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How to get head from xx/xx/xx/xx/xx

Yomabuddy

I don't play Big Band just for the assist.
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Yomabuddy
Filia Big Band
Thanks @Tomo009 for thread name, this is godlike

The point of this thread is to list ways to get free head summons. In my opinion head summons are extremely useful for zoning as well as being able to save you in tricky situations, so the more heads we can summon for free the better.

This is not an exhaustive list (yet), I'm just posting what I have found for my own team. There's probably more situations with different characters. Experiment for yourself!

- One free head after a beam super that kills in the corner, or two midscreen.
- One free head after c.MK connects. (thanks @Mike_Z )
- Two free heads after s.HK connects midscreen, one free head after s.HK connects in the corner. (thanks @Mike_Z )
- One free head after a L Danger (236LK) on hit.

- When RF gets a doublesnap by herself she can do
c.LK s.[MP] c.HK,
(c.LP s.[MP] c.HK )x however many heads you need
as the start of her double snap loop to get free heads.

You can use doublesnaps from other characters and then tag to RF to get head loops! Character specific doublesnap-to-RF tag strings are in their spoiler tags.

- When someone kills a character and then tags to RF:
Ground down (dying character crumples): free raw tag and one head into mixup.
Kill with launcher in corner: RF raw tag, head is not safe though.
Kill with launcher midscreen: RF raw tag, one head is unpunishable but negative frames.

- Using HK Hairball assist on block (punishable using PBGC super if the opponent's super reaches).
- Using HK Hairball assist on hit (cancelling normals into head summon and assist allows me to get supers midscreen and combos in the corner).
- Using c.MK assist on hit allows me to combo midscreen.
- Filia doublesnap dash c.LK c.MP s.HP xx tag to RF into head loops (refer to doublesnap section for head loop notation) (works on everyone, on Double delay s.HP very slightly and do c.LK pickup instead of s.LK, also on Big Band use s.LP OTG for easiest OTG pickups)
- When Filia kills a character then tags to RF:-
Ground down (dying character crumples): free raw tag and one head into mixup.
Kill with launcher and OTG is preserved in the corner: do 236P, RF raw tag, RF raw tag hits, get one free head into mixup.
Kill with launcher and OTG is not preserved in the corner: RF raw tag, head is not safe though.
Kill with launcher midscreen: RF raw tag, one head is unpunishable but negative frames.

- Cerecopter assist allows summoning two heads and comboing off it midscreen, or summoning all three heads safely. (tested using s.HK into c.HK)
- Cerebella doublesnap dash 2LK 2MK 2HP xx tag to RF into head loops (refer to doublesnap section for head loop notation) (thanks @Tomo009 )
Difficulty : sleepwalk, point blank easy as anything OTG

- Peacock doublesnap dash 2LP 5MK xx 214MK > walk forward 5LP 5MK xx tag to RF into head loops (refer to doublesnap section for head loop notation) (thanks @Tomo009 )
Difficulty : ?, I need help with this one I think, this works fine and has an easy OTG, but you are too far out of the corner to get a head loop on the first string, would need to launch them and walk up before you could 2LP 5[MP] 2HK to get a head.

- Parasoul doublesnap, dash 2LK 5MK MK 2HP xx tag to RF into head loops (refer to doublesnap section for head loop notation) (thanks @Tomo009 )
Difficulty : sleepwalk, point blanc easy as anything OTG

- MsFortune doublesnap dash 2LK 5MK 2HP xx tag to RF into head loops (refer to doublesnap section for head loop notation) (thanks @Tomo009 )
Difficult : sleepwalk, point blanc easy as anything OTG

- Painwheel doublesnap dash 2LP 2LK 5MP xx tag to RF into head loops (refer to doublesnap section for head loop notation) (thanks @Tomo009 )
Difficulty: easy - moderate, the OTG is a little tight but not too bad, spacing just away from point blank

- Valentine doublesnap dash 2LK 2MK (1hit) 2HP xx tag to RF into head loops (refer to doublesnap section for head loop notation) (thanks @Tomo009 )
Difficulty: easy

- MK Hornet Bomber assist on hit provides a free head and if you combo into it you also get an LP or MP Beam.
- Double doublesnap, dash 2LK 5MK MK 5HK xx tag to RF into head loops (refer to doublesnap section for head loop notation) (thanks @Tomo009 )
Difficulty : sleepwalk, point blanc easy as anything OTG[/QUOTE]

- Squigly doublesnap dash 2LK 5MK 5HK xx tag to RF into head loops (refer to doublesnap section for head loop notation) (thanks @Tomo009 )
Difficulty : sleepwalk, point blanc easy as anything OTG

- HP Brass Knuckles assist on block or hit provides a free head.
- Big Band doublesnap dash 2LK 5MK MK > delayed 2HP xx tag > robo dash to corner into head loops (refer to doublesnap section for head loop notation) (thanks @Tomo009 )
Difficulty: very tricky, on Double, you need to hit this such that she gets hit quite meaty by the tag, which means you want to hit her quite high up with the BB 2HP but not TOO high that it whiffs entirely... The reason for this is so you have enough time to dash all the way the corner and OTG close enough to get a head on the first loop. There are plenty of VERY easy versions for BB like 2LK 5MK MK 5HP xx tag that you can use then just start head loops after simply launching them, because this is a bit iffy. Consistent but difficult.

- Eliza doublesnap dash 2LK 5MP 2HP (only second hit lands) xx 236MK > tag to RF into head loops (refer to doublesnap section for head loop notation) (thanks @Tomo009 )

- Fukua double snap, dash 2LK 2LK 2MP 5HP xx tag to RF into head loops (refer to doublesnap section for head loop notation) (thanks @Tomo009 )
Difficulty : moderate, the OTG timing is tight but you are point blank

- Beowulf doublesnap c.LK s.MK c.HP xx tag to RF into head loops (refer to doublesnap section for head loop notation) (thanks @Tomo009 )
 
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Fukua:
dash 2LK 2LK 2MP 5HP xx tag
Difficulty : moderate, the OTG timing is tight but you are point blanc

Fortune:
dash 2LK 5MK 2HP xx tag
Difficulty : sleepwalk, point blanc easy as anything OTG

Painwheel:
dash 2LP 2LK 5MP xx tag
Difficulty: easy - moderate, the OTG is a little tight but not too bad, spacing just away from point blanc

Big Band:
dash 2LK 5MK MK > delayed 2HP xx tag > robo dash to corner
Difficulty: very tricky, on Double, you need to hit this such that she gets hit quite meaty by the tag, which means you want to hit her quite high up with the BB 2HP but not TOO high that it whiffs entirely... The reason for this is so you have enough time to dash all the way the corner and OTG close enough to get a head on the first loop. There are plenty of VERY easy versions for BB like 2LK 5MK MK 5HP xx tag that you can use then just start head loops after simply launching them, because this is a bit iffy. Consistent but difficult.

Squigly:
dash 2LK 5MK 5HK
Difficulty : sleepwalk, point blanc easy as anything OTG

Peacock:
dash 2LP 5MK xx 214MK > walk forward 5LP 5MK xx tag
Difficulty : ?, I need help with this one I think, this works fine and has an easy OTG, but you are too far out of the corner to get a head loop on the first string, would need to launch them and walk up before you could 2LP 5[MP] 2HK to get a head.

Cerebella:
dash 2LK 2MK 2HP xx tag
Difficulty : sleepwalk, point blanc easy as anything OTG

Valentine:
dash 2LK 2MK(1) 2HP xx tag
Difficulty : easy, just off point blanc and fairly easy OTG

Parasoul:
dash 2LK 5MK MK 2HP
Difficulty : sleepwalk, point blanc easy as anything OTG

Double:
dash 2LK 5MK MK 5HK
Difficulty : sleepwalk, point blanc easy as anything OTG
 
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If I'm able to get two vial loads with Val when Bella uses Excellabella, you should be able to get at least one/two heads summoned from that.
 
OP is really confusing to read the way those spoilers are laid out. The note explaining that they are all based on 'x' character's double snap combo -> tag Robo fortune should be more obvious

If you have H Brass assist ( or Hornet Bomber ) you can get a head summon on hit. Any assist that gets Valentine vial loads should work
 
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OP is really confusing to read the way those spoilers are laid out. The note explaining that they are all based on 'x' character's double snap combo -> tag Robo fortune should be more obvious

Fixed (or at least I hope it's easier to understand now). Thanks!
 
As someone who 8/10 times will open with assist > Squig Charge, any lock down assist should give you enough time to spit out a head or two. Thus Drag n Bite and Butcher's Blade are good for that. I haven't tried converting off of this but i'm sure you could

..wait a minute, is this thread for ways to combo into heads?
 
Depends. It'd be great to have either or, since I have H Hairball noted as giving head (ayy lmao) on block as well as on hit and giving a combo if it hits in the corner etc. Any assist that allows you to spawn a head safely, taking into account PBGC and most supers (EDIT: also human reaction time would be great ie some assist allows you to spawn head on hit but not on block, react to the block or hit to safely call head on hit but not on block etc, but I don't see anyone confirm properly in this game so IDK what to think of this idea then ayy), should be noted. Also stuff like safe dust OS setups, that allow you to get heads if you connect with dust but on block make the dust safe might be useful.

This is also for solo RF to be able to get heads by herself, again the situation on hit as well as on block noted.
 
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So this one is light only. This will give you one free head not exactly practical combo. It requires the enemy to be at a specific height. So I use this string cr.hp->j.mk->j.hk->djc j.mk->j.hk->s.mp all hits->cr.hk However I haven't tested extensively to try to extend the combo with an assist. It could probably work with beat extend and others.
 
Random Combos ere. some let you get head in the middle of combo with an assist.
 
You can also end your combos with sMK + Assist > cHK in the corner.
After the assist combos them, dash cLK which will proc Undizzy and then you can just loop a combo until they burst you to fullscreen so you can continue zoning.

This is for if you want to try and zone as Robo-Fortune though, otherwise you'll want to stay in.
 
You can also end your combos with sMK + Assist > cHK in the corner.
After the assist combos them, dash cLK which will proc Undizzy and then you can just loop a combo until they burst you to fullscreen so you can continue zoning.

This is for if you want to try and zone as Robo-Fortune though, otherwise you'll want to stay in.
I've been using c.mk, c.hk + assist in the corner. after the c.mk, c.hk Combos and then whatever assist you have will hit.only tried this on cera so far.