Skullgirls/Cerebella/Combos

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Shorthand Guide

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)
  • 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.
  • 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 the moment after Cerebella's hat lands back on her head.
  • For combos that end in 5LPx2 5MP 5HP Copter, 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.

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

Playlist: https://www.youtube.com/playlist?list=PLBlGiIY1YG4wdYENtrXDEUuheMRlOb30e

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

8347

1

Midscreen

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.
  • Video link also contains variants that require carrying to the corner, but do very good damage.

(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)


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
(uncombo) instant j2MP
repeat

N/A

0

Anywhere

Universal

  • Simple and works on everyone.

(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 link also contains some alternative combos involving microdash 2LK 2MK.

(video)


Team Combos

Coming soon