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The commas hold special instances. Both cases have either a more consistent move or signifies a fastfall.
Band's jumping heavy punch will lower his hitbox and cause him to land quickly hence the term "fastfall". Make use of j.hp fastfalls to link j.mk into a grounded move.
Combos are organized into chains. Chains are an assembly of moves within two categories, grounded and aerial. Grounded and aerial chains do not mix, so in some cases you'll have a chain of only one move. Chains are organized from least to greatest before it ends and a new one begins. The order is as follows:
Grounded
1) lights
2) mediums
3) heavies
4) specials
Aerial
1) lights
2) mediums
3) heavies
4) specials
An attack must be canceled into an equal or greater move than the one before it. Any move within a chain (with the exception of starting chains) CAN NOT be used to start a new chain. For example:
c.lk c.mk s.hp - first chain doesn't count
j.lk j.mk - both moves can't be used to start a new chain
s.lp s.mk
j.mkx2 j.hp - HALT!! j.mk doesn't work here because it has been used previously in the second chain
Chains are conjoined by links, linking chains together creates a combo, and combos win games.
Knowing the combo system is important in Skullgirls and will help you build combos as you need them. Failure to do so will trigger IPS or waste damage potential. So study up and fight like a champ!