Skullgirls/Valentine/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

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 Damage Meter Cost Location Character Specific? Notes Video
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

7408

1

Midscreen

Universal

  • 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

(video)

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

4500

1

Half screen from the corner in front of you

Universal

  • 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

(video)

2LK 2MK 5HP 236HK
2MK(1) 2HP
jHK
ADC jMP jHK
jLP jMP jHK
ADC jMK *j236HK
5LPx3 5LK 5MPx2 2MK 5HP 236HK 236KK

7773

1

Corner

Universal

  • Easier corner combo
  • * Replace with j236[P] when a poison vial is loaded

(video)

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 Damage Meter Cost Location Character Specific? Notes Video
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

7408

1

Midscreen

Universal

  • 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

(video)

2LK 2MK 2HP
jHP j236HK
AD jHP j236MK
*BDAD jHK j236MK
2HP
jLK j236MK
AD jMP
5LPx3 5LK 5MPx2 2MK 5HP 236HK 236KK

8055

1

Anywhere

Universal

  • 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

(video)

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

4500

1

Half screen from the corner in front of you

Universal

  • This is your happy birthday combo when you are no further half the stage from the corner in front of you

(video)

2LK 2MK 2HP
jLK(1) j236LK
AD jMP jHK
dash jump jLP jMP jHK
ADC jMK(1) jHP(fastfall)
5LPx3 5MPx2 2MK 5HP Snap

4472

1

Half screen from the corner behind you

Universal

  • This is your happy birthday combo when you a quarter of the stage away from the corner behind you

(video)

2LK 2MK 5HP 236HK
2MK(1) 2HP
jHK
ADC jMP jHK
jLP jMP jHK
ADC jMK *j236HK
5LPx3 5LK 5MPx2 2MK 5HP 236HK 236KK

7773

1

Corner

Universal

  • Easier corner combo
  • * Replace with j236[P] when a poison vial is loaded

(video)

2LK 2MK 5HP 236HK
2MK(1) 2HP
jHP j236HK
jHK j236MK
jLP jMP jHK *j236HK
5LPx3 5LK 5MPx2 2MK 5HP 236HK 236KK

8084

1

Corner

Yes

  • 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

(video)

2LK 2MK 5HP 236HK
2HP
TK j236LK
AD jHP j236HK
dj jMK jHP
jLP jMP jHK *j236HK
5LPx3 5LK 5MPx2 2MK 5HP 236HK 236KK

8438

1

Corner

Universal

  • 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

(video)

2LK 2MK 5HP 236HK
2HP
TK j236LK
AD jHP j236HK
5LK 2HP
jHK j236HK
*AD jMK j236MK
5LPx3 5LK 5MPx2 2MK 5HP 236HK 236KK

8581

1

Corner

Universal

  • Optimal corner combo (hard)
  • TK bypass offers strong early reset points
  • * Replace with dl AD jMP j236[P] when a poison vial is loaded

(video)

Airthrow

Notation Damage Meter Cost Location Character Specific? Notes Video
Airthrow j236PP
j236HK
dash 5LK 2HP
jHP j236HK
AD jMP jHK
jLP jMP jHK
dash 5LPx3 5LK 5MPx2 2MK 5HP 236HK

4619

1

Anywhere

Universal

  • Standard conversion

(video)

Airthrow j236[LP]
j236LK
j236HK
AD jMK jHK
jLP jHK j236HK
AD jMP jHK j236MK
dash 5LPx3 5MPx2 2MK 5HP 236HK 236KK

5633

1

Midscreen only

Universal

  • Poison/orange vial midscreen conversion

(video)

Airthrow j236[LP]
2HP
jHP j236HK
AD jMP jHK
jLP jMP jHK
ADC jMK(1) jHP(fastfall)
5LPx3 5LK 5MPx2 2MK 5HP 236HK 236KK

5698

1

Anywhere

Universal

  • Level 1 green vial midscreen conversion

(video)

Airthrow j236LP
jLP
5LK 2HP
jHP j236HK
dl jHK j236MK
jLK(1) jHK j236HK
5LPx3 5LK 5MPx2 2MK 5HP 236HK 236KK

5382

1

Corner

Universal

  • If low to the ground, you can skip the jLP
  • Delay the jHP vs lights

(video)

Airthrow j236[LP]
2LK 2HP
jHP j236HK
dl jHK j236MK
jLP jMP jHK j236HK
5LPx3 5LK 5MPx2 2MK 5HP 236HK 236KK

5562

1

Corner

Universal

  • Poison/orange vial corner conversion

(video)

Airthrow j236[LP]
j236HK
dj7HP j236MK
AD jMK jHK
jLP jHK j236HK
AD jMP j236MK
5LPx3 5LK 5MPx2 2MK 5HP 236HK 236KK

5855

1

Corner

Universal

  • Level 1 green vial corner conversion

(video)

Counter Hit Punishes

Notation Damage Meter Cost Location Character Specific? Notes Video
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

8899

1

Midscreen

Universal

  • Easier midscreen HCH
  • Replace this string with j236[P] if a poison vial is loaded

(video)

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

9247

1

Midscreen

Universal

  • 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)

(video)

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

10188

1

Corner

Universal

  • Replace the final jHK with j236[P] if a poison vial is loaded
  • Swap the first air dash and double jump on Parasoul

(video)

Countervenom

Notation Damage Meter Cost Location Character Specific? Notes Video
Countervenom (Purple)
2HP
jHP j236HK
AD jHK j236MK
dash 5LK 2HP
jMK j236MK
AD jMP
5LPx3 5LK 5MPx2 2MK 5HP 236HK

12015

2

Midscreen

Universal

  • 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

(video)

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

10746

2

Anywhere

Yes

  • * 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

(video)

Midscreen Assist Kill

Notation Damage Meter Cost Location Character Specific? Notes Video
2LP 2MK 2HP
jMP(3) jHP
repeat

N/A

0

Midscreen

Universal

(video)

2LP 2HP
jHP
ADC jHP
dash 2LP 2HP
repeat

N/A

0

Midscreen

Universal

(video)

2LP 2HP
j8HK(1)
*ADC jLP jLK
repeat

N/A

0

Midscreen

Universal

  • * Skip jLP on Big Band and Double (video)

(video)

Double Snap

Notation Damage Meter Cost Location Character Specific? Notes Video
5LK 2HP
jHK(1) j236HK
repeat

N/A

1

Corner

Universal

  • This is the easiest and most consistent double snap but is slower and gives the opponent more meter than the other two

(video)

2LK 2HP
jHP
ADC jHP
2LP 2HP
repeat

N/A

1

Corner

Universal

(video)

5LK 2HP
AD jHP
*2HP
repeat

N/A

1

Corner

Universal

  • * Can add 2LP if the opponent is too low for 2HP

(video)

Damage/Undizzy Ratios

Move Damage/undizzy Damage (max scaling) Undizzy
236HK 17.5 350 20
214LP+LK 16.5 330 20
236MK 15.1 302 20
5MP 14.45 289 20
236LK 9.75 195 20
5HK 9.666666667 290 30
j.MP 9.5 190 20
j.236HK 9 180 20
j.MK 8.5 170 20
j.LK 8.333333333 125 15
j.236MK 8.25 165 20
5LP 8 120 15
j.236LK 7.5 150 20
j.HK 7.333333333 220 30
5MK 7 140 20
2MK 7 140 20
2HK 6.5 195 30
2LK 6.4 96 15
2HP 6.333333333 190 30
2MP 6.2 124 20
5HP 6 180 30
j.HP 5.833333333 175 30
Flew Shot 4 80 20
5LK 3.666666667 55 15
236P 3 60 20
2LP 2.666666667 40 15
j.LP 2.666666667 40 15



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