Skullgirls/Cerebella/Combos

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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


Combo Resources

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.
  • 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.
    • 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.

Eventually migrate all of this into the combo template


Supers

Diamond Dynamo (ending in corner)
otg 2LK 2MK
jMP jHK (restand)
<stuff>
Diamond Dynamo (midscreen with assist)*
call assist + otg 6HP
<assist-specific pickup>

*Some examples of assists that work include:

  • Big Band M Beat Extend
  • Valentine H Bypass
  • Double Cilia Slide
  • Painwheel M Buer (convert with instant Pummel Horse)
  • Valentine green vial assist (convert with run into Pummel Horse)
  • Eliza Butcher's Blade (convert with microwalk, assist+6HP, run, Pummel Horse. Extremely difficult on some characters)

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.

Ultimate Showstopper (everyone but Big Band)*
Devil Horns cancel before the last hit
dash otg 2LK 2MK
jMP jHK
<stuff>

*On Big Band you can do 2LK 2MP 2HP, jMP jHK restand.

Diamonds Are Forever (midscreen wallbounce)
dash forward otg 2LK 2MK
<stuff>
Diamonds Are Forever (midscreen wallbounce) (slightly trickier but higher damage)
jump forward otg jHK 2MK
<stuff>

Notes:

  • Dash or jump forward on reaction to the wallbounce. Moving forward earlier than that can move the camera such that the wallbounce won't occur.
  • For the otg jHK, sometimes you will jump over them for a side switch, so be ready to jump in the correct direction after 2MK.
  • On lights you can dash 2MK or Devil Horns for an OTG-less conversion.
  • Pummel Horse is a universal otgless conversion that can be useful if the level 3 is used later in a combo (due to the forced 45% scaling)
Diamonds Are Forever (corner)*
neutral jump**, jLP jHP
[dash] otg 2LK 2MK
<stuff>

* Not consistent/practical on Filia/Fukua/Parasoul.

** Against a lot of characters (particularly the heavier ones) you can even upforward instead of neutral jump to land even closer to the corner, making the OTG pickup easier.

Throws

Ground throw (corner)
otg 2LK 2MK
jMP jHK (restand)
<stuff>
Ground throw (midscreen)*
Diamond Dynamo

*Pummel Horse can be used for a difficult and character-specific conversion, but it's not worth going for except for style points. Just use a command grab midscreen.

Air throw
otg jLP/jLK/jHK*
2MK
jMP jHK (restand)
<stuff>

*jHK only works from roughly superjump height and above.

Merry-Go-Rilla*
microdash, otg 2LK 2MK
jMP jHK (restand)
<stuff>

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

Merry-Go-Rilla (if you don't like microdashes)
otg 2LP 2MP 2HP
jLPxN jHP (restand)
<stuff>
Diamond Drop (midscreen)
Diamond Dynamo
Diamond Drop (throwing close to corner)
[microdash if necessary] otg 2LK 2MK
jMP jHK (restand)
<stuff>

Notes:

  • Some assists (pretty much all of the Dynamo conversion assists) will give you a close-to-corner Diamond Drop conversion with assist + otg 2HK. This should work on everyone except Big Band/Beowulf.
  • Some assists (like H Bypass and Cilia Slide) will give you a midscreen Diamond Drop conversion with assist+6HP, but it's tighter and won't work on Big Band/Beowulf. Assists like M Beat Extend don't have enough range and will not work for this.
Excellebella (corner)
otg 2LP 2MK
jMP jHK (restand)
<stuff>
Excellebella (midscreen)
Diamond Dynamo

Misc. special moves

Kanchou (into corner)
Immediate super cancel to Diamond Dynamo
Kanchou (midscreen)*
(wallbounce) 2MK**
jMP jHK
<stuff>

*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.

Diamond Deflector
(dashjump) jHK or jMP
<stuff>

Notes:

  • 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 every button after it will be tracked.
Devil Horns
otg 2LK 2MK*
jMP jHK (restand)
<stuff>
  • On lights or when used as an anti-air, you may have enough juggle height to convert with 5LK 2MK without using OTG.
Lock n' Load (any strength)
Diamond Dynamo
Lock n' Load (H only)
Diamonds are Forever
Cerecopter
Diamond Dynamo

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 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)


Dynamo

Notation Damage Meter Cost Location Character Specific? Description Video
Dynamo
otg 2LK 2MK
jMK jHK
<etc>

1

Corner

Universal

  • Without an assist, Bella needs the corner and OTG to combo after Dynamo. With an assist she can do assist + otg 6HP midscreen


360

Notation Damage Meter Cost Location Character Specific? Description Video
360
Horns
dash otg 2LK 2MK
jMP jHK
<etc>

1

Anywhere

Universal (-Big Band)


360
Horns
dash otg 2LK 2MP 2HP
jMP jHK
<etc>

1

Anywhere

Big Band version


Level 3

Notation Damage Meter Cost Location Character Specific? Description Video
Level 3
dash otg 2LK 2MK
<etc>

1

Midscreen (wallbounce)

  • Dash or jump forward on reaction to the wallbounce. Moving forward earlier than that can move the camera such that the wallbounce won't occur.
  • On lights you can dash 2MK or Devil Horns for an OTG-less conversion.
  • Pummel Horse is a universal otgless conversion that can be useful if the level 3 is used later in a combo (due to the forced 45% scaling)


Level 3
otg 9jHK
2MK
<etc>

1

Midscreen (wallbounce)

  • Slightly trickier but higher damage
  • For the otg jHK, sometimes you will jump over them for a side switch, so be ready to jump in the correct direction after 2MK.


Level 3
8/9jLP jHP
(dash) otg 2LK 2MK
<etc>

1

Corner

Not consistent/practical on Filia/Fukua/Parasoul.

  • Against a lot of characters (particularly the heavier ones) you can even upforward instead of neutral jump to land even closer to the corner, making the OTG pickup easier.


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

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. Can use 5MK if close enough.
  • 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

Anywhere

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)

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

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