丝瑰丽/连段

来自骷髅女孩Wiki
Squigly/Combos



小键盘数字符号
 = 
7 8 9
4 5 6
1 2 3
 = 
后斜上 前斜上
后斜下 前斜下
236 =
214 =
623 =
421 =
[4]6 = (保持35帧),
[2]8 = (保持35帧),
360 =
(N) = 使用多段攻击时只进行N次打击。如果完全命中所有段数,则可以省略。
xN = 自成链攻击连续使用N次。如果只使用一次,则可以省略。
[X] = 保持按下X
]X[ = 松开X
X~Y = X攻击追加Y攻击
X/Y = X或Y
!X = X触发爆发
OTG = 前置于消耗OTG攻击前,指示OTG,发生在粉圈倒地之后
CH = 破招
fastfall = 将一个空中普通拳脚取消到另一个空中普通拳脚并快速落地的行动。后者不会发生,落地时会被取消。
例:双形 jHP(1) > jHK 让双形从多段的jHP中提前落地。
sj = 超级跳
dj = 二段跳
jc = 跳取消
kara = 挥空取消
delay = 放帧取消
ADC = 空中冲刺取消
IAD = 最速空中冲刺
TK = 虎膝(Tiger Knee:在跳到空中时尽快进行后面的行动,通常是通过提前输入一个必杀技的方向指令,然后输入↑,最后尽快输入攻击按键指令。
例:菲莉亚 TK Airball即2147K)
Stance Cancel = Stancel (236PP/KK)
Center Stage = Sing (236MP)
Drag 'n' Bite = DnB (236HP)
Silver Chord = Chord (236MK)
Squigly Battle Opera = SBO (214KK)
角色体重等级
: 菲莉亚/芙库亚,孔雀,幸运猫女,痛苦转轮,瓦伦汀,丝瑰丽,安妮,小伞
: 赛瑞贝拉,帕娜索,伊莱莎(连段中),贝奥武夫,机械猫女
: 双形,大乐队

确认

  • 2LK 2MK is your standard hitconfirm.

民工连

初级

A basic ground chain combo ending in sweep. Unsafe on block.

2LK 2MK 2HK
A ground combo that utilizes a special cancel. (video)
2LK 2MK 5HPx2 236MK
5LPx2 5MP 2HK
A ground combo that includes a super. (video)
2LK 2MK 5HPx2 236MK
214LP+LK
5LPx2 5MP 2HK
An air chain combo that sets up a restand. After the restand, you can choose to go for a reset with 2LK, 6HP or throw. In order to spend more meter, you can do 214LPLK after the 236MK, or 214LKMK after the 236HP. (video)
2LK 2MK 5HPx2 236MK
2MK 5HK
jLP jMK jHK j236MK
5LPx2 5MP 2HP 236HP
A ground throw conversion that utilizes a super. (video)
LPLK 214LK+MK
dash 5HPx2 236MK
2MK 5HK
jLP jMK jHK j236HK
dash 5LPx2 5MP 2HP 236HP
An airthrow conversion. (video)
jLPLK 236MK
cLK sHPx2 236MK
cMK sHK
jLP jMK jHK j236HK
dash 5LPx2 5MP 2HP 236HP

中级

Combos are universal unless otherwise noted. More optimal combos may be possible if you sacrifice consistency or universality, so explore the other sections on this page for more possibilities.

Stancel-less combo. Use this if you aren't comfortable with stancel or combo from an awkward hitconfirm that won't let you stancel. - 6099 dmg (video)

   2LK 2MK 5HPx2 236MK
   5HK jMK jHP
   jLK jMK jHK j236HK
   jLP jMK jHK
   5LPx2 2MP 2HP 236HP


j236HK-less combo. Maximum consistency in exchange for damage. Also won't make you lose corner. - 6582 dmg (video)

   2LK 2MK 5HPx2 stancel
   2LK 2MK 5HPx2 236MK
   5HK jMK jHP
   jLP jMK jHK
   5LPx2 2MP 2HP 236HP

民工连

Stancel and j236HK. This is *the* Squigly combo you want to learn. Replace the second 2LK with 2MK if you have charge. If you decide to do the optional 214P+P after HDive, do it as they fall and not as they're rising.- 7356 dmg (video)

   2LK 2MK 5HPx2 stancel
   2LK 5HPx2 236MK (optional 214LP+LK)
   walk 5HK jMK jHP
   jLP jMK jHK j236HK (optional 214P+P)
   dash 5LPx2 5MP 2HP 236HP (optional 214LK+MK)

衔接

Throw

  • 214LK+MK, 236[P/K] [6] P/K, dash jMK jHK
  • Charged 236MP > 2MK
  • Charged 236MK
  • Uncharged 236MK vs Beowulf, Big Band, and Double

Air Throw

  • j236MK/HK

jHP

  • 214LK+MK
  • Charged 236MK
  • 2MK

收尾

  • 236HP is your most damaging ender but leaves you in a bad spot if it doesn't kill. Use 623P instead if you can't kill.
  • Generally speaking this char isn't really able to spend bars for damage at the end of her combo. If you want to get the most damage out of your bars you will always have to use specific combos. This is why you need to decide if you want to dump meter or not within your first two strings.
  • Using 214KK after your ender is your only means of dumping meter at the end of your combo. It does terrible damage but you should keep that option in mind, in case you need that extra damage to kill or DHC.
  • 214LP+LK after 236MK an effective way of spending bar for damage. It pays off, even if you use it outside of 214LP+LK specific combos.
  • If you have your Level 3 aviable you can use it after 5HK or j236HK in your combo.
  • If Squigly wants to spend a bar for damage it is better to use 214LP+LK early in your combo, rather than ending it with 214KK. I still put the 214KK enders as optional into the combo notation, since you will have to use them if your combo isn't quite enough to kill. However, keep in mind that Squigly should only use meter in her combo if she can kill character with it or to get a charge.
  • Keep in mind that you won't really use full combos unless you either kill or do a setup at the end. 236HP is the ender that is used in most of these combos, since it does the most damage, however if you can't kill off it you can replace it with 623P to get positional advantage.

技巧提示

  • If j.HK leaves you too high up to connect a grounded normal, cancel it into j236MK for a better restand.
Charging mid combo
  • There are several ways of getting a charge mid combo. The two most common ones are charging after 214LP+LK or charging with the help of an assist(view team building page).
  • There are two ways of charging with the help of 214LP+LK, none is easier or better than the other it comes down to preference.
236MK 236[P] 214LP+LK 236[P] [6] P/K - the dual charge. Charge up a small chunk right after 236MK and cancel it right into 214LP+LK after you see the dragon wing. After 214LP+LK use the crumple to charge again. Allows you to link a light or medium afterwards.
236MK 214LP+LK 236[P] [6] P/K - doing one full charge after 214LP+LK. Allows you to link a light afterwards.
  • Using 5HK into MK+HK 214KK gives you enough time to charge but isn't advised since it will kill your damage.

不同起手连段

Some videos may show a slightly different combo and/or damage number, due to either old version differences or slight adjustments made by the editor.

  • I listed these from the easiest and most practical to the more difficult and esoteric ones.

2LK

指令 伤害 能量消耗 位置 限定角色? 笔记 参考演示


2LK 2MK 5HPx2 236MK
(optional 214LP+LK)
walk 5HK
jMK jHP
jLK jMK jHK j236HK
jLP jMK jHK
5LPx2 5MP 2HP 236HP (optional LK+MK 214KK)

6099/7208/7538

0/1/2

任意

通用

  • 没有架势取消的连段。如果你的架势取消还不熟练,可将这个连段作为你的常用连段,相比其他连段这个的j236HK衔接也更容易。

(video)

2LK 2MK 5HPx2 stancel
2LK 5HPx2 236MK
(optional 214LP+LK)
walk 5HK jMK jHP
jLP jMK jHK (optinal j236MK)
5LPx2 2MP 2HP 236HP (optional L+M 214KK)

6582/7563/7938

0/1/2

Anywhere

Universal

  • 架势取消民工连,但没有j236HK。如果你想把对手带到版边或者不想换边,尤其有用。面对双形时建议使用j236MK,因为实战中对双形使用j236HK衔接十分困难。j236MK用于稳定连段,以防jHK打点过高。
  • 如果觉得5HPx2 架势取消 2LK的衔接太困难,可以使用5HPx2 架势取消 5LP,并用5LK替换最后一个取消链中的5LP。

(video)

2LK 2MK 5HPx2 stancel
2LK 5HPx2 236MK (optional 214LP+LK)
walk 5HK jMK jHP
jLP jMK jHK j236HK
dash 5LPx2 5MP 2HP 236HP (optional L+M 214KK)

7356/8269

Universal

  • 使用架势取消和j236HK的通用连段,对双形十分困难。如果觉得5HPx2 架势取消 2LK的衔接太困难,可以使用5HPx2 架势取消 5LP,并用5LK替换最后一个取消链中的5LP。

(video)

2LK 2MK 5HPx2 stancel
2LK 5HPx2 236MK
236[P] 214LP+LK
236[P] [6] P/K
2MK 5HK jHK j236HK jMK jHK
236HP 5LPx2 2MK 2HP 236HP

8303

1

  • 214LP+LK衔接。困难但伤害高,值得学习。能教你如何在连段中蓄力。

(video)

2LK 2MK 5HPx2 stancel
2LK 2MK 5HK
j.MK j236HK
j.9LP j.MK j.HK
5LPx2 2HP 236MK 236LP

6062

0

Universal

  • 以滑行倒地收尾的无充能连段,利用滑行倒地来获得蓄力时机。

(video)

2LK 2MK 5HPx2 236HK
OTG 5HPx2 236MK 236[P] 214LP+LK
236[P] [6] P/K
2MK 5HPx2 stancel
5MP 2HP 236HP 5LKx2 5MP 5HK
jLP jLK jMK jHK j236HK

8344

1

Corner

  • 无充能版边214LP+LK衔接连段。

(video)

2LK 2MK 5HPx2 stancel
2MK 5HPx2 236MK 236[K] 214LP+LK
236[K] [6] P/K
2MP 5HPx2 236HP
5LKx2 5HK jHK j236HK
dash 5LPx2 5MP 2HP 236LK

8766

  • 214LP+LK Route w/ charge for extra damage.

(video)

2LK 2MK 5HPx2 236LP
OTG 5HPx2 236MK 236[P] 214LP+LK
236[P] [6] P/K 5MK 5HPx2 stancel
5MP 5HPx2 236HP
5LKx2 5MP 5HK
jLP jLK jMK jHK j236HK
(optional burstbait: jMP jHK)

9359

1

Corner

Yes

  • 有龙息架势充能版边通用214LP+LK衔接连段。伤害高但是会让对手从版边出来,OTG 5HPx2的时机需要目押。

(video)


2LK 2MK 5HPx2 236LP
(otg) 5HPx2 236MK 66 214LP+LK
623HP 66 5MP 5HK
j.MK j.HP
j.LP j.MK j.HK
5LP 5MP 2HP 236LK/236HP
(optional burstbait: MK+HK 214KK > 2HP)

9027

1

Corner

Universal

  • Corner w/ P charge. This one keeps the opponent in the corner.

(video)

2LK 2MK 5HPx2 stancel
2LK 5HPx2 236MK
5MP 5HK
jHK j236HK 214PP
dash jLP jMK jHK
5LPx2 5MP 2HP 236HP

9225

3

  • Lv3 combo. If you want to burn your meter to kill, use this.

(video)

2LK 2MK 5HPx2 stancel
5HPx2 stancel 2MK 5HPx2 stancel
5MP 5HPx2 stancel 5LKx2 5HK
jMK jHP
jLP jMK jHK j236HK
OTG 236MK LK~LK~6~LP~HK

12320

5

  • LK~LK~6~LP~HK Combo (w/ P charge, Taunt and 5 bars). If you really want to use lv5 and style on your opponent. Very difficult, you have to earn this.

(video)


指令 伤害 能量消耗 位置 限定角色? 笔记 参考演示


Throw L+M 214KK
236[P/K] [6] P/K
dash jMK jHK
2MK 5HPx2 stancel
5MP 2HP 236HP
5LKx2 5MP 5HK
jLP jLK jMK jHK j236HK

5405

1

Lights Only

  • 214KK conversion that allows you to charge after the throw. Dashjump jMK to pick up can be a bit tricky.

(video)

Throw L+M 214KK
dash 2MK 5HPx2 236MK
5MP 5HK
jHK j236HK
jLP jMK jHK
5LKx2 5MP 2HP 236HP

1

  • Easy 214KK conversion. Uses OTG.

(video)


空投

指令 伤害 能量消耗 位置 限定角色? 笔记 参考演示


Airthrow j236MK
5LKx1 5HPx2 236MK
5MP 5HK
jMK jHP
jLP jMK jHK
5LPx2 5MP 2HP 236HP

4548

  • j236MK version

(video)

Airthrow j236HK
jLP jMK jHK
5MP 2HP stancel
2MK 5HPx2 stancel
5LKx2 5HPx2 stancel
5LPx2 5MP 2HP 236HP

4754

  • j236HK version

(video)

破招

指令 伤害 能量消耗 位置 限定角色? 笔记 参考演示


5HPx2 stancel 2MK 5HPx2 stancel
2MP 5HPx2 236MK 236[K] 214LP+LK
236[K] [6] P/K 2.HK 236HP
5LKx2 5MP 5HK j.HK j236HK
j.MK j.HK 5LPx2 5MP 2HP 236LK

10171

1

  • Heavy CH punish combo with one bar and charge.

(video)

双响退场

指令 伤害 能量消耗 位置 限定角色? 笔记 参考演示


Snap
2MK 5HK
(uncombo) 5MP 5HK stancel
repeat

N/A

1

Corner

(video)

Snap
5LKx1 5HK
P/K 5MK delay 5HK 236[P/K]
repeat

N/A

1

Corner

  • Charge Building Double Snap combo

(video)

伤害/爆发值比率

Move Damage/undizzy Damage (max scaling) Undizzy
236HP (lvl2) 26.5 530 20
236LK (lvl2) 25.85 517 20
236HK (lvl2) 23 460 20
623P (lvl2) 21.35 427 20
236LP (lvl2) 19.25 385 20
j.236HK 17.75 355 20
j.MK 14 280 20
236LP (lvl1) 13.75 275 20
236HP (lvl1) 13.5 270 20
236LK (lvl1) 12.1 242 20
236HK (lvl1) 12 240 20
2HP 11.33333333 340 30
5HP 10.33333333 310 30
2HK 10.06666667 302 30
j.HP 10 300 30
j.HK 9.833333333 295 30
6HP 9.333333333 280 30
5HK 9.166666667 275 30
623P (lvl1) 9 180 20
5MP 8.5 170 20
5LP 6.666666667 100 15
5MK 6.5 130 20
2MK 6.5 130 20
2LP 6 90 15
236MK 6 120 20
j.MP 5.5 110 20
2MP 5 100 20
5LK 4.666666667 70 15
2LK 4 60 15
j.236MK 4 80 20
j.LP 3.333333333 50 15
j.236LK 3 60 20
j.LK 2.666666667 40 15

试炼

Trial 1 is useful for learning doing a super cancel, after a special cancel in quick succession.

Trial 2 shows you a possible throw conversion. I put a more optimal one into the combo section, however if you prefer this one it is fine too.

Trial 3 teaches you her airloop with j.hp into a super ender. Not a great combo but fine for learning her airstrings.

Trial 4 stancel combo with super ender. It serves as an extension of Trial 3. Bad combo and not that great for learning stancel's either. You should start with learning the 5HPx2, 5LPx2 link, since that one is the most generous.


系统与机制