Filia combos with the 240 drama limit! for consistancies sake, lets not start combos with jump ins. assume every combo will start off of c.lk. MIDSCREEN c.lk mk hp > j.lk j.mp j.mk > adc > j.mp j.hk > (maybe otg)c.lk mk hp > j.lp j.mp j.mk h.airball fenrir (4.7k) c.LK, MK, HP, > j.HP, ad, j.LK, j.HK, > (otg)c.LK, MK, HP, > j.LP, j.LK, j.MP, j.MK, HK Hairball, >adc > LP, MP, c.MK, c.HP, HK Hairball, Fenrir (7.4k-ish damage. Against someone like cerebella and double, you need to do some minor modifications like removing the MK from the otg chain.) CORNER c.lk hp > j.hp j.hk h.airball > adc > j.mp j.hk > lp lp mp c.mk hk h.hairball > (otg)c.lk mp (delay) c.mk hk h.hairball fenrir c.lk hp > j.hp j.hk h.airball > adc > j.mk j.hp > (microdash) lk mp c.mk hk h.hairball > (otg)c.lp lp lk mp (delay) c.mk hk h.hairball fenrir vs big band: c.LK, MK, HP, > j.HP, j.HK, ad. j.LK, j.HP, j.HK, > c.MP> TK air HK hairball, >adc > c.HP, HK hairball, > (otg)LP, LP, LK, MP, c.MK, HK, HK hairball, Fenrir
I don't want to sound rude, but are these your own combos for your own reference, or the best possible combos as of now? I mean optimised in terms of damage.
Midscreen I've been doing: c.LK, MK, HP, j.HP, ad, j.LK, j.HK, (otg)c.LK, MK, HP, j.LP, j.LK, j.MP, j.MK, HK Hairball, dash cancel, LP, MP, c.MK, c.HP, HK Hairball, Fenrir 7.4k-ish damage. Against someone like cerebella and double, you need to do some minor modifications like removing the MK from the otg chain. The universal corner combo I use is: c.LK, MK, HP, j.HP, j.HK, HK hairball, adc, j.MP, j.HK, MP, c.MK, HK, HK hairball, (Otg) c.LP, LP, LK, MP, c.MK, HK, HK hairball, fenrir. Does something like 7.9k. Has worked on every character. Against Bigband in the corner: c.LK, MK, HP, j.HP, j.HK, ad. j.LK, j.HP, j.HK, c.MP, TK air HK hairball, dash cancel, c.HP, HK hairball, (otg)LP, LP, LK, MP, c.MK, HK, HK hairball, Fenrir
My goofy "Hit as many heavy attacks in the beginning as you can" corner combo. Stuff into s.HP j.HP, j.HK, adc j.HP, j.HK c.LK (otg), s.MP, s.MK, c.HP, L Spike s.LP, s.LP, s.LK, s.MP, c.MK, s.HK, H Hairball, Fenrir You want to put yourself as low as possible and your opponent as high as possible during the air chains. The timing to get an otg after the last j.HK can be a bitch. Deals 8,340 damage with just the launcher for Stage 2, just over 9k with a HP HK jumpin.
So everyone knows the combo with j.hp > ad > j.lk > j.hk and how it makes you land on the other side. I found a way to make sure that you stay on the same side. All you have to do is replace j.hp > ad > j.lk > j.hk with this j.lk > ad > j.hp > j.hk This works on every character excepted Double and does the same amount of damage as the normal string. Just wanted to throw this out for anyone who dislikes the side switching factor of the old combo. @Pikmario I think you damage is a bit off are you doing 1v1 or 2v2 when you test the combo damage? Oh yeah and one more thing the highest damage corner combo I have found with my limited time I have played this game is the same as the ones listed above just a tad bit more optimized. So here it is: c.lk > s.mk > s.hp > j.hp > j.hk > hk hairball > air dash > j.mk(x2) > j.hp > dash > s.lk > s.mp > c.mk > s.hk > hk hairball > c.lp > s.lk > s.mp > c.mk > s.hk > hk hairball > Super Every small difference in damage but hey every little bit counts.
Pikmario's combo damage is right for me on the live build 2v2. That's the healthiest margin over 8k for a non-counterhit corner combo I've seen. You gotta get the airdash->j.hp cancel just right for the OTG to be doable and the damage benefit it gets based on starting with 5 fierces vs other corner combos will diminish fast if you are scaling it by launching off of a real ground chain or an assist hit or something.
Yeah, that damage is with 1.0 ratio. I try to avoid using the lighter hits before the launcher so I don't get as screwed by damage scaling. Hitting s.HP after a j.HK is a pretty simple affair. @winnie, that corner combo is sick. It's a 2 meter TOD 1v3 if you finish with s.HK > Updo > Gregor > Fenrir. Same for 2v3 with Hairball > Fenrir > a good DHC.
So I randomly felt the need to get as many heavy attacks as I could at the start. I can get 9 in the corner. J.hp, j.hk, adc, j.hp, j.hk, land, j.hk, adc, j.hp, j.hk, s.hk, c.hp, hk hairball 6.7k without meter. You can also just do it after overhead j.hk in the corner, it sorta works on nearly everyone crouching(replace j.hp with j.mp :( ). Against double you can do everything up until the s.hk miscreen. Edit: if you add gregor, s.mk, s.hp, j.lk, j.mp, j.hp, mk hairball, gregor, fender drive You get 10.3k.
okay, sorry about this, but can someone else make this thread? i broke my ankle and will not have time to actually maintain it (and i will be drugged out of my mind for about a week after my surgery tomorrow...)
I cant continue the combo there. I get the KH hairball after the j.HK but then I dont know what must I do. What is an adc, if its an air dash I cant do that cuz when haiball ends im at the floor and the combo ends : ( Some help, please!
adc = airdash cancel So when you do j.HP, j.HK, do an air HK hairball and airdash cancel the end of it into a j.MP. You shouldn't be touching the floor by the time you do that air HK hairball.
Just input an airdash the way you normally would after the air hairball finishes hitting and go into a j.MP
Input the dash command during the last 2 hits, this way the dash comes out as soon as the hairball is over.
The big thing to remember is that you can't input a dash and then immediately the normal during the hitstop of the last hit of the airball. Only the dash will come out; Skullgirls doesn't buffer the jmp (or whatever normal), so you have to wait until the hitstop is over and the airdash is starting to hit it.
Midscreen combo that won't switch sides mid combo: c.LK, MK, HP, j.HK, adc, j.LK, j.HP, j.HK, c.LK, HP, j.LP, j.MP, j.MK, HK Hairball, dash cancel, LPLP, LK, MP, c.MK, c.HP/HK, HK Hairball, Fenrir Does 7k with the new Fenrir damage scaling. Use c.HP or HK depending on your proximity to the wall Another midscreen combo that I totally stole from Duckator because it looks cool and has a few good reset options but does less damage: c.LK, MK, HP, j.HK, adc, j.LP, j.MP, j.HK(restand), c.MP, j.MK, adc, j.Lk, j.MP, LK, c.MP, (tiger knee)HK air Hairball, dash cancel, LPLP, LK, MP, c.MK, c.HP/HK, HK Hairball
Corner Heavy Counterhit combo, based on RemiKz's in post 5. Heavy counterhit into s.HP j.HP, j.HK, H Hairball, adc j.MP, j.HK c.MP, s.MK, c.HP, L Ringlet Spike* s.LK, s.MP, c.MK, s.HK, H Hairball, c.LP (otg), c.LP, s.LK, s.MP, c.MK, s.HK, H Hairball, Fenrir Drive. *This chain's timings vary wildly based on character weight. For the lightweight and middleweights, what you're going for is knocking them as high as possible with c.HP, and the ringlet spike should come out about when they reach max height, and hit them on the way down. Heavyweights you want to get the spike out as soon as c.HP connects. This knocks them back up a bit and lets you recover in order to catch them with s.LK without using up your OTG. Starting the combo with s.HP deals 9k damage. j.HK > s.HP - 9.5k j.HP > j.HK > s.HP - 10k j.HK > c.LK > s.MK > s.HP > 9.3k j.HP > j.HK > c.LK > s.MK > s.HP > 9.7k
Just a general note: The changes to fenrir scaling in beta mean it's pretty unnecessary to finish combos by getting Filia to the ground anymore, since now at max scaling gregor does only a couple of hundred less than fenrir. And you can obviously follow gregor up with a burst baiting chp xx fake spike or something to make it completely negligible.
It's still worth finishing with Fenrir because of the slight extra damage and the fact that it keeps the opponent in the corner. Not to say you don't have some valid points but the opponent will catch on to burst bait attempts if you decide to finish with Gregor.
Pretty cool combos, guys. I'll add something to the thread when I'm not brain-dead busy and can play a bit. My 8.5k corner combo doesn't quite hold up to some of what I've seen in this thread but we all learn from other players, so maybe I'll have something to offer. If I'm remembering the numbers right I can get 7.4k mid screen and 8.5k in the corner.
Is that damage with or without the damage scaling nerf to Fenrir in the beta? Ever since the damage nerf, I've been toying with different ways to squeeze out damage with the help of my team. Midscreen I'm doing: c.LK, MK, HP, j.HK, adc, j.LK, j.HP, j.HK, c.LK, HP, j.LP, j.MP, j.MK, HK Hairball, dash cancel, LPLP, LK, MP, c.MK, HK + Cerecopter, HK Hairball, Fenrir 7.5k damage in beta Then I got this in the corner: Obviously this stuff is pretty character/team specific, but maybe some people will get ideas from this.
Hey guys, I am trying this out after a long hiatus. Is there any universal BnB combo I can quickly learn to get myself out of training mode and into matches ASAP?
hp j.hp xx dash j.lk j.hk OTG c.lk hp j.lp j.mp j.mk xx h airball (to the ground) xx ground dash lp mp c.mk c.hp xx h ground ball xx fenrir and for corner hp j.hp j.hk xx h airball xx airdash j.mp j.hk (restands) lk mp c.mk hk xx h ground ball OTG c.lp mp c.mk hk xx h ground ball xx fenrir both universal, reliable and not too far from optimized (for damage, not particularly for reset points).
Works on Squiggly, Parasoul, Double, and Cerebella when they're crouching. If standing, like if they do throw tech, should work on everyone.
great combo but you can improve the damage by about 600 if you change the last two strings after the j.mp to this: land after j.mp > s.lk > s.mp > cr.mk > s.hk > hk hairball > cr.lp(x2) > s.lk > s.mp > cr.mk > s.hk > hk hairball > super
The beginning got cut off but its just a c.LK, MK, HP starter Messed up the last chain but posting the concept EDIT: Both of those are done on console and not beta, so the Fenrir damage is subject to change after the next update.
the first midscreen combo doesn't work on fortune right? the standing MP after the hairball won't connect
Midscreen combo that won't switch sides mid combo: c.LK, MK, HP, j.HK, adc, j.LK, j.HP, j.HK, c.LK, HP, j.LP, j.MP, j.MK, HK Hairball, dash cancel, LPLP, LK, MP, c.MK, c.HP/HK, HK Hairball, Fenrir In this combo I can't connect the first j.HK with adc j.LK on double...what can I do? Double is simply too far away for j.LK to connect.
The first j.HK in that j.HK, adc, j.LK, j.HP, j.HK chain needs to be hit as early and low as possible. It's still IMO way too touchy (as in, you need to use very subtly different or precise hit/chain/dash timings) on several people in the cast (Double is one). But it's pretty easy and straightforward on the ones it does work well on.
@RemiKz Thanks for that Duck combo. I can see like three or four reset points in that with good vacuum aspects too. I think I saw him do this combo but it was too fast for me to figure out on stream.
I'm looking for something to practice off of throw or air throw in both the corner and mid-screen. Off air throw, I was doing 236HK, c.LK, s.HP -> ? Off ground throw I've got 236HP, 421KK, s.HP after wall bounce -> ? Hopefully a combo that gives reset opportunities. Any suggestions?
I'll just put this here because it has two burst baits and a strong counter hit combo. Just dash s.hp after the burst if you don't have an assist like mk Hornet Bomber