• As part of the relaunch of Skullheart, ALL previous threads have been archived. You can find them at the bottom of the forum in the Archives (2021) section. The archives are locked, so please use the new forum sections to create new discussion threads.

Guns n' Barrels - Double Combo Thread

I made a combo using H.pinion dash and I want opinions/suggestions to improve it.
c.lk s.mk s.mk s.hk H.pinion H.luger jumpforward
j.hp j.hk jump j.mp j.hk jump j.mk barrel
c.lk s.mk s.mk c.mp fleshstep
s.lp s.lp s.mk s.mk c.mp H.hornetbomber super

dmg-7.6k

Edit:assist is called in the middle of s.hk
 
Anyone have something for maximum/consistent carry on two characters with different weights, i.e., to a corner for doublesnap?

I'll be labbing it up tonight, but would like to avoid reinventing the wheel if there's something simpler.

Chain into launch, one barrel loop from j.lp, ground chain out of one jab into c.hp xx snap. Double's dash is long and quick enough for picking up the double snap OTG that's like a 60% stage carry. And you can do a side switch 50% or so reverse stage carry if you start a combo with a chain into c.hp xx cilia slide, then pick up the cilia OTG with a dash lk mk mk hk, then the 1 barrel loop -> jab air chain -> one jab ground chain into snap. Either one works correctly on the ultimate nothing works correctly duo of BB + squigly.
 
someone tell me what the trick is to canceling J.HP into J.HK consistently in the Big Band combo after teacup? i keep not getting the J.HK to come out in time..

I was having that problem too. I fixed it by making sure I hit the J.HP asap. You have to still be on your way up to give the J.HK time to come out is what it was looking like to me. I would just practice those two moves until it finally started working. Gotta make sure the J.HP is an instant overhead type deal.
 
  • Like
Reactions: D.R.E.
thanks for the reply..I also would like to know how to consistently make sure I'm at the right height in combos when I go for st.HK > j.mp > J. Hk rejump J Mk >J Hk >Barrel...what type of jumping should I do on this part?..I have a tendency to be too low on the j mk barrel and the character is too high for the barrel to bring them back down...am i supposed to be super jumping? double jumping? regular jump the first and double jump the second?...
 
thanks for the reply..I also would like to know how to consistently make sure I'm at the right height in combos when I go for st.HK > j.mp > J. Hk rejump J Mk >J Hk >Barrel...what type of jumping should I do on this part?..I have a tendency to be too low on the j mk barrel and the character is too high for the barrel to bring them back down...am i supposed to be super jumping? double jumping? regular jump the first and double jump the second?...
Double jump. You have forever to do it after the jHK. Just make sure you're above them when you do the jMK
 
I only just started playing this game and I was having trouble with duck's BB combo so I made this instead, which is way easier, and I think does more damage? You could make it a restand combo if you let big band fall far enough. You can also double jump over him and probably teacup/barrel into something at the end. I don't know if that's more optimal.
 
Yeah there we go.
Its better to use j.lk instead of j.mp on the last jump imo, the hitstop gives you enough time to determine whether or not BB is low enough to the ground to catch him with the lp. If you arent low enough you can rejump and finish in the air like the previous combo, or just grab reset, or crossunder.. you know what I'm not your dad. Do whatever.

Anyway, someone should show me better stuff and render my hours(?) of hard work obsolete.

e: yeah. the video thumbnails are deliberate
 
What do people do for high air burst bait followup combos? Hitting them out of the air with a dash jump j.HK xx barrel gets you a CH heavy + the first ground chain doesn't build undizzy but I'm still only getting like a 9K 1-meter combo in the end, partially because all the early lowish damage hits killing the scaling.
 
I usually just go for fridge because of my muscle memory into barrel loops ;/

If you can land st.hk you can probably do something like st.hk fridge cr.mp st.hp j.mk fridge st.lp etc etc. But I don't actually know the most optimal thing to do I should find out
 
Works on heavyweights midscreen aswell. Delay the Slide as much as you can and use c.lk as otg.
 
  • Like
Reactions: Skullgirlsfanboy
whats a simple corner dbl snap combo?...I realized I dun have 1..
 
cLK sHK Fridge xN
cLK sHK H-Luger xN
jMP jHK xN

Do fridge until they're almost dead, then use one of the other two to finish them off so you can recover in time for their next character's incoming.
 
What does n mean?...oh i get it...thats like.."repeat as necessary"?....i got off to a slow start today..nevermind me..but thnx.
 
Last edited:

For heavies, you can replace the [fridge > dash OTG cLK] part with Barrel > cMP sHK
 
Last edited:
Didnt know what I was doing.

BTW, The crossunder corner is Sev's, so is the j.LP j.HK.

Resets are combos so I posted here.
 
can't go wrong with barrel loops


c.lk, s.mkx2, s.hk,
j.lp, j.mk, j.hk xx M Item Crash,
s.lk, s.mkx2, s.hk,
j.lk, j.mk, j.hk xx M Item Crash,
s.lpx2, s.mkx2, c.hp xx H Hornet Bomber xx Bandwagon Rushdown
Holy shit I've been grinding this combo for like an hour but I can't get the s.lk after the first barrel to connect and continue the combo
 
Holy shit I've been grinding this combo for like an hour but I can't get the s.lk after the first barrel to connect and continue the combo

It can be a really tight link depending on how heavy the character is
 
How do you do the midscreen assist kill on all weights. I've been lazy in practice lately :(
st.hk flesh step st.lp st.hk repeat

can add one hit of st.mk if you feel like it. vs light weights you can also probably dash before st.lp, or just do st.mk st.hk instead which is free on them.

j.hk repeat also works. see my match vs guitalex at evo I do it game 2 iirc
 

Basically 2 easy crossunders that work on Double without the second part of j.HK. Use these because no one expects a non second part of j.HK corssunder as a Double player.
Also the first one works on Cerebella, Don't know about Para.
 

Alright so there's this reset that's cool looking and stuff. This Only works Filia and Fukua which is sad because it won't work next version. :(

Excuse the DOUBLE post. But it's cool.
 
  • Like
Reactions: gllt
does anyone know how to combo/get max damage off of Double's level 5 cause i don't feel like spending hours in training mode trying to figure this thing out
 
man don't be too lazy to go to training mode, I figured it out in like 2 minutes and I don't even play double
 
  • Like
Reactions: mcpeanuts
does anyone know how to combo/get max damage off of Double's level 5 cause i don't feel like spending hours in training mode trying to figure this thing out
I just mash LP and all the kicks as hard as possible, I don't know if that's max damage but man how often does it come up. At least I know the inputs for it, unlike with Big Band.
 
here's an easy mid screen that work's on everyone in cause someone wants to know
 
Just do s.MK s.HK Flesh Step repeat.
 
Just do s.MK s.HK Flesh Step repeat.
i find this one more easy to do but i do like that one more
 
Holy shit I've been grinding this combo for like an hour but I can't get the s.lk after the first barrel to connect and continue the combo
It can be a really tight link depending on how heavy the character is

If you'll put a delay between j.LP and j.MK the link will become very easy
 
I'm going to make this post in as many combo threads as I can. Please record combos with 3-4Bar, so people can see the meter gain for both parties.
 
Probably the most damage you can do from NCH c.LK and 1 meter.
Btw it's universal with some slight adjustments.
 
Last edited:
combo
c.mp as otg after Cilia Slide doesn't work on Parasoul, Fortune and Robo Fortune. s.mp replaces it perfectly, but you lose 25 damage (-scaling)
This combo damage is actually 7887 if you get every hit from j.mp, even though considering using c.mp on the first string is kind of a stretch imo :p