HP]) into position during the throw
  • Only optimal vs light characters

(video)

H Fiber

Notation Damage Meter Cost Location Character Specific? Notes Video
623HK~K
jMK j214MK Zoom
5MP 5MK 5HK
jMP jMK j214MK Zoom
dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP

6844

1

Midscreen

Universal

  • Head behind the opponent
  • Zoom timing varies between characters

(video)

623HK~K
jMK j214MK j214KK Headbutt
5MP 5MK 5HK
jMP jMK j214MK Zoom
dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP

6432

1

Midscreen

Universal

  • Head behind you
  • Zoom timing varies between characters
  • Can whiff Zoom before j214KK to bring the head into position for the Headbutt

(video)


CH 623HK~K
jMK j214MK Zoom
5HK
jMP jMK j214MK Zoom
5LK 5MK 236MP Zoom
dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP

7239

1

Midscreen

Universal

  • Counter hit version
  • Head behind the opponent
  • Zoom timing varies between characters

(video)

CH 623HK~K
jMK j214MK j214KK Headbutt
5HK
jLK jMK j214MK Zoom
5MP 5MK 236MP Zoom
dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP

7014

1

Midscreen

Universal

  • Head behind you
  • Zoom timing varies between characters
  • Can whiff Zoom before j214KK to bring the head into position for the Headbutt

(video)

Counter Hit Punishes

Notation Damage Meter Cost Location Character Specific? Notes Video
CH 5MP 236MP Zoom
5HK
j214MK Nom
jHK j214HK
jLK jHK j214MK
5MP 5MK 623LK~K
dl jLP jMP
*dash 5LPx2 5LK 5MP 5MK 236MP Headbutt 236PP Sneeze

9405

1

Midscreen

Universal

  • Head behind the opponent
  • Standard CH punish
  • * If the head flies in front of you after Nom, use 5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP

(video)

CH 5MP 236MP Zoom
5HK
j214MK Nom
jHK j214HK
jLK jHK j214MK
5MP 5MK 236MP Headbutt
dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP

9717

1

Midscreen

Universal

  • Head behind the opponent
  • Optimal MCH punish facing right

(video)

CH jHK
5MP 236MP Zoom
5HK
j214MK Nom
jHK j214HK
jLK jHK j214MK
5MK 5HK
jMP jMK j214MK Zoom
dash 5LPx2 5LK 5MP 5MK 236MP 236PP

10792

1

Midscreen

Universal

  • Head behind the opponent, facing left
  • Optimal HCH punish 1

(video)

CH jHK
5MP 236MP Zoom
5HK
j214MK Nom
jHK j214HK
jLK jHK j214MK
5MK 5HK 623LK~K
*djMK jHK Headbutt
dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP

10797

1

Midscreen

Yes

  • Head behind the opponent, facing right
  • Optimal HCH punish 2
  • * vs Cerebella and Beowulf, don't double jump. Vs Double use djMP. Vs Big Band use 623MK~K instead of 623LK~K and don't double jump.

(video)

CH 5HK 623LK~K
jHK Headbutt
ADC jHK
5HK
j214MK Nom
IAD jLK j214MK
5MK 5HK 623LK~K
*djMK j214MK Headbutt
dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP

10604

1

Midscreen

Yes

  • Head behind you
  • Use 623MK~K instead of 623LK~K vs Big Band

(video)

CH 5HK 623LK~K
jHK Headbutt
ADC jHK
5MP 5HK dl 236MP Headbutt
5MK 5HK 623HK~K
jMK j214HK
*5LK 214K
5LPx2 5LK 5MP 5MK 5HK 623HK~K
dj214KK Zoom

11135

1

Back to corner

Universal (except Big Band)

  • Standard back to corner HCH combo
  • Optimal vs mid-weights and Double
  • * Vs Double use 5LK 236MP
  • * Can use 2LKxN 214K vs lights for extra damage

(video)

CH 5HK 623LK~K
jHK Headbutt
ADC jHK
5MP 5HK 623HK~K
jMK j214HK
2LKxN
IAD jLK jMP
2LKxN
IAD jLP jLK
2LKxN
5MK 236MP
5LPx2 5LK 5MP 5MK 5HK 623HK~K
dj214KK Zoom

11404

1

Back to corner

Universal (except Big Band)

  • Optimal lights back to corner HCH combo
  • Works vs mid-weights and Double but does less than the previous combo
  • The number of 2LKs varies between characters (see "Notes on 2LKxN Loops" for details)

(video)

CH 5HK 623MK~K
jHK Headbutt
ADC jHK j214HK
jLK jHK j214MK
5HK 623HK~K
djMK jHK delay j214HK
2LKx3 236MP
5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP

10393

1

Back to corner

Big Band only

  • Can swap 2LKx3 236MP for 5LK 236LP to make the combo easier

(video)

CH 5HK 623LK~K
jMP j214MK Zoom
5MP 5HK dl 236MP Headbutt
5MK 5HK 623HK~K
jMK j214HK
214K
5LK 214K
5LPx2 5LK 5MP 5MK 5HK 623HK~K
dj214KK Zoom

11021

1

Corner

Universal (except Big Band)

  • Head behind you
  • Standard corner HCH combo when the head is behind you
  • Against Double, use 5LK 5MK 236MP after jMK j214HK
  • Can do 2LKxN after 214K vs lights for extra damage

(video)

CH 5HK 623LK~K
j214LK Zoom
5MP 5HK 623HK~K
jMK j214HK
2LKxN
IAD jLK jMP
2LKxN
IAD jLP jLK
2LKxN 214K
5MK 2HK(1) 214K
5LPx2 5LK 5MP 5MK 5HK 623HK~K
dj214KK Zoom

11414

1

Corner

Universal (except Big Band)

  • Head behind you
  • Optimal lights corner HCH combo when the head is behind you
  • The number of 2LKs varies between characters (see "Notes on 2LKxN Loops" for details)

(video)

CH 5HK dl 236MP Headbutt
5HK dl 236MP Headbutt
5MP 5HK dl 236MP Headbutt
5MK 5HK 623HK~K
jMK j214HK
*2LKxN 214K
5LPx2 5LK 5MP 5MK 5HK 623HK~K
dj214KK Zoom

11447

1

Corner

Universal (except Big Band)

  • Head in the corner
  • Standard corner HCH
  • Optimal vs Beowulf
  • * Use 2LKxN 236MP vs Double
  • * Vs lights use 2LKxN IAD jLP jLK 2LKxN for 11735 damage
  • * Easier route is 5LK 214K (5LK 236MP vs Double)
  • The number of 2LKs varies between characters (see "Notes on 2LKxN Loops" for details)

(video)

CH 5HK dl 236MP Headbutt
5HK dl 236MP Headbutt
5MK 5HK 623HK~K
jMK j214HK
214K
5MP 5MK 2HK(1) 214K
5LK 214K
5LPx2 5LK 5MP 5MK 5HK 623HK~K
dj214KK Zoom

11390

1

Corner

Universal (except Big Band and Double)

  • Head in the corner
  • Optimal HCH combo vs mid-weights

(video)

CH 5HK dl 236MP Headbutt
5HK dl 236MP Headbutt
5MK 5HK 623HK~K
jMK j214HK
2LKxN
IAD jLK jMP
2LKxN
IAD jLP jLK
2LKxN 214K
5MP 236MP
5LPx2 5LK 5MP 5MK 5HK 623HK~K
dj214KK Zoom

11893

1

Corner

Universal (except Big Band and Double)

  • Head in the corner
  • Optimal HCH combo vs lights
  • Works on mid-weights (and Double if you remove 214K and do 5MP 5MK 236MP at the end) but does less damage than other combos
  • The number of 2LKs varies between characters (see "Notes on 2LKxN Loops" for details)

(video)

CH 5HK 623LK~K
jMP j214MK Zoom
jLK jHK j214HK
5MP 5HK 623HK~K
djLP jMK jHK dl j214HK
2LKx3 236MP
5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP

10003

1

Corner

Big Band only

  • Corner HCH vs Big Band

(video)

Double Snap

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

N/A

1

Corner

  • Basic double snap
  • Replace 2HP with 5HK when headless

(video)

Snapback
2HP 623HK~K
AD jHK
repeat

N/A

1

Corner

  • Optimal double snap
  • Replace 2HP with 5HK when headless

(video)

Snapback
2LK 2HP
dl IAD jMK j214P
5LP 5HK
dl IAD jHK
repeat

N/A

1

Corner

  • Head-on to headless transition double snap

(video)

Midscreen Assist Kill

Notation Damage Meter Cost Location Character Specific? Notes Video
5LP 2HP
jLP jMP
ADC jLP jMP
repeat

N/A

0

Midscreen

Universal

  • Replace 2HP with 5HK when headless
  • Can transition to headless midcombo by adding j214P Headbutt after the 2nd jMP

(video)

...
2MP 2HP
jLP
BADC dl jLP jHK
repeat

N/A

0

Midscreen

Universal

  • Replace 2HP with 5HK when headless
  • Midscreen assist kill for when the opponent ends up behind you

(video)

5LP 5HK 236K
repeat

N/A

0

Midscreen

Lights only(?)

  • Headless only (?)
  • Corner carry midscreen assist kill

(video)

Notes on 2LKxN Loops

The number of 2LKs you can loop in the corner as headless varies based on both the opponent's character and the string leading into the 2LK loop. The below table shows some common setups for 2LK loops and the number of 2LKs you can get for each setup. [...] marks a 2LK loop in setups that involve multiple loops.

Character 623LK~K jLK jHP j214P 623LK~K jLK jHP j214P [...] IAD jLP jLK 623HK~K jMK j214HK 623HK~K jMK j214HK [...] IAD jLP jLK 214K 214K [...] IAD jLK jMP [...] IAD jLP jLK 623HK~K jMK j214HK [...] IAD jLK jMP [...] IAD jLP jLK
Annie 7 4, 7 7 6, 6 5 3, 3, 5 5, 3, 6
Umbrella 6 (?) 5, 6 7 6, 6 5 3, 3, 5 5, 3, 6
Squigly
Filia
Fukua
6 5, 6 6 5, 6 5 3, 3, 6 4, 3, 6
Ms. Fortune
Peacock
Painwheel
6 4, 5 6 5, 5 5 3, 3, 5 4, 3, 6
Valentine 5 4, 5 6 5, 5 5 3, 3, 5 4, 3, 6
Beowulf 4 2, 3 4 3, 2 3 3, 0, 0 4, 0, 0
Eliza
Robo-Fortune
4 3, 2 4 3, 2 3 3, 0, 0 4, 0, 0
Cerebella 3 2, 3 3 3, 2 2 2, 0, 0 3, 0, 0
Double 3 2, 2 2 3, 2 1 1, 0, 0 2, 0, 0
Parasoul 2 2, 2 3 2, 2 1 1, 0, 0 3, 0, 0
Big Band 3 2, 1 - - - - -

Damage/Undizzy Ratios

Head on

Move Damage/undizzy Damage (max scaling) Undizzy
236HP 25.65 513 20
236MP 22.6 452 20
236LP 16 320 20
214P 15.5 310 20
236HK 15.1 302 20
j.214HK 15.1 302 20
j.214MK 13.75 275 20
623HK 13.05 261 20
j.214P 13 260 20
623MK 9.9 198 20
5HP 9.166666667 275 30
2HP 9.166666667 275 30
j.214LK 9 180 20
5MP 8.6 172 20
623LK 7.65 153 20
5HK 7.5 225 30
2HK 7.2 216 30
5MK 6.3 126 20
j.MK 6.3 126 20
5LP 6 90 15
2LP 6 90 15
j.HK 5.7 171 30
j.HP 5.166666667 155 30
Cat Slide 4.5 90 20
5LK 4.2 63 15
2MK 4.05 81 20
2MP 3.8 76 20
j.LK 3.6 54 15
j.MP 3.6 72 20
2LK 3.266666667 49 15
j.LP 3 45 15

Headless

Move Damage/undizzy Damage (max scaling) Undizzy
nom 17.2 344 20
236MP 15.1 302 20
236HK 15.1 302 20
j.214HK 15.1 302 20
623HK 14.5 290 20
j.214MK 13.75 275 20
623MK 11 220 20
5HK 9.6 288 30
Sneeze 9.5 190 20
236LP 9.5 190 20
j.214LK 9 180 20
623LK 8.5 170 20
2HK 8 240 30
5MK 7 140 20
j.MK 7 140 20
5LP 6.666666667 100 15
2LP 6.666666667 100 15
j.HK 6.333333333 190 30
5MP 6 120 20
5LK 4.666666667 70 15
2MK 4.5 90 20
5HP 4.5 135 30
Zoom! 4.5 135 30
Cat Slide 4.5 90 20
2MP 4.25 85 20
j.LK 4 60 15
j.MP 4 80 20
2LK 3.666666667 55 15
j.LP 3.333333333 50 15



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