View619
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- ViewThePhenom
Thanks, fixed the teleport. I was pretty tired.
You can mash out of that stagger super easily and punish if you call Val after Lenny. You should call Val between cr.hp and the cancel into LP Bang
I understand that there are different combos for different situations, but start me off with something for common situations such as a sLP starter, and maybe a low starter (cMK or cHP) if you could please. You cant really need 6+ combos for just a sLP starter. The optimal ones are the ones I'm looking for.
Also, I don't care if it's easy or hard (just not unrealistically hard like with 1 frame links or incredibly specific spacing). I'm new-ish to Skullgirls, but I'm a long time fighting game player, so I can handle tough combos. I just want to invest my time in the most important ones.
I'll learn the combos for more specific situations (like after a bomb link or corner combos) later. Baby steps first!
EDIT: I just tried to incorporate jHK into my combos based on what I've seen here. I currently have a 9.7k combo that I'm trying to make my BnB. Anybetter way to optimize this off of a sLP?
sLP sMP sMK, jMP jHK, (land) MSoiD, (jump) jLK jHK, (land, jump) jHP ADC, jLP jMP, (land) sMP sHK xx HSoiD xx Argus Agony, release HSoiD (Level 3), Argus Agony
Found a variant of the end for 8.4.I found a pretty simple corner combo (If you know how most of her combos work that are longer).
It's 8.3k for 1 Meter corner only, I haven't tested it on anyone but Valentine but I think it should work on most besides maybe Bella and Double, which could need some adjustments:
LP MP, c.MK, c.HP, s.HK, 214HP, MK, j.MP, j.HP, ADC, j.LP, j.MP, MP, HK, 236LK, LP MP HP[2] 236MP, Argus
I'm tired as hell so let me know if there's a mistake.
FuuuuuuuuuuuuuuuuuuuuuuuuuuuuckJust for you @mcpeanuts
The fuck
Well basically you combo into s.HP xx M item drop + call drag n bite, dash jump j.MK j.HK. From there you have a bunch of options:
Few things: