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丝瑰丽/连段
阅读
2023-11-05更新
最新编辑:刘笑寒
阅读:
更新日期:2023-11-05
最新编辑:刘笑寒
数字标向法 | |
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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
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 |
---|---|---|---|---|---|---|
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6099/7208/7538 |
0/1/2 |
任意 |
通用 |
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|
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6582/7563/7938 |
0/1/2 |
Anywhere |
Universal |
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|
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7356/8269 |
Universal |
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|||
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8303 |
1 |
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|||
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6062 |
0 |
Universal |
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||
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8344 |
1 |
Corner |
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||
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8766 |
|
||||
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9359 |
1 |
Corner |
Yes |
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9027 |
1 |
Corner |
Universal |
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|
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9225 |
3 |
|
|||
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12320 |
5 |
|
投
指令 | 伤害 | 能量消耗 | 位置 | 限定角色? | 笔记 | 参考演示 |
---|---|---|---|---|---|---|
|
5405 |
1 |
Lights Only |
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1 |
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空投
指令 | 伤害 | 能量消耗 | 位置 | 限定角色? | 笔记 | 参考演示 |
---|---|---|---|---|---|---|
|
4548 |
|
||||
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4754 |
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破招
指令 | 伤害 | 能量消耗 | 位置 | 限定角色? | 笔记 | 参考演示 |
---|---|---|---|---|---|---|
|
10171 |
1 |
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双响退场
指令 | 伤害 | 能量消耗 | 位置 | 限定角色? | 笔记 | 参考演示 |
---|---|---|---|---|---|---|
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N/A |
1 |
Corner |
|||
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N/A |
1 |
Corner |
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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.