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a couple midscreen combos based on my corner BnB

Version 1 with mp link after chair pickup

Variant 2 with lk link after chair pickup (less damage)

Variant 3 with 2 meters


edit: ahh, sorry i dont mean to spam a lot of vids. ill collect future finds into a solitary post.
 
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alright i went back and took off any damage ref. figured 3v3 mention would just be enough to know that its at a different ratio. *shrug*
 
I can't seem to break 7k anymore with the damage nerf to chairless c.HP. Even the combo where I only used one doesn't seem to do it.

Anyone figure something out with chair on/no assist/LK starter/1 meter that will net at least 7k? I'm at about 6.8k
 
Midscreen, like where you start. Get those hop j.mp in.
[Cool video combo]

that was cool. i like your wall spalt to chair. ima steal that if ya dont mind. :3
 
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Posted the same thing earlier but just showing it works on cerebella + the damage nerf.
 
Two new Midscreens using dash hops/ chair pickups/ and wallbounce.

Midscreen Dash combo v1 - utilizes a wallbounce. best used from the middle of the stage

Midscreen Dash combo v2 - without wallbounce. should work at any part of the stage.
 
This is what I'm doing for now..

Pretty much exactly what I'm doing right now too, plenty of reset points, I love it.
 
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manages to find enough ban width to see combo videos... squints trys to figure out how far is Beo's hit box extends when doing a chairless st. hp. also realizes that st. hk is stupid good. if not chained in on the ground will stagger, if done to an airborn opponent and is close to the corner will do a wall bounce. I'm going to need to hit the lab the second i get back from turkey day. i have some interesting ideas to try out with chair toss corner combos and unusual assists to aid Beo.
 
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Two new Midscreens using dash hops/ chair pickups/ and wallbounce.
Pointing out that if you ended those with j.LP->MK->j.HP instead of j.HK before the super you get more damage AND they aren't minus to ground techs. In fact you can probably get a c.MK to finisher with the right height...
 
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Pointing out that if you ended those with j.LP->MK->j.HP instead of j.HK before the super you get more damage AND they aren't minus to ground techs. In fact you can probably get a c.MK to finisher with the right height...

Thanks for the suggestion, cant quite work it correctly yet. In the mean time i managed to pump out just a tad bit more damage with my current combo.


More chair slides and Chair toss

wall bounce

no bounce

hp chair toss

edit: just realized i left the mouse on screen. oh well, deal with it.

edit2: This idea came to mind before work. glad i got it first try and on vid

Midscreen to Corner Burstbait
(this might work anywhere on screen, ill record a version after work if its possible for now it works best in the corner. i also remembered to turn on the sound this time.)
 
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Was getting tired of character specifics with a character that is nowhere near complete, so I made an actually universal combo, the only character difference is that you have to super jump for lights and normal jump for others.

Lazy mode, go:

5692 meterless damage.

2LK 2MK 2HP
j.MK j.HK
jump forward/superjump forward for lights
j.LP j.MK j.HP
66 j.MP
5HK
5MK 5HK xx 236LP
2MP 2HP
2MK
9
j.2P

There's also a nice left/rightish sort of reset after the first air string.

Doesn't work on BB but if you superjump j.LP after the first string, you can j.HP and land left/right depending on your timing of the jump and j.LP.
 
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So i reworked that Mic-Drop midscreen burst bait. ignore my lame follow up i was just excited to see that it worked like i hoped :D
Enjoy!

MidScreen burstbait Version 2.o:
 
Hey everyone I was wondering if some people could maybe help with some beginner, intermediate, and advanced combos for the OP, I havent been playing very much because I've been sick but I dont want to leave the OP so bare.

@KidPanda @gllt
 
So i reworked that Mic-Drop midscreen burst bait. ignore my lame follow up i was just excited to see that it worked like i hoped :D
Chances are that won't work when he's done, yo.
A reminder, look at the hitboxes. If he hasn't got hitboxes for that move yet (they look like stand idle and there aren't any on the limbs) then they're not final.
 
ahh yea thats right. i feel like a dope now lol.

edit: just some new silly things. dont feel like double posting.

Midscreen - corner 2 meters. something new im experimenting with his hit stuns. pretty neat

Some silly burst bait experiments.

1:

2:

@Matty i'll try to help out with what i can. tbh i kinda just free flow stuff i find and theorize what may or may not work.
 
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This combo works on heavies midscreen and you get the chair back at the end. 6.2k damage

c.lk c.mp s.hk xx lp chair toss
j.lp j.hk
c.mp c.hp
s.lp c.mp c.hp
(otg)c.lk c.mp s.hk xx chair pickup
s.mk s.hk xx super
 
Here's some stuff that I put together.


Since he doesn't have all of his moves yet I decided to focus less on damage optimization and more on just exploring the various details of his play-style. I also didn't worry about consistency or character specific details. I was paying more attention to things such as positioning, chair control, strange links/conversions, etc.

I didn't bother including any notation, so if you'd like to see anything put into notation then feel free to ask

Edit: The song is "Home of the Slave" by Larry and His Flask
 
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Suggestions on how to pick up your chair in the middle of your combo? I been having problems trying to do it mid combo, especially off of Cr. HP without chair.
 
can't pick it up off of c.hp or c.hk. id recommend doing a s.hk so you can pick it up.
 
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1 meter corner combo. Anyone top 6400 with 1 meter, no assist starting with cr. lk?


EDIT: And I mean starting in corner. I know mid screen, you can start with a super in the first couple hits and easily get high damage
 
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so far im at 5.9 (6.1k*) off c.lk 1 meter. im getting there. ill post once i get it. also found a new burst bait ill post later too.

*edit
 
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In the corner, I'm getting 6531 meterless off of c.lk with squigly DnB assist after this headbutt update c:
c.lk c.mp c.hp j.mk j.hp s.mp s.hk 236lk s.mk c.hp c.lp s.mk s.hk 2kk c.lk c.mp *squigly s.hk 236lp s.hp 5p 6p

Without squigly, I get 6369.
c.lk c.mp c.hp j.mk j.hp s.mp s.hp 236lk s.mk c.hp c.lp s.mk s.hk 2kk c.lk c.mp, c.hp 236hp s.hp 5p 6p

Don't think it works on everybody, the j.mk j.hp s.mp s.hp restand (actually just realized you can do s.mp s.hk which is way easier on the few characters I tested on) so really hard on lights (don't even know if it works on them :P). It is REALLY easy on parasoul and cerebella; and the 236lp s.mk link is quite hard on heavies. You could also end with s.hk 236lp super, but it hardly nets you more damage than ending with c.hp 236hp s.hp (like less than 100 more), so I don't know why you would.
 
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I think you can combo from his chair dance finisher.
 
kinda gave up for now, gotta finish baking. but i wanted to see how many mic-drops i can get in a combo. heres what i have so far:

3-mic drops, I know i can drop one or two more in there.


and some new mid-screen bust bait (unless the hitboxes change)

also Happy Thanksgiving! everyone.
If anyone wants to wrestle, hit me up on steam for some sparring when im on.


I think you can combo from his chair dance finisher.

it looks like this was fixed. i cant get it at all anymore.
 
How do you get stagger on the second s.hk?
Tight timing, the 11/23 patch made the landing frames of j.MK count as landing recovery that can cancel into block/jump/attack instead of a Sekhmet-style air-to-ground attack that can only chain into heavy normals. As such, hop j.MK s.HK is a link instead of a chain, which means s.HK is technically used raw, so it staggers.

I hope that made sense...
 
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Oh damn, I didn't even realize you could jump cancel that stuff. That's sweet, imma use that more.

But yeah, that makes perfect sense. The timing is pretty tight though haha...
 
Oh damn, I didn't even realize you could jump cancel that stuff. That's sweet, imma use that more.

But yeah, that makes perfect sense. The timing is pretty tight though haha...
but didn't @Mike_Z z said that he plans to fix that so you won't be able to link standing HK stagger in a combo? Or am I just missing something I forgot because of turkey :P
 
but didn't @Mikez said that he plans to fix that so you won't be able to link standing HK in a combo? Or am I just missing something I forgot because of turkey :P

I dunno, what would he even change? Hop Dash isn't the only way to link into stagger, so even if he changed the properties of hops canceled into normals you'd still be able to link into stagger in other ways.
 
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I dunno, what would he even change? Hop Dash isn't the only way to link into stagger, so even if he changed the properties of hops canceled into normals you'd still be able to link into stagger in other ways.

so stagger HK combos are here to stay? :)
 
So are you guys having all your combos end without the chair on purpose? It seems to me like it would be better to get the chair back at the end of the combo.
 
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