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Slight BnB Optimisation

shadyshackle

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Squigly Big Band
All of Squigly's optimised combos posted on her main thread include the string s.hk, j.mk(2), j.hp, (land), (slight delay) > j.lp, j.mk(3), j.hk, Hk divekick; however, there is a more efficient way to do this. One can instead use s.hk, j.mk(3), j.hp, (land), j.lk, j.mk(3), j.hk, Hk divekick.

This is superior in several ways
-it is actually a net gain in damage(although small) its 7-50 extra damage depending on where s.hk is in the combo(the later the better)
-it is much more consistent, as not only is the j.mk cancel into next button timing consistent through out the string, but also you don't need to worry about jump timing after you land as you can just keep holding forward-up for the entire combo
-it in no way affects the damage of later portions of a combo, as both combos will put damage scaling at the minimum 20% no matter where they are in the combo.
 
There's a few reasons not to use that. It drops on some heavies like Double, it cuts out the threat of certain resets, it's harder to do with the further corner carry combos, and it's not actually part of the optimal combos. It's fine if it's what you like, but there are reasons to skip it
 
There's a few reasons not to use that. It drops on some heavies like Double, it cuts out the threat of certain resets, it's harder to do with the further corner carry combos, and it's not actually part of the optimal combos. It's fine if it's what you like, but there are reasons to skip it
Ah I see thanks for the tip on double, looks like I can still use j.lk if I remove one hit oh j.mk.
Although, It is a more optimal except in that instance.
https://trinket.io/library/trinkets/1b9ac42b40 I made a skullgirls damage calculator. It only works for squigly right now, but I'll expand it soon.

when you start with s.hk, full string damage of s.hk, j.mk(3), j.hp, j.lk, j.mk(3), j.hk would be 3752, afterwards scaling would be at the minimum .2, if s.hk starts later on in the string after damage scaling is at .2, then string damage is 1350.

On the other hand, with the string s.hk, j.mk(2), j.hp, j.lp, j.mk(3), j.hk, damage will be 2743 if its at the begining of the combo, and the next move in the combo will be the minimum .2. If string starts while damage Scaling is at .2, then the strings damage is 1300.

So essentialy, the string I suggested will be 9-50 more damage depending on where it is in the combo.
however, against double it will be 30-10 less damage compared to the standard string (it will only be 10 damage less later in the combo, like around hit 8 and on); however, I feel that the increased consistency, the main reason I opt for the alternative string, out weighs the 10 less damage I'd do to double in my full combo due to having to change it slightly.
 
j.mk loops are actually not the most efficient. They scale your damage too much. The only time I use these loops is when I'm prepping a reset or corner carrying, in most cases I will end the combo before I land.
 
Disregarding whether you should be doing j.mk loops or not, you can get all 4 hits everywhere on all characters (Though double is finnicky)
 
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