For those that have advanced combos with an assist, double Vial A in combos will do more damage than a maximized Vial B combo into Vial A.
Tested with ratio 2 teams off the lowest possible starter “c.lk”.
However off a solid hit-confirm as in j.HP into Vial B will of course do more damage in the long run due to Vial being % based.
Also against a higher health characters as in 16k+/28k+ double Vial A will always do more damage.
Lastly double Vial A will give the opponent less meter than opposed to any combo using Vial B so that’s also a plus.
Vial A pros:
10% damage always
Vial A cons:
all it has is that effect so only useful for combos
Vial B pros:
Easy as heck combo potential with high damage
+30 hitstun/blockstun on any hit
Effect can leads to amazing mixups or resets.
When a assist is hit by it she is stuck on stage for good while.
Vial B cons:
Guarantee to give your opponent a crap ton meter.
I already notice other players doing it but to follow up a cross/vial just do it before hitting the ground after an air chain, heck it gives you enough to land a launcher.
Yeah my Vial B combo worked like that with Cerebella anti-air grab. I never knew Double let you load one up though. What do you do to combo into a load?
Not trying to be too critical here but is the thread creator going to update the OP, huge part of a good combo thread is keeping the first post updated.
I still fine dash jump links to be pretty tough (I can get them, but not super consistently), found an easier corner to corner combo without assist for those having trouble with the dash jump combos.
Alright I’ve been able to get it as far as to the second loop.
c.lp,c.mp,c.hp, a.lp, dead cross (or any vial), a. mp, c.lp, c.mp, c.hp, a.lk, dead cross (or any vial), a. mp, savage bypass
Corner only and tested on Parasoul
Had a friend upload it since I couldn’t watch it. Oddly enough my single green nail combo already does 8800+ without any awkward requirements but I may be able to add a re-Vial into type A for sure.
Hello everyone, I got Skullgirls 2 days ago, I never really played 2D fighters before and I TOTALLY can’t do any of the combos listed here… So if anyone would be so kind to record this one (which is considered her BnB I guess) I would be very grateful:
Back from lab vaykay, made a new sorta near-corner/corner whatever combo that’s self-sufficient (& a lil extra)~
yes, scaled with confirming goodness!
c.lk c.mk(1) c.hp j.hp ad j.hp xx qcf+hk land c.mk(1) c.hp (delay next hit) j.mk(1) j.hp ad j.mp(1) j.hp land c.mp(all) mk(all) c.hp j.lk(1) j.mp(all) j.hp land mp(all) x2 mk(all) c.hp j.lp j.mp(all) j.hp land lp x3 mp(all) x2 mk(all) hk x2 xx qcf+mk xx qcf+kk :: 7.9k~\Syringless\Over 1 Meter Built\1.oo\Swaqq-Enabled~
Swift Edit: Performed On Valentine, But I Conceived It On Painwheel, Still Worx & For Heavies, I ASSUME It’s Even Easier Cuz The Tricky Part Is Lowering Them Enough~
I’m considering learning the Pulsar Bnb, but is it viable or too technical to be practical, does it hit all the characters, I’m particularly curious if it works on Valentine and Parasoul? How much meter does it build? Does IPS kick in if you start with Air Heavy Punch instead of grab >> launch?
My current BnB is c.HP, jump cancel, J.HP xx J.hk, air dash cancel, J.mp xx J.hk, land, Jump, J.lp xx J.mp xx J.hk, land, dash, S.lp xx S.mp xx S.mp xx C.mk xx C.HP, jump cancel, J.lk xx J.MP xx J.HK xx QCF K xx QCF KK
It’s a BnB I enjoy and I learned in but it took me several hours, how long should it take me to get the Pulsar BnB down?
Good part of the combo thread would be you guys being helpful and reposting the combos from the general thread here like I’ve asked about 3-4 different times. I’ve been driving in and out of my hometown to Houston for medical reasons which I could’ve sworn I’ve explained. In the last 2 weeks I’ve spent more time in motels, driving and my cousins’ places than I have this.
Some of the combos are still getting posted without stating who it worked on or damage values. So if you guys want to wait until I test every combo you guys have posted on everybody , tell me the dummies so I can start placing them in the proper place. I haven’t either forgotten or ignored this place but there are a lot of random combos all over the place in the general valentine thread and I just need to get around to organizing it.
I did that same day as the video, just don’t do the second green syringe, also that version of the combo only works on Peacock/Val/Fortune but can be made to work on everyone but the heavies (Cere/dou/para).
Hah, I dun even know how the combo worx (vid’s laggy) & tbh, I haven’t messed with it, yet~
What’s your syringe combo? My green syringe ends up doing like 8.3 mid-screen, but that seems weak compared to yours___green syringe is a bitch -_
I’m focussing on meter-building combos (that still do a lot of damage) now :: meter rape was always crucial in Mahvel & it’s no different in Skullgals :: I feel naked without meter :: i use it to chip, save myself from supers & ofc end combos, so___Green Syringe optimization is iffy to me, now o_o
For midscreen, no one really knows. pulsr’s combo is ideal but will be impractical if you can’t do run-jumps 99% of the time. So keep it something simple and something that roughly carries the opponent to the corner.
For corner combos, there are tons of good variations and the timing is less strict. They all have some nice loops using j.HPs, wallbounce with hcf+K, etc.
Just realize with the corner combo if you end it with qcf+KK, it will put the opponent out of the corner and you have to make your way back in, so keep that in mind.