Simple principles of Skullgirls combo optimisation:
1) Squeeze as much damage into the first fourteen hits as possible, as this is the amount of hits you get before you hit the 15% damage scaling cap.
2) Squeeze as many hits into the following n hits as possible, as hitcount no longer scales damage. Obviously prioritise heavier hits over lighter ones if you have to choose, and bear in mind that the minimum damage scaling for a heavy attack is 20%, not 15%.
This is why I like trying to use combos that utilise an early j.HP ADC j.HP, due to the fact that it adds a big chunk of damage to the combo and you can't utilise it after you remove your head.
How much meter does that combo use/gain? If it's meter neutral that might well be a BnB.
What have people found for combos off of a normal throw? The best I've been able to utilise thus far is just qcf+pp super for 3k damage.
EDIT: Ah, you can do HP rekkas then super for 4.5k.
Just cracked the midscreen game. This all works:
Hitconfirm -> st.HK, j.HP, air dash, j.MK, qcb+HP, MASH f+HP (this gets your head out of the way so that you can move forward and do...) st.HK, j.MP, j.MK (2 hit), qcb+LK, (before you land) qcb+HP, then your choice of followup from OMNOMNOM. I'm unsure if the OMNOMNOM eats your ground bounce. If it doesn't this is a lot of easy damage midscreen.
Does excellent damage, and plus it's nice to begin to get combos working via moving the head around the screen mid-combo.


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