Numpad notation
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=
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=
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up-back |
up |
up-forward
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back |
neutral |
forward
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down-back |
down |
down-forward
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- 236 =
- 214 =
- 623 =
- 421 =
- [4]6 = (hold for 35 frames),
- [2]8 = (hold for 35 frames),
- 360 =
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- (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)
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- 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
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Hit Confirms
The standard hitconfirm for Valentine is 2LK 2MK, if this is blocked you are -2 on block (safe). This route gives plenty of time to visually hitconfirm.
An alternative hitconfirm is 2LKx2. This leaves you +0 on block making it good for tic throws and the suction prevents the opponent from pushblocking you away. This does leave you vulnerable if the 2LK whiffs though as the full hitconfirm will still come out. On hit this should be confirmed straight into 2HP.
BnB Combos
Beginner
A basic ground chain combo ending in a sliding knockdown
2LK 2MK 5HKx3
A basic ground chain combo ending in a special cancel.
2LK 2MK 5HKx3 236HK
A basic ground chain combo ending in a super cancel. For all of the following combos, 236KK is input the same way as 236HK, despite being on the other side of the opponent.
2LK 2MK 5HKx3 236HK 236KK
An air chain into ending in a super cancel
2LK 2MK 2HP
jHP jHK 236HK 236KK
An air chain followed by a ground chain
2LK 2MK 2HP
jHP jHK 236HK
dash 5LK 5MPx2 2MK 5HP 236HK 236KK
Intermediate
Notation
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Damage
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Meter Cost
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Location
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Character Specific?
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Notes
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Video
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- 2LK 2MK 2HP
- jHP jHK j236HK
- j236MK
- AD jMP jHK
- jLP jMP jHK
- *ADC jMK(1) jHP (fastfall)
- dash 5LPx3 5MPx2 2MK 5HKx3 236HK 236KK
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7408
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1
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Midscreen
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Universal
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- Standard midscreen BnB with good corner carry
- * Replace this string with j236[P] toss when a poison vial is loaded (video)
- For a side-switch version, remove j236MK
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(video)
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- 2LK 2MK 2HP
- jHK ADC
- jMP jHP
- dash jump jLP jMP jHK
- ADC jMK(1) jHP(fastfall)
- 5LPx3 5MPx2 2MK 5HP 236MP+MK or 236HP+HK
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4500
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1
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Half screen from the corner in front of you
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Universal
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- This is your happy birthday combo when you are no further half the stage from the corner in front of you
- Replace the snapback for 236KK or end with 5HK(x3) and it's a good combo for corner carry, useful for initiating vial setplay and setting up corner resets
- Very poor damage but corner is strong for Valentine so it can be worth it
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(video)
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- 2LK 2MK 5HP 236HK
- 2MK(1) 2HP
- jHK
- ADC jMP jHK
- jLP jMP jHK
- ADC jMK *j236HK
- 5LPx3 5LK 5MPx2 2MK 5HP 236HK 236KK
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7773
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1
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Corner
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Universal
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- Easier corner combo
- * Replace with j236[P] when a poison vial is loaded
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(video)
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Conversions
- Throw:
- Throw 2HP - Standard midscreen combo deals 5911 damage off of throw.
- Airthrow:
- Airthrow 236PP j236MK - Anywhere at any height.
- Airthrow jL-Vial Toss j236LK - Works for poison and lag vials. Does not work at super jump height (https://www.youtube.com/watch?v=MpHmAUR4wIY&t=211s).
- Airthrow jL-Vial Toss 2HP - Needs green vial. Works at any height (https://www.youtube.com/watch?v=MpHmAUR4wIY&t=231s).
- Airthrow j236LP AD jMK(1) jHP - Very difficult, works anywhere but only at similar heights to the poison/lag vial conversion.
- Airthrow j236LK - Minimum height only.
- Airthrow j236LP jLP 2LP - Corner only, if you're lower to the ground then you can omit jLP 2LP. Also works with vials in which case you can omit the jLP.
- j236HP j236HK - Fullscreen jH-Dead Cross conversion, very difficult/impractical to hitconfirm.
- j236MP AD jMP - Mid-range Dead Cross conversion at double jump/super jump height.
- j236LP jLP - jL-Dead Cross conversion when the opponent is directly below you.
Any air-to-air normal can be converted with j236K.
Enders
- 2MK 5HKx3 is an ender with a sliding knockdown that puts a generous amount of space between you and the opponent.
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
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Damage
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Meter Cost
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Location
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Character Specific?
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Notes
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Video
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- 2LK 2MK 2HP
- jHP jHK j236HK
- j236MK
- AD jMP jHK
- jLP jMP jHK
- *ADC jMK(1) jHP (fastfall)
- dash 5LPx3 5MPx2 2MK 5HKx3 236HK 236KK
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7408
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1
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Midscreen
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Universal
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- Standard midscreen BnB with good corner carry
- * Replace this string with j236[P] toss when a poison vial is loaded (video)
- For a side-switch version, remove j236MK
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(video)
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- 2LK 2MK 2HP
- jHP j236HK
- AD jHP j236MK
- *BDAD jHK j236MK
- 2HP
- jLK j236MK
- AD jMP
- 5LPx3 5LK 5MPx2 2MK 5HP 236HK 236KK
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8055
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1
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Anywhere
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Universal
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- Max damage midscreen combo
- If a poison vial is loaded, replace this string with dj dl jHK and add j236[P] after jMP
- Vs Squigly, microdash before the 2HP
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(video)
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- 2LK 2MK 2HP
- jHK ADC
- jMP jHP
- dash jump jLP jMP jHK
- ADC jMK(1) jHP(fastfall)
- 5LPx3 5MPx2 2MK 5HP 236MP+MK or 236HP+HK
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4500
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1
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Half screen from the corner in front of you
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Universal
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- This is your happy birthday combo when you are no further half the stage from the corner in front of you
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(video)
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- 2LK 2MK 2HP
- jLK(1) j236LK
- AD jMP jHK
- dash jump jLP jMP jHK
- ADC jMK(1) jHP(fastfall)
- 5LPx3 5MPx2 2MK 5HP Snap
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4472
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1
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Half screen from the corner behind you
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Universal
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- This is your happy birthday combo when you a quarter of the stage away from the corner behind you
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(video)
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- 2LK 2MK 5HP 236HK
- 2MK(1) 2HP
- jHK
- ADC jMP jHK
- jLP jMP jHK
- ADC jMK *j236HK
- 5LPx3 5LK 5MPx2 2MK 5HP 236HK 236KK
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7773
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1
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Corner
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Universal
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- Easier corner combo
- * Replace with j236[P] when a poison vial is loaded
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(video)
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- 2LK 2MK 5HP 236HK
- 2MK(1) 2HP
- jHP j236HK
- jHK j236MK
- jLP jMP jHK *j236HK
- 5LPx3 5LK 5MPx2 2MK 5HP 236HK 236KK
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8084
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1
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Corner
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Yes
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- Max damage corner combo that does not use TK bypass
- * Replace with j236[P] when a poison vial is loaded
- Delay the jHP vs lights
- Use 2MK(2) vs Eliza
- The first jHK will hit twice vs Double
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(video)
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- 2LK 2MK 5HP 236HK
- 2HP
- TK j236LK
- AD jHP j236HK
- dj jMK jHP
- jLP jMP jHK *j236HK
- 5LPx3 5LK 5MPx2 2MK 5HP 236HK 236KK
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8438
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1
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Corner
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Universal
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- TK bypass offers strong early reset points
- * Replace with j236[P] when a poison vial is loaded
- Swap the first air dash and double jump on Parasoul
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(video)
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- 2LK 2MK 5HP 236HK
- 2HP
- TK j236LK
- AD jHP j236HK
- 5LK 2HP
- jHK j236HK
- *AD jMK j236MK
- 5LPx3 5LK 5MPx2 2MK 5HP 236HK 236KK
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8581
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1
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Corner
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Universal
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- Optimal corner combo (hard)
- TK bypass offers strong early reset points
- * Replace with dl AD jMP j236[P] when a poison vial is loaded
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(video)
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Airthrow
Notation
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Damage
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Meter Cost
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Location
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Character Specific?
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Notes
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Video
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- Airthrow j236PP
- j236HK
- dash 5LK 2HP
- jHP j236HK
- AD jMP jHK
- jLP jMP jHK
- dash 5LPx3 5LK 5MPx2 2MK 5HP 236HK
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4619
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1
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Anywhere
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Universal
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(video)
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- Airthrow j236[LP]
- j236LK
- j236HK
- AD jMK jHK
- jLP jHK j236HK
- AD jMP jHK j236MK
- dash 5LPx3 5MPx2 2MK 5HP 236HK 236KK
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5633
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1
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Midscreen only
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Universal
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- Poison/orange vial midscreen conversion
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(video)
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- Airthrow j236[LP]
- 2HP
- jHP j236HK
- AD jMP jHK
- jLP jMP jHK
- ADC jMK(1) jHP(fastfall)
- 5LPx3 5LK 5MPx2 2MK 5HP 236HK 236KK
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5698
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1
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Anywhere
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Universal
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- Level 1 green vial midscreen conversion
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(video)
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- Airthrow j236LP
- jLP
- 5LK 2HP
- jHP j236HK
- dl jHK j236MK
- jLK(1) jHK j236HK
- 5LPx3 5LK 5MPx2 2MK 5HP 236HK 236KK
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5382
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1
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Corner
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Universal
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- If low to the ground, you can skip the jLP
- Delay the jHP vs lights
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(video)
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- Airthrow j236[LP]
- 2LK 2HP
- jHP j236HK
- dl jHK j236MK
- jLP jMP jHK j236HK
- 5LPx3 5LK 5MPx2 2MK 5HP 236HK 236KK
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5562
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1
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Corner
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Universal
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- Poison/orange vial corner conversion
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(video)
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- Airthrow j236[LP]
- j236HK
- dj7HP j236MK
- AD jMK jHK
- jLP jHK j236HK
- AD jMP j236MK
- 5LPx3 5LK 5MPx2 2MK 5HP 236HK 236KK
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5855
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1
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Corner
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Universal
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- Level 1 green vial corner conversion
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(video)
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Counter Hit Punishes
Notation
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Damage
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Meter Cost
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Location
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Character Specific?
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Notes
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Video
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- 2HP
- jHP j236HK
- AD jHP j236MK
- dash 2MK(1) 2HP
- jHK j236HK
- AD jMP jHK
- jLP jMP jHK
- *ADC jMK(1) jHP(fastfall)
- 5LPx3 5LK 5MPx2 2MK 5HP 236HK 236KK
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8899
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1
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Midscreen
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Universal
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- Easier midscreen HCH
- Replace this string with j236[P] if a poison vial is loaded
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(video)
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- 2HP
- jHP j236HK
- AD jHP j236MK
- *BDAD jHK j236MK
- 2HP jMK jHP j236HK
- AD jMP jHK
- jLP delay jMP
- 5LPx3 5LK 5MPx2 2MK 5HP 236HK 236KK
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9247
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1
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Midscreen
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Universal
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- Optimal midscreen HCH
- On Squigly microdash before the midcombo 2HP
- * If a poison vial is loaded, replace this string with dj dl jHK and add j236[P] after jMP (video)
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(video)
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- 5HP 236HK
- 2HP
- TK j236LK
- AD jHP j236HK
- dj jMK jHP
- jLK(1) jHP j236HK
- djMP jHK
- jLP jMP(3) jHK
- 5LPx3 5LK 5MPx2 2MK 5HP 236HK 236KK
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10188
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1
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Corner
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Universal
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- Replace the final jHK with j236[P] if a poison vial is loaded
- Swap the first air dash and double jump on Parasoul
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(video)
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Countervenom
Notation
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Damage
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Meter Cost
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Location
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Character Specific?
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Notes
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Video
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- Countervenom (Purple)
- 2HP
- jHP j236HK
- AD jHK j236MK
- dash 5LK 2HP
- jMK j236MK
- AD jMP
- 5LPx3 5LK 5MPx2 2MK 5HP 236HK
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12015
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2
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Midscreen
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Universal
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- In the corner do the standard 2LK combos but skip to the 2nd string. Can also load 1 vial while the enemy falls from the initial countervenom strike
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(video)
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- Countervenom (Green)
- *2HP
- jHP j236HK
- 236HK
- dash 5MK(1) 2HP
- jHK j236HK
- AD jMP jHK j236MK
- dash jump jLP jMP jHK
- dash 5LPx3 5LK 5MPx2 2MK 5HP 236HK
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10746
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2
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Anywhere
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Yes
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- * vs Big Band and Double, use 5HP IAD jHP j236HK instead
- In the corner use the standard corner HCH combo, can load 1 vial while the enemy falls from the initial countervenom strike
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(video)
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Midscreen Assist Kill
Notation
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Damage
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Meter Cost
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Location
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Character Specific?
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Notes
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Video
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- 2LP 2MK 2HP
- jMP(3) jHP
- repeat
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N/A
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0
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Midscreen
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Universal
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(video)
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- 2LP 2HP
- jHP
- ADC jHP
- dash 2LP 2HP
- repeat
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N/A
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0
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Midscreen
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Universal
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(video)
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- 2LP 2HP
- j8HK(1)
- *ADC jLP jLK
- repeat
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N/A
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0
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Midscreen
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Universal
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- * Skip jLP on Big Band and Double (video)
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(video)
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Double Snap
Notation
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Damage
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Meter Cost
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Location
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Character Specific?
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Notes
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Video
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- 5LK 2HP
- jHK(1) j236HK
- repeat
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N/A
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1
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Corner
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Universal
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- This is the easiest and most consistent double snap but is slower and gives the opponent more meter than the other two
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(video)
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- 2LK 2HP
- jHP
- ADC jHP
- 2LP 2HP
- repeat
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N/A
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1
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Corner
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Universal
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(video)
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- 5LK 2HP
- AD jHP
- *2HP
- repeat
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N/A
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1
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Corner
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Universal
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- * Can add 2LP if the opponent is too low for 2HP
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(video)
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Damage/Undizzy Ratios
Move
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Damage/undizzy
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Damage (max scaling)
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Undizzy
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236HK
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17.5
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350
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20
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214LP+LK
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16.5
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330
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20
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236MK
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15.1
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302
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20
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5MP
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14.45
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289
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20
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236LK
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9.75
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195
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20
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5HK
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9.666666667
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290
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30
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j.MP
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9.5
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190
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20
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j.236HK
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9
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180
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20
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j.MK
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8.5
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170
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20
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j.LK
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8.333333333
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125
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15
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j.236MK
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8.25
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165
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20
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5LP
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8
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120
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15
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j.236LK
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7.5
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150
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20
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j.HK
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7.333333333
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220
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30
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5MK
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7
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140
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20
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2MK
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7
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140
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20
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2HK
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6.5
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195
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30
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2LK
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6.4
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96
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15
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2HP
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6.333333333
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190
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30
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2MP
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6.2
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124
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20
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5HP
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6
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180
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30
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j.HP
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5.833333333
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175
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30
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Flew Shot
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4
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80
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20
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5LK
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3.666666667
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55
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15
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236P
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3
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60
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20
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2LP
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2.666666667
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40
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15
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j.LP
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2.666666667
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40
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15
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General
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Characters
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Mechanics
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Other
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