jMP dl jHP - Alternate Ravenous overhead hitconfirm that can lead into higher damage since you get a stage 1 special cancel, but harder to hitconfirm effectively since jHP is unsafe (can still be made safe with Slurp if blocked).ĢLK 2MK 2HK 236LP (max grinds) microdash 2HP jMP jHP 214MK OTG 5MP(x2) 214HK dash 6LP 5MP(x2) 2HP jHK 5LK 5MP(x2) 5HP 6MP 623PP.After landing, link 2MP or 2HK into your normal bnb. jMP jMK - Ravenous overhead hitconfirm.Do NOT use this hitconfirm while Satiated, it's -8. Functions while Overstuffed, since it's -6, but 2MP will hit mid, so it's not too effective. 2LK 2MP - Ravenous low > low hitconfirm.More damage than 2LK 2MK, and combos into 6HP and more, but is -5 on block. 2LK 5MK - Standard low > low hitconfirm when close to a puddle, since 2MK splash will ruin many routes.2LK 2MK - Standard, hunger-independent low > low hitconfirm that's -2.Also unsafe on block.Ī basic ground chain combo ending in a super cancel. Unsafe on block.Ī basic ground chain combo ending in a special cancel. Once you can do all of them, try learning the combos in the following sections!Ī basic ground chain combo ending in sweep. When you play matches, it's good enough to use the one you can perform the most consistently. Start with the first, then move to the next one. If the bread and butter combos are too daunting, try to become comfortable doing each of these combos. Fortune, Painwheel, Valentine, Squigly, AnnieĬerebella, Parasoul, Eliza (for combos), Beowulf, Robo-Fortune Example: 2147LK for TK Airball)įilia/Fukua, Peacock, Ms. Tiger knee (doing an air move the moment a jump sends you airborne, typically by inputting a special move motion followed by jump+button. Example: Annie 5HPx2 Kara j236K, the second 5HP's startup puts Annie airborne and she can cancel it into divekick before the second normal hits.įollowing move hits off the ground, after a red bounce This is done for positioning or to access airborne specials from grounded attacks. Quickly cancelling a move into another move before it becomes active. Example: Double jHP(1), jHK lets Double land from the multi-hit jHP early. The 2nd move is land cancelled during startup. Normal that chains into itself pressed N timesĬancelling an air normal into another move to change momentum and land early. Both Skullgirls 2nd Encore and the Season 1 Pass, which includes Umbrella, are on sale now on Steam.Multi-hit move hits only N times. Skullgirls Mobile is available on Android and iOS devices. Skullgirls 2nd Encore is available now on Nintendo Switch, PlayStation 4, and PC via Steam. The developers used a similar release pattern for the first DLC character in Season 1, Annie. The team even teased that they might have a peek ready for the third Season 1 Pass DLC character by then. The final build and her story mode will launch sometime in Q4 2021. Afterward, the team will move the character into beta and early access in Q3 2021. In July 2021, Season 1 Pass owners will be able to try out a “sketchy” alpha build of Umbrella in Skullgirls 2nd Encore. Steam users will be able to play as the character earlier than anyone else. Players can attempt to maintain Hungern’s specific windows of his appetite, like “starving” and “overstuffed,” for bonus effects. After certain actions or time elapsed, his hunger level will affect Umbrella’s moves. One of her gimmicks is that Hungern’s appetite will play into battles. Umbrella will be a slow and heavy fighter with big swings. The teams prefaced the information by stating that the character is still early in development. The three companies updated fans with a breakdown of how they plan to implement Umbrella in Skullgirls 2nd Encore. The trio of companies posted a detailed blog entry on their addition, including a rough release date of Q4 2021 for their final build. Umbrella will be the second DLC fighter in the game’s Season 1 Pass. Autumn Games, Future Club, and Hidden Variable revealed that fan-favorite fighter Umbrella (and Hungern) will be making their way to Skullgirls 2nd Encore and Skullgirls Mobile.
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