Difference between revisions of "Skullgirls/Cerebella/Combos"

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==Shorthand Guide==
+
{{CerebellaMain}}
 
+
<br><br>
 +
<div>
 +
<div style="float:left">
 +
__TOC__
 +
</div>
 +
<div style="float:left; margin-left:15px">
 +
{{SGLegend}}
 +
</div>
 +
<div style="float:left; margin-left:15px">
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
 +
|+ Character legend
 
! style="background-color:#262e32;" | Full move name
 
! style="background-color:#262e32;" | Full move name
 
! style="background-color:#262e32;" | Abbreviated name
 
! style="background-color:#262e32;" | Abbreviated name
Line 54: Line 63:
 
| 214PP
 
| 214PP
 
|}
 
|}
 +
</div>
 +
</div>
 +
<br clear=all/>
  
 
==General Combo Tips==
 
==General Combo Tips==
  
* For the cMK jMP jHK restand, it's key to delay the jHK as much as possible, and to delay the cMK on lightweight characters.
+
* How to do the jLP jHP restand [https://www.youtube.com/watch?v=WT4PyR9hulw (part 1)] [https://www.youtube.com/watch?v=CrKgiJrkFa8 (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.
* On Big Band, to land OTG cLK after a jHK, a micro dash is usually required. If you don't like doing that, you could learn a Band-specific combo [https://www.youtube.com/watch?v=WGikelnrAvs&index=11&list=PLBlGiIY1YG4wdYENtrXDEUuheMRlOb30e (video)]
+
* 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. [https://www.youtube.com/watch?v=6c6erTYHMWE (detailed video tutorial)]
* For Run Stop links, hold forward+LKMK during the hitstop of sHP, wait for your Run Stop to come out, then make your link.  
+
* [https://www.youtube.com/watch?v=f03Neaz8XTs How to perform instant Tumbling Run moves]
* After a Pummel Horse, you can always link a cMP 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 the moment after Cerebella's hat lands back on her head.
+
* For Run Stop links, hold forward+LKMK during the hitstop of 5HP, wait for your Run Stop to come out, then make your link.  
* For combos that end in sLPx2 sMP sHP Copter, you could alternatively do:
+
* 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.
** sLPx2 cMK fHP Excella - same damage but builds more meter. Unreliable on Bella/Beo/Double when midscreen.  
+
* Bella has a lot of options when it comes to ender strings. The standard ender is 5LPx2 5MP 5HP Copter, but you could alternatively do:
** sLPx2 cMK fHP Copter - more damage, corner only.  
+
** 5LPx2 2MK 6HP Excella - same damage but builds more meter. Unreliable on Bella/Beo/Double when midscreen.  
 +
** 5LPx2 2MK 6HP Copter - more damage, corner only.
 +
** 5LPx2 2MP 5HP Copter - slightly less damage but more consistent midscreen when the spacing is a little wide (eg. after jLPxN jHP)
 +
** 5LPx2 2MP 5HK Copter - slightly less damage, slightly more meter gain, more time to input 623 if your execution isn't quite there yet, works OTG.
 +
 
 +
==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.
 +
 
 +
<span class="mw-customtoggle-conversions">'''[Click here to expand conversions]'''</span>
 +
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-conversions">
 +
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">
 +
 
 +
===Dynamo===
 +
 
 +
{{SGCombo_Header}}
 +
 
 +
{{SGCombo
 +
| notation=
 +
:Dynamo
 +
:otg 5LK 2MK
 +
:jMP jHK
 +
| damage=
 +
| meter=1
 +
| location=Corner
 +
| charspecific=Universal
 +
| description=
 +
* 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=
 +
|}}
 +
 
 +
{{SGCombo
 +
| notation=
 +
:Dynamo
 +
:call assist + otg 6HP
 +
| damage=
 +
| meter=1
 +
| location=Anywhere
 +
| charspecific=Universal
 +
| description=
 +
*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=
 +
|}}
 +
 
 +
{{SGCombo_Footer}}
 +
 
 +
===360===
 +
 
 +
{{SGCombo_Header}}
 +
 
 +
{{SGCombo
 +
| notation=
 +
:360, Horns cancel
 +
:dash otg 2LK 2MK
 +
:jMP jHK
 +
| damage=
 +
| meter=1
 +
| location=Anywhere
 +
| charspecific=Everyone but Big Band
 +
| description=
 +
* 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=
 +
|}}
 +
 
 +
{{SGCombo_Footer}}
 +
 
 +
===Level 3===
 +
 
 +
{{SGCombo_Header}}
 +
 
 +
{{SGCombo
 +
| notation=
 +
:Level 3
 +
:dash forward otg 2LK 2MK
 +
:jMP jHK
 +
| damage=
 +
| meter=3
 +
| location=Midscreen
 +
| charspecific=Universal
 +
| description=
 +
* 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).
 +
| video=
 +
|}}
 +
 
 +
{{SGCombo
 +
| notation=
 +
:Level 3
 +
:neutral jump, jLP jHP
 +
:[dash] otg 2LK 2MK
 +
:jMP jHK
 +
| damage=
 +
| meter=3
 +
| location=Corner
 +
| charspecific=Not Filia/Fukua/Parasoul
 +
| description=
 +
* 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.
 +
| video=
 +
|}}
 +
 
 +
{{SGCombo_Footer}}
 +
 
 +
===Ground throw===
 +
 
 +
{{SGCombo_Header}}
 +
 
 +
{{SGCombo
 +
| notation=
 +
:Ground throw
 +
:otg 5LK 2MK
 +
:jMP jHK
 +
| damage=
 +
| meter=0
 +
| location=Corner
 +
| charspecific=Universal
 +
| description=
 +
| video=
 +
|}}
 +
 
 +
{{SGCombo
 +
| notation=
 +
:Ground throw
 +
:Dynamo
 +
| damage=
 +
| meter=1
 +
| location=Midscreen
 +
| charspecific=Universal
 +
| description=
 +
* Hopefully this carries to a corner or you have the right assist for a midscreen pickup.
 +
| video=
 +
|}}
 +
 
 +
{{SGCombo
 +
| notation=
 +
:Ground throw
 +
:Pummel Horse
 +
| damage=
 +
| meter=0
 +
| location=Anywhere
 +
| charspecific=Not Peacock, Valentine, Robo Fortune, Cerebella, Parasoul
 +
| description=
 +
* This technically exists but is basically just here for academic value. Just use a command grab midscreen.
 +
| video=[https://www.youtube.com/watch?v=qhE9HCKVPPc (video)]
 +
|}}
 +
 
 +
{{SGCombo_Footer}}
 +
 
 +
 
 +
===Air throw===
 +
 
 +
{{SGCombo_Header}}
 +
 
 +
{{SGCombo
 +
| notation=
 +
:Air throw
 +
:otg jLK
 +
:2MK
 +
:jMP jHK
 +
| damage=
 +
| meter=0
 +
| location=Anywhere
 +
| charspecific=Universal
 +
| description=
 +
* 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.
 +
| video=
 +
|}}
 +
 
 +
{{SGCombo_Footer}}
 +
 
 +
 
 +
===MGR===
 +
 
 +
{{SGCombo_Header}}
 +
 
 +
{{SGCombo
 +
| notation=
 +
:MGR
 +
:microdash otg 2LK 2MK
 +
:jMP jHK
 +
| damage=
 +
| meter=0
 +
| location=Anywhere
 +
| charspecific=Not Painwheel
 +
| description=
 +
* Works everywhere on everyone, except midscreen on Painwheel.
 +
* Doesn't need a microdash when in the corner or on larger characters.
 +
| video=[https://www.youtube.com/watch?v=GzkwdYaydQQ (video)]
 +
|}}
 +
 
 +
{{SGCombo
 +
| notation=
 +
:MGR
 +
:2LP 2MP 2HP
 +
:jLPxN jHP
 +
| damage=
 +
| meter=0
 +
| location=Anywhere
 +
| charspecific=Universal
 +
| description=
 +
* A good alternative if you don't like microdashes.
 +
| video=[https://www.youtube.com/watch?v=GzkwdYaydQQ&t=41s (video)]
 +
|}}
 +
 
 +
{{SGCombo_Footer}}
 +
 
 +
===DDrop===
 +
 
 +
{{SGCombo_Header}}
 +
 
 +
{{SGCombo
 +
| notation=
 +
:DDrop
 +
:Dynamo
 +
| damage=
 +
| meter=1
 +
| location=Anywhere
 +
| charspecific=Universal
 +
| description=
 +
* The best you can get midscreen without assist.
 +
| video=
 +
|}}
 +
 
 +
{{SGCombo
 +
| notation=
 +
:DDrop
 +
:otg fHP + call assist
 +
| damage=
 +
| meter=0
 +
| location=Anywhere
 +
| charspecific=Not Beowulf or Band
 +
| description=
 +
*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.
 +
| video=
 +
|}}
 +
 
 +
{{SGCombo
 +
| notation=
 +
:DDrop
 +
:(microdash) otg 2LK 2MK
 +
:jMP jHK
 +
| damage=
 +
| meter=0
 +
| location=Throwing into corner
 +
| charspecific=Universal
 +
| description=
 +
| video=
 +
|}}
 +
 
 +
{{SGCombo_Footer}}
 +
 
 +
===Excella===
 +
 
 +
{{SGCombo_Header}}
 +
 
 +
{{SGCombo
 +
| notation=
 +
:Excella Dynamo
 +
| damage=
 +
| meter=1
 +
| location=Anywhere
 +
| charspecific=Universal
 +
| description=
 +
* The best you can get midscreen.
 +
| video=
 +
|}}
 +
 
 +
{{SGCombo
 +
| notation=
 +
:Excella
 +
:otg 2LP 2MK
 +
:jMP jHK (restand)
 +
| damage=
 +
| meter=0
 +
| location=Corner
 +
| charspecific=Universal
 +
| description=
 +
* 2LK also works, a bit difficult on heavies.
 +
| video=
 +
|}}
 +
 
 +
{{SGCombo_Footer}}
 +
 
 +
 
 +
===Kanchou===
 +
 
 +
{{SGCombo_Header}}
 +
 
 +
{{SGCombo
 +
| notation=
 +
:Kanchou (wallbounce)
 +
:2MK
 +
:jMP jHK
 +
| damage=
 +
| meter=0
 +
| location=Midscreen
 +
| charspecific=Universal
 +
| description=
 +
* 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.
 +
| video=
 +
|}}
 +
 
 +
{{SGCombo
 +
| notation=
 +
:Kanchou Dynamo
 +
:otg 5LK 2MK
 +
:jMP jHK
 +
| damage=
 +
| meter=1
 +
| location=Into corner
 +
| charspecific=Universal
 +
| description=
 +
| video=
 +
|}}
 +
 
 +
{{SGCombo_Footer}}
 +
 
 +
===Diamond Deflector===
 +
 
 +
{{SGCombo_Header}}
 +
 
 +
{{SGCombo
 +
| notation=
 +
:Diamond Deflector
 +
:(dashjump) jHK or jMP
 +
:2MP 2HP etc
 +
| damage=
 +
| meter=0
 +
| location=Within dashjump range
 +
| charspecific=Universal
 +
| description=
 +
* 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.
 +
| video=
 +
|}}
 +
 
 +
{{SGCombo_Footer}}
 +
 
 +
===Horns===
 +
 
 +
{{SGCombo_Header}}
 +
 
 +
{{SGCombo
 +
| notation=
 +
:Horns
 +
:otg 2LK 2MK
 +
:jMP jHK (restand)
 +
:<stuff>
 +
| damage=
 +
| meter=0
 +
| location=Anywhere
 +
| charspecific=Universal
 +
| description=
 +
* On lights or when used as an anti-air, you may have enough juggle height to convert with 5LK 2MK without using OTG.
 +
| video=
 +
|}}
 +
 
 +
{{SGCombo_Footer}}
 +
 
 +
===LnL===
 +
 
 +
{{SGCombo_Header}}
 +
 
 +
{{SGCombo
 +
| notation=
 +
:LnL Dynamo
 +
| damage=
 +
| meter=1
 +
| location=Anywhere
 +
| charspecific=Universal
 +
| description=
 +
* The only possible followup from LnL, except for H LnL into Level 3.
 +
| video=
 +
|}}
 +
 
 +
{{SGCombo_Footer}}
 +
 
 +
===Copter===
 +
 
 +
{{SGCombo_Header}}
 +
 
 +
{{SGCombo
 +
| notation=
 +
:Copter Dynamo
 +
| damage=
 +
| meter=1
 +
| location=Anywhere
 +
| charspecific=Universal
 +
| description=
 +
* Best you can get midscreen.
 +
| video=
 +
|}}
 +
 
 +
{{SGCombo_Footer}}
 +
 
 +
 
 +
 
 +
</div>
 +
 
 +
 
 +
===Conversion Videos===
 +
 
 +
[https://www.youtube.com/watch?v=4fJg4Fegy-4 Conversions with Cilia Slide assist]
 +
 
 +
[https://www.youtube.com/watch?v=liuFKoiGq44 Conversions with M Beat Extend assist]
 +
 
 +
[https://www.youtube.com/watch?v=klWGVcTFdwE Conversions with H Brass Knuckles assist]
 +
 
 +
[https://www.youtube.com/watch?v=ROF6o0GMc8s Conversions with H Bypass assist]
 +
 
 +
</div>
 +
 
  
 
==Beginner Combos==
 
==Beginner Combos==
Line 70: Line 510:
  
 
;1.
 
;1.
:cLK cMP cHK
+
:2LK 2MP 2HK
 
:A basic ground chain combo ending in sweep. Safe on block.
 
:A basic ground chain combo ending in sweep. Safe on block.
  
 
;2.
 
;2.
:cLK cMP sHK Copter
+
:2LK 2MP 5HK Copter
 
: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.  
 
: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.  
  
 
;3.
 
;3.
:cLK cMP sHK Copter Dynamo
+
:2LK 2MP 5HK Copter Dynamo
 
:A basic ground chain combo ending in a super cancel.
 
:A basic ground chain combo ending in a super cancel.
  
 
;4.
 
;4.
:cLK cMP cHP
+
:2LK 2MP 2HP
 
:jMK jHK
 
:jMK jHK
:otg cLK cMP cHP Excella Dynamo  
+
:OTG 2LK 2MP 2HP Excella Dynamo  
 
:A basic combo with an air chain. Does solid damage for its simplicity. [https://youtu.be/9TK38gnXT2s?list=PLBlGiIY1YG4wdYENtrXDEUuheMRlOb30e (video)]
 
:A basic combo with an air chain. Does solid damage for its simplicity. [https://youtu.be/9TK38gnXT2s?list=PLBlGiIY1YG4wdYENtrXDEUuheMRlOb30e (video)]
  
 
;5.
 
;5.
:cLK cMP cHP
+
:2LK 2MP 2HP
 
:jMK jHK
 
:jMK jHK
:otg cLK cMK
+
:OTG 2LK 2MK
 
:jMP jHK
 
:jMP jHK
:cMP sHP Copter Dynamo
+
:2MP 5HP Copter Dynamo
:A basic combo that sets up a restand. After the restand, you can choose to go for a reset such as cLK, MGR, instant j2MP, instant jHP, Kanchou, etc.
+
: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.
  
 
==Solo Combos==
 
==Solo Combos==
 
<span style="font-size:150%">'''Playlist''': https://www.youtube.com/playlist?list=PLBlGiIY1YG4wdYENtrXDEUuheMRlOb30e</span>
 
  
 
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">
 
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">
===cLK===
+
===2LK===
  
 
{{SGCombo_Header}}
 
{{SGCombo_Header}}
Line 106: Line 544:
 
{{SGCombo
 
{{SGCombo
 
| notation=
 
| notation=
:cLK cMP cHP
+
:2LK 2MP 2HP
 
:jMK jHK
 
:jMK jHK
:otg cLK cMK
+
:OTG 2LK 2MK
 
:jMP jHK
 
:jMP jHK
:cMP cHP
+
:2MP 2HP
 
:jLPxN jHP
 
:jLPxN jHP
:sLPx2 sMP sHP Copter Dynamo
+
:5LPx2 5MP 5HP Copter Dynamo
 
| damage=7292
 
| damage=7292
 
| meter=1
 
| meter=1
Line 119: Line 557:
 
| description=
 
| description=
 
* Reliable midscreen combo with serviceable damage and multiple reset points. If you're only going to know one combo, make it this one.  
 
* 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.
+
* Uses OTG.  
 
* Does about 100 more damage with maximum jLP mash.
 
* Does about 100 more damage with maximum jLP mash.
| video=https://youtu.be/_HpE-EMSH_I?list=PLBlGiIY1YG4wdYENtrXDEUuheMRlOb30e
+
* 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=[https://youtu.be/_HpE-EMSH_I (video)]
 
|}}
 
|}}
  
 
{{SGCombo
 
{{SGCombo
 
| notation=
 
| notation=
:cLK cMP cHP
+
:2LK 2MP 2HP
 
:jMK jHK
 
:jMK jHK
:otg cLK cMK
+
:OTG 2LK 2MK
 
:jMP jHK
 
:jMP jHK
:sHP Pummel
+
:5HP Pummel
:cMP sHP RS
+
:2MP 5HP RS
:sLPx2 sMP sHP Copter Dynamo  
+
:5LPx2 5MP 5HP Copter Dynamo  
 
| damage=7694
 
| damage=7694
 
| meter=1
 
| meter=1
Line 140: Line 579:
 
* Solid damage for a screen-universal combo, but a bit harder due to the Pummel and RS, and does not work on happy birthdays.
 
* 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.
 
* Uses OTG and stagger.
| video=https://youtu.be/mpT7uQdy7R0?list=PLBlGiIY1YG4wdYENtrXDEUuheMRlOb30e
+
* 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=[https://youtu.be/mpT7uQdy7R0 (video)]
 
|}}
 
|}}
  
 
{{SGCombo
 
{{SGCombo
 
| notation=
 
| notation=
:cLK cMP sHP Kanchou
+
:2LK 2MP 5HP RS
:cMK
+
:2LK 2MK
 
:jMP jHK
 
:jMP jHK
:sHP Pummel
+
:5HP Pummel
:cMP sHP RS
+
:2MP 2HP
:cLK cMP sHP RS
+
:jLPxN jHP
:sLPx2 sMP sHP Copter Dynamo
+
:5LPx2 5MP 5HP Copter Dynamo
 +
| damage=7532
 +
| meter=1
 +
| location=Anywhere
 +
| charspecific=Universal
 +
| description=
 +
* Saves OTG
 +
| video=[https://youtu.be/7JYL7Tu3ry0 (video)]
 +
|}}
 +
 
 +
{{SGCombo
 +
| notation=
 +
:2LK 2MP 5HP Kanchou
 +
:2MK
 +
:jMP jHK
 +
:5HP Pummel
 +
:2MP 5HP RS
 +
:2LK 2MP 5HP RS
 +
:5LPx2 5MP 5HP Copter Dynamo
 
| damage=8347
 
| damage=8347
 
| meter=1
 
| meter=1
Line 160: Line 618:
 
* Doesn't work if your back is close to the corner.  
 
* 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.
 
* 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=https://youtu.be/qQkMsn7qQH8?list=PLBlGiIY1YG4wdYENtrXDEUuheMRlOb30e
+
| video=[https://youtu.be/qQkMsn7qQH8 (video)]
 
|}}
 
|}}
 +
 +
{{SGCombo
 +
| notation=
 +
:2LK 2MP 5HP Kanchou
 +
:Horns
 +
:2MK
 +
:jMP jHK
 +
:5HP Pummel
 +
:2MP 5HK Copter Dynamo
 +
:5LK 2MP 6HP Copter
 +
| damage=9014
 +
| meter=1
 +
| location=Midscreen, ender requires corner
 +
| charspecific=Lights
 +
| description=
 +
* Add 5LP before 2MK to make the combo a bit easier at the cost of only ~100 damage
 +
| video=[https://youtu.be/FNh-YErQnaQ?t=1s (video)]
 +
|}}
 +
 +
{{SGCombo
 +
| notation=
 +
:2LK 2MP 2HP
 +
:jMP jHK
 +
:5HP RS
 +
:2LK 2MP 5HP Pummel
 +
:microdash 5MK 5HK Copter Dynamo
 +
:2LP 2MP 5HK Copter
 +
| damage=8175
 +
| meter=1
 +
| location=Anywhere, ender requires corner
 +
| charspecific=Mediums/Heavies (except Eliza)
 +
| description=
 +
* 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=[https://youtu.be/VEm-2yKhDZc (video)]
 +
|}}
 +
 +
 +
{{SGCombo
 +
| notation=
 +
:2LK 2MP 2HP
 +
:jMP jHK
 +
:jLK jMP jHK
 +
:jLP jMP jHK
 +
:5MP MGR
 +
:5LPx2 5MP 5HK Copter Dynamo
 +
| damage=7623
 +
| meter=1
 +
| location=Anywhere
 +
| charspecific=Heavies
 +
| description=
 +
* 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=[https://youtu.be/WGikelnrAvs?t=1s (video)]
 +
|}}
 +
 +
{{SGCombo
 +
| notation=
 +
:2LK 2MP 2HP
 +
:jMP jHK
 +
:jLK jMP jHK
 +
:jLP jMP jHK
 +
:5HK Copter Dynamo
 +
:5LPx2 5MP 5HK Copter
 +
| damage=7641
 +
| meter=1
 +
| location=Anywhere, ender requires corner
 +
| charspecific=Heavies
 +
| description=
 +
* On Double, you need to walk forward a bit before doing jLK and jLP, else jLP will whiff (not necessary in the corner).
 +
| video=[https://youtu.be/WGikelnrAvs?t=17s (video)]
 +
|}}
 +
 +
 +
{{SGCombo
 +
| notation=
 +
:2LK 2MP 2HP
 +
:jMP jHK
 +
:jLK jMP jHK
 +
:5HP Pummel
 +
:2MP 5HK Copter Dynamo
 +
:5LPx2 5MP 5HK Copter
 +
| damage=8118
 +
| meter=1
 +
| location=Anywhere, ender requires corner
 +
| charspecific=Heavies
 +
| description=
 +
| video=[https://youtu.be/WGikelnrAvs?t=40s (video)]
 +
|}}
 +
 +
 +
{{SGCombo
 +
| notation=
 +
:2LK 2MP 2HP
 +
:jMP jMK jHP
 +
:5MP MGR
 +
:2LK 2MP 2HP
 +
:jLPxN jHP
 +
:5LPx2 5MP 5HP Copter Dynamo
 +
| damage=8188
 +
| meter=1
 +
| location=Anywhere
 +
| charspecific=Double only. Also doable on Big Band, but the jMP jMK jHP restand is harder.
 +
| description=
 +
| video=[https://youtu.be/LuRLqt4ql9s (video)]
 +
|}}
 +
 +
{{SGCombo
 +
| notation=
 +
:2LK 2MP 2HP
 +
:8jHP
 +
:5LP 2MK
 +
:jMP jHK
 +
:5HP Pummel
 +
:2MP 5HK Copter Dynamo
 +
:5LK 5MP 5HK Copter
 +
| damage=8016
 +
| meter=1
 +
| location=Corner
 +
| charspecific=Lights/Mediums
 +
| description=
 +
* 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=[https://youtu.be/V13DaZvEgww (video)]
 +
|}}
 +
  
 
{{SGCombo_Footer}}
 
{{SGCombo_Footer}}
 +
  
  
Line 173: Line 759:
 
| notation=
 
| notation=
 
:Air throw
 
:Air throw
:otg jLK  
+
:OTG jLK  
:cMK
+
:2MK
 
:jMP jHK  
 
:jMP jHK  
:sHP Pummel
+
:5HP Pummel
:cMP sHP RS
+
:2MP 5HP RS
:cLK cMP sHP RS
+
:2LK 2MP 5HP RS
:sLPx2 sMP sHP Copter Dynamo
+
:5LPx2 5MP 5HP Copter Dynamo
 
| damage=5808
 
| damage=5808
 
| meter=1
 
| meter=1
Line 186: Line 772:
 
| description=
 
| description=
 
*Use jLP instead of jLK if the throw is very low off the ground.
 
*Use jLP instead of jLK if the throw is very low off the ground.
| video=
+
| video=[https://www.youtube.com/watch?v=gROBxB59eco&t=23 (video)]
 +
|}}
  
 +
{{SGCombo_Footer}}
 +
 +
===MGR===
 +
 +
{{SGCombo_Header}}
 +
 +
{{SGCombo
 +
| notation=
 +
:MGR
 +
:2LP 2MP 2HP
 +
:jLPxN jHP
 +
:2LK 2MK
 +
:jMP jHK
 +
:5HP Pummel
 +
:2MP 5HP RS
 +
:5LPx2 5MP 5HP Copter Dynamo
 +
| damage=6839
 +
| meter=1
 +
| location=Anywhere
 +
| charspecific=Universal
 +
| description=
 +
| video=[https://www.youtube.com/watch?v=GzkwdYaydQQ&t=41 (video)]
 +
|}}
 +
{{SGCombo
 +
| notation=
 +
:MGR
 +
:microdash 2LK 2MK
 +
:jMP jHK
 +
:5HP Pummel
 +
:2MP 5HP RS
 +
:2LK 2MP 5HP RS
 +
:5LPx2 5MP 5HP Copter Dynamo
 +
| damage=6892
 +
| meter=1
 +
| location=Anywhere
 +
| charspecific=Universal (except Painwheel)
 +
| description=
 +
* More difficult than the above
 +
| video=[https://youtu.be/GzkwdYaydQQ?t=20s (video)]
 +
|}}
 +
{{SGCombo
 +
| notation=
 +
:MGR
 +
:2LK 2MP 6HP Horns
 +
:5LK 2MK Horns
 +
:5MP 2HP
 +
:jLPxN jHP
 +
:5LPx2 2MK
 +
:jMP jHK
 +
:5HK Copter Dynamo
 +
| damage=7426
 +
| meter=1
 +
| location=Corner
 +
| charspecific=Lights
 +
| description=
 +
| video=[https://youtu.be/j7t8Rw2SbAA?t=1s (video)]
 +
|}}
 +
 +
{{SGCombo
 +
| notation=
 +
:MGR
 +
:2LK 2MP 6HP Horns
 +
:5LK 2MK Horns
 +
:5MP 2HP
 +
:jLPxN jHP
 +
:5LPx2 5MP 5HP Pummel
 +
:5HK Copter Dynamo
 +
| damage=7616
 +
| meter=1
 +
| location=Corner
 +
| charspecific=Lights
 +
| description=
 +
| video=[https://youtu.be/j7t8Rw2SbAA?t=20s (video)]
 +
|}}
 +
 +
{{SGCombo_Footer}}
 +
 +
===Counter hit punishes===
 +
 +
{{SGCombo_Header}}
 +
{{SGCombo
 +
| notation=
 +
:CH jHK
 +
:2MP 2HP
 +
:8jHP
 +
:5LP 2MK
 +
:jMP jHK
 +
:5HP Pummel
 +
:5MP 2HP
 +
:jLPxN jHP
 +
:2LK 2HP Excella Dynamo
 +
:2HK Copter
 +
| damage=9278
 +
| meter=1
 +
| location=Corner
 +
| charspecific=Lights/Mediums
 +
| description=
 +
* 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=[https://youtu.be/P5h0zInVFC4 (video)] (video uses CH jHP, but was recorded before it scaled to 75%)
 +
|}}
 +
 +
{{SGCombo
 +
| notation=
 +
:CH 2HP
 +
:jMP jHK
 +
:5HP RS
 +
:jLK jMP jHK
 +
:5MK 5HP Pummel
 +
:2MP 5HP RS
 +
:2LK 2MP 5HP RS
 +
:5LPx2 5MP 5HP Copter Dynamo
 +
| damage=9289
 +
| meter=1
 +
| location=Anywhere
 +
| charspecific=Heavies
 +
| description=
 +
* Saves OTG for possible Dynamo extension in corner
 +
| video=[https://youtu.be/1eOMuUICToQ?t=1s (video)]
 +
|}}
 +
 +
{{SGCombo
 +
| notation=
 +
:CH 2HP
 +
:jMP jHK
 +
:5HP RS
 +
:jLK jMP jHK
 +
:5MK 5HP Pummel
 +
:2MP 5HP RS
 +
:5LPx2 5HK Copter Dynamo
 +
:5LK 5MP 5HK Copter
 +
| damage=9649
 +
| meter=1
 +
| location=Anywhere, ender requires corner
 +
| charspecific=Heavies
 +
| description=
 +
| video=[https://youtu.be/1eOMuUICToQ?t=24s (video)]
 
|}}
 
|}}
 
{{SGCombo_Footer}}
 
{{SGCombo_Footer}}
  
 
===Double snap===
 
===Double snap===
 +
 
{{SGCombo_Header}}
 
{{SGCombo_Header}}
  
Line 197: Line 922:
 
| notation=
 
| notation=
 
:Snapback
 
:Snapback
:otg cLK cHP
+
:OTG 2LK 2HP
 
:(uncombo) jHK
 
:(uncombo) jHK
 
:repeat
 
:repeat
Line 206: Line 931:
 
| description=
 
| description=
 
*Easy and effective. Don't forget to delay jHK a lot.  
 
*Easy and effective. Don't forget to delay jHK a lot.  
| video=https://www.youtube.com/watch?v=R52sjyQ3Zdc
+
| video=[https://www.youtube.com/watch?v=R52sjyQ3Zdc (video)]
 
|}}
 
|}}
  
Line 212: Line 937:
 
| notation=
 
| notation=
 
:Snapback
 
:Snapback
:otg cLK cHP
+
:OTG 2LK 2HP
 
:(uncombo) Butt
 
:(uncombo) Butt
 
:repeat
 
:repeat
Line 221: Line 946:
 
| description=
 
| description=
 
*Builds more meter than the jHK loop. Looks cooler, too.  
 
*Builds more meter than the jHK loop. Looks cooler, too.  
| video=https://www.youtube.com/watch?v=R52sjyQ3Zdc&t=27
+
| video=[https://www.youtube.com/watch?v=R52sjyQ3Zdc&t=27 (video)]
 
|}}
 
|}}
  
Line 232: Line 957:
 
{{SGCombo
 
{{SGCombo
 
| notation=
 
| notation=
:cLK cMK
+
:2LK 2MK
 +
:repeat
 +
| damage=N/A
 +
| meter=0
 +
| location=Anywhere
 +
| charspecific=Universal
 +
| description=
 +
*Simple and works on everyone.
 +
| video=[https://www.youtube.com/watch?v=ozQku5qwQmU (video)]
 +
|}}
 +
 
 +
{{SGCombo
 +
| notation=
 +
:2LK 2MK
 
:(uncombo) instant j2MP
 
:(uncombo) instant j2MP
 
:repeat
 
:repeat
Line 241: Line 979:
 
| description=
 
| description=
 
*Simple and works on everyone.  
 
*Simple and works on everyone.  
| video=https://www.youtube.com/watch?v=ozQku5qwQmU&t=17
+
| video=[https://www.youtube.com/watch?v=ozQku5qwQmU&t=17 (video)]
 +
|}}
  
 +
{{SGCombo
 +
| notation=
 +
:5LK 5MP 2HP Kanchou Feint
 +
:repeat
 +
| damage=N/A
 +
| meter=0
 +
| location=Midscreen
 +
| charspecific=Universal
 +
| description
 +
| video=[https://youtu.be/ozQku5qwQmU?t=30 (video)]
 
|}}
 
|}}
 
{{SGCombo_Footer}}
 
{{SGCombo_Footer}}
  
  
===MGR===  
+
</div>
 +
 
 +
==Team Combos==
 +
 
 +
Note: "5LPx2 etc" means an ender string of your choice, see General Combo Tips for a list of options.
 +
 
 +
===Big Band===
 +
 
 +
====H Brass Knuckles assist====  
  
 
{{SGCombo_Header}}
 
{{SGCombo_Header}}
Line 253: Line 1,010:
 
{{SGCombo
 
{{SGCombo
 
| notation=
 
| notation=
:MGR
+
:2LK 2MP 5HP+Brass Kanchou
:cLP cMP cHP
+
:2MK
:jLPxN jHP  
+
:jMP jHK
:cLK cMK
+
:5HP Pummel
:jMP jHK
+
:2MP 5HP RS
:sHP Pummel  
+
:2LK 2MP 5HP RS
:cMP sHP RS  
+
:5LPx2 etc Dynamo
:sLPx2 sMP sHP Copter Dynamo
+
| damage=8900
| damage=6839
+
| meter=1
 +
| location=Midscreen
 +
| charspecific=Universal
 +
| description=
 +
*Midscreen Kanchou combo with Brass in the first chain.
 +
*Doesn't use OTG.
 +
*See video for more details.
 +
| video=[https://youtu.be/klWGVcTFdwE?t=10 (video)]
 +
|}}
 +
 
 +
{{SGCombo
 +
| notation=
 +
:2LK 2MP 5HP Kanchou
 +
:OTG 2HK+Brass Pummel
 +
:2MP 5HP RS
 +
:2LK 2MP 2HP
 +
:jLPxN jHP
 +
:5LPx2 etc Dynamo
 +
| damage=8900
 +
| meter=1
 +
| location=Midscreen
 +
| charspecific=Universal
 +
| description=
 +
*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=[https://youtu.be/klWGVcTFdwE?t=40 (video)]
 +
|}}
 +
 
 +
{{SGCombo
 +
| notation=
 +
:2LK 2MP 5HP Butt+Brass   
 +
:6HP Excella             
 +
:OTG 5LK 5MP 2HP             
 +
:jLPxN jHP             
 +
:5MK 5HP Pummel            
 +
:microdash 5LPx2 etc Dynamo
 +
| damage=10200
 +
| meter=1
 +
| location=Corner
 +
| charspecific=Universal
 +
| description=
 +
*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=[https://youtu.be/klWGVcTFdwE?t=68 (video)]
 +
|}}
 +
 
 +
{{SGCombo
 +
| notation=
 +
:MGR
 +
:OTG 2LK 2MP 5HK Brass Pummel
 +
:2MP 2HP
 +
:jLPxN jHP
 +
:2MK
 +
:jMP jHK
 +
:5LK 2MP 5HP RS
 +
:5LPx2 etc Dynamo  
 +
| damage=7670
 
| meter=1
 
| meter=1
 
| location=Anywhere
 
| location=Anywhere
 
| charspecific=Universal
 
| charspecific=Universal
 
| description=
 
| description=
*Video link also contains some alternative combos involving microdash cLK cMK.  
+
*Midscreen MGR combo. Works in the corner too, but you should definitely learn the corner-only version below if you're learning this.
| video=https://www.youtube.com/watch?v=GzkwdYaydQQ&t=41
+
*See video for more details.
 +
| video=[https://youtu.be/klWGVcTFdwE?t=116 (video)]
 +
|}}
  
 +
{{SGCombo
 +
| notation=
 +
:MGR
 +
:OTG 2MK 5HK Butt+Brass
 +
:2MK
 +
:jMP jHK
 +
:5HP Pummel
 +
:2MP 5HP RS
 +
:2LK 2MP 5HP RS
 +
:5LPx2 2MK 6HP Copter Dynamo
 +
| damage=8244
 +
| meter=1
 +
| location=Corner
 +
| charspecific=Universal
 +
| description=
 +
*Corner MGR combo. Good damage for a throw starter.
 +
*See video and the description for more details.
 +
| video=[https://youtu.be/klWGVcTFdwE?t=169 (video)]
 
|}}
 
|}}
 +
 +
{{SGCombo
 +
| notation=
 +
:DDrop
 +
:OTG 2HK Butt+Brass
 +
:2MK
 +
:jMP jHK
 +
:5HP Pummel
 +
:2MP 5HP RS
 +
:2LK 2MP 5HP RS
 +
:5LPx2 2MK 6HP Copter Dynamo
 +
| damage=8419
 +
| meter=1
 +
| location=Corner
 +
| charspecific=Everyone except Band
 +
| description=
 +
*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=[https://youtu.be/klWGVcTFdwE?t=190 (video)]
 +
|}}
 +
 
{{SGCombo_Footer}}
 
{{SGCombo_Footer}}
  
</div>
+
====L/M Beat Extend assist====
  
==Team Combos==
+
todo
 +
 
 +
===Double===
 +
 
 +
====Clide assist====
 +
 
 +
{{SGCombo_Header}}
 +
 
 +
{{SGCombo
 +
| notation=
 +
:2LK 2MP 5HP Kanchou
 +
:(Horns) OTG Butt+Clide
 +
:2MK                   
 +
:jMP jHK               
 +
:5HP Pummel             
 +
:2MP 5HP Runstop       
 +
:5LPx2 etc Dynamo             
 +
| damage=8856
 +
| meter=1
 +
| location=Midscreen
 +
| charspecific=Universal
 +
| description=
 +
*Midscreen Kanchou 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=[https://youtu.be/-NPRDPD5lK0 (video)]
 +
|}}
 +
 
 +
{{SGCombo
 +
| notation=
 +
:2LK 2MP 5HP MLnL+Clide
 +
:Kanchou
 +
:2MK
 +
:jMP jHK
 +
:5HP Pummel
 +
:2LK 2MP 5HP RS
 +
:5LP 2MP 5HP Copter Dynamo
 +
| damage=8987
 +
| meter=1
 +
| location=Midscreen
 +
| charspecific=Non-Band/Double
 +
| description=
 +
| video=
 +
|}}
 +
 
 +
 
 +
{{SGCombo
 +
| notation=
 +
:MGR
 +
:OTG 2LK 2MP 5HK Clide Kanchou
 +
:2MK
 +
:5HP Pummel
 +
:2MP 5HP RS
 +
:2LK 2MP 5HP RS
 +
:5LPx2 etc Dynamo
 +
| damage=7681
 +
| meter=1
 +
| location=Anywhere
 +
| charspecific=Universal
 +
| description=
 +
*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=[https://youtu.be/lm-wTtfNAR4 (video)]
 +
|}}
 +
 
 +
{{SGCombo
 +
| notation=
 +
:DDrop
 +
:OTG 6HP+Clide
 +
:2MK
 +
:5HP Pummel
 +
:2MP 5HP RS
 +
:2LK 2MP 5HP RS
 +
:5LPx2 etc Dynamo
 +
| damage=7866
 +
| meter=1
 +
| location=Anywhere
 +
| charspecific=Non-Beo/Band
 +
| description=
 +
*DDrop conversion that works anywhere on the screen.
 +
| video=[https://youtu.be/7O4w3U00enI (video)]
 +
|}}
 +
 
 +
{{SGCombo_Footer}}
 +
 
 +
====M Hornet Bomber assist====
 +
 
 +
todo
 +
 
 +
====L Hornet Bomber assist====
 +
 
 +
[https://youtu.be/ije11LZU-dQ]
 +
 
 +
 
 +
==Damage/Undizzy Ratios==
 +
 
 +
[[Skullgirls/Mechanics/Esoteric#Damage.2FUndizzy_Ratios|Explanation / how to use]]
 +
 
 +
{| class="wikitable sortable" style="text-align:center; margin:auto"
 +
! style="background-color:#262e32;" | Move
 +
! style="background-color:#262e32;" | Damage/undizzy
 +
! style="background-color:#262e32;" | Damage (max scaling)
 +
! style="background-color:#262e32;" | Undizzy
 +
|-
 +
|236LP+LK
 +
|31.6
 +
|632
 +
|20
 +
|-
 +
|214LP+LK
 +
|31.6
 +
|632
 +
|20
 +
|-
 +
|623HP
 +
|24.25
 +
|485
 +
|20
 +
|-
 +
|236HP
 +
|19.25
 +
|385
 +
|20
 +
|-
 +
|Battle Butt
 +
|19.25
 +
|385
 +
|20
 +
|-
 +
|623MP
 +
|16.5
 +
|330
 +
|20
 +
|-
 +
|623LP+LK
 +
|16.5
 +
|330
 +
|20
 +
|-
 +
|236MP
 +
|15.8
 +
|316
 +
|20
 +
|-
 +
|6HP
 +
|14.66666667
 +
|440
 +
|30
 +
|-
 +
|Kanchou
 +
|13.75
 +
|275
 +
|20
 +
|-
 +
|Pummel Horse
 +
|10.5
 +
|210
 +
|20
 +
|-
 +
|2HK
 +
|10.06666667
 +
|302
 +
|30
 +
|-
 +
|5HP
 +
|9.166666667
 +
|275
 +
|30
 +
|-
 +
|236LP
 +
|9
 +
|180
 +
|20
 +
|-
 +
|5HK
 +
|8.666666667
 +
|260
 +
|30
 +
|-
 +
|5LP
 +
|8
 +
|120
 +
|15
 +
|-
 +
|j.LP (3 hit)
 +
|8
 +
|120
 +
|15
 +
|-
 +
|j.2MP
 +
|8
 +
|160
 +
|20
 +
|-
 +
|j.MK
 +
|6.5
 +
|130
 +
|20
 +
|-
 +
|2HP
 +
|6.333333333
 +
|190
 +
|30
 +
|-
 +
|j.HP
 +
|6.333333333
 +
|190
 +
|30
 +
|-
 +
|j.HK
 +
|6.333333333
 +
|190
 +
|30
 +
|-
 +
|5MP
 +
|6
 +
|120
 +
|20
 +
|-
 +
|5MK
 +
|6
 +
|120
 +
|20
 +
|-
 +
|j.MP
 +
|5.75
 +
|115
 +
|20
 +
|-
 +
|2MP
 +
|5.5
 +
|110
 +
|20
 +
|-
 +
|5LK
 +
|5.333333333
 +
|80
 +
|15
 +
|-
 +
|2MK
 +
|5
 +
|100
 +
|20
 +
|-
 +
|2LK
 +
|4.333333333
 +
|65
 +
|15
 +
|-
 +
|j.LK
 +
|4
 +
|60
 +
|15
 +
|-
 +
|2LP
 +
|3.333333333
 +
|50
 +
|15
 +
|}
 +
 
 +
 
 +
 
 +
{{Skullgirls}}
  
Coming soon
+
[[Category:Skullgirls]]

Revision as of 07:14, 21 November 2019

Cerebella main page

Abbreviation Meaning
General legend
(N) Multi-hit move hits only X 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
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 Qcf.png
214 Qcb.png
623 Dp.png
421 Rdp.png
[4]6 B.png (hold for 35 frames), F.png
[2]8 D.png (hold for 35 frames), U.png
360 360.png
 
 = 
7 8 9
4 5 6
1 2 3


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
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
Run Stop RS [4]6K~LK
Diamond Dynamo Dynamo 236PP
Ultimate Showstopper 360 360LP+LK
Diamonds are Forever Level 3 214PP


General Combo 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.
  • Bella has a lot of options when it comes to ender strings. The standard ender is 5LPx2 5MP 5HP Copter, but you could alternatively do:
    • 5LPx2 2MK 6HP Excella - same damage but builds more meter. Unreliable on Bella/Beo/Double when midscreen.
    • 5LPx2 2MK 6HP Copter - more damage, corner only.
    • 5LPx2 2MP 5HP Copter - slightly less damage but more consistent midscreen when the spacing is a little wide (eg. after jLPxN jHP)
    • 5LPx2 2MP 5HK Copter - slightly less damage, slightly more meter gain, more time to input 623 if your execution isn't quite there yet, works OTG.

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.


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.



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.



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


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!

1.
2LK 2MP 2HK
A basic ground chain combo ending in sweep. Safe on block.
2.
2LK 2MP 5HK Copter
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.
3.
2LK 2MP 5HK Copter Dynamo
A basic ground chain combo ending in a super cancel.
4.
2LK 2MP 2HP
jMK jHK
OTG 2LK 2MP 2HP Excella Dynamo
A basic combo with an air chain. Does solid damage for its simplicity. (video)
5.
2LK 2MP 2HP
jMK jHK
OTG 2LK 2MK
jMP jHK
2MP 5HP Copter 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.

Solo Combos

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

9278

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)



Team Combos

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

Big Band

H Brass Knuckles assist

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 2MK 6HP Copter Dynamo

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)


L/M Beat Extend assist

todo

Double

Clide assist

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

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

8987

1

Midscreen

Non-Band/Double


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 assist

todo

L Hornet Bomber assist

[1]


Damage/Undizzy Ratios

Explanation / how to use

Move Damage/undizzy Damage (max scaling) Undizzy
236LP+LK 31.6 632 20
214LP+LK 31.6 632 20
623HP 24.25 485 20
236HP 19.25 385 20
Battle Butt 19.25 385 20
623MP 16.5 330 20
623LP+LK 16.5 330 20
236MP 15.8 316 20
6HP 14.66666667 440 30
Kanchou 13.75 275 20
Pummel Horse 10.5 210 20
2HK 10.06666667 302 30
5HP 9.166666667 275 30
236LP 9 180 20
5HK 8.666666667 260 30
5LP 8 120 15
j.LP (3 hit) 8 120 15
j.2MP 8 160 20
j.MK 6.5 130 20
2HP 6.333333333 190 30
j.HP 6.333333333 190 30
j.HK 6.333333333 190 30
5MP 6 120 20
5MK 6 120 20
j.MP 5.75 115 20
2MP 5.5 110 20
5LK 5.333333333 80 15
2MK 5 100 20
2LK 4.333333333 65 15
j.LK 4 60 15
2LP 3.333333333 50 15


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