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General BnB Compendium

CaioLugon

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Last update: Mar 20, 2018

This thread is meant to give you good and effective BnBs to help you learn and get used to a character and it's combo paths and mechanics. Some of these combos are not optimal, but the combo paths here are very likely similar or even the exact same that the best players are using right now, so it might not be ideal if you're new to fighting games but mastering them is fundamental to mastering your character! If you are a beginner trying to get started make sure you check the Beginner Resources Thread, there's a lot of content there that can really help you improve your game.


To properly learn your first combos, try getting consistent with it on training mode, then take it to arcade and try to land it as often as possible, after you can start your combo from most of the times that you get a hit against a CPU opponent you can start taking it online and you'll quickly notice how easy and natural it becomes to combo in this game.

To get more in-depth with a specific character you can go to their combo thread (linked in the name of the character) and explore in training mode to start making your own combos, developing tech and building synergy for your team.


Squigly

Recommended starter/poke: c.lk, c.mk

Midscreen - 6781 dmg [video]

c.lk, c.mk, s.hpx2 xx Silver Chord,
c.mk, s.hk,
j.mk (3 hits), j.hp,
rejump j.lp, j.mk (3 hits), j.hk,
c.lk, c.mk, s.hpx2 xx Stance Cancel,
s.lpx2, s.mp, c.hp xx Arpeggio xx Squigly Battle Opera,
dash, c.hp burst bait.



Corner only - 7604 dmg [video]

c.lk, c.mk, s.hpx2 xx Tremolo,
otg c.mk, s.hpx2 xx Silver Chord,
s.mp, s.hk,
j.mk (4 hits), j.hp,
rejump j.lp, j.mk (4 hits), j.hk,
s.lpx2, s.mp, c.hp xx Drag 'n' Bite xx Squigly Battle Opera,
dash back, c.hp burst bait.



Midscreen (Seria BnB) - 7375 dmg [video]

c.lk, c.mk, s.hpx2 xx Seria Cancel,
c.mk, s.hpx2 xx Seria Cancel,
c.mp, s.hpx2 xx Seria Cancel,
c.lk, c.mk, s.hk,
j.lp, j.mk (4 hits), j.hk,
s.lpx2, s.mp, c.hp xx Arpeggio xx Squigly Battle Opera,
dash, c.hp burst bait.



Corner only (Dragon's Breath charged) - 8429 dmg [video]

c.lk, c.mk, s.hpx2 xx Liver Mortis,
otg c.mk, s.hpx2 xx Silver Chord,
dash s.mp, s.hk,
j.mk (4 hits), j.hp,
rejump j.lp, j.mk (4 hits), j.hk,
s.lpx2, s.mp, c.hp xx Drag 'n' Bite xx Squigly Battle Opera,
dash back, c.hp burst bait.
Big Band

Recommended starter/poke: c.lk, c.mk

Midscreen only - 8389 dmg [video]

c.lk, c.mk, s.hp,
j.mp, j.hp, j.hk,
tech forward, otg c.mpx2 xx H Beat Extend (shake),
jump, j.lk, j.mk,
s.mk,
j.lp, j.lk, j.mk,
c.lpx2, c.mk, s.hk xx H Take The 'A' Train xx Super-Sonic Jazz.



Close to corner - ~8300 dmg [video]

c.lk, c.mk, s.hp,
j.mp, j.hp, j.hk xx Tympany Drive (hold 9)
otg j.mk,
c.lk, c.mpx2, s.hk xx H Beat Extend (shake),
jump, j.lp, j.lk, j.mk,
c.lpx2, s.lk, c.mpx2, s.hk xx H Take The 'A' Train.



Close to corner (with taunt) - ~9400 dmg [video]

c.lk, c.mk, s.hp,
j.mp, j.hp, j.hk xx Tympany Drive (hold 9)
c.mpx2, s.hk xx M Brass Knuckles,
otg s.lk, s.mk,
j.lp, j.lk, j.mk,
c.lpx2, s.lk, c.mpx2, s.hk xx H Take The 'A' Train.



Corner only - 8562 dmg [video]

c.lk, c.mk, s.hk xx M Brass Knuckles,
otg c.mpx2, s.hk xx H Beat Extend (shake),
jump, j.lk, j.mk,
s.lk, s.mk,
j.lp, j.lk, j.mk,
c.lpx2, s.hp,
j.mp, j.mkx2, j.hk xx Tympany Drive (hold 9).
Eliza

Recommended starter/poke: c.lk, c.mk

Midscreen - 7182 dmg [video]

c.lk, c.mk, c.hp xx Dive of Horace,
dash, otg c.hk xx H Upper Khat,
j.mp, j.hp, adc, j.lk, j.mp, j.hp,
c.mk, s.hpx2 xx L Osiris Spiral,
s.lk, c.mk, s.hpx2 xx H Osiris Spiral xx Lady of Slaughter.



Corner only - 7682 dmg [video]

c.lk, c.mk, c.hp xx Dive of Horace,
otg c.hk xx M~H Upper Khat,
j.mk, j.hk, adc, j.lk, j.mp, j.hp,
s.mkx2, s.hpx3 xx L Osiris Spiral,
s.lpx3, s.mk, s.hpx3 xx H Osiris Spiral xx Lady of Slaughter.



Corner only (with Sekhmet) - 7846 dmg [video]

c.lk, c.mk, c.hp xx Dive of Horace,
otg c.hk xx M~H Upper Khat,
j.hk, adc, j.mp, j.hk xx L Sekhmet's Turn,
j.mp, s.hp xx Hathor's Return,
c.mk xx L Osiris Spiral,
s.lpx3, s.mk, s.hpx3 xx H Osiris Spiral xx Lady of Slaughter.



Corner only (with Sekhmet) - 8115 dmg [video]

c.lk, c.mk, c.hp xx Dive of Horace,
H Sekhmet's Turn,
j.mp, s.hp xx Hathor's Return,
s.hpx3 xx otg Throne of Isis,
c.mk, s.hpx3 xx L~M~H Upper Khat,
air dash, j.lk, j.mp,
s.lpx3, s.mk, s.hpx3 xx H Osiris Spiral xx Lady of Slaughter.
Ms Fortune

Recommended starter/poke: c.lk, s.mk

Midscreen (head-on) - 6925 dmg [video]

c.lk, s.mk, s.hk xx L Fiber Upper,
j.hp, adc, j.hp xx M El Gato,
c.mp, s.mk, s.hk xx L Fiber Upper,
j.lk, j.hp xx M El Gato,
dash, s.lp, s.lp, s.lk, s.mp, s.mk, s.hp, H Cat Scratch x3, Cat Scratch Fever.



Corner (head-on) - 7664 dmg [video]

c.lk, s.mk, s.hp xx L Fiber Upper,
j.hp, adc, j.hp xx M El Gato,
c.mp, s.mk, s.hp xx L Fiber Upper,
j.lk, j.hp xx M El Gato,
dash, s.lp, s.lp, s.lk, s.mp, s.mk, s.hp xx H Cat Scratch x3 xx Cat Scratch Fever.
(same as the midscreen combo, but with s.hp instead of s.hk)



Midscreen headless combo - ~5400 dmg [video]

c.lk, s.mk, s.hk,
j.mp, j.mk xx M El Gato,
otg c.lk, s.mk, s.hk,
j.lp, j.mp, j.mk xx M El Gato xx Feral Edge.



Corner headless combo - ~7100 dmg [video]

c.lk, s.mk, s.hk,
j.mp, j.mk xx M El Gato, Zoom!,
s.mp, s.mk xx H Fiber Upper,
j.lk, j.mk xx M El Gato, Zoom!,
dash, s.lpx2, s.lk, s.mp, s.mk, c.hk (1 hit) xx M Cat Scratch xx Cat Scratch Fever.
Peacock

Recommended starter/poke: s.lp, c.mk

Midscreen (double argus) - ~8.8k dmg [video]

s.lp, c.mk, c.hp, s.hk xx M Shadow of Impending Doom,
dash, s.lp, s.mp, s.mk,
j.mp, j.hp, adc, j.lp, j.mp,
s.lk, c.mk, c.hp, s.hk xx H Shadow of Impending Doom (hold) xx Argus Agony,
Release SoID, Argus Agony.



Corner only - ~8.3k/~10.1k dmg [video]

s.lp, c.mk, c.hp, s.hk, M Shadow of Impending Doom,
j.mk, j.hk,
j.mp, j.hk,
super jump, j.hp, adc (drop down), j.lp, j.mp,
c.mk, s.hk xx L george*
walk forward s.lpx2, s.lk, c.mp, c.mk, c.hp, s.hk xx H Shadow of Impending Doom (hold) xx Argus Agony,
Release SoID.

* H item (hold) > Argus Agony into the last chain
Painwheel

Recommended starter/poke: c.lk, c.mk

Midscreen - ~7300 dmg [video]

c.lk, c.mk, s.hp xx L Buer Reaper xx Flight,
6j.lk,
c.mk, s.hp xx L Gae Bolga Stinger,
dash, s.mp,
j.mp, j.hp xx Flight,
9j.mk, j.hp (3 hits), j.hk,
c.lp, s.lk, c.mp, s.hp, L Buer Reaper, Death Crawl.



Corner only - 8406 dmg [video]

c.lk, c.mk, c.hp xx H Buer Reaper xx Flight,
9j.mk xx L Buer Reaper,
otg L Buer Reaper xx Flight,
6j.lk,
s.mk, s.hk,
j.mp xx L Buer Reaper xx Flight,
9j.lp, j.mk, j.hp,
c.lp, s.lk, s.mk, s.hp xx L Buer Reaper xx Death Crawl.
Filia

Recommended starter/poke: c.lk, s.mk

Midscreen - 6682 dmg [video]

c.lk, s.mk, s.hp,
j.hp, adc, j.lk, j.hk,
otg c.lk, s.hp,
j.lp, j.mk (1 hit) xx H Airball, adc, j.mp (4 hits), j.hk,
s.lpx2, s.lk, s.mp, c.mk, c.hp xx H Hairball xx Fenrir Drive.



Midscreen (Damage route) - 7297 dmg [video]

c.lk, s.mk, s.hp,
j.hk, adc, j.lk, j.hp, j.hk
otg, c.mp, s.mk, s.hp,
j.mk xx H Airball, adc, j.mp (5 hits),
s.lpx2, s.lk, s.mp, c.mk, c.hp xx H Hairball xx Fenrir Drive.



Corner Carry - 5943 dmg [video]

c.lk, s.mk, s.hp,
j.lk, j.mp (5 hits), j.mk, adc, j.mp (4 hits), j.hk,
c.mk, s.hp,
j.lp, j.mp (5 hits), j.mk xx H Airball,
dash, s.lpx2, s.lk, s.mp, c.mk, c.hp xx H Hairball xx Fenrir Drive.



Corner only - 7413 dmg [video]

c.lk, s.mk, s.hp,
j.hp, j.hk xx H Airball, adc, j.mp (4 hits), j.hk,
s.lk, s.mp, c.mk, s.hk xx H Hairball,
dash, otg c.lp, s.lp, s.lk, s.mp, c.mk, s.hk xx H Hairball xx Fenrir Drive.
Cerebella

Recommended starter/poke: c.lk, c.mp

Midscreen - 7292 dmg [video]

c.lk, c.mp, c.hp,
j.mk, j.hk,
otg c.lk, c.mk,
j.mp, j.hk,
c.mp, c.hp,
j.lpx3, j.hp,
s.lpx2, s.mp, s.hp xx Cerecopter xx Diamond Dynamo.



Midscreen only (Kanchou BnB) - 8347 dmg [video]

c.lk, c.mp, s.hp xx Tumbling Run > Kanchou,
c.mk,
j.mp, j.hk,
s.hp xx Tumbling Run > Pummel Horse,
c.mp, s.hp xx Tumbling Run > Run Stop,
c.lk, c.mp, s.hp xx Tumbling Run > Run Stop,
s.lpx2, s.mp, s.hp xx Cerecopter xx Diamond Dynamo.



Corner only - 7753 dmg [video]

c.lk, c.mp, c.hp,
j.mk, j.hp,
otg s.lk, c.mk,
j.mp, j.hk,
s.hp xx Tumbling Run > Pummel Horse,
c.mp, s.hp xx Tumbling Run > Run Stop,
s.lpx2, s.mp, s.hp xx Cerecopter xx Diamond Dynamo.
Valentine

Recommended starter/poke: c.lk, c.mk

Midscreen - 7518/8371 dmg [video]

c.lk, c.mk(1 hit), c.hp,
j.hp, j.hk xx H Air Savage Bypass,
M Air Savage Bypass,
air dash, j.mp(3 hits), j.hk,
rejump, j.lp, j.mp(4 hits), j.hk, adc, j.mk*,
dash, s.lpx3, s.mpx2, c.mk, s.hkx3 xx otg H Savage Bypass xx EKG Flatliner.

*Flew Shot instead of adc j.mk if you have a vial loaded



Corner only - 7852/8695 dmg [video]

c.lk, c.mk(1 hit), c.hp,
j.hp xx H Air Savage Bypass,
air dash, j.hp xx M Air Savage Bypass,
otg c.mk, c.hp,
j.lk(1 hit), j.mp, j.hk xx H Savage Bypass*,
s.lpx3, c.lkx2, s.mpx2, c.mk, s.hp xx H Savage Bypass xx EKG Flatliner.

*Flew Shot instead of H Savage Bypass if you have a vial loaded
Parasoul

Recommended starter/poke: c.lk, s.mp

Midscreen - 6744/6358 dmg [video]

c.lk, s.mp, s.hpx2 xx L Napalm Shot,
s.mp, b.hk* xx Egret Call,
dash, s.mk, c.hp,
j.lp, j.lk, j.mp,
j.mk, j.hk,
s.lkx2, s.mkx2, s.hpx2 xx Napalm Pillar xx Motor Brigade.

*omit the b.hk if you're not close enough to hit, cancel the s.mp into Egret Call as soon as possible.



Midscreen (Tear Toss BnB) - 7332 dmg [video]

c.lk, s.mp, c.hp,
j.mp, j.hp xx L Air Napalm Toss,
otg j.hp,
s.mp, b.hk,
dash s.hpx2 xx L Napalm Shot,
s.lpx2, s.mp xx Egret Call,
s.lkx2, s.mkx2, s.hpx2 xx Napalm Pillar xx Motor Brigade.



Corner only - 7543 dmg [video]

c.lk, s.mp, s.hpx2 xx L Napalm Shot,
s.mp, c.hp xx Napalm Pillar,
otg c.hk xx L Napalm Shot,
s.lkx2, s.hk xx Napalm Trigger,
s.mkx2, s.hpx2 xx L Napalm Shot,
s.lpx2, s.mp, s.hpx2 xx Napalm Pillar xx Motor Brigade.



Corner only (Damage BnB) - 8007 dmg [video]

c.lk, s.mp, c.hp xx Napalm Pillar,
otg c.hk xx L Napalm Shot,
s.mp, s.hpx2 xx L Napalm Shot,
s.lkx2, s.hk xx Napalm Trigger,
c.mk, f.hp xx L Napalm Shot,
s.lpx2, s.mp, f.hp xx Napalm Pillar xx Motor Brigade.
Double

Recommended starter/poke: c.lk, s.mkx2

Midscreen Barrel Loop BnB - 7075 dmg [video]

c.lk, s.mkx2, s.hk,
j.lp, j.mk, j.hk xx M Item Crash,
s.lk, s.mkx2, s.hk,
j.lk, j.mk, j.hk xx M Item Crash,
s.lpx2, s.mkx2, c.hp xx H Hornet Bomber xx Bandwagon Rushdown.



Midscreen Luger BnB - 7613 dmg [video]

c.lk, s.mkx2, s.hk xx H Luger Replica,
dash, s.hk xx H Luger Replica,
dash, otg c.mp, s.hk,
j.lp, j.mp, j.hk,
superjump, double jump, j.mk, j.hk xx M Item Crash,
s.lpx2, s.mkx2, c.hp xx H Hornet Bomber xx Bandwagon Rushdown.



Midscreen Cilia Slide BnB - 7656 dmg [video]

c.lk, s.mkx2, c.hp xx Cilia Slide,
dash, s.lk, c.mp, c.hp xx Flesh Step,
s.mkx2, s.hk,
j.mp(5 hits), j.hk,
superjump, j.mk, j.hk xx M Item Crash,
s.lpx2, s.mkx2, c.hp xx H Hornet Bomber xx Bandwagon Rushdown.
Fukua

Recommended starter/poke: c.lkx2, s.mk

Midscreen (no shadows) - 6245 dmg [video]

c.lk, s.mk, s.hp,
j.hk,
s.mk, s.hp,
j.hp, j.hk,
c.lk, s.hp,
j.mp, j.hk,
s.lp, s.lk, c.mk, c.hp xx H Platonic Drillationship xx The Drill of My Dreams.



Midscreen at close range (with shadows) - 7313 dmg [video]

c.lk, c.mp, c.hp xx M Forever a Clone (hold),
otg c.hk, Release clone,
s.hp,
j.hp, jhk,
c.lk, c.mk, s.hp,
j.mp, j.hk,
s.lp, s.lk, c.mk, c.hp xx H Platonic Drillationship xx The Drill of My Dreams.


Corner only (with shadows) - 7514 dmg [video]

c.lk, c.mp, c.hp xx M Forever a Clone (hold),
otg c.hk xx M Love Dart, Release clone,
s.hp,
j.hp, jhk,
s.lkx2, s.hp,
j.mp, j.hk,
s.lp, s.lk, c.mk, s.hk xx H Platonic Drillationship xx The Drill of My Dreams.
Beowulf

Recommended starter/poke: c.lk, c.mp

Midscreen (with or without chair)- 5588 dmg [video]

c.lk, c.mp, s.hk xx L Wulf Blitzer, 9K, 2K,
c.lk, s.mp, s.hk xx L Wulf Blitzer, 9K, 2K,
c.lp, s.lk, s.mp (mic drop), s.hk xx L Wulf Blitzer, 9K, 2K,
otg c.mk, Naegling Knee Lift, Geatish Trepak (Da Grendel Killa if chairless).



Midscreen - 5837 dmg [video]

c.lk, c.mp, c.hp,
j.mk, j.hp xx L Wulf Blitzer, 2K,
c.lk, c.hp,
j.lp, j.lk, j.hp xx L Wulf Blitzer, 2K,
s.lp, s.lk, s.mp (mic drop), s.hk xx L Wulf Blitzer, 8K, 2K,
otg c.mk, Naegling Knee Lift, Geatish Trepak.



Midscreen (1 hype ender) - 7391 dmg [video]

c.lk, c.mp, s.hk xx L Hurting Hurl,
hop j.mp,
s.hk,
c.mp, s.hk xx Take a Seat,
s.mk, s.hk xx L Hurting Hurl,
walk forward, c.lk, c.mp, c.hp,
walk forward, s.lp, s.lk, s.mp (mic drop), s.hk xx L Wulf Blitzer, 8K, 2K,
otg c.mk, Naegling Knee Lift, EX Da Grendel Killa,
s.hp, Naegling Knee Lift, Diving Wulfdog.



Midscreen (1 hype) - 8150 dmg [video]

c.lk, c.mp, s.hk xx L Hurting Hurl,
hop j.mk,
s.hk xx Wulf Shoot,
walk forward, Naegling Knee Lift x4, EX Da Grendel Killa,
c.mp, c.hp,
s.lk, s.mp (mic drop), s.hk xx Take a Seat,
walk forward, s.lp, s.lk, s.mp (mic drop), s.hk xx L Wulf Blitzer, 9K, 3K,
otg c.mk, Naegling Knee Lift, Geatish Trepak.
Robo-Fortune

Recommended starter/poke: c.lk, c.mp

Midscreen - 6285 dmg [video]

c.lk, c.mp, s.mk, c.hp,
j.mk, j.hk, djc, j.mk, j.hk,
s.mp (hold), s.mk, c.hp,
j.lp, j.mp, j.hk,
walk forward, s.lpx2, s.mp (hold), s.mk, s.hp xx H Danger! xx Catastrophe Cannon Alpha.



Midscreen - 6573 dmg [video]

c.lk, c.mp, s.mk, c.hp,
j.lk, j.mk, djc, j.lk, j.mk,
c.mp, s.mk, c.hp,
j.mp, j.hk, djc, j.lp, j.hk,
walk forward, s.lpx2, s.mp (hold), s.mk, s.hp xx H Danger! xx Catastrophe Cannon Alpha.



Midscreen - 6583 dmg [video]

c.lk, c.mp, s.mk, c.hp,
j.lk, j.mk, j.hp, djc, j.mk, j.hk,
s.mp (hold), s.mk, c.hp,
j.mp, j.hk,
walk forward, s.lpx2, s.mp (hold), s.mk, s.hp xx H Danger! xx Catastrophe Cannon Alpha.



Corner only - 7331 dmg [video]

c.lk, c.mp, s.mk, c.hp,
j.hp xx H Theonite Beam,
doublejump forward, j.lk, j.mp xx H Theonite Beam,
jump forward, j.lp, j.mp xx H Theonite Beam,
s.lpx2, s.hp xx H Danger!,
walk forward, otg s.lk, s.mp (hold), s.mk, s.hp xx H Danger! xx Catastrophe Cannon Alpha.
 
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Don't agree with all of the BnB's, such as Peacock, Fukua and to an extent Big Band, but this is a great resource.

Don't know how complex you want it to get, but if you are including corner combos, may as well include throw combos and if you wanna go crazy, do specific confirm combos too like Big Band sound stun confirms.
 
This is a great thread. I said we should have a thread like this a long time ago... Glad someone made it happen. This thread alone should make it much easier to pick up different charcters for shits and giggles sake. Or just to be able to use a character proficiently enough to see the characters general strengths and weaknesses in certain matchups.
 
Don't agree with all of the BnB's, such as Peacock, Fukua and to an extent Big Band, but this is a great resource.

Don't know how complex you want it to get, but if you are including corner combos, may as well include throw combos and if you wanna go crazy, do specific confirm combos too like Big Band sound stun confirms.
It's pretty much what dime said, these combos are just meant to give you a feel for the characters, they're not the best combos, but you can easily rely on them to play and learn a character whithout having to dig through 10 pages of combo threads or grinding your ass off in training mode.

And I'm open to suggestions as to what combos should be there, I only added what I found appropriate by my own standarts to not be that hard but still effective. If you have anything that you think is better please let me know! (preferentially by pm)
 
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Parasoul c.LK>s.MP is a much better starter than c.LK>c.MK

Aside from that, the combo does not look very universal?
The b.HK drops on Bella from anywhere-not-point-blank iirc
OTG used up and then j.MP>j.HP>j.HK sounds like it drops on BBand and Double.
The s.LKx2 s.MKx2 Ender tends to drop on Fortune and I think Squigly or something, too

Corner combo I would recommend j.MK>j.HP over j.MK>j.HK because it's a million times easier to link s.MK out of that.

♠♠♠

Fukua Combo is j.MP>j.HK instead of j.MP>j.HP on the last string, I presume?

I would probably recommend starting with c.LK>c.LK>s.MK so you're actually able to hitconfirm (s.HP is very negative on block unlike Filias)

♠♠♠

I don't think the Peacock combos are "simple stuff", [j.MP j.HP xx AD, j.LP j.MP] took me a bunch of time to learn due to her weird airdash delay. Don't know what else to put there either, though.
 
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Parasoul c.LK>s.MP is a much better starter than c.LK>c.MK

Aside from that, the combo does not look very universal?
The b.HK drops on Bella from anywhere-not-point-blank iirc
OTG used up and then j.MP>j.HP>j.HK sounds like it drops on BBand and Double.
The s.LKx2 s.MKx2 Ender tends to drop on Fortune and I think Squigly or something, too

Corner combo I would recommend j.MK>j.HP over j.MK>j.HK because it's a million times easier to link s.MK out of that.

♠♠♠
I'll take your word for that since its your main.

edit: I checked the j.hk>s.mk link and its like a 9 frame link, I'll just leave it. And I couldn't get the the s.lkx2, s.mkx2 to drop on them?

What would you recommend for midscreen?

Fukua Combo is j.MP>j.HK instead of j.MP>j.HP on the last string, I presume?

I would probably recommend starting with c.LK>c.LK>s.MK so you're actually able to hitconfirm (s.HP is very negative on block unlike Filias)

♠♠♠
whoops ^^' fixed

I don't think the Peacock combos are "simple stuff", [j.MP j.HP xx AD, j.LP j.MP] took me a bunch of time to learn due to her weird airdash delay. Don't know what else to put there either, though.
The airdash delay is pretty relevant for peacock so I think I'll leave it there.
 
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I'm just thinking the Fukua combo isn't showing you something very optimal because it completely lacks shadows.

I would assume if you want that confirm, something like:

2LK 2LK 5MK 5HP
j.HK
2MP 2HP xx 214HK
5MK 2HP xx 214MK
stuff

For Peacock:
5LP 5MP 5MK
j.HK xx PP
j.HK
sj.HP xx PP
j.LK j.HK
s/j.MP xx PP
j.LP j.MP
string
 
Where are the beginner combos and intermediate? Those are bread n butters too.
 
That midscreen Parasoul combo is both range-specific AND only works on lightweights (I know this from experience...)

Better midscreen BnB:
Whatever ground string -> s.hpx2 -> lp tear
s.lp -> s.mp -> egret call -> dash -> s.mk -> c.hp
j.mp -> j.hp -> j.hk
s.lkx2 -> s.mkx2 -> s.hpx2 -> mp tear -> sniper -> c.mp burst bait (take a step back before doing this if in the corner)

Less damage, but universal and not range specific. Better reset options against characters you don't want to reset in the air, too (after call -> dash, you can f.lp, f.mp, or crossup Spiral Flare).
 
I'm just thinking the Fukua combo isn't showing you something very optimal because it completely lacks shadows.

I would assume if you want that confirm, something like:

2LK 2LK 5MK 5HP
j.HK
2MP 2HP xx 214HK
5MK 2HP xx 214MK
stuff

Thats true, but both shadow combos and j.hk loops are important so I'll add something

For Peacock:
5LP 5MP 5MK
j.HK xx PP
j.HK
sj.HP xx PP
j.LK j.HK
s/j.MP xx PP
j.LP j.MP
string
That seems a bit much for this...
 
Parasoul c.LK>s.MP is a much better starter than c.LK>c.MK

Why? I use cr.lk, cr.mk amd open with the cr.mk literally ALL the time. Something that wouldnt happen with cr.lk, st.mp


Also, @Vadsamoht @worldjem thread should be stickied imho.
 
There are something like 5 dudes in the entire community using the second bella combo, but yeah, sure, let's consider it a BnB. If that means more people learn run stop combos, I'm okay with it.
 
Better midscreen BnB:
Whatever ground string -> s.hpx2 -> lp tear
s.lp -> s.mp -> egret call -> dash -> s.mk -> c.hp
j.mp -> j.hp -> j.hk
s.lkx2 -> s.mkx2 -> s.hpx2 -> mp tear -> sniper -> c.mp burst bait (take a step back before doing this if in the corner)
Yeah, this one looks better

Why? I use cr.lk, cr.mk amd open with the cr.mk literally ALL the time. Something that wouldnt happen with cr.lk, st.mp
s.MP starter has more Range, and if you ever want to change your combo to c.HP on the first string, it's not even a contest.
If you are up close and want to add mixups to the mix then yeah, c.LK>c.MK and c.LK>c.LK and c.LK>4HK become important tools, but for a "BnB" you use what works most consistently.
The thing that hits the absolute most often is c.LK>Backthrow, but that's not your "BnB Combo Starter", is it.
 
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When I mean to do the Egret Call to cancel Parasoul's long st. hk (back) I get napalm tosses instead sometimes. What am I doing wrong? It is frustrating and costing me matches lol.
 
There are something like 5 dudes in the entire community using the second bella combo, but yeah, sure, let's consider it a BnB. If that means more people learn run stop combos, I'm okay with it.
I honetly just put that there because I didn't want her to have only one, it was either that or a kanchou combo :P

Also, I'd be more than happy to put another double combo there, if someone could point me to a full cilia slide combo I'd appreciate.

That midscreen Parasoul combo is both range-specific AND only works on lightweights (I know this from experience...)
I confimed it works on everyone, but it really is range specific so I added a note for that combo.
 
Should probably warn people not to end with EKG Flatliner and just s.HK(3) if you can't kill. due to Flatliner putting them out of the corner if you use it.
 
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I confimed it [the Parasoul combo] works on everyone, but it really is range specific so I added a note for that combo.
I guess it's theoretically possible on everyone, but you'll never hit it consistently on Bella, Double, or Band, since j.mp -> j.hp -> j.hk uses an OTG on those three and b.hk -> cancel -> s.mk is kinda wonky (frequently won't restand them right, but using c.mk instead of s.mk works every time at the cost of using the OTG).

Oh, you should also end with c.mp, if they burst the sweep quickly, you'll get hit by the burst. C.mp burst-baits.

EDIT: Also, on the Val combo, first j.mp needs to be one or two hits depending on opponent. One hit on Squigly; 2 hits on PW, Peacock, Parasoul, Bella, and Double. Anyone else can be done either way, although 2 is easier on most characters (except Band).
 
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If you're not using a s.hp x2 xx lp shot combo, the universal BnB for Parasoul is
whatever starter, c.hp
j.mp, j.hp xx mk tear drop, j.hp
c.mk, s.hp x2 xx RC egret
dash forward s.lk, s.mp, s.hp x2 xx lp shot
s.lp, s.mp, s.hpx2 xx hp shot/pillar/whatever.
 
This is
literally
The best topic ever

My inner scrub have never been so happy.
 
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Yeah, this one looks better


s.MP starter has more Range, and if you ever want to change your combo to c.HP on the first string, it's not even a contest.
If you are up close and want to add mixups to the mix then yeah, c.LK>c.MK and c.LK>c.LK and c.LK>4HK become important tools, but for a "BnB" you use what works most consistently.
The thing that hits the absolute most often is c.LK>Backthrow, but that's not your "BnB Combo Starter", is it.


Ive never had cr.lk,cr.mk wiff on hit or even on block in the 6 months or so ive been using parasoul seriously... "That ive ever noticed" which means that it is extremely rare or im just not playing the matchups where this happens alot. Whereas me getting cr.lk blocked, and then the opponent stands up into cr.mk and gets hit... Happens alot... Enough to be noticeable.

As far as cr.lk,throw not being my bnb starter... Lol... It actually is. Its better overall in neutral game situations to do tick throws instead of confirms (unless your confirm is a punish) of course this has to be mixed up alot. But... Yeah, there is a rather glaring reason why my opponents block the cr.lk and get hit by cr.mk.... And it isnt because I'm NOT throwing them.

Also, i find the whole "if you want to do 3chain into launch" argument to be dubious. I certainly agree that if you are going to launch, then st.mp,cr.hp is much better for those awkward tear placements that will fudge the combo... But we arent talking about the early launch combo here... We are talking about the link combo...

anywho, i think it can be said to be largely preference...

But lets not call a duck a cricket. The range argument is pretty unfounded. Cr.mk is overall the better choice by a pretty big margin. And when you take thlaunch combo argument out of it... The st.mp argument fails pretty hard. I dont even do non assist launch combos with parasoul. There's little reason to do them.
 
Combos that set up good neutral situations should be considered BnBs too. A simple OTGless in the corner with Bella that ends in fHP means a lot.
 
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Combos that set up good neutral situations should be considered BnBs too. A simple OTGless in the corner with Bella that ends in fHP means a lot.
That's not neutral, that's oki.

But yeah, I think oki combos are relevant, I think Caio wants to keep it pretty simple to read though.
 
That's not neutral, that's oki.

But yeah, I think oki combos are relevant, I think Caio wants to keep it pretty simple to read though.

I just consider oki a subset of good neutral game, but I'm no expert here, haha. Point taken on simpleness. Thanks Caio, you're a great contributor to the community. You too Tomo.
 
Neutral is when neitehr player is at advantage.

So pressure/oki whatever aren't neutral haha.

Basically, if someone is getting hit or blocking, it aint neutral.

Oki is a position of pretty significant advantage. You have a ton of options, your opponent has very few and is automatically on the defensive.
 
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i think every sub character forum should have a COMPLETE overview of the character but that will require someone with great amounts of time on their hands. i can do the fukua one anyone else?
 
@CaioLugon

As far as I'm aware, the only purpose that LK buer in the first string of the Painwheel combo serves, is to SHORTEN the length you can confirm from.
 
@CaioLugon

As far as I'm aware, the only purpose that LK buer in the first string of the Painwheel combo serves, is to SHORTEN the length you can confirm from.
I'm still open to suggestions.
 
I'm still open to suggestions.
Badly phrased, but yeah that's basically what I was trying to do haha.

I prefer PW ground string combos but that combo is a completely legitimate corner carry one.

It was just that buer in the first string that stood out to me.
 
Badly phrased, but yeah that's basically what I was trying to do haha.

I prefer PW ground string combos but that combo is a completely legitimate corner carry one.

It was just that buer in the first string that stood out to me.
I like that because the buer pretty much becomes a comfort zone for the player, it's a pretty long "moment" where your mind goes "there, I confirmed the combo" and I find that especially relevant for painwheel because what follows is an input JUST to cancel out of the buer, and those can be pretty annoying when first picking up the character.

Flight characters can be hard to learn and get used to and I find that this opener helps to ease this process, I think it helps the player to adapt to that new style of play and the whole combo was made with the intention of exploring PW's combo paths so that they can gain confidence with the character and start developing their own stuff.

Maybe I should have added c.hp and s.hp > fly combos to the list, but I'll leave that for the player to discover. ;)
 
I like that because the buer pretty much becomes a comfort zone for the player, it's a pretty long "moment" where your mind goes "there, I confirmed the combo" and I find that especially relevant for painwheel because what follows is an input JUST to cancel out of the buer, and those can be pretty annoying when first picking up the character.
If you didn't confirm the combo until the buer, you just used a buer on block and are going to eat death in a few moments
Starting with s.hp > flight > j.lk would probably be more appropriate, since it's a good idea both on block and on hit, and does comparable damage anyway
 
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If you didn't confirm the combo until the buer, you just used a buer on block and are going to eat death in a few moments
Starting with s.hp > flight > j.lk would probably be more appropriate, since it's a good idea both on block and on hit, and does comparable damage anyway
or you could just not do the buer if they block the c.lk...
 
I recently started to attempt some of these on Training (felt like setting some objectives as lab time was starting to feel stale) and been having trouble with some things so here's my asinine plea for pointers/tips with the following:
Double > j.hk xx M Item Crash
I'm having trouble getting the barrel to bring the opponent down. For the most part, the opponent stays in the air or is flung forward.

Bella > j.LP (mash), j.HP
Since the vanilla days, I can't pull this off. I have trouble with both the mashing and connecting j.HP from the mash sequence.

Val > rejump
Pretty much the whole concept of rejumps (alongside adc) is something my poor dexterity can't get around. I want to get a hang of these things since Eliza's combos seem to rely heavily on them.

I suppose "keep grinding" is the answer, but I was wondering if there's anything I might be missing. like that old fart in Dark Souls 2 says "There's no shortcuts to mastery." -_-"

Thanks in advance. <(__)>
 
On the Bella j.lp mash, there's an alternate way of doing it: visually confirm that Bella is in the air, and then slowly and rhythmically tap three j.lps, and plink the j.hp on the last lp. So, in other words, c.hp -> jump -> brief pause -> j.lp -> j.lp -> j.lp~j.hp.

On the Val rejumps, just hold the stick up+forward while landing from the previous jump. No timing or dexterity necessary (as long as you're doing the easy lp/lk rejumps, that is).
 
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Great thread. Now I just have to find good combos to do after a throw.
 
Because of damage scaling, you're generally better off going for a reset right away after a throw. Exceptions exist (Val going for corner carry, Squigly getting a stance charge, etc.), but you usually want to not use up your undizzy on 50% damage.
 
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For most characters, you can either do the same combo after a throw, or re-arrange it to do thing -> launch -> air chain first and then do any starting ground chains at the end after the restand.

EDIT: Also, when's Eliza combos?
 
Last edited:
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when's Eliza combos?
I'll wait for her come out on retail, things can still change (and considering her damage, they will)