Skullgirls/Big Band/Combos: Difference between revisions
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==Beginner | ==Hit Confirms== | ||
==BnB Combos== | |||
===Beginner=== | |||
A basic ground chain ending in a sweep. | A basic ground chain ending in a sweep. | ||
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jLK jMKx2 jHK j236KK [9] | jLK jMKx2 jHK j236KK [9] | ||
== | ===Intermediate=== | ||
{{ComboHeader-SG}} | {{ComboHeader-SG}} | ||
Line 95: | Line 95: | ||
===Conversions=== | ===Conversions=== | ||
== | ==Enders== | ||
==Tips & Tricks== | |||
* You can do Brass + assist at the same time by pressing your assist macro button during the hitstop of another move. You won't get an e-brake unless you hold the button for too long. | * You can do Brass + assist at the same time by pressing your assist macro button during the hitstop of another move. You won't get an e-brake unless you hold the button for too long. | ||
== | ==Combos By Starter== | ||
''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.'' | |||
'' | |||
===2LK=== | ===2LK=== | ||
{{ComboHeader-SG}} | {{ComboHeader-SG}} | ||
Line 1,100: | Line 1,090: | ||
| 220 || TK Tympany, jLK 2LPx2 etc | | 220 || TK Tympany, jLK 2LPx2 etc | ||
|} | |} | ||
==Combo Trials== | |||
Trial 1 demonstrates that M Step vacuums and is very plus on hit, meaning you can confirm max range 2MP pokes into full combos. Good to know, but keep in mind that this will not work if 2MP hits them in the air, since M Step will knock down. Some other options are 2HP ebrake into stuff, M Brass when near the corner, or 2HP H Train to claim a hard knockdown. | |||
Trial 2 is a good midscreen beginner combo that does a solid chunk of damage and uses the optimal starter. Worth learning, and you can add the H Beat extension later. | |||
Trial 3 is an extension on Trial 2 into a Tympany ender, but you should just learn the 2MPx2 H Beat route instead. An advantage of the Tympany ender is that it keeps the corner while SSJ does not, but there's nothing stopping you from doing a Tympany ender from the 2MPx2 H Beat route if you want. | |||
Trial 4 shows a decent midscreen Beat Extend starter combo. However, you should be using 2MK instead of 5MK(1) in the ender string, as it does more damage. | |||
{{SG}} | {{SG}} |
Revision as of 12:02, 2 September 2022
Numpad notation | |
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Hit Confirms
BnB Combos
Beginner
A basic ground chain ending in a sweep.
2LK 2MK 2HK
A basic ground chain ending in a special cancel. This combo will get you used to doing charge motions in combos. If you're having trouble charging [4] long enough after 2HP for A Train to work, you can start charging from earlier in the combo (Or even before the combo starts!) by holding 1 (the down-back position). This lets you charge while doing crouching moves such as 2MK and 2HP.
2LK 2MK 2HP [4]6HK
A basic ground chain ending in a super. SSJ sends them fullscreen, behind Big Band.
2LK 2MK 5HP jMP jHP j214LK [4]6HK 236PP
A combo with a jHK pickup into Tympany
2LK 2MK 5HP jMP jHP jHK Tech forward 2LK 5MKx1 jLK jMKx2 jHK j236KK [9]
Intermediate
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
8389 |
1 |
Midscreen |
|
| |
|
~8300 |
1 |
Close to corner / corner |
|
||
|
8562 |
1 |
Corner |
|
Conversions
Enders
Tips & Tricks
- You can do Brass + assist at the same time by pressing your assist macro button during the hitstop of another move. You won't get an e-brake unless you hold the button for too long.
Combos By Starter
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.
2LK
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
7039 |
1 |
Universal |
|
||
|
8389 |
1 |
Midscreen (Anywhere?) |
|
||
|
9116 |
1 |
Midscreen (Anywhere?) |
|
||
|
7096 |
0 |
Universal |
|
||
|
7182 |
0 |
Universal |
Mediums/Heavies |
|
|
|
~8300 |
1 |
Close to corner / corner |
|||
|
8562 |
1 |
Corner |
|||
|
9539 |
1 |
Corner |
Universal |
|
|
|
9594 |
1 |
Corner |
Lights/Mediums |
|
|
|
9599 |
1 |
Corner |
Universal, but very difficult on lights. |
|
|
|
9705 |
1 |
Corner |
Lights only |
|
Throw
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
~5662 |
1 |
Midscreen |
|||
|
6271 |
0 |
Midscreen |
|||
|
6495 |
0 |
Corner |
Air throw
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
5230 |
1 |
Anywhere |
Universal |
|
|
|
5450 |
1 |
Anywhere |
Universal |
|
|
|
6924 |
1 |
Midscreen |
|
||
|
6986 |
1 |
Corner |
|
||
|
7139 |
1 |
Corner |
|
2HP
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
6199 |
0 |
Midscreen |
H Giant Step
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
6804 |
0 |
Midscreen |
|
Beat Extend
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
6506 |
0 |
Midscreen |
|
||
|
6139 |
0 |
Midscreen |
|
||
|
6955 |
0 |
Midscreen |
Lights only |
|
|
|
6988 |
0 |
Midscreen |
Mediums/Heavies |
|
|
|
7207 |
0 |
Midscreen |
Big Band only |
|
|
|
~6700, ~7300 (CH) |
0 |
Back to corner |
Mediums/Heavies |
|
|
|
~6700, ~7300 (CH) |
0 |
Back to corner |
Lights |
|
Cymbals
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
6834 |
0 |
Midscreen |
Counter Hit Punishes
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
10180 |
1 |
Midscreen |
|
||
|
9547 |
1 |
Midscreen |
|
||
|
10656 |
1 |
Corner |
|||
|
10842 |
1 |
Corner |
Lights only |
||
|
10723 |
1 |
Corner |
Lights and mediums only |
||
|
10726 |
1 |
Corner |
Mediums and heavies only |
||
|
11225 |
1 |
Corner |
Lights Only |
||
|
11159 |
1 |
Corner |
Mediums and heavies only |
Double Snap
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
N/A |
1 |
Corner |
Universal |
Easy universal snap combo, takes longer to kill but virtually impossible to drop. |
|
|
N/A |
1 |
Corner |
Universal |
Kills faster than the easy snap combo, while building a pinch of meter. |
[ (video)] |
|
N/A |
1 |
Corner |
Universal |
The Dhoppler Kills the fastest out of the three. |
Damage/Undizzy Ratios
Move | Damage/undizzy | Damage (max scaling) | Undizzy |
---|---|---|---|
623HP (shake) | 33.5 | 670 | 20 |
623MP (shake) | 27 | 540 | 20 |
[4]6HK | 26.75 | 535 | 20 |
[4]6HP | 24.05 | 481 | 20 |
[4]6MK | 21.75 | 435 | 20 |
623LP (shake) | 20.5 | 410 | 20 |
[4]6MP | 17.85 | 357 | 20 |
j.MK | 13 | 260 | 20 |
2MP | 12.5 | 250 | 20 |
5MK | 12.5 | 250 | 20 |
623HP | 12.5 | 250 | 20 |
j.214HK | 12 | 240 | 20 |
2HK | 11 | 330 | 30 |
j.HK | 11 | 330 | 30 |
2LP | 10 | 150 | 15 |
214HK | 9.5 | 190 | 20 |
2HP | 9.166666667 | 275 | 30 |
j.HP | 9.166666667 | 275 | 30 |
623MP | 9 | 180 | 20 |
[4]6LP | 9 | 180 | 20 |
j.214MK | 9 | 180 | 20 |
5LP | 8 | 120 | 15 |
5LK | 8 | 120 | 15 |
214MK | 8 | 160 | 20 |
j.LK | 8 | 120 | 15 |
2MK | 7.5 | 150 | 20 |
5MP | 7 | 140 | 20 |
623LP | 7 | 140 | 20 |
j.214LK | 7 | 140 | 20 |
214LK | 6.5 | 130 | 20 |
j.MP | 6.5 | 130 | 20 |
5HP | 6.333333333 | 190 | 30 |
5HK | 6.333333333 | 190 | 30 |
j.LP | 5.333333333 | 80 | 15 |
2LK | 4.333333333 | 65 | 15 |
Undizzy Breakpoints after Heavy Beat Extend
- Heavy Beat Extend is essential to Big Band's combo routes and his optimal use of soundstun
- Nearly all of his routes lead into HBE at some point, and he has a lot of freedom for how much undizzy he can spend afterwards
- This section serves as a quick reference when constructing your own combos, or some ideas of routes to have on deck to use on-the-fly
OTGless anywhere routes
Undizzy | Combo route |
---|---|
75 | jMKx2 jHP, dashjump jLP jMKx2, 5LK 5MKx2, jMP jMKx2, 2LPx2 etc |
90 | jMKx2 jHP, dashjump jLP jMKx2, 5MKx2, jMP jMKx2, 2LPx2 etc |
150 | jMKx2 jHP, dashjump jLK/LP jMKx2, 2LPx2 etc |
185 | dashjump jLP jLK jMKx2 FF jHP, 2LPx2 etc |
200 | jLK jMKx2 FF jHP, cLPx2 etc |
215 | jLP dl jLK, cLPx2 etc |
235 | cLPx2 etc |
240+ | SSJ or TK Tympany |
Tympany close to corner routes
Undizzy | Combo route |
---|---|
110 | jMKx2 jHP, dashjump jMP jMKx2 FF jHP, 5MKx2, Tympany, jLK, 2LPx2 etc |
200 | jMKx2 Tympany, jLK 2LPx2 etc |
220 | TK Tympany, jLK 2LPx2 etc |
Combo Trials
Trial 1 demonstrates that M Step vacuums and is very plus on hit, meaning you can confirm max range 2MP pokes into full combos. Good to know, but keep in mind that this will not work if 2MP hits them in the air, since M Step will knock down. Some other options are 2HP ebrake into stuff, M Brass when near the corner, or 2HP H Train to claim a hard knockdown.
Trial 2 is a good midscreen beginner combo that does a solid chunk of damage and uses the optimal starter. Worth learning, and you can add the H Beat extension later.
Trial 3 is an extension on Trial 2 into a Tympany ender, but you should just learn the 2MPx2 H Beat route instead. An advantage of the Tympany ender is that it keeps the corner while SSJ does not, but there's nothing stopping you from doing a Tympany ender from the 2MPx2 H Beat route if you want.
Trial 4 shows a decent midscreen Beat Extend starter combo. However, you should be using 2MK instead of 5MK(1) in the ender string, as it does more damage.