Legend

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Quick read

A row
One combo: the same opener, strings and MV, in every order that fits. An n5 ending is its own row. The best order is shown.
Strings
13n2 3n3 = thirteen n2, three n3. +C = one extra CA.
MV
Damage. Higher is better.
Frames to spare
Leeway: frames left before E ends (60f = 1s), or, on a late dash, how early you can be before it pairs. Higher is easier. Colored when it reaches an easier difficulty than the one you picked.
Flags
Warnings. Hover for details.

Shorthand

222q 223 22cd23 2#523 = n2d n2d n2q · n2d n2d n3w · n2d n2cd n2d n3w · n2d n2.5d n5d n2d n3
22
Dash cancel. A digit directly before another digit is that string cut by a dash (22 = n2d n2d).
q
Burst cancel. A q alone at the start means q straight after tE.
c
Charged attack, then back to n1 ("c " with a space).
cd
Charged attack canceled by a dash. A c straight into a digit also means cd (22c23 = 22cd23).
w / "3 "
Walk cancel. A 3 before a space is n3w.
#  $
n2.5 and n3.5: n3 or n4 stopped after its first hit. 2.5 and 3.5 can also be typed.
last digit
The final string, played out to the end of the window.

Full Form

10n2 2n3 n5 n2.5 +C (222q start)
10n2
Ten n2 strings in the combo, in any order.
n2.5 · n3.5
Partial strings (# and $ in shorthand).
+C
One charged attack beyond the first.
(… start)
The opener: eq start = q right after tE, n2q start = one n2 then q.
2n2d n3w
Step by step: a number in front repeats the move; 2[…] repeats a block.

Move Grid

solid
Measured: frame-counted timing.
dashed
Named in the sheet, timing unsure or derived.
dotted
Derived by rule: an estimate until someone frame-counts it.
openers
The q (burst) moves aren't in the grid: openers come from Starters.

Timeline

n1   n2
Normal attack strings.
n2.5 / n3
Partial n3 and full n3.
n3.5 / n4
Partial n4 and full n4.
n5
Full n5.
q
Burst cancel.
c
Charged attack, then back to n1.
cd
Charged attack canceled by a dash.
final
The final string.
dash
The dash itself, drawn after the string it cancels.
late dash
The dash is input late on purpose so it doesn't pair with the previous one. Dash early and the next dash locks.
wait
Holding the dash until its cooldown ends.
dash cooldown
Two dashes under 51f apart put the next dash on cooldown for 96f. A string that doesn't dash (walk, CA) can play out during it at no cost.
| CA lands  | q lands
Tick under the bar where the charged attack or the burst hits.
frames to spare
Time left before the window ends: the combo's leeway.
▲ rift
A new rift appears (rift times are set in Conditions). The rift assumptions are being improved.
window ends
Where E ends. Its length is the E duration in Conditions (now 754f).

Leeway

0–10f
Genius (0–0.17s): frame-perfect.
10–25f
Dire (0.17–0.42s): near-perfect.
25–50f
Fearless (0.42–0.83s): tight.
50–75f
Menacing (0.83–1.25s): comfortable once practiced.
75–120f
Hard (1.25–2s): relaxed.
120f+
Advancing (2s+): very forgiving.
below 0
Doesn't fit the window.

Flags

★ Recommended
On the Recommended list.
next rot −5f
Dash cooldown still running at swap-out delays the next rotation's opener by that many frames.
next rot doesn't fit
The cooldown carried into the next rotation makes it miss the window.
SS risk
CAs absorb fewer than 2 rifts, or the first CA is late, so SS may run out.
n1 ending: untested
The combo ends in n1. There's no recorded frame data for n1 endings, so its leeway rests on an assumption.
late dash
A dash is input late so it doesn't pair. Its early-side room counts toward leeway.
wait 14f
Holds a dash that many frames for the cooldown.
stamina +53
Spends that much more stamina than the budget each rotation.
unmeasured: n2.5d
Uses moves without frame-counted timing.
n2dw ×2
Dash-walk taps added to fit the stamina budget.
more orders
The combo has other orders, merged into one row. Tap the row to see them all in Check.

Skirk Combo Engine

by Kimaling · 202610240240

Find the highest-damage Skirk combo you can actually land.

Saved on this device.

Other combos

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#StartStringsSample orderMVvs 4n5 n2Frames to spareDashesCAsStaminaVRsC6 ProcsFlags