Skullgirls/Umbrella/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 2MK - Standard, hunger-independent low > low hitconfirm that's -2.
  • 2LK 5MK - Standard low > low hitconfirm when close to a puddle, since 2MK splash will ruin many routes. More damage than 2LK 2MK,, and combos into 6HP and more, but is -5 on block.
  • 2LK 2MP - Ravenous low > low hitconfirm. More damage than 2LK 2MK, and only -3. Functions while Overstuffed, since it's -6, but 2MP will hit mid, so it's not too effective. Do NOT use this hitconfirm while Satiated, it's -8.
  • 2MP Slurp - Ravenous low > mid hitconfirm. Combos from max range, it's +2 on block and makes her a massive threat midrange. While in satiated, it will combo into Slurp but you have to use Reflector or an assist to combo after.
  • jMP jMK - Ravenous overhead hitconfirm. After landing, link 2MP or 2HK into your normal bnb.
  • jMP dl jHP - Alternate Ravenous overhead hitconfirm that can lead into higher damage since you get a stage 1 special cancel, but can be hard to follow up without using OTG. It's still possible by cancelling into Slurp and using 5LP, or by using Slurp and an assist. Try doing as few hits of jHP as possible.

BnB Combos

Beginner

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

  2LK 2MK 2HK

A basic ground chain combo ending in a special cancel. Also unsafe on block, so don't do the Salt Grinder (236LP) if you notice your opponent is blocking. Instead, do Slurp n Slide ([4]6MP) to restart your pressure.

  2LK 2MK 2HK 236LP

A basic ground chain combo ending in a super cancel.

  2LK 2MK 2HK 236LP 623PP

Intermediate

To start playing Umbrella you only really need two combos: The Satiated BnB and the Ravenous BnB. While Overstuffed and Starving combos are useful, they're not obligatory to learn to play the character.

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 2MP 2HK [2]8HP
microdash 2LK 6HP 214MK
5MPx2 2HP
8jHP [4]6MP
6LP 5MPx2 2HP
jLP jMP jHP [2]8HP 623PP

7469

1

Anywhere

Universal

  • Ravenous =<1 pip start
  • Against some characters you will need to dash in-between 214MK and 5MPx2
  • Has an incredible reset point against lights and mediums after 6HP 214MK
  • After the first [2]8HP, you can get 2MP 6HP (instead of 2LK 6HP) against some characters for extra damage, and can start the combo with 5HP [2]8HP (instead of 2HK [2]8HP), but it's quite hard

(video)

2LK 2MP 2HP
jMP jMK
2HP
dl jHK
5MPx2 2HP
jHP 214MK
5LK [4]6MP
6LP 2MK 6HP [2]8HP 623PP

6362

1

Anywhere

Universal

  • Satiated or Ravenous start
  • Decent hunger burn, low damage but you can't get much better in satiated without going into stuffed.
  • Damage increases if you reach ravenous.

(video)

Conversions

Retina Reflector is your go-to conversion tool when you don't have anything planned ahead for a specific situation. It is your only way to convert off of satiated Slurp n' Slide without assists, and is your only way to convert off of midscreen Tongue Twister without assists (except for Beowulf and Big Band, you can dash 5lp for those characters in any hunger state)

Slurp n' Slide

  • In starving, use Reflector or an assist
  • In ravenous, you can use 5lp to continue the combo OTGless on light weight and medium weight characters. A higher damage conversion can be performed using an assist like Big Band's H Brass alongside the special, then following up with the air hits of 6hp
  • In satiated, use Reflector or an assist
  • In overstuffed, you can follow up with any of your faster normals in the corner, but this will require OTG. When midscreen, you will need to spend the meter for Reflector or use an assist

Tongue Twister

  • When ending the move in ravenous, you can follow up with Slurp n' Slide (see above) and continue the combo that way
  • When ending in satiated or overstuffed, you will need to use Reflector to continue the combo (except for Beowulf and Big Band)

Hungern Rush

  • When ending the move in ravenous, you can continue the combo with any of your ground buttons, but this requires OTG. The most common follow up is 662lk into 6hp (does not work if you used the move while in starving to get to ravenous, but starving Rush is not a move you should be using anyways)
  • When ending the move in satiated, the best followup if you can kill the opponent is to go into overstuffed using Salt Grinder (this is only practical on light weights and medium weights, and is a one frame link against heavies). otherwise using 5mp into 2hp is a fairly consistent followup, but it requires OTG. Your only OTGless followup is Reflector
  • When ending the move in overstuffed (or using it in overstuffed to start) it is advisable to just spend the meter on Reflector and continue the combo from there

Enders

If you have a puddle available, 6LP 2MK(splash) 6HP Rush (or 6LP 5MP(x2) 5HP Slurp n' Slide if you are in overstuffed) is your highest damage meterless combo ender

  • If you do not have a puddle, j.lp j.mp j.hp Rush is your optimal combo ender in ravenous
  • Retina Reflector: Contact Lens is the easiest super for ending combos, Under the Weather does slightly more damage if you hit every bubble, but is harder to DHC out of and is harder to combo into

Tips & Tricks

  • Under the Weather is best used as a combo ender when in overstuffed, as the bubbles cause a knockdown state. This can let you do things like looping the super until you run out of meter for extra damage

Combos By Starter

2LK

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 2MP 2HP
jMP jMK
2HP
dl jHK
5MPx2 2HP
jHP 214MK
5LK [4]6MP
6LP 2MK 6HP [2]8HP 623PP

6362

1

Anywhere

Universal

  • Satiated or Ravenous start
  • Decent hunger burn, low damage but you can't get much better in satiated without going into stuffed.
  • Damage increases if you reach ravenous.

(video)

2LK 2MP 2HP [2]8HP
microdash 2LK 6HP 214MK
5MPx2 2HP
8jHP [4]6MP
6LP 5MPx2 2HP
jLP jMP jHP [2]8HP 623PP

7469

1

Anywhere

Universal

  • Ravenous =<1 pip start
  • Has an incredible reset point against lights and mediums after 6HP 214MK
  • You can get 2MP 6HP against some characters for extra damage, and can start the combo with 5HP [2]8HP, but it's quite hard

(video)

2LK 2MP 5HP [4]6MP
5HP [4]6MP
5LP 2HP
jMP jMK
5MPx2 2HP
jHP 236LP (until 2.5 pips)
5LK 5MPx2 2HP [2]8HP 623PP

~7657

1

Anywhere

Fortune, Painwheel, Valentine, Fukua, Robo, Filia, Peacock, Beowulf

  • Ravenous SnS loops
  • Main purpose is being used after hitting raw SnS or 2MP SnS
  • Second 5HP can be changed for 2HK for less damage but an easier route

(video)

2LK 2MP 5HP [4]6MP
5HP [4]6MP
5LP 2MP 2HP
jHP 236LP (until 2.5 pips)
5LK 5MPx2 2HP
jLP jMP jHP [2]8HP 623PP

~7545

1

Anywhere

Lights and Mediums

  • Ravenous SnS loops for the characters the above combo doesn't work on
  • Main purpose is being used after hitting raw SnS or 2MP SnS
  • Second 5HP can be changed for 2HK for less damage but an easier route

(video)

2LK 2MP 5HP [4]6MP
2HK [4]6MP
5LP 2MP 2HK [2]8HP 236LPMP
6HP 214MK
(2LP) sj(8)HP [4]6MP
sjLP jMP jHP [2]8HP

~8320

1

Anywhere

Lights and Mediums except Squigly

  • Ravenous early bar slurp loops
  • Main purpose is being used after hitting raw SnS or 2MP SnS
  • Extremely difficult on medium weights, but still possible
  • Delay SnS after 2HK against Painwheel, change 5LP 2MP 2HK to 5LP 5MP 2HK for Squigly.

(video)

2LK 2MP 2HK [2]8HP
236LP (max grinds)
dash 2HP
jMP jHP 214MK
5MPx2 6HP 214MK
[4]6MP
5MK
6LP 5MPx2 5HP [4]6MP 623PP

9259

1

Anywhere

Lights

  • Ravenous =<2 pip start to Stuffed
  • Light specific route, only use it if you're gonna kill

(video)

2LK 2MP 2HK [2]8HP
236LP (max grinds)
dash 2HP
jMP jHP 214MK
jLP (bobble pop) jMP jHP
5MPx2 6HP 214MK
5LP 5MPx2 5HP [4]6MP 623PP

9467

1

Anywhere

Mediums

  • Ravenous =<2 pip start to Stuffed
  • Medium specific route? Only use it if you're gonna kill

(video)

2LK 2MP 5HP [2]8HP
OTG 2MP 6[HP]
JHP 214HK
jMP JHP [4]6MP
JLP JHP [4]6MP
5LP 5MP 5HP [2]8HP 623PP

~8063

1

Corner

Lights and Mediums

  • Ravenous 1 Hunger Corner start
  • Sets up the corner Sqrt after 6[HP]
  • Against Parasoul and Bella, since you need to delay Slurp after jHP for it not to whiff, you need to end with 2HP [2]8HP instead.

(video)

2LK 2MP 5HP [2]8HP
OTG 5MK 6[HP]
JHP 236P (until 2.5 pips)
5MP 2HP
JLP JHP 214HK
JMP
6LP 2MK 6[HP] [2]8HP 623PP

~8260

1

Corner

Lights and Mediums

  • Ravenous 1 Hunger Corner start
  • Sets up the corner Sqrt after 6[HP]
  • Spends stagger early so you can't use a level 3 ender
  • Isn't difficult against Para or Bella and deals more damage

(video)

2LK 2MP 5HP [2]8HP
OTG [2]8HP 236KK
6[HP]
sj jHP 236P (until 2.5 pips)
5MPx2 2HP
jLP jHP 214HK
jMP
6LP 2MK 6HP [2]8HP

~9103

1

Corner

Universal

  • Optimal Ravenous 1 Hunger Corner start
  • Commits to using bar early
  • Against Heavies don't superjump before jHP for consistency.
  • Damage varies depending on how many bubbles hit the opponent. Holding neutral after 236KK will make more bubbles hit, but also makes the pickup harder than holding 6 on some characters.

(video)

2LK 2MK 2HK 236LP (max grinds)
microdash 2HP
jMP jHP 214MK
OTG 5MPx2 214HK
dash 6LP 5MPx2 2HP
jHK
5LK 5MPx2 5HP [4]6MP 623PP

8156

1

Anywhere

Lights and Meds

  • DO NOT use this combo unless it is your only way to kill the opponent, prioritize hunger drain routes instead
  • Satiated to Stuffed
  • Microdash is only needed on skinny characters like Squigly
  • Delay jHP on lightweights

(video)

2LK 2MK 2HK 236LP(max grinds)
2HP
JMP JHP 214MK
5MPX2 6[HP] 214MK
5MK 214MK
[4]6MP
6LP 5MP(x2) 5HP [4]6MP 236KK
!6LP

8837

1

corner

Lights and Meds

  • DO NOT use this combo unless it is your only way to kill the opponent, prioritize hunger drain routes instead
  • Satiated to Stuffed

(video)

Throw

Notation Damage Meter Cost Location Character Specific? Notes Video
Throw (5 chomps)
214MK 5HP [4]6MP
5MK 236LP(4) 2HP
jMP jHP 214HK 214MK
5MPx2 6[HP] [4]6MP
6LP 5MPx2 5HP [4]6MP 623PP

7256

1

Midscreen

Universal

  • Optimal Ravenous Throw combo.
  • Replace 6LP with 5LP/5LK on heavier characters.

(video)

Throw (5 chomps)
214MK 5MP 5HP [4]6MP
5MK 2HP
jMP jHP
214HK 214MK
6LP 5MPx2 6[HP] [4]6MP
5LK 5MPx2 5HP [4]6MP 623PP

7261

1

Midscreen

Universal

  • Optimal Satiated Throw combo.

(video)

Air Throw

Notation Damage Meter Cost Location Character Specific? Notes Video
Air Throw
6LP 2MK(splash) 6HP 214MK
5MP 5HP [4]6MP
6LP 2HP
jHP 236LP(until 2.5 pips)
5LK 5MP(x2) 2HP
jLP jMP jHP [2]8HP 623PP

~5800

1

Midscreen

Lights and Meds

  • Your main goal if you land a ravenous airthrow is to set up sqrt as soon as possible. after the 6HP in this route is a fantastic spot

(video)

Air Throw
6LP 2MK(splash) 6HP 214MK
dash 5MP(x2) 2HP
jHP 214HK 214MK
[4]6MP jLK
5LK 5MP(x2) 2HP
jLP jMP jHP [2]8HP 623PP

~5500

1

Midscreen

Lights and Meds

  • If you land an airthrow in satiated, burn as much hunger as possible until you get into ravenous. Prioritize hunger drain more than damage

(video)

Tongue Twister

Notation Damage Meter Cost Location Character Specific? Notes Video
[4]6LP+LK (max chews) 236MP+HP
dash jMP jHP 214MK
OTG [4]6MP
6LP 2MK 6[HP]>214MK
5MPx2 [4]6MP
5LK 5MPx2 5HP [4]6MP

6974

1

Anywhere

Universal

  • Satiated-Overstuffed start
  • Harder on heavies
  • Doesn't work on Band if too close to the corner
  • Replace 236MP+HP with 236LP+MP or 236LP+HP depending on distance from corner

(video)

[4]6LP+LK (max chews) 236MP+HP
dash jHP 236LP
microdash 2HP
jMP jHP 214MK
OTG [4]6MP
5LK 2MK 6[HP] 214MK
dash 6LP 5MPx2 5HP [4]6MP

8261

1

Anywhere

Universal

  • Starving-Ravenous start
  • Harder on heavies
  • Doesn't work on Band if too close to the corner
  • Replace 236MP+HP with 236LP+MP or 236LP+HP depending on distance from corner

(video)

[4]6LP+LK (max chews) 236MP+HP
dash jHP 236LP
microdash 2HP
jMP jHP 214MK
OTG [4]6MP
5LK 2MK 6[HP] 214MK
dash 6LP 5MPx2 5HP [4]6MP

8261

1

Anywhere

Universal

  • Starving-Ravenous start
  • Harder on heavies
  • Doesn't work on Band if too close to the corner
  • Replace 236MP+HP with 236LP+MP or 236LP+HP depending on distance from corner

(video)

DHC

Notation Damage Meter Cost Location Character Specific? Notes Video
236PP
dash 6[HP] 214MK
5MPx2 2HP
jHP 214MK
5LK 5MPx2 5HP [4]6MP
6LP 5MPx2 2HP [2]8HP

4488 DHC damage

1

Anywhere

Universal

  • Satiated DHC Reflector route
  • Replace 6LP ender with 5LP against heavies.
  • You can replace 6LP ender with sj jLP jMP jHP Rush for 120 extra damage against lights and mediums.

(video)

236KK[6]
6[HP] sjHP
214HK
j[LK]
5LK 5MPx2 2HP
jMP jHP [2]8HP
6LP 2MK 6[HP] [2]8HP

5490 DHC damage

1

Anywhere

Universal

  • Satiated DHC Under The Weather route
  • Replace sjHP with jHP against Heavies (and mediums if you need to!)

(video)

Counter Hit Punishes

Notation Damage Meter Cost Location Character Specific? Notes Video
jMP jHP [2]8HP
662LK 6HP 214MK
dash 5MP(x2) 2HP
8jHP [4]6MP(splash)
5LK 5MP(x2) 2HP
jMP jHP 236LP (until 2 pips)
dash 6LP 2HP
jLP jMP jHP [2]8HP 623PP

~8900

1

Anywhere

Universal

  • Umbrella's Heavy buttons are not very good at fishing for counterhits in neutral and provide mediocre damage as a punish, medium counterhits are much more useful to learn with this character
  • this damage is probably as good as you can get without going into character specific routing or using assists
  • on heavies, you do not need to dash to get the first 5MP to connect
  • never do this combo please. Use your assists

(video)

Double Snap

Notation Damage Meter Cost Location Character Specific? Notes Video
Snap
5LK 5MK 2HP (repeat)

0

Corner

Universal

  • Basic universal double snap.
  • Upon landing this double snap, most of the time Umbrella will be left in Starving. Make sure to use Cutie Ptooie (214LK) to return to Ravenous.

(video)

Snap
2HP
uncombo jHP 214MK
repeat

0

Corner

Universal

  • Easy universal double snap route starting in Satiated or Ravenous.
  • Sets up a puddle during the double snap.

(video)

Snap
2HP
jLP uncombo jHP
214MK
5LK 5MP 2HP 214LK (repeat)

0

Corner

Universal

  • Optimal universal double snap route starting in Satiated or Ravenous.
  • Sets up a puddle during the double snap, and allows you to set up a bubble on incoming.

(video)

Midscreen Assist Kill

Notation Damage Meter Cost Location Character Specific? Notes Video
2LK 2MK 2HP
jMP jMK
{5LP 5MP 2HK 214MK
OTG 5LP 5MP 2HP [4]6MP} repeated

N/A

0

Midscreen

Universal

  • Universal Satiated/Ravenous Midscreen Assist Kill.
  • When in Ravenous, omit 214MK and do 2HP [4]6MP instead.

(video)

2LK 5MP 5HP 214MK
{5LK 5MPx2 2HP [4]6MP} repeated

N/A

0

Midscreen

Universal

  • Universal Overstuffed Midscreen Assist Kill.
  • Make sure to start grounded for consistency.
  • Kills a full health assist character 3v3.

(video)

Damage/Undizzy Ratios

(Google Docs Link)

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