Difference between revisions of "Skullgirls/Cerebella/Combos"

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* A midscreen Kanchou combo that uses a different hit confirm of MLnL+Clide.  
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Latest revision as of 16:44, 23 May 2020

Abbreviation Meaning
General legend
(N) Multi-hit move hits only N times. Omitted if all hits are used.
xN Normal that chains into itself pressed N times
[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
Fastfall Cancelling an air normal into another move to change momentum and land early. The 2nd move is land cancelled during startup. Example: Double jHP(1), jHK lets Double land from the multi-hit jHP early.
OTG Following move hits off the ground, after a red bounce
CH Counter hit
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)
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
Character legend
Full move name Abbreviated name Input
Merry-Go-Rilla MGR 214LP+LK
Excellebella Excella 623LP+LK
Lock n' Load LnL (eg. M LnL for the MP version) 236P
Devil Horns Horns 623MP
Cerecopter Copter 623HP
Diamond Drop DDrop 236LP+LK
Pummel Horse Pummel [4]6K~LP+LK
Battle Butt Butt [4]6K~HK
Kanchou Kanchou [4]6K~MK
Run Stop RS [4]6K~LK
Diamond Dynamo Dynamo 236PP
Ultimate Showstopper 360 360LP+LK
Diamonds are Forever Level 3 214PP


Character weight classes
Lights Filia/Fukua, Peacock, Ms. Fortune, Painwheel, Valentine, Squigly
Mediums Cerebella, Parasoul, Eliza (for combos), Beowulf, Robo-Fortune
Heavies Double, Big Band


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


Beginner Combos

If the bread and butter combos are too daunting, try to become comfortable doing each of these combos. Start with the first, then move to the next one. When you play matches, it's good enough to use the one you can perform the most consistently. Once you can do all of them, try learning the combos in the following sections!

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

  2LK 2MP 2HK

A basic ground chain combo ending in a special cancel. Unsafe on block, so don't do the Cerecopter if you notice your opponent is blocking.

  2LK 2MP 5HK Copter

A basic ground chain combo ending in a super cancel.

  2LK 2MP 5HK Copter Dynamo

A basic combo with an air chain. Does solid damage for its simplicity. (video)

  2LK 2MP 2HP
  jMK jHK
  OTG 2LK 2MP 2HP Excella Dynamo 

A basic combo that sets up a restand. After the restand, you can choose to go for a reset such as 2LK, MGR, instant j2MP, instant jHP, Kanchou, etc.

  2LK 2MP 2HP
  jMK jHK
  OTG 2LK 2MK
  jMP jHK
  2MP 5HP Copter Dynamo

Combo Primer

Confirms

BnB Combos

Essential

Reliable midscreen combo with serviceable damage and multiple reset points. If you're only going to know one combo, make it this one. On Big Band, to land OTG 2LK after a jHK, a micro dash is usually required. If you don't like doing that, learn a Band-specific combo. - 7292 dmg (video)

2LK 2MP 2HP 
jMK jHK
OTG 2LK 2MK 
jMP jHK
2MP 2HP 
jLPxN jHP
5LPx2 5MP 5HP Copter Dynamo

Supplementary

Solid damage for a screen-universal combo, but a bit harder due to the Pummel and RS, and does not work on happy birthdays. On Big Band, to land OTG 2LK after a jHK, a micro dash is usually required. If you don't like doing that, learn a Band-specific combo. - 7694 dmg (video)

2LK 2MP 2HP 
jMK jHK
OTG 2LK 2MK 
jMP jHK
5HP Pummel
2MP 5HP RS
5LPx2 5MP 5HP Copter Dynamo 

A difficult midscreen-only combo that uses Kanchou wallbounce, Pummel, and RS links. Doesn't work if your back is close to the corner. Doesn't use OTG, so if you end up in the corner you could do a second Dynamo or a green-sparks Butt to kill. - 8347 dmg (video)

2LK 2MP 5HP Kanchou
2MK 
jMP jHK
5HP Pummel
2MP 5HP RS
2LK 2MP 5HP RS
5LPx2 5MP 5HP Copter Dynamo

Conversions

When in doubt, the conversion is probably 2LK 2MK, jMP jHK. This can often be substituted for 2LK 2MP 2HP, jLPxN jHP.

The conversion usually sets up a restand of some kind which you can tack your BnB onto. If not, it will give the best followup available.

[Click here to expand conversions]

Dynamo

Notation Damage Meter Cost Location Character Specific? Description Video
Dynamo
otg 5LK 2MK
jMP jHK

1

Corner

Universal

  • If Dynamo ends in the corner, you can hit the opponent OTG and continue a combo.
  • Every move after Dynamo is tracked by IPS and builds undizzy, so your combo routing will be different than (eg) an MGR or normal throw into the corner.

(video)

Dynamo
otg 623HP Dynamo

2

Midscreen

Not Robo Fortune, kara HK for Squigly, Fortune, Painwheel, Peacock

  • If Dynamo ends midscreen, you can add another super using Cerecopter.
  • The kara cancel is very difficult, so this is a last resort option on those characters.

(video)

Dynamo
call assist + otg 6HP

1

Anywhere

Universal

  • Some examples of assists that work include:
    • Big Band M Beat Extend (convert with jMP jHK)
    • Valentine H Bypass (convert with dash 2LP 2MK)
    • Double Cilia Slide (convert with walk 2MK)
    • Painwheel M Buer (convert with Pummel)
    • Valentine green vial (convert with run into Pummel)
    • Eliza Butcher's Blade (convert with run into Pummel. Very difficult on some characters, most notably Big Band)
  • A lot of Cerebella's moves lead into Diamond Dynamo, so having an assist for this specific conversion is a significant advantage.
  • It helps to use an assist macro that doesn't contain HP, so plinking it into 6HP is easier.

(video)

360

Notation Damage Meter Cost Location Character Specific? Description Video
360, Horns cancel
dash otg 2LK 2MK
jMP jHK

1

Anywhere

Everyone but Big Band

  • On Big Band the 2MK will often whiff, on him it's more consistent to do 2LK 2MP 2HP, jMP jHK or jLPxN jHP.

(video)

Level 3

Notation Damage Meter Cost Location Character Specific? Description Video
Level 3
dash forward otg 2LK 2MK
jMP jHK

3

Midscreen

Universal

  • Dash forward on reaction to the wallbounce. Moving forward earlier than that can move the camera such that the wallbounce won't occur.
  • For extra damage, you can jump forward otg jHK, 2MK. This may cause a side swap.
  • On lights you can dash 2MK or Horns for an OTG-less conversion.
  • Pummel Horse can be used as an otgless conversion if the level 3 is used later in a combo (forced 45% scaling).


Level 3
neutral jump, jLP jHP
[dash] otg 2LK 2MK
jMP jHK

3

Corner

Not Filia/Fukua/Parasoul

  • Against a lot of characters (particularly heavier ones) you can upforward instead of neutral jump to land even closer to the corner, making the OTG pickup easier.
  • Creative use of assists can make an OTGless pickup possible here.


Ground throw

Notation Damage Meter Cost Location Character Specific? Description Video
Ground throw
otg 5LK 2MK
jMP jHK

0

Corner

Universal


Ground throw
Dynamo

1

Midscreen

Universal

  • Hopefully this carries to a corner or you have the right assist for a midscreen pickup.


Ground throw
Pummel Horse

0

Anywhere

Not Peacock, Valentine, Robo Fortune, Cerebella, Parasoul

  • This technically exists but is basically just here for academic value. Just use a command grab midscreen.

(video)


Air throw

Notation Damage Meter Cost Location Character Specific? Description Video
Air throw
otg jLK
2MK
jMP jHK

0

Anywhere

Universal

  • Use jLP instead of jLK if the throw is very low to the ground.
  • Can use jMK/jHK instead of jLK if the throw is very high up.



MGR

Notation Damage Meter Cost Location Character Specific? Description Video
MGR
microdash otg 2LK 2MK
jMP jHK

0

Anywhere

Not Painwheel

  • Works everywhere on everyone, except midscreen on Painwheel.
  • Doesn't need a microdash when in the corner or on larger characters.

(video)

MGR
2LP 2MP 2HP
jLPxN jHP

0

Anywhere

Universal

  • A good alternative if you don't like microdashes.

(video)

DDrop

Notation Damage Meter Cost Location Character Specific? Description Video
DDrop
Dynamo

1

Anywhere

Universal

  • The best you can get midscreen without assist.


DDrop
otg fHP + call assist

0

Anywhere

Not Beowulf or Band

  • Only if you have Cilia Slide or H Savage Bypass (others?) as assist.
  • The spacing is a little wider than after Dynamo, so assists like M Beat Extend don't have enough range for this.


DDrop
(microdash) otg 2LK 2MK
jMP jHK

0

Throwing into corner

Universal


Excella

Notation Damage Meter Cost Location Character Specific? Description Video
Excella Dynamo

1

Anywhere

Universal

  • The best you can get midscreen.


Excella
otg 2LP 2MK
jMP jHK (restand)

0

Corner

Universal

  • 2LK also works, a bit difficult on heavies.



Kanchou

Notation Damage Meter Cost Location Character Specific? Description Video
Kanchou (wallbounce)
2MK
jMP jHK

0

Midscreen

Universal

  • Difficult on Double.
  • Could use up your OTG with jHK 2MK for more damage.
  • Some high-damage routes on lights use Devil Horns here instead.


Kanchou Dynamo
otg 5LK 2MK
jMP jHK

1

Into corner

Universal


Diamond Deflector

Notation Damage Meter Cost Location Character Specific? Description Video
Diamond Deflector
(dashjump) jHK or jMP
2MP 2HP etc

0

Within dashjump range

Universal

  • If they're out of dashjump button range, your best option is probably dash 6HP into sliding knockdown okizeme.
  • Keep in mind that Deflector starts you in Stage 3, meaning that everything after it will be tracked by IPS and build undizzy.


Horns

Notation Damage Meter Cost Location Character Specific? Description Video
Horns
otg 2LK 2MK
jMP jHK (restand)
<stuff>

0

Anywhere

Universal

  • On lights or when used as an anti-air, you may have enough juggle height to convert with 5LK 2MK without using OTG.


LnL

Notation Damage Meter Cost Location Character Specific? Description Video
LnL Dynamo

1

Anywhere

Universal

  • The only possible followup from LnL, except for H LnL into Level 3.


Copter

Notation Damage Meter Cost Location Character Specific? Description Video
Copter Dynamo

1

Anywhere

Universal

  • Best you can get midscreen.



Conversion Videos

Conversions with Cilia Slide assist

Conversions with M Beat Extend assist

Conversions with H Brass Knuckles assist

Conversions with H Bypass assist

Meter Dumping

Tips

  • How to do the jLP jHP restand (part 1) (part 2). The video advocates a reliable timing that has three hits of jLP, but some people prefer to mash jLP and then hit LP+HP at the appropriate height.
  • For the 2MK jMP jHK restand, it's key to delay the jHK as much as possible, and to delay the 2MK on lightweight characters. (detailed video tutorial)
  • How to perform instant Tumbling Run moves
  • For Run Stop links, hold forward+LKMK during the hitstop of 5HP, wait for your Run Stop to come out, then make your link.
  • After a Pummel Horse, you can always link a 2MP after the stagger, regardless if the opponent shakes or not. It's a 5f link but the long delay and lack of visual cue makes it trickier than usual. Try timing it a brief moment after Cerebella's hat lands back on her head.

Which in-game trials are useful for a beginner?

Trial 1 is a jump-in jMP followed by an ender string. It's okay, but there's no reason not to do one of the beginner combos after a jump-in instead.

Trial 2 demonstrates that 5MP staggers the opponent when it starts a chain, and that you can combo into command grabs by staggering. Both of these things are useful to know, but there are more important things a beginner should be practicing. You can skip this one.

Trial 3 is more or less the same as the last Beginner Combo listed in the next section, just with a slightly different ender string. Feel free to learn this one if you want, and then move on to a combo that adds a Pummel Horse or jLP jHP restand extension later down the line.

Trial 4 is interesting, but not a useful combo for a beginner. It shows that you can get an otgless conversion off of Kanchou, that 2MK combos into Horns, and that you can hit otg after Horns. However, it's midscreen only, very difficult on Double who requires a microdash, there are better combos off of Kanchou, and beginners shouldn't be bothering with Kanchou combos anyway. You can definitely skip this one.

TLDR: 1 and 3 are the most useful because they are similar to the beginner combos in the next section, so you can do them if you want. 2 and 4 are pretty skippable. Skipping all 4 and going right to the beginner combos is fine too.

Solo Combo Compendium

2LK

Notation Damage Meter Cost Location Character Specific? Description Video
2LK 2MP 2HP
jMK jHK
OTG 2LK 2MK
jMP jHK
2MP 2HP
jLPxN jHP
5LPx2 5MP 5HP Copter Dynamo

7292

1

Anywhere

Universal

  • Reliable midscreen combo with serviceable damage and multiple reset points. If you're only going to know one combo, make it this one.
  • Uses OTG.
  • Does about 100 more damage with maximum jLP mash.
  • On Big Band, to land OTG 2LK after a jHK, a micro dash is usually required. If you don't like doing that, learn a Band-specific combo.

(video)

2LK 2MP 2HP
jMK jHK
OTG 2LK 2MK
jMP jHK
5HP Pummel
2MP 5HP RS
5LPx2 5MP 5HP Copter Dynamo

7694

1

Anywhere

Universal

  • Solid damage for a screen-universal combo, but a bit harder due to the Pummel and RS, and does not work on happy birthdays.
  • Uses OTG and stagger.
  • On Big Band, to land OTG 2LK after a jHK, a micro dash is usually required. If you don't like doing that, learn a Band-specific combo.

(video)

2LK 2MP 5HP RS
2LK 2MK
jMP jHK
5HP Pummel
2MP 2HP
jLPxN jHP
5LPx2 5MP 5HP Copter Dynamo

7532

1

Anywhere

Universal

  • Saves OTG

(video)

2LK 2MP 5HP Kanchou
2MK
jMP jHK
5HP Pummel
2MP 5HP RS
2LK 2MP 5HP RS
5LPx2 5MP 5HP Copter Dynamo

8347

1

Midscreen

Universal

  • A difficult midscreen-only combo that uses Kanchou wallbounce, Pummel, and RS links.
  • Doesn't work if your back is close to the corner.
  • Doesn't use OTG, so if you end up in the corner you could do a second Dynamo or a green-sparks Butt to kill.

(video)

2LK 2MP 5HP Kanchou
Horns
2MK
jMP jHK
5HP Pummel
2MP 5HK Copter Dynamo
5LK 2MP 6HP Copter

9014

1

Midscreen, ender requires corner

Lights

  • Add 5LP before 2MK to make the combo a bit easier at the cost of only ~100 damage

(video)

2LK 2MP 2HP
jMP jHK
5HP RS
2LK 2MP 5HP Pummel
microdash 5MK 5HK Copter Dynamo
2LP 2MP 5HK Copter

8175

1

Anywhere, ender requires corner

Mediums/Heavies (except Eliza)

  • This is possibly the most optimized midscreen combo not using kanchou, but it is only interesting if you end in the corner after the first super, since this combo route doesn't have a corner-less version.

(video)


2LK 2MP 2HP
jMP jHK
jLK jMP jHK
jLP jMP jHK
5MP MGR
5LPx2 5MP 5HK Copter Dynamo

7623

1

Anywhere

Heavies

  • Double/Band specific combo.
  • Doesn't use OTG, so if you end up in the corner you could do a second Dynamo or a green-sparks Butt to kill.
  • On Double, you need to walk forward a bit before doing jLK and jLP, else jLP will whiff (not necessary in the corner).

(video)

2LK 2MP 2HP
jMP jHK
jLK jMP jHK
jLP jMP jHK
5HK Copter Dynamo
5LPx2 5MP 5HK Copter

7641

1

Anywhere, ender requires corner

Heavies

  • On Double, you need to walk forward a bit before doing jLK and jLP, else jLP will whiff (not necessary in the corner).

(video)


2LK 2MP 2HP
jMP jHK
jLK jMP jHK
5HP Pummel
2MP 5HK Copter Dynamo
5LPx2 5MP 5HK Copter

8118

1

Anywhere, ender requires corner

Heavies

(video)


2LK 2MP 2HP
jMP jMK jHP
5MP MGR
2LK 2MP 2HP
jLPxN jHP
5LPx2 5MP 5HP Copter Dynamo

8188

1

Anywhere

Double only. Also doable on Big Band, but the jMP jMK jHP restand is harder.

(video)

2LK 2MP 2HP
8jHP
5LP 2MK
jMP jHK
5HP Pummel
2MP 5HK Copter Dynamo
5LK 5MP 5HK Copter

8016

1

Corner

Lights/Mediums

  • Harder on mediums
  • Always do cHP NEUTRAL JUMP jHP. If you jump forward, jHP will whiff against many characters.
  • Against Squigly, even when neutral jumping, jHP will whiff if done too soon. Add a delay after your jump before inputting jHP.

(video)


Air throw

Notation Damage Meter Cost Location Character Specific? Description Video
Air throw
OTG jLK
2MK
jMP jHK
5HP Pummel
2MP 5HP RS
2LK 2MP 5HP RS
5LPx2 5MP 5HP Copter Dynamo

5808

1

Anywhere

Universal

  • Use jLP instead of jLK if the throw is very low off the ground.

(video)

MGR

Notation Damage Meter Cost Location Character Specific? Description Video
MGR
2LP 2MP 2HP
jLPxN jHP
2LK 2MK
jMP jHK
5HP Pummel
2MP 5HP RS
5LPx2 5MP 5HP Copter Dynamo

6839

1

Anywhere

Universal

(video)

MGR
microdash 2LK 2MK
jMP jHK
5HP Pummel
2MP 5HP RS
2LK 2MP 5HP RS
5LPx2 5MP 5HP Copter Dynamo

6892

1

Anywhere

Universal (except Painwheel)

  • More difficult than the above

(video)

MGR
2LK 2MP 6HP Horns
5LK 2MK Horns
5MP 2HP
jLPxN jHP
5LPx2 2MK
jMP jHK
5HK Copter Dynamo

7426

1

Corner

Lights

(video)

MGR
2LK 2MP 6HP Horns
5LK 2MK Horns
5MP 2HP
jLPxN jHP
5LPx2 5MP 5HP Pummel
5HK Copter Dynamo

7616

1

Corner

Lights

(video)

Counter hit punishes

Notation Damage Meter Cost Location Character Specific? Description Video
CH 2HP
8jHP
5LP 2MK
jMP jHK
5HP Pummel
5MP 2HP
jLPxN jHP
2LK 2HP Excella Dynamo
2HK Copter

8982

1

Corner

Lights/Mediums

  • Always do cHP NEUTRAL JUMP jHP. If you jump forward, jHP will whiff against many characters.
  • Against Squigly, even when neutral jumping, jHP will whiff if done too soon. Add a delay after your jump before inputting jHP.

(video) (video uses CH jHP, but was recorded before it scaled to 75%)

CH 2HP
jMP jHK
5HP RS
jLK jMP jHK
5MK 5HP Pummel
2MP 5HP RS
2LK 2MP 5HP RS
5LPx2 5MP 5HP Copter Dynamo

9289

1

Anywhere

Heavies

  • Saves OTG for possible Dynamo extension in corner

(video)

CH 2HP
jMP jHK
5HP RS
jLK jMP jHK
5MK 5HP Pummel
2MP 5HP RS
5LPx2 5HK Copter Dynamo
5LK 5MP 5HK Copter

9649

1

Anywhere, ender requires corner

Heavies

(video)

Double snap

Notation Damage Meter Cost Location Character Specific? Description Video
Snapback
OTG 2LK 2HP
(uncombo) jHK
repeat

N/A

1

Corner

Universal

  • Easy and effective. Don't forget to delay jHK a lot.

(video)

Snapback
OTG 2LK 2HP
(uncombo) Butt
repeat

N/A

1

Corner

Universal

  • Builds more meter than the jHK loop. Looks cooler, too.

(video)

Midscreen assist kill

Notation Damage Meter Cost Location Character Specific? Description Video
2LK 2MK
repeat

N/A

0

Anywhere

Universal

  • Simple and works on everyone.

(video)

2LK 2MK
(uncombo) instant j2MP
repeat

N/A

0

Anywhere

Universal

  • Simple and works on everyone.

(video)

5LK 5MP 2HP Kanchou Feint
repeat

N/A

0

Midscreen

Universal

{{{description}}}

(video)

Happy birthday combos

These combos will work on just about any pair of characters.

Notation Damage Meter Cost Location Character Specific? Description Video
2LK 2MP 5HP RS
2LK 2MP 5HP RS
2LP 2MP 5HP MLNL Dynamo

5733

1

Anywhere

Universal

(video)

2LK 2MP 5HP
jMK jHK
otg 2MP 2HP
jLPxN jHP
2LK 2MP 5HP RS
2LP 2MP 5HP MLNL Dynamo

6817

1

Midscreen

Universal

(video)

2LK 2MP 5HP
jMK jHK
otg 2LK 2MK
jMP jHK
2MP 5HP RS
2LP 2MP 5HP MLNL Dynamo

6973

1

Corner

Universal

(video)


Team Combo Compendium

Note: "5LPx2 etc" means an ender string of your choice, see General Combo Tips for a list of options.

H Brass Knuckles

Bella/Brass YouTube playlist

Notation Damage Meter Cost Location Character Specific? Description Video
2LK 2MP 5HP+Brass Kanchou
2MK
jMP jHK
5HP Pummel
2MP 5HP RS
2LK 2MP 5HP RS
5LPx2 etc Dynamo

8900

1

Midscreen

Universal

  • Midscreen Kanchou combo with Brass in the first chain.
  • Doesn't use OTG.
  • See video for more details.

(video)

2LK 2MP 5HP Kanchou
OTG 2HK+Brass Pummel
2MP 5HP RS
2LK 2MP 2HP
jLPxN jHP
5LPx2 etc Dynamo

8900

1

Midscreen

Universal

  • Different variation of the above that uses Brass in the second chain.
  • Uses OTG. Use sHK instead of cHK to lose 100 damage and save OTG (see video).
  • See video for more details.

(video)

2LK 2MP 5HP Butt+Brass
6HP Excella
OTG 5LK 5MP 2HP
jLPxN jHP
5MK 5HP Pummel
microdash 5LPx2 etc Dynamo

10200

1

Corner

Universal

  • Extremely high damage universal corner combo.
  • Input Butt+Brass with [4]6LKHP or [4]6MKHP depending on team order. This has to be during 5HP's hitstop on heavier characters or Brass won't come out quickly enough.
  • Recommended to do Excella 5LPx2 and Pummel 5LK on Double/Band, since Excella 2LK/5LK is a difficult link on those characters.
  • You can Dynamo between Excella and the OTG pickup if you want, though that meter is better used for DHCs.
  • Uses OTG.
  • See video for more details.

(video)

MGR
OTG 2LK 2MP 5HK Brass Pummel
2MP 2HP
jLPxN jHP
2MK
jMP jHK
5LK 2MP 5HP RS
5LPx2 etc Dynamo

7670

1

Anywhere

Universal

  • Midscreen MGR combo. Works in the corner too, but you should definitely learn the corner-only version below if you're learning this.
  • See video for more details.

(video)

MGR
OTG 2MK 5HK Butt+Brass
2MK
jMP jHK
5HP Pummel
2MP 5HP RS
2LK 2MP 5HP RS
5LPx2 2MK 6HP Copter Dynamo

8244

1

Corner

Universal

  • Corner MGR combo. Good damage for a throw starter.
  • See video and the description for more details.

(video)

DDrop
OTG 2HK Butt+Brass
2MK
jMP jHK
5HP Pummel
2MP 5HP RS
2LK 2MP 5HP RS
5LPx2 etc

8419

1

Corner

Everyone except Band

  • Conversion after Diamond Drop when close enough to the corner. Very good damage.
  • Also works after 360 Horns.
  • DDrop 2HK is a 3f link on Beo, and not possible on Band. Recommended to use 2HP on Beo, and 5MK on Band.
  • See video for more details.

(video)

DDrop
OTG 2HK Butt+Brass
6HP Horns
2MK Horns
5LK 5MK 5HP Pummel
2MP 5HP RS
5LPx2 etc

8914

1

Corner

Everyone except Band

  • Lights-specific version of the above.
  • Absurd damage for a throw starter.

(video)

L/M Beat Extend

todo

Clide

Bella/Clide YouTube playlist

Notation Damage Meter Cost Location Character Specific? Description Video
2LK 2MP 5HP Kanchou
(Horns) OTG Butt+Clide
2MK
jMP jHK
5HP Pummel
2MP 5HP Runstop
5LPx2 etc Dynamo

8856

1

Midscreen

Universal

  • Reliable midscreen combo with solid damage.
  • Like any Kanchou combo it works close to corner, but not when your back is close to corner.
  • Optional Horns after Kanchou that adds ~400 damage, only works on lights and some mediums.
  • Sets up a strong 5LK reset point after Butt+Clide.

(video)

2LK 2MP 5HP Kanchou
5HP Butt+Clide
backwalk or backdash sMK sHP Pummel
2MP 2HP
jLPxN jHP
5LP 2MP 5HP Copter Dynamo

9193

1

Midscreen

Universal

  • Optimal but tricky midscreen combo.
  • The sMK sHP restand is most difficult on lights. Backdashing under them before sMK can make it hit same side and eliminate the spacing problem, but that's also difficult.
  • Sets up a strong 5LK reset point after Butt+Clide.

(video)

2LK 2MP 5HP MLnL+Clide
Kanchou
2MK
jMP jHK
5HP Pummel
2LK 2MP 5HP RS
5LP 2MP 5HP Copter Dynamo

8987

1

Midscreen

Non-Band/Double

  • A midscreen Kanchou combo that uses a different hit confirm of MLnL+Clide.

(video)

MGR
OTG 2LK 2MP 5HK Clide Kanchou
2MK
5HP Pummel
2MP 5HP RS
2LK 2MP 5HP RS
5LPx2 etc Dynamo

7681

1

Anywhere

Universal

  • Universal MGR combo.
  • Like any Kanchou combo it works close to corner, but not when your back is close to corner. Can just omit the Kanchou if that's the case.

(video)

DDrop
OTG 6HP+Clide
2MK
5HP Pummel
2MP 5HP RS
2LK 2MP 5HP RS
5LPx2 etc Dynamo

7866

1

Anywhere

Non-Beo/Band

  • DDrop conversion that works anywhere on the screen.

(video)

M Hornet Bomber

Notation Damage Meter Cost Location Character Specific? Description Video
5LK 2MP 5HP Kanchou
OTG 2HK+Bomber run Pummel
2MP 2HP
jLPxN jHP
2LK 2MP 5HP RS
5LPx2 etc

8600

1

Midscreen

Universal

  • Midscreen combo that looks cool and does a bit more damage than the normal Kanchou bnb.
  • OTG Butt instead of 2HK does ~200 more damage but is harder / less consistent.
  • Micro-backdash OTG 6HP is even more damaging / difficult. May not be universal.

(video)

2LK 2MP 5HP (call Bomber) Butt
6HP Excella
OTG 5LK 5MP 2HP
jLPxN jHP
5MK 5HP Pummel
microdash 5LPx2 etc

9700

1

Corner

Universal

  • Corner bnb that does solid damage.
  • Awkward assist call timing to make bomber undizzyless. If it uses undizzy just omit 5MP
  • 6HP instead of 5HP in first string does +600 damage, but is much more difficult and makes undizzyless bomber impossible.

(video)

CH 6HP
OTG 2HK Butt+Bomber
2MK
jMP jHK
5HP Pummel
2MP 5HP RS
2LK 2HP
jLPxN jHP
5LPx2 etc

11400

1

Corner

Universal

  • Corner air burst bait punish (eg. off 2MK RS 7jLP jMP)

(video)

CH 6HP+M Hornet Bomber
2MK jMP jHK
5HP Pummel
2MP 2HP
jLPxN jHP
5LPx2 2MK 6HP Copter Dynamo
OTG 5LK 2MK 6HP Copter

10734

1

Corner

Universal

  • Heavy counter hit combo.
  • Can be a ground/air burst bait punish.
  • See video description for more details.

(video)

L Hornet Bomber

[1]

Damage/Undizzy Ratios

Move Damage/undizzy Damage (max scaling) Undizzy
DDrop 31.6 632 20
MGR 31.6 632 20
Copter 24.25 485 20
H LnL 19.25 385 20
Butt 19.25 385 20
Horns 16.5 330 20
Excella 16.5 330 20
M LnL 15.8 316 20
6HP 14.66666667 440 30
Kanchou 13.75 275 20
Pummel 10.5 210 20
2HK 10.06666667 302 30
5HP 9.166666667 275 30
L LnL 9 180 20
5HK 8.666666667 260 30
5LP 8 120 15
jLPx3 8 120 15
j2MP 8 160 20
jMK 6.5 130 20
2HP 6.333333333 190 30
jHP 6.333333333 190 30
jHK 6.333333333 190 30
5MP 6 120 20
5MK 6 120 20
jMP 5.75 115 20
2MP 5.5 110 20
5LK 5.333333333 80 15
2MK 5 100 20
2LK 4.333333333 65 15
jLK 4 60 15
2LP 3.333333333 50 15

Ender strings

Bella has a lot of options when it comes to ender strings, some of which have different tradeoffs. Usually they start with 5LPx2.

Damage and meter gain values are all at max scaling.

String Location Damage Meter gain Meter gain (opponent) Notes
5LPx2 5MP 5HP Copter Dynamo Anywhere 2057 0.112 0.415
  • The standard ender. Reliable, easy, good damage.
5LPx2 2MP 5HP Copter Dynamo Anywhere 2047 0.112 0.415
  • Slight variant on the standard ender that is more consistent when the spacing is a little wide (eg. after jLPxN jHP midscreen).
2LP/LK 2MP 5HK Copter Dynamo Anywhere 1962 0.127 0.467
  • An ender that works when hitting OTG.
  • 5HP knocks down on airborne opponents, so the standard ender will often drop when hitting OTG.
5LPx2 2MK 6HP Excella Dynamo Anywhere 2057 0.242 0.454
  • Same damage as the standard ender, but builds more meter at the cost of being more difficult.
  • The 6HP needs to be delayed slightly to connect.
  • Unreliable if the spacing is slightly too wide.
  • Potentially unreliable on Bella/Beo/Double midscreen.
5LPx2 5MP 5HP Butt Anywhere 1065 0.122 0.222
  • Highest damage meterless midscreen ender on very low health opponents thanks to the special properties of Butt.
  • Doesn't allow for meter spendage, so you better hope that the Butt kills.
5LPx2 5MP 5HP Level 3 Anywhere 2855 0.045 0.419
  • Solo meter dump ender.
  • Very meter inefficient, but if you need an extra 800 damage, it exists.
  • If you can, instead route your combo around earlier level 3, saving otg to be able to do two Dynamos, or spending meter on DHCs.
2LP 2MP 5HP M LnL Dynamo Anywhere 1808 0.101 0.376
  • For use in happy birthday combos. Excella is a hitgrab and won't work, and the assist will fall out of Copter Dynamo midscreen.
5MP DDrop Dynamo Anywhere 1809 0.170 0.195
  • Unbeatable meter/opponent meter ratio while still doing decent damage. Should be interesting to anyone thinking about meter denial.
  • Useful in early DHC routes.
  • Requires stagger.
  • Side switches.
5LPx2 2MK 6HP Copter Dynamo Corner 2212 0.112 0.415
  • Reliable and high damage corner ender.
  • The 6HP needs to be delayed slightly to connect.
5LPx2 2MK 6HP Butt Corner 1220 0.122 0.222
  • Highest damage meterless corner ender on very low health opponents thanks to the special properties of Butt.
  • Does slightly more damage and builds slightly less meter for the opponent than 5LPx2 2MK 6HP Copter, but is much more difficult.
  • It's possible to link a Dynamo afterwards on lights, or on other characters with otg (2277 damage, more meter to opponent).


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