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General BnB Compendium

How do I do the djc thing with Robo Fortune?
It's a double jump cancel, you just jump right after doing a normal in the air.
 
When doing the midscreen combo with robo the dummy always block my c.mp after j.lk, j.mk, djc, j.lk, j.mk, and I can't figure out what Im doing wrong.
 
the timing is pretty character dependent. In general, don't djc right away. Let the first j.mk push them up a little, then djc
 
The timing is actually not character dependent if you just delay j.LK til the peak, slightly delay j.MK, delay a LOT then double jump j.LK slight delay j.MK. Works on everyone, even Double that way.
 
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Is one jump cancel easier than another? I've been in the Robo subforum & was wondering if anyone has trouble for while, then gets it?
Or do they just modify jLK, jMK to jMK, jHK. Or can you modify to not having a jump cancel, but somehow continue a with a ground chain after the air chain? I guess I'm wondering if there's a beginner combo or video or some way of approaching the character. Thanks!
 
Is one jump cancel easier than another? I've been in the Robo subforum & was wondering if anyone has trouble for while, then gets it?
Or do they just modify jLK, jMK to jMK, jHK. Or can you modify to not having a jump cancel, but somehow continue a with a ground chain after the air chain? I guess I'm wondering if there's a beginner combo or video or some way of approaching the character. Thanks!

For something beginner try ground chain, air chain, ground chain into super.

First Ground chain is always cr.lk, cr.mp, s.mk, cr.hp. Easier version is just without the s.mk.

I find the easiest air chain with djc is j.mk, j.hk djc j.mk, j.hk. OR replace the part after djc with j.lp or j.lk, j.mp(all)

Since you find going from air to ground a little difficult go for a light move instead of a medium so like s.lp(2). So something like this for your 2nd ground chain.
s.lp(2), s.mp(hold), s.mk, s.hp, h danger, beam super.

Preferably only do this on Meds, and heavies, not lights

Oh and note. This might be really helpful when going from air to ground. It's important to note at what height the enemy is. I think the easiest way to go from air to ground is with double as the dummy. With double as the dummy, the last "j.hk" in the chain "j.mk, j.hk djc j.mk, j.hk" can end prematurely because double lands before you do. So just steer j.hk into the ground and immediately go into your ground chain.
 
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Thanks, I'll try that. One thing I never knew is that you steer jHK downwards to get the ground combo going .
 
First Ground chain is always cr.lk, cr.mp, s.mk, cr.hp. Easier version is just without the s.mk.

I really don't advise doing this chain without the s.MK since the main advantage of that chain is that s.MK is plus on block where as cr.MP is minus and cr.MK is really unsafe.

Robo's ability to hit-confirm is actually really strong with s.MK and s.MP being plus, you definitely need to make use of that for her offense to be good.
 
I strongly suggest 2LK 5MP as the hitconfirm instead, 2MP is great as a second low, but negative. Using 3 normals will make you susceptible to PBGC so 2LK 5MP confirm into 5MK 2HP is better than 2LK 2MP 5MK confirm into 2HP I think.

Also, you could confirm 5MP into [5MP] if you are pretty sure they wont PBGC and get more plus frames.
 
2LK 2MP is more consistent that 2LK 5MP though, there's ranges where the former works but the latter whiffs.

Technically RF's optimal confirm should be 2LK alone but that's like actually half way difficult so IDK.
 
That is true but only at the extent of 2LK's range. On some characters the 2HP will whiff after 2LK 2MP 5MK from there as well
 
The c.HP on Fukua's corner combo whiffs for me on Filia, Fukua, Valentine, and Squigly. The j.HK divekick takes you so far forward that c. MP sends them nearly behind you, and their hurtboxes are too skinny. Is there something I'm missing?
 
First of all, thank you CaioLugon for making this thread.
I decided to pick up Parasoul today so I went to this thread for her midscreen BnB. It works pretty well on Peacock and Ms. Fortune, but when I was trying it on BB I could never hit the [dash, 5MK>2HP] chain without the OTG. It always results in the j.HK whiffing as BB techs backwards. Am I too slow with my dash? I know you have a 10f buffer if you dash with the stick but for some reason I can't wrap my head around the timing...

In any case, I've made a slight adjustment to the combo that doesn't require a dash (instead, you need to perform a 3-frame link [L Napalm Shot into 5MP]). It actually does more damage!
2LK 5MP 5HPx2 xx L Napalm Shot
5MP 4HK xx Egret Call
[walk slightly forward]5LP 5MK 2HP

j.MP j.HP j.HK
5LKx2 5MKx2 5HPx2 xx M Napalm Shot xx Silent Scope
2HK

6388 Damage
 
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That combo should work on BB and double yeah, but even if you can't get it on them the variation without the b.hk should work the same (which I guess is irrelevant since you made your own bnb).
 
Hi there, I'm a new to Skullgirls coming from the Mortal Kombat universe and had a question about this BnB for Felia:
c.lk, s.mk, s.hp,
j.hp, adc, j.lk, j.hk,
otg c.lk, s.hp,
j.lp, j.mk (1 hit) xx H Airball, adc, j.mp (4 hits), j.hk,
s.lpx2, s.lk, s.mp, c.mk, c.hp xx H Hairball xx Fenrir Drive.

Is the otg cr.lk guarenteed everytime? I can't see to hit it when I set the AI to do a backwards ground tech?


ps loving the game! Music and artwork is fantastic!
 
the otg in that combo is guaranteed, the only way you wouldn't get an OTG after filia j.hk are 1) you had already gotten one in the same combo (obviously not the case here) or 2) you're waiting too long to do the c.lk OTG pickup. keep practicing, you'll get it with time
 
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the otg in that combo is guaranteed, the only way you wouldn't get an OTG after filia j.hk are 1) you had already gotten one in the same combo (obviously not the case here) or 2) you're waiting too long to do the c.lk OTG pickup. keep practicing, you'll get it with time
Ah I see, okay then thank you! :)
 
I'm having trouble with the rejump in Valentine's Midscreen BnB. Occasionally I'll get it, but most of the time my j.LP gets blocked. Are there any little tips for doing this part consistently?
 
I'm having trouble with the rejump in Valentine's Midscreen BnB. Occasionally I'll get it, but most of the time my j.LP gets blocked. Are there any little tips for doing this part consistently?
Start holding up-forward during the j.hk and do the j.lp as soon as you leave the ground, and you can also do 3 hits of the first j.mp to end the air chain closer to the ground.
 
Start holding up-forward during the j.hk and do the j.lp as soon as you leave the ground, and you can also do 3 hits of the first j.mp to end the air chain closer to the ground.

Thanks! Still need more practice, but I'm getting it to work more frequently now.
 
Someone be my hero and explain me how to use j.mk, j.hk, djc, j.mk, j.hk, with robo fortune!! I have been trying for ages and its almost impossible @_@
 
Someone be my hero and explain me how to use j.mk, j.hk, djc, j.mk, j.hk, with robo fortune!! I have been trying for ages and its almost impossible @_@

You can steer jHK by holding a direction when you do it, like, down + jHK is different than just doing jHK or up and jHK, and probably forward/back as well obviously.

Try steering downward or not steering at all.
 
I think this thread needs a combo for each character that starts from their ground throw and one from their air throw and a combo that starts from your grounded overhead if that character has one. Those are pretty important to have if you want to play a character.
 
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i think we had a long talk about this previously, maybe not here but in either general gameplay or the old beta thread, as far as what constitutes a "bnb". Personally I think throw combos would be considered to be BnBs but like caio said this is more of a starting point. I do think that the combo threads in the character forums should have throw/overhead/whatever combos in their OP but that isn't really relevant to this discussion
 
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Well then maybe it's time to make an advanced bnb combo thread =D
 
There's a combo that I don't quite understand, It's Robo-Fortune's second Midscreen combo; I try to do her j.lk, j.mk, djc, j.lk, j.mk, but I don't understand how I land the second j.lk because the hitbox seems too high to hit the opponent again... Do I have to double jump cancel IMMEDIATELY, or do I wait a bit? I've seen it done before, but I don't understand how to do it.

Edit: Nvm, I think I'm starting to understand now, lol.
 
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The pw corner combo right now is impossible, you can't do

c.lk, c.mk, c.hp xx H Buer Reaper xx Flight,
9j.mk xx L Buer Reaper xx Flight

the second flight cancel is impossible


Here's a better Universal Painwheel Corner Combo (8538 dmg)
c.lk c.mk c.hp xx H Buer xx flight
8j.mk xx L Buer
otg s.lk xx L Buer xx flight
3j.lp s.mp j.lk xx L Buer xx flight
5j.mp s.mk xx H Buer xx flight
9j.hk* s.lp s.lk s.mk s.hp xx L Buer xx Death Crawl

* can be swapped for 3j.hp for 8603 damage total on light characters
* universal, timings may change for every character
 
The pw corner combo right now is impossible, you can't do

c.lk, c.mk, c.hp xx H Buer Reaper xx Flight,
9j.mk xx L Buer Reaper xx Flight

the second flight cancel is impossible
c.lk, c.mk, c.hp xx H Buer Reaper xx Flight,
9j.mk xx L Buer Reaper,
otg L Buer Reaper xx Flight,
Read again, there's no flight after that L buer you're talking about.
 
Is there any chance that the videos on the front page could be links?
It's kind of annoying that spoilers don't make it so you don't load every video on the page so this would be the best solution.
 
Is there any chance that the videos on the front page could be links?
It's kind of annoying that spoilers don't make it so you don't load every video on the page so this would be the best solution.
Yeah, I've been thinking about doing that for a bit... I'll try to do it when I get home.

edit: done
 
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im sorry but what does adc stand for?
 
Air Dash Cancel. You are cancelling your normal into an airdash.
 
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