Difference between revisions of "Skullgirls/Double/Combos"

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Revision as of 14:50, 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
Flesh Step Step 214K
Luger Replica Luger 236P
Hornet Bomber Bomber 623K
Item Crash (LK) Teacup j214LK
Item Crash (MK) Barrel j214MK
Item Crash (HK) Fridge j214HK
Cilia Slide Clide 4LK+HK
Bandwagon Rushdown Car 236PP
Beast of Gehenna Puddle 214KK
Catellite Lives Catheads 236KK
Nightmare Legion Level 3 214PP
Megalith Array Level 5 22KK


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 a sliding knockdown. Safe on block.

2LK 5MKx2 5HP

A basic ground chain combo ending in a special cancel. Safe on block.

2LK 5MKx2 2HP M Luger

A basic ground chain combo ending in a super cancel.

2LK 5MKx2 2HP H Bomber Car

A basic air chain combo that sets up a restand. After the restand, you can go for a reset with a throw.

2LK 5MKx2 5HK
jLP jMP jHP
(restand) 2LK 2MP 2HP H Bomber Car

Combo Primer

Confirms

  • 2LK 2MP is used in the confirms on this page for consistency with respect to range and damage.
  • 2LK 2MK can be used instead for a second low in your chain and better frame advantage, though this will not reach at max 2LK range and 5HK will not reach afterwards from near max range 2LK.
  • 2LK 2HP can also be used as it will work at all ranges and can be cancelled into M Luger on block to make it safe though this does not allow for 5HK routes.
  • 2LK 5MK~MK is not recommended as it scales the combo more and is more vulnerable to PBGC.

BnB Combos

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.

Essential

OTG-less Barrel loop combo. On Big Band in the corner, cancel jMK into jHK just before the 2nd hit of jMK. Midscreen against Big Band, delay the jHK or jMK slightly. On Painwheel in the corner, jump back for the jLK (this also works against Big Band). - 7145 dmg (video)

   2LK 2MP 5HK
   jLP jMK jHK Barrel
   5LK 5MKx2 5HK
   jLK(1) jMK jHK Barrel
   5LPx2 5MKx2 2HP H-Bomber Car

Damage combo - 7903 dmg (video)

   2LK 2MP 5HK H-Luger
   dash 5HK
   Fridge
   dash OTG 2LK 5MKx2 5HK
   jMP jHK
   dj jMK jHK Barrel
   5LPx2 5MKx2 2HP H-Bomber Car

Double snap combo (video)

   Snap
   OTG 5LK 5HK
   uncombo H-Luger
   repeat

Supplementary

Damage combo, side switch variant. Used to pull opponent out of the corner for a left/right reset. - 7888 dmg (video)

   2LK 2MP 2HP Clide
   dash OTG 5LK 5HK H-Luger
   dash 5MP 5HK
   jMP jHK
   dj jMK jHK Barrel
   5LPx2 5MKx2 2HP H-Bomber Car

Happy birthday corner carry combo. Saves OTG. Also an easy combo to use on Band instead of Barrel loops. - 5010 dmg (video)

   2LK 2MP 5HK
   jLP jMP jMK jHP
   dash 5LPx2 5MKx2 5HK
   jLK(1) jMP jMK jHP
   dash 5LK 5MKx2 Snap

Happy birthday side swap combo

   2LK 2MP 2HP Slide
   OTG 5LK 5MK Snap

Heavy counter hit combo. If done from max range, delay the 2nd Clide against Parasoul. Same tips as Barrel loop against Big Band and Painwheel. 9218 dmg (video)

   2HP Clide
   2HK Clide Puddle
   H-Luger
   5MKx2 5HK
   jLP jMK jHK Barrel
   5LK 5HK
   jLK jMK jHK Barrel
   5LPx2 5MKx2 2HP H-Bomber

Midscreen assist kill combo (video)

   ... 5HK Step
   2LK 5MKx2 5HK Step
   repeat

Conversions

Throw
  • Throw Step OTG 2LK etc
Air throw
  • Air throw dash OTG 2LK etc
Air conversions
  • Most air hits you can chain into jMK Barrel OTG 2LK etc
  • If you get an air hit and they're above you, juggle them with jHK then land H Luger 5MK etc
  • If you hit jHP and they're below you and you're close to the ground, jHP dash 5LP etc
Other moves
  • L Bomber Puddle H Luger 5MK etc
  • L Luger dash 2LK 2HP Step etc or L Luger dash 2LK 5MK etc
  • H Luger dash 5MK etc
  • 2HP Slide etc

Meter spending strategies

Tips

Which in-game trials are useful for a beginner?

All 4 trials use a 2LK 5MKx2 confirm, which is generally not recommended as it doesn't reach from max 2LK range and can be vulnerable to PBGC.

Trial 1 demonstrates that you can combo 5HK into H Luger and then pick up afterwards, but the entire combo isn't a particularly good one. Maybe just make a note of it and then move on without learning the combo.

Trial 2 is pretty good, it shows the beginnings of an effective Clide combo. You can definitely make use of this stuff in real practical combos.

Trial 3 demonstrates that you can save OTG when doing Clide into Puddle, but the rest of the combo isn't worth bothering with. Treat this one like Trial 1.

Trial 4 is literally just the barrel loop BnB that's listed in the Solo Combos section.

TLDR: You might learn something interesting from 1 and 3 but you don't have to learn the combos. 2 and 4 can be worth doing since they're similar to real practical combos.

Solo Combo Compendium

2LK

Notation Damage Meter Cost Location Character Specific? Description Video
2LK 2MP 5HK
jLP jMK jHK Barrel
5LK 5MKx2 5HK
jLK(1) jMK jHK Barrel
5LPx2 5MKx2 2HP H-Bomber Car

7145

1

Anywhere

Universal

  • The barrel loop, reliable combo that saves OTG.
  • On Painwheel or Big Band in the corner, jump back for the jLK.
  • On Big Band in the corner, cancel the jMK into jHK just before the 2nd hit comes out to gain the upward momentum for the move. Midscreen delay the jHK slightly or delay the jMK (https://www.youtube.com/watch?v=BPTfWNNrq8E).

(video)

2LK 2MP 5HK
jLP jMP jMK jHP
dash 5LPx2 5MKx2 5HK
jLK(1) jMP jMK jHP
dash 5LK 5MKx2 Snap

5010

1

Anywhere

Universal

  • Happy birthday corner carry combo.
  • OTGless
  • Anti-Band combo

(video)

2LK 2MP 5HK H-Luger
dash jump jHK Barrel
5LK 5MKx2 5HK
jMP jHK
dj jMK jHK Barrel
5LPx2 5MKx2 2HP H-Bomber Car

7872

1

Anywhere

Universal

  • Impractical on heavies
  • Difficult combo that saves OTG but does comparable damage to OTG combos.

(video)

2LK 2MP 5HK H-Luger
dash 5HK
Fridge
dash 2LK 5MKx2 5HK
jMP jHK
dj jMK jHK Barrel
5LPx2 5MKx2 2HP H-Bomber Car

7903

1

Anywhere

Universal

  • Optimal midscreen damage
  • No side switches, good corner carry
  • Uses OTG

(video)

2LK 2MP 2HP Clide
dash 5LK 5HK H-Luger
dash 5MP 5HK
jMP jHK
dj jMK jHK Barrel
5LPx2 5MKx2 2HP H-Bomber Car

7888

1

Anywhere

Universal

  • Cilia slide routes pull them out of the corner so you can perform a left/right crossup.
  • Side switches once
  • Uses OTG

(video)

2LK 2MP 2HP Clide
dash 5LK 2MP 2HP Step
5MKx2 5HK
jMP jHK
dj jMK jHK Barrel
5LPx2 5MKx2 2HP H-Bomber Car

7829

1

Anywhere *

Universal

  • Cilia slide routes pull them out of the corner so you can perform a left/right crossup.
  • Side switches twice
  • * When your back is about one dash length away from the corner, this combo will drop during the flesh step, since there's only a little gap where you can flesh step into the corner and Double gets turned around.
  • Uses OTG

(video)

Throw

Notation Damage Meter Cost Location Character Specific? Description Video
Throw Step
5LK
<etc>

N/A

1

Anywhere

Universal

(video)

Throw
dash 2LK 5MKx2
<etc>

N/A

1

Anywhere

Universal

(video)

Throw H-Luger
dash
<etc>

N/A

1

Anywhere

Universal

  • Can go into the 5HK Fridge combo from here

(video)

Throw
5HK
<etc>

N/A

1

Corner

Universal

  • Go into standard midscreen 5HK routes.

(video)

Throw
2HP
<etc>

N/A

1

Corner

Universal

  • Go into standard midscreen 2HP routes.

(video)

Air throw

Notation Damage Meter Cost Location Character Specific? Description Video
Airthrow
dash 5MK
<etc>

1

(video)

H Luger

Notation Damage Meter Cost Location Character Specific? Description Video
H-Luger
dash 5MKx2 5HK
Fridge
dash 2LK 5HK
jMP jHK
dj jMK jHK Barrel
5LPx2 5MKx2 2HP H-Bomber Car

6283

1

Anywhere

Universal

(video)

CH H-Luger
dash 5MKx2 5HK
Fridge
dash 2LK 5MKx2 5HK
jMP jHK
dj jMK jHK Barrel
5LPx2 5MKx2 2HP H-Bomber Car

6807

1

Anywhere

Universal

(video)

L Luger (air hit)

Notation Damage Meter Cost Location Character Specific? Description Video
L-Luger (air hit)
dash 2LK 2HP Step
5MKx2 5HK
jLP jMP jHK
dj jMK jHK Barrel
5LPx2 5MKx2 2HP H-Bomber Car

5895

1

Anywhere

Universal

  • Standard confirm

(video)


L-Luger (air hit)
dash 2HK Clide Monster
H-Luger
dash jump jMK jHK Barrel
5MKx2 5HK
jLK jHP
5LPx2 5MKx2 2HP H-Bomber Car

6157

1

Anywhere

Universal

  • Max damage confirm

(video)

CH L-Luger (air hit)
dash 2LK 2HP Step
5MKx2 5HK
jLP jHK Teacup
5MP 5HK
jMP jHP
5LPx2 5MKx2 2HP H-Bomber Car

6328

1

Anywhere

Universal

  • Standard CH confirm

(video)

CH L-Luger (air hit)
dash 2HK Clide Monster
H-Luger
dash jump jMK jHK Barrel
5MKx2 5HK
jLP jHK Teacup
5LPx2 5MKx2 2HP H-Bomber Car

6747

1

Anywhere

Universal

  • Max damage CH confirm

(video)

L Bomber

Notation Damage Meter Cost Location Character Specific? Description Video
L-Bomber Puddle
H-Luger
5HK
jLP jMK jHK Barrel
5LK 5HK
jMP(4) jHP
5LPx2 5MKx2 2HP H-Bomber Car

6211

1

Anywhere

Universal (hard/not possible on Band)

(video)


L-Bomber Puddle
H-Luger
5HK
jMK jHK
jLK jMK jHK
jLP jMK jHP
5LPx2 5MKx2 2HP H-Bomber Car

6393

1

Anywhere

Band version of above

(video)

L-Bomber Puddle
H-Luger
dash jump jHK Barrel
5LK 5HK
jMP jHK
dj jMK jHK Barrel
5LPx2 5MKx2 2HP H-Bomber

6689

1

Anywhere

Universal

  • Difficult, optimal route
  • Can also use this combo for Clide, Monster starter

(video)

CH L-Bomber Puddle
2MP 5HK H-Luger
dash jump jHK Barrel
5LK 5HK
jMP jHK
dj jMK jHK Barrel
5LPx2 5MKx2 2HP H-Bomber

7389

1

Anywhere

Universal

  • Difficult, optimal route
  • Can also use this combo for CH Clide, Monster starter

(video)

Counter hit punishes

Notation Damage Meter Cost Location Character Specific? Description Video
CH 2HP Clide
2HK Clide Puddle
H-Luger
5MKx2 5HK
jLP jMK jHK Barrel
5LK 5HK
jLK jMK jHK Barrel
5LPx2 5MKx2 2HP H-Bomber Car

9218

1

Anywhere

Universal

  • Same notes as Barrel loops for Big Band and Painwheel
    • On Painwheel in the corner, jump back for the jLK
    • On Big Band in the corner, cancel the jMK into jHK just before the 2nd hit comes out to gain the upward momentum for the move. Midscreen delay the jHK slightly or delay the jMK (https://www.youtube.com/watch?v=BPTfWNNrq8E)
  • If done from far range, delay the 2nd Clide on Parasoul or else Puddle will whiff.
  • Use this combo for punishes and if you can hitconfirm a HCH 2HP in neutral.

(video)

CH 2HP Clide
2HK Clide Puddle
2MP 5HK H-Luger
dash jump jHK Barrel
5LK 5HK
jMP jHK
dj jMK jHK Barrel
5LPx2 5MKx2 2HP H-Bomber

9562

1

Anywhere

Universal (does not work against Big Band or Double)

  • If done from far range, delay the 2nd Clide on Parasoul or else Puddle will whiff.
  • Use this combo for punishes and if you can hitconfirm a HCH 2HP in neutral.

(video)

CH 2HP Clide Puddle
H-Luger
dash jump jHK Barrel
5LK 5HK
jLP jMK jHK Barrel
5MK 5HK
jLK jMK jHK Barrel
5LPx2 5MKx2 2HP H-Bomber

8229

1

Anywhere

Universal

  • Use this combo if you land a HCH 2HP in neutral but can't hitconfirm 2HP and want to make Clide safe-ish.

(video)

Double snap

Notation Damage Meter Cost Location Character Specific? Description Video
Snapback
5LK 5HK
Fridge
repeat

N/A

1

Corner

Universal

  • Use H-Luger instead of fridge for the last hit, since doing fridge will leave you at much worse frame advantage against the incoming character.

(video)

Snapback
5LK 5HK delay uncombo H-Luger
repeat

N/A

1

Corner

Universal

(video)

Snapback
5LK 5HK
jHK
rejump uncombo jHK
repeat

N/A

1

Corner

Universal

  • Requires manual timing and adjustments per weight class but is extremely quick

(video)

Snapback
5LK 5HK
jHK
H-Luger
repeat

N/A

1

Corner

Universal

  • Faster than the other double snaps shown here and gives the opponent less meter.

Midscreen assist kill

Notation Damage Meter Cost Location Character Specific? Description Video
... 5HK Step
2LK 5MKx2 5HK Step
repeat

N/A

0

Midscreen

Universal

(video)

... 5HK
Fridge
dash 5LK 5HK
repeat

N/A

0

Midscreen


... 5HK delay, H-Luger
Flesh Step
5LK 5HK, delay H-Luger
repeat

N/A

0

Midscreen

Universal

Team Combo Compendium

H Bypass

Notation Damage Meter Cost Location Character Specific? Description Video
2LK 2MK 2HP H Bypass~Clide
2HP Clide
dash 5LK 5HK H Luger
dash 5MP 5HK
jLP jHK Teacup
5LPx2 5MKx2 2HP H Bomber Car

8535

1

Anywhere

No

  • Should also work with L Pinion and H LnL (needs testing).

(video)

Barrel + H Bypass
2HP Clide
dash 5LK 5HK H Luger
dash 5MP 5HK
jMP jHK
super jump djMK jHK Barrel
5LPx2 5MKx2 2HP H Bomber Car

8772

1

Anywhere

No

  • Should also work with L Pinion and H LnL (needs testing).

(video)

L Bomber + H Bypass
5LK 5HK H Luger
dash 5MP 5HK
jMP jHK
super jump djMK jHK Barrel
5LPx2 5MKx2 2HP H Bomber Car

8366

1

Anywhere

No

  • Should also work with L Pinion and H LnL (needs testing).

(video)

L Luger + H Bypass
2HP Clide
dash 5LK 5MKx2 5HK H Luger
dash jump jMK jHK Barrel
5LPx2 5MKx2 2HP H Bomber Car

6953

1

Anywhere

No

(video)

CH 2HP M Luger + H Bypass
2MP 2HP Flesh Step
5MKx2 5HK
jLP jMK jHK Barrel
5LK 5HK
jLK(1) jMK jHK Barrel
5LPx2 5MKx2 2HP H Bomber Car

8522

1

Anywhere

No

  • Should also work with L Pinion and H LnL (needs testing).

(video)

CH 2HP H Bypass~Clide
2HP Clide
2HK Clide Monster
H Luger
5MKx2 2HP Flesh Step
2LK 5HK
jMP jHK
super jump djMK jHK Barrel
5LPx2 5MKx2 2HP H Bomber Car

10684

1

Anywhere

No

  • Should also work with L Pinion and H LnL (needs testing).

(video)

Damage/Undizzy Ratios

Move Damage/undizzy Damage (max scaling) Undizzy
623HK 24.75 495 20
623MK 18 360 20
623LK 14 280 20
4LK+HK 13.75 275 20
j.HK 12 360 30
j.214HK 12 240 20
j.MP 10 200 20
j.214MK 9.25 185 20
5HP 9.166666667 275 30
2HK 9.166666667 275 30
5MK 9 180 20
j.MK 9 180 20
5LP 8 120 15
5HK 6.5 195 30
236P 6.5 130 20
j.HP 6.166666667 185 30
2HP 6 180 30
2MP 5.75 115 20
5MP 5.5 110 20
2LP 5.333333333 80 15
5LK 5.333333333 80 15
2MK 5 100 20
j.214LK 5 100 20
j.LK 4 60 15
j.LP 3.333333333 50 15
2LK 2.666666667 40 15



Skullgirls 2nd Encore+
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