Skullgirls/Squigly/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)
Stance Cancel = Stancel (236PP/KK)
Center Stage = Sing (236MP)
Drag 'n' Bite = DnB (236HP)
Silver Chord = Chord (236MK)
Squigly Battle Opera = SBO (214KK)
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 2MK is your standard hitconfirm.

BnB Combos

Beginner

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

2LK 2MK 2HK
A ground combo that utilizes a special cancel. (video)
2LK 2MK 5HPx2 236MK
5LPx2 5MP 2HK
A ground combo that includes a super. (video)
2LK 2MK 5HPx2 236MK
214LP+LK
5LPx2 5MP 2HK
An air chain combo that sets up a restand. After the restand, you can choose to go for a reset with 2LK, 6HP or throw. In order to spend more meter, you can do 214LPLK after the 236MK, or 214LKMK after the 236HP. (video)
2LK 2MK 5HPx2 236MK
2MK 5HK
jLP jMK jHK j236MK
5LPx2 5MP 2HP 236HP
A ground throw conversion that utilizes a super. (video)
LPLK 214LK+MK
dash 5HPx2 236MK
2MK 5HK
jLP jMK jHK j236HK
dash 5LPx2 5MP 2HP 236HP
An airthrow conversion. (video)
jLPLK 236MK
cLK sHPx2 236MK
cMK sHK
jLP jMK jHK j236HK
dash 5LPx2 5MP 2HP 236HP

Intermediate

Combos are universal unless otherwise noted. More optimal combos may be possible if you sacrifice consistency or universality, so explore the other sections on this page for more possibilities.

Stancel-less combo. Use this if you aren't comfortable with stancel or combo from an awkward hitconfirm that won't let you stancel. - 6099 dmg (video)

   2LK 2MK 5HPx2 236MK
   5HK jMK jHP
   jLK jMK jHK j236HK
   jLP jMK jHK
   5LPx2 2MP 2HP 236HP


j236HK-less combo. Maximum consistency in exchange for damage. Also won't make you lose corner. - 6582 dmg (video)

   2LK 2MK 5HPx2 stancel
   2LK 2MK 5HPx2 236MK
   5HK jMK jHP
   jLP jMK jHK
   5LPx2 2MP 2HP 236HP

The BnB

Stancel and j236HK. This is *the* Squigly combo you want to learn. Replace the second 2LK with 2MK if you have charge. If you decide to do the optional 214P+P after HDive, do it as they fall and not as they're rising.- 7356 dmg (video)

   2LK 2MK 5HPx2 stancel
   2LK 5HPx2 236MK (optional 214LP+LK)
   walk 5HK jMK jHP
   jLP jMK jHK j236HK (optional 214P+P)
   dash 5LPx2 5MP 2HP 236HP (optional 214LK+MK)

Conversions

Throw

  • 214LK+MK, 236[P/K] [6] P/K, dash jMK jHK
  • Charged 236MP > 2MK
  • Charged 236MK
  • Uncharged 236MK vs Beowulf, Big Band, and Double

Air Throw

  • j236MK/HK

jHP

  • 214LK+MK
  • Charged 236MK
  • 2MK

Enders

  • 236HP is your most damaging ender but leaves you in a bad spot if it doesn't kill. Use 623P instead if you can't kill.
  • Generally speaking this char isn't really able to spend bars for damage at the end of her combo. If you want to get the most damage out of your bars you will always have to use specific combos. This is why you need to decide if you want to dump meter or not within your first two strings.
  • Using 214KK after your ender is your only means of dumping meter at the end of your combo. It does terrible damage but you should keep that option in mind, in case you need that extra damage to kill or DHC.
  • 214LP+LK after 236MK an effective way of spending bar for damage. It pays off, even if you use it outside of 214LP+LK specific combos.
  • If you have your Level 3 aviable you can use it after 5HK or j236HK in your combo.
  • If Squigly wants to spend a bar for damage it is better to use 214LP+LK early in your combo, rather than ending it with 214KK. I still put the 214KK enders as optional into the combo notation, since you will have to use them if your combo isn't quite enough to kill. However, keep in mind that Squigly should only use meter in her combo if she can kill character with it or to get a charge.
  • Keep in mind that you won't really use full combos unless you either kill or do a setup at the end. 236HP is the ender that is used in most of these combos, since it does the most damage, however if you can't kill off it you can replace it with 623P to get positional advantage.

Tips & Tricks

  • If j.HK leaves you too high up to connect a grounded normal, cancel it into j236MK for a better restand.
Charging mid combo
  • There are several ways of getting a charge mid combo. The two most common ones are charging after 214LP+LK or charging with the help of an assist(view team building page).
  • There are two ways of charging with the help of 214LP+LK, none is easier or better than the other it comes down to preference.
236MK 236[P] 214LP+LK 236[P] [6] P/K - the dual charge. Charge up a small chunk right after 236MK and cancel it right into 214LP+LK after you see the dragon wing. After 214LP+LK use the crumple to charge again. Allows you to link a light or medium afterwards.
236MK 214LP+LK 236[P] [6] P/K - doing one full charge after 214LP+LK. Allows you to link a light afterwards.
  • Using 5HK into MK+HK 214KK gives you enough time to charge but isn't advised since it will kill your damage.

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.

  • I listed these from the easiest and most practical to the more difficult and esoteric ones.

2LK

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 2MK 5HPx2 236MK (optional 214LP+LK)
walk 5HK jMK jHP
jLK jMK jHK j236HK
jLP jMK jHK
5LPx2 2MP 2HP 236HP (optional LK+MK 214KK)

6099/7208/7538

0/1/2

Anywhere

Universal

  • No stance cancel combo. Use this one as your bnb if you are not comfortable with stance cancels yet. It also has an easier j236HK pickup than other combos using it.

(video)

2LK 2MK 5HPx2 stancel
2LK 5HPx2 236MK (optional 214LP+LK)
walk 5HK jMK jHP
jLP jMK jHK (optional j236MK)
5LPx2 2MP 2HP 236HP (optional L+M 214KK)

6582/7563/7938

0/1/2

Anywhere

Universal

  • Stance Cancel BnB but without j236HK. This is especially useful if you want to carry your opponent to the corner or keep them in there. I advice to use this aganist Double since j236HK pickups are extremly hard on her. The j236MK is used to save the combo, in case jHK ends up being too high up.
  • If the 5HPx2 2LK link is too daunting, you can use 5HPx2 5LP instead and replace 5LP in the last string with 5LK.

(video)

2LK 2MK 5HPx2 stancel
2LK 5HPx2 236MK (optional 214LP+LK)
walk 5HK jMK jHP
jLP jMK jHK j236HK
dash 5LPx2 5MP 2HP 236HP (optional L+M 214KK)

7356/8269

Universal

  • Universal Combo that uses stancel and j236HK. If the 5HPx2 2LK link is too daunting, you can use 5HPx2 5LP instead and replace 5LP in the last string with 5LK.

(video)

2LK 2MK 5HPx2 stancel
2LK 5HPx2 236MK
236[P] 214LP+LK
236[P] [6] P/K
2MK 5HK jHK j236HK jMK jHK
236HP 5LPx2 2MK 2HP 236HP

8303

1

  • 214LP+LK route. Difficult but worth learning for the damage. It also teaches you how to charge mid combo.

(video)

2LK 2MK 5HPx2 stancel
2LK 2MK 5HK
j.MK j236HK
j.9LP j.MK j.HK
5LPx2 2HP 236MK 236LP

6062

0

Universal

  • Chargeless combo that ends in a sliding knockdown. Use the knockdown to get charge.

(video)

2LK 2MK 5HPx2 236HK
OTG 5HPx2 236MK 236[P] 214LP+LK
236[P] [6] P/K
2MK 5HPx2 stancel
5MP 2HP 236HP 5LKx2 5MP 5HK
jLP jLK jMK jHK j236HK

8344

1

Corner

  • 214LP+LK route

(video)

2LK 2MK 5HPx2 stancel
2MK 5HPx2 236MK 236[K] 214LP+LK
236[K] [6] P/K
2MP 5HPx2 236HP
5LKx2 5HK jHK j236HK
dash 5LPx2 5MP 2HP 236LK

8766

  • 214LP+LK Route w/ charge for extra damage.

(video)

2LK 2MK 5HPx2 236LP
OTG 5HPx2 236MK 236[P] 214LP+LK
236[P] [6] P/K 5MK 5HPx2 stancel
5MP 5HPx2 236HP
5LKx2 5MP 5HK
jLP jLK jMK jHK j236HK
(optional burstbait: jMP jHK)

9359

1

Corner

Yes

  • Corner w/ P charge. Big damage but pulls your opponent out of the corner. The timing on (OTG) 5HPx2 can be tricky.

(video)


2LK 2MK 5HPx2 236LP
(otg) 5HPx2 236MK 66 214LP+LK
623HP 66 5MP 5HK
j.MK j.HP
j.LP j.MK j.HK
5LP 5MP 2HP 236LK/236HP
(optional burstbait: MK+HK 214KK > 2HP)

9027

1

Corner

Universal

  • Corner w/ P charge. This one keeps the opponent in the corner.

(video)

2LK 2MK 5HPx2 stancel
2LK 5HPx2 236MK
5MP 5HK
jHK j236HK 214PP
dash jLP jMK jHK
5LPx2 5MP 2HP 236HP

9225

3

  • Lv3 combo. If you want to burn your meter to kill, use this.

(video)

2LK 2MK 5HPx2 stancel
5HPx2 stancel 2MK 5HPx2 stancel
5MP 5HPx2 stancel 5LKx2 5HK
jMK jHP
jLP jMK jHK j236HK
OTG 236MK LK~LK~6~LP~HK

12320

5

  • LK~LK~6~LP~HK Combo (w/ P charge, Taunt and 5 bars). If you really want to use lv5 and style on your opponent. Very difficult, you have to earn this.

(video)

Throw

Notation Damage Meter Cost Location Character Specific? Notes Video
Throw L+M 214KK
236[P/K] [6] P/K
dash jMK jHK
2MK 5HPx2 stancel
5MP 2HP 236HP
5LKx2 5MP 5HK
jLP jLK jMK jHK j236HK

5405

1

Lights Only

  • 214KK conversion that allows you to charge after the throw. Dashjump jMK to pick up can be a bit tricky.

(video)

Throw L+M 214KK
dash 2MK 5HPx2 236MK
5MP 5HK
jHK j236HK
jLP jMK jHK
5LKx2 5MP 2HP 236HP

1

  • Easy 214KK conversion. Uses OTG.

(video)

Air throw

Notation Damage Meter Cost Location Character Specific? Notes Video
Airthrow j236MK
5LKx1 5HPx2 236MK
5MP 5HK
jMK jHP
jLP jMK jHK
5LPx2 5MP 2HP 236HP

4548

  • j236MK version

(video)

Airthrow j236HK
jLP jMK jHK
5MP 2HP stancel
2MK 5HPx2 stancel
5LKx2 5HPx2 stancel
5LPx2 5MP 2HP 236HP

4754

  • j236HK version

(video)

Counter Hit Punishes

Notation Damage Meter Cost Location Character Specific? Notes Video
5HPx2 stancel 2MK 5HPx2 stancel
2MP 5HPx2 236MK 236[K] 214LP+LK
236[K] [6] P/K 2.HK 236HP
5LKx2 5MP 5HK j.HK j236HK
j.MK j.HK 5LPx2 5MP 2HP 236LK

10171

1

  • Heavy CH punish combo with one bar and charge.

(video)

Double Snap

Notation Damage Meter Cost Location Character Specific? Notes Video
Snap
2MK 5HK
(uncombo) 5MP 5HK stancel
repeat

N/A

1

Corner

(video)

Snap
5LKx1 5HK
P/K 5MK delay 5HK 236[P/K]
repeat

N/A

1

Corner

  • Charge Building Double Snap combo

(video)

Damage/Undizzy Ratios

Move Damage/undizzy Damage (max scaling) Undizzy
236HP (lvl2) 26.5 530 20
236LK (lvl2) 25.85 517 20
236HK (lvl2) 23 460 20
623P (lvl2) 21.35 427 20
236LP (lvl2) 19.25 385 20
j.236HK 17.75 355 20
j.MK 14 280 20
236LP (lvl1) 13.75 275 20
236HP (lvl1) 13.5 270 20
236LK (lvl1) 12.1 242 20
236HK (lvl1) 12 240 20
2HP 11.33333333 340 30
5HP 10.33333333 310 30
2HK 10.06666667 302 30
j.HP 10 300 30
j.HK 9.833333333 295 30
6HP 9.333333333 280 30
5HK 9.166666667 275 30
623P (lvl1) 9 180 20
5MP 8.5 170 20
5LP 6.666666667 100 15
5MK 6.5 130 20
2MK 6.5 130 20
2LP 6 90 15
236MK 6 120 20
j.MP 5.5 110 20
2MP 5 100 20
5LK 4.666666667 70 15
2LK 4 60 15
j.236MK 4 80 20
j.LP 3.333333333 50 15
j.236LK 3 60 20
j.LK 2.666666667 40 15

Combo Trials

Trial 1 is useful for learning doing a super cancel, after a special cancel in quick succession.

Trial 2 shows you a possible throw conversion. I put a more optimal one into the combo section, however if you prefer this one it is fine too.

Trial 3 teaches you her airloop with j.hp into a super ender. Not a great combo but fine for learning her airstrings.

Trial 4 stancel combo with super ender. It serves as an extension of Trial 3. Bad combo and not that great for learning stancel's either. You should start with learning the 5HPx2, 5LPx2 link, since that one is the most generous.


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