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Combo Stages In Depth

seMpai

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hannibambel
Beowulf Cerebella
First, I am a bit confused with the combo stages. I thought they would be:

1: jump in
2: ground chain
3: air chain
4: scnd ground chain
5: scnd air chain

Somehow I don't think it's right.

Second, How can I do long and damaging combos?

A one I created was (with Beowulf):

(Jump-In) - lp - lk - mk - c.hp - jump -
j.lp - j.mp - j.hk -
lk - c.mp - c.hp -
Blockbuster + Chair throw (hp) - c.lk - c.mk


How can I extend this combo without blockbusters? A thing what I can also do, is j.lp - j.lk - j.mk (instead of j.lp - j.mp - j.hk) to get myself in a advantage position (a reset, isn't it?)

Many questions, super gratefull If I get some answers :PUN:
 
First, I am a bit confused with the combo stages. I thought they would be:

1: jump in
2: ground chain
3: air chain
4: scnd ground chain
5: scnd air chain
It's actually:

1: jump in
2: ground chain
3: air chain
4: second air chain on that same jump
5: second ground chain or air chain after a second jump

You can find a more in-depth explanation of the combo system here.

For combos you can visit each character's combo thread, here's Beowulf's.

Also check out the beginner resources thread, there's a lot of great content there for both beginners and advanced players.
 
1: jump in
2: ground chain
3: air chain
4: scnd ground chain
5: scnd air chain
Well, basically, yeah.
That's the most basic combo structure usually ending in a ground chain into super or knockdown.
Though I'd argue that Jump-Ins are pretty much part of the first Ground Chain.
or what Caio said

Obviously not all combos will follow that structure, for example here are my BnBs for my mains
1 - (optional Jump-n) 1st Ground Chain: (j.mk) cr.lk cr.mk st.hk xx M Brass
2 - OTG into 2nd Ground Chain: cr.mp(2) st.hk xx H Beat Extend
3 - Catch Falling Opponent with 1st Air Chain: j.lk j.mk(1)
4 - 3rd Ground Chain into Launcher: st.lp st.mk(1)
5 - 2nd Air Chain: j.lp j.lk j.mk(1)
6 - 4th Ground Chain into Super: cr.lk cr.mp(2) st.hk xx H A-Train xx SSJ
Anywhere, iffy on some characters and unusable on Double:
1 - (optional Jump-In) 1st Ground Chain into Launcher: (j.mp) st.lp st.mp st.mk
2 - 1st Air Chain: j.hp j.mp xx Airdash
3 - 2nd Air Chain: j.lk j.mp
4 - 3rd Air Chain: rejump j.lp j.lk j.mp
5 - 2nd Ground Chain into Super: st.lp cr.mk st.hk xx H SoID(hold) xx Argus Agony (release SoID) Argus Agony)

Corner, Universal(?):
1 - (optional Jump-In) 1st Ground Chain: (j.mp) st.lp cr.mk st.hk xx SoID(will OTG)
2 - OTG into 1st Air Chain: j.mk j.hk
3 - 2nd Air Chain: rejump j.mp j.hk
4 - 3rd Air Chain: rejump j.hp xx Air Dash xx j.lp j.mp
5 - 2nd Ground Chain into Super: delay st.lp st.lk st.mp cr.mk cr.hp st.hk xx Argus Agony
Notice how the structure changes based on character, what tools they have, and where on the screen you are.

How can I extend this combo without blockbusters? A thing what I can also do, is j.lp - j.lk - j.mk (instead of j.lp - j.mp - j.hk) to get myself in a advantage position (a reset, isn't it?)
Don't play Beowulf, but I'm not seeing any specials in there.
Use specials to extend your combo. If you're in the corner maybe do something like:
Ground Chain
Launcher
Chair Toss
Ground Chain
Launcher
Air Chain
blah blah
Also, the wolf charge thing where he goes "awo awo awooo" can be iffy but it's a great combo tool.
 
It's actually:

1: jump in
2: ground chain
3: air chain
4: second air chain on that same jump
5: second ground chain or air chain after a second jump

You can find a more in-depth explanation of the combo system here.

For combos you can visit each character's combo thread, here's Beowulf's.

Also check out the beginner resources thread, there's a lot of great content there for both beginners and advanced players.

Thx, super useful :)

I knew I got something wrong after the 3 Stage. When does the second air chain start? After a certain amount of hits, or an air dash?
 
Thx, super useful :)

I knew I got something wrong after the 3 Stage. When does the second air chain start? After a certain amount of hits, or an air dash?
You just have to understand what a chain is, a new chain will start if there's a link or a cancel in the air such as an adc or a doublejump cancel with robo.
 
You just have to understand what a chain is, a new chain will start if there's a link or a cancel in the air such as an adc or a doublejump cancel with robo.
Aren't all combos cancels?
 
Technically chains are cancels, but Caio meant canceling into air dash or double jump as opposed to just directly into the next normal. For example Val can do jLP jMP jHK air dash cancel jMK jHK, two chains linked together.
 
Technically chains are cancels, but Caio meant canceling into air dash or double jump as opposed to just directly into the next normal. For example Val can do jLP jMP jHK air dash cancel jMK jHK, two chains linked together.
Thx, I also found out that air comand normals are progressing you into stage 4 (Parasoul down j.mk for example)
 
A combo is anything that hits before the opponent recovers from hitstun, regardless of whether or not you cancel the move. When you finish the whole animation for the attack and then hit the opponent again before he recovers its called a link, a chain is usually not referred to as a cancel (even though you cancel the animation)

I also found out that air comand normals are progressing you into stage 4 (Parasoul down j.mk for example)
That's just parasoul j.mk. Parasoul can cancel her j.mk (and down j.mk) into any other button as if it's a chain, so if you go from a j.mk into j.lp j.lk or j.mp you'll start a new chain.