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Fukua's Original Combos

Well, combo paths are the foundation for combo movies, so mentioning stuff that works even if not optimal would be dandy
 
Here's what I have:


c.lk, s.mk, s.hp, j.hk,
s.mk, s.hp, j.hp, j.hk,
s.lk, s.hp, j.mk, j.hk,
c.lp, c.lp, s.lk, s.mp, c.mk, c.hp, hk drill, bff

c.lk, s.mk, s.hp, j.hk,
s.hp, j.hp, j.hk, s.mk, s.hk,
c.lk, s.mk, c.hp, dash,
s.lp, s.lp, s.lk, s.mp, c.mk, s.hk, hk drill, bff

s.hp, j.hk, s.mk, s.hp, j.hk, j.hp, burst,
j.hp, j.hk, s.hp, j.hk,
s.hp, j.hp, j.hk, s.mk, s.hk,
c.mp, s.mk, s.hp, j.lk, j.mk, j.hp, j.hk,
s.lp, s.lp, s.lk, s.mp, c.mk, s.hk, hk drill, bff

bff, dash
s.hp, j.hk, s.mk, s.hp, j.hp, j.hk,
s.lk, s.mk*, c.hp, dash
s.lp, s.lp, s.lk, s.mp, c.mk, s.hk, hk drill, bff

* you can do c.mp if you think you'll get a restand

call assist during c.mk

call assist during c.mk

call assist during c.mk

bff, dash
s.hp, j.hk, s.mk, s.hp, j.hp, j.hk,
s.lk, assist call, s.hk, dash
s.lp, s.lp, s.lk, s.mp, c.mk, s.hk, hk drill, bff

s.lk, s.mk, s.hk, snap, c.lk, s.hp
[j.hp, j.hk, j.hp, jump]xN

c.lk, s.mk, s.hp, j.hk, j.hk,
jump, j.mk, j.hp, j.hk,
s.mk, s.hp, j.lk, j.hk,
s.lp, c.lp, s.lk, s.mp, c.mk, s.hk, hk drill, bff

c.lk, s.mk, s.hp,
j.hp, j.hk, hp love dart, j.hp,
rejump, j.mk, j.hk, j.hp,
rejump, j.lk, j.hk,
c.lp, c.lp, s.lk, s.mp, c.mk, s.hk, hk drill, super
 
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Here's what I have:
Wow, do you mind if I copy that entire post into the first post?
 
Here are my combos:

The last one isn't undizzy optimized because I can't get it to hit 235 before the last ground chain.

Level 5 Combo: 12k
 
So a patch just hit that's shuffled the combo game up some. Things i've noted so far are as follows...
  • Her ground chain type now mimics heavy characters (LMH) instead of light ones (LLMMH).
  • Though BFFs does less damage, it's still her strongest super at full damage scaling.
  • cr.MP is now her fastest medium normal, and cr.MP s.HP now launches the opponent only barely higher than a raw s.HP does.
  • s.MP is now as fast as s.MK, which lets it be much easier to hit in combo situations where s.MK has a good chance of going under a falling opponent and cr.MK won't get full hits.
  • With the new gravity, TK HP-Darts are more liable to hit at midrange but slower to hit at fullscreen with the bounce.
Either way, i've poked up some more combo/tech ideas that work in the new patch.

 
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Man, I kept trying to do that kara drill burst bait yesterday for a good while and I kept getting hit by the burst lol.
 
Yeah it's time to go back over all the combos and see what happens now.
 
Some combos and setups I've worked on yesterday. I didn't post it then cuz I was late for work, but there you go:

 
New change to cr.mp is cool, you can now easily link it off hp,j.hp,j.hk (except in corner) so you can do st.hp,j.hk,st.hp,j.hp,j.hk,cr.mp,cr.hp, st.mk,cr.hp, run, cr.lp (st.lp, hard depending on character) st.mk, st.hk xx drill xx friends and it's over 7k and super easy or end the combo with cr.hp xx light dart for mixups
 
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i miswrote it thanks, I WIll fix, supposed to be j.hk, st.hp, j.hp,j.hk
 
Here's a quick combo that crosses over in the middle so if you are in the corner, at the end of the combo, your opponent will be in the corner.

J.HK J.HP J.HK QCF LP (you will kind of float over them at this point) double jump j.HK j.HP s.HP j.MK j.HK j.HP QCF MP s.LP s.MP s.HK QCF HK

The combo does 6002 damage and gives you a little over half a bar of meter. If you want to spend the meter, you can do either super at the end of the. Using the QCF KK super brings it up to 6729 damage and the QCF PP super brings it up to 6542
 
Chances are this one has been posted already but as of now I've been using

c.LK, MK, HP,
j.HK,
HP,
j.HP, j.HK,
MK, HP,
j.LK, j.MK, j.HK,
LPLP, c.MK, c.HP, HK drill, BFF

7224 damage I think it did. Cerebella is dumb and the j.HP, j.HK part won't connect on her properly so you need to use j.MK, j.HK instead.

The chain that starts with MK is a little weird, if you press the MK too soon, you will cross under the opponent, so you have to delay it slightly. The crossunder MK is pretty good though because you can cancel it into drill or grab.
 
Chances are this one has been posted already but as of now I've been using

c.LK, MK, HP,
j.HK,
HP,
j.HP, j.HK,
MK, HP,
j.LK, j.MK, j.HK,
LPLP, c.MK, c.HP, HK drill, BFF

7224 damage I think it did. Cerebella is dumb and the j.HP, j.HK part won't connect on her properly so you need to use j.MK, j.HK instead.

The chain that starts with MK is a little weird, if you press the MK too soon, you will cross under the opponent, so you have to delay it slightly. The crossunder MK is pretty good though because you can cancel it into drill or grab.
I've been doing exactly this. Pretty much identical to the old combo just with a shorter chain at the end.

5LP 2LP seems to be the best light chain to use and 2MK is still the best late combo for damage.

j.HP j.HK actually does work on Cerebella if you time it late (or early from certain positions as well)



EDIT: Went through and updated all the important first post combos, if someone comes up with something new and better I'd like to hear it haha.
 
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I believe the corner combo I posted is still the most damaging one.
 
I believe the corner combo I posted is still the most damaging one.
I can. The chains were changed to LMH since then. :p
 
You can?
Oh, I misread that as "I can't believe" somehow.

I'm drunk.
 
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I believe the corner combo I posted is still the most damaging one.
If you can get the numbers with 2MK I'll put it straight up, I can only hit it with 5MK haha
 
I believe the corner combo I posted is still the most damaging one.
Unless there's been an edit that my crappy phone app hasnt seen, the combos you posted used LLMMH chaining in the end, which isn't possible anymore.
 
With the last chain being c.lp, c.lp, c.mk, s.hk, bffs it does 7403.
 
With the last chain being c.lp, c.lp, c.mk, s.hk, bffs it does 7403.
How much without the meter and how much meter gain/loss?
 
Builds a little over half a meter (~0.6?) and does 6676 without the super at the end.
 
I've only been able to land it on Double so far and got 7373, how are you timing it to get the 2MK to hit? haha, it seems super tight on Fortune
 
since ive been making vids lately i guess i should post it here too in case people don't know.


Still using the midscreen bnb that was in that one japanese players combo vid that did 8k on everyone before the minus damage thing, does like 7.6k now with the meter.

can use a j.mk starter on big band for more damage than if you were to hit someone with j.hk before


j.mk j.hp j.hk stuff also stupid looking combos for fun \jokes/

j.mk is a cool cross-up on him but too bad j.hk isn't a high either right :P


(sorry if its hard to see might have to fullscreen cuz adobe premiere is hard)

not in the video but i used to do like j.hk > j.hp > air love dart stuff and that still works on everyone but it scales too much and isnt worth the effort but
you can do j.mk hp hk air love dart x3 on big band, looks pretty funny.
 
Builds a little over half a meter (~0.6?) and does 6676 without the super at the end.
I'm doing the combo to the T hitting every c.MK hit and drill hit and all i can get is 6653 pre super.

EditL Tried it like 5 more times. 6653.
 
I've only been able to land it on Double so far and got 7373, how are you timing it to get the 2MK to hit? haha, it seems super tight on Fortune
Dashing before c.lk might help with the timing for the last chain, and do s.lp > c.lp delaying the c.lp.
I'm doing the combo to the T hitting every c.MK hit and drill hit and all i can get is 6653 pre super.

EditL Tried it like 5 more times. 6653.
Are you doing c.lp in the last chain?
 
Are you doing c.lp in the last chain?
Ha, no.
Edit: Tried it like a million times on Valentine. Somehow the first hit of c.MK seems to whiff so it ends at 6646. I moight be tioo drjunk fir thuis.
 
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I guess we can move naturally to the next level: counterhit combos.


Not optimal by any means, but go from there. :p
 
wow I totally forgot to try midscreen CHs...
 
wow I totally forgot to try midscreen CHs...
This is as far as I've gotten in the corner! Can anyone squeeze out a bit more damage?
8.1k pre super
8.9k one meter
9.2k with sweep if you think it will finish the round :p
 
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I've got a corner heavy CH combo that does about 100 more damage with the same jumpin.

j.HK > j.HP
s.HP
j.HK
s.MK > s.HP
j.HP > j.HK
s.MP > s.HP (landing this s.MP is a bitch)
j.MK > j.HK
s.LK > s.HP
j.MP > j.HK
s.LP > c.LP > c.MK > s.HK > QCF HK > QCF KK

9057 damage alone, 9359 following up with c.HK.

 
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I'm too poverty for video

j.hk, j.hp, s.hp, j.hk,
s.hp, j.hp, j.hk,
s.mk, s.hp, j.mk, j.hk,
s.lk, c.mk, s.hp, j.mp, j.hk,
s.lp, c.lp, c.mk, s.hk, drill, bffs

8494/9221/9523
 
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was messing around and enjoyed doing this simple combo

j.hk,s.hp,j.hk,s.lp,s.mk,s.hp,
j.lk,j.mp,j.hk,s.lk,s.mk,s.hp,
j.lp,j.mp,j.hk, qcf pp(BK)

7803 and used anywhere tried on filia, B.B, peacock
 
Got some midscreen counterhit combos now, both using one bar and both putting burst-resistant sweeps to work. The first does 6467 from a snuggle, the second one does 9463 from a j.HKHP by using the new light chainstyle.

 
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Got some midscreen counterhit combos now, both using one bar and both putting burst-resistant sweeps to work. The first does 6467 from a snuggle, the second one does 9463 from a j.HKHP by using the new light chainstyle.

Video is private, cannot view it haha