Skullgirls/Big Band/Combos

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< Skullgirls‎ | Big Band
Revision as of 12:02, 2 September 2022 by Gelato (talk | contribs)
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Numpad notation
7.gif 8.gif 9.gif
4.gif 6.gif
1.gif 2.gif 3.gif
 = 
7 8 9
4 5 6
1 2 3
 = 
up-back up up-forward
back neutral forward
down-back down down-forward
236 = Sg 236.png
214 = Sg 214.png
623 = Sg 623.png
421 = Sg 421.png
[4]6 = 4.gif (hold for 35 frames), 6.gif
[2]8 = 2.gif (hold for 35 frames), 8.gif
360 = Sg 360.png
(N) = Multi-hit move hits only N times. May be omitted if all hits are used.
xN = Normal that chains into itself pressed N times. May be omitted if all hits are used.
[X] = Hold down X
]X[ = Release X
X~Y = X then Y done in quick succession
X/Y = X or Y
!X = X triggers a burst
OTG = Following move hits off the ground, after a red bounce
CH = Counter hit
fastfall = Cancelling an air normal into another move to change momentum and land early. The second move doesn't hit, it gets canceled when landing. Example: Double jHP(1) > jHK lets Double land from the multi-hit jHP early.
sj = Super jump
dj = Double jump
jc = Jump cancel
ADC = Airdash cancel
IAD = Instant airdash
TK = 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: 2147LK for TK Airball)
Beat Extend Shake Followup = Shake (After 623P, 4~6 xN OR LP~HP xN)
Character Weight Classes
Light: Filia/Fukua, Peacock, Ms. Fortune, Painwheel, Valentine, Squigly, Annie, Umbrella
Middle: Cerebella, Parasoul, Eliza (for combos), Beowulf, Robo-Fortune, Black Dahlia
Heavy: Double, Big Band


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
2LK 2MK 5HP
jMP jHP jHK
Tech forward OTG 2MPx2 623HP[shake]
jLK jMKx1
5MKx1
jLP jLK jMKx1
2LPx2 2MK 5HK [4]6HK 236PP

8389

1

Midscreen

  • Midscreen BnB. Does not work if too close to corner.
  • If you're having trouble hitting the j.LK link, be sure to do j.LK at the apex of your jump.

(video)


2LK 2MK 5HP
jMP jHP jHK 236KK[9]
OTG jMKx1
2LK 2MPx2 5HK 623HP[shake]
jLP jLK jMKx1
2LPx2 5LK 2MPx2 5HK [4]6HK

~8300

1

Close to corner / corner

  • Combo that works close to corner or in corner, but commits to using meter early.

(video)

2LK 2MK 5HK [4]6MP
OTG 2MPx2 5HK 623HP[shake]
jLK jMKx1
5LK 5MKx1
jLP jLK jMKx1
2LPx2 5HP
jMP jMKx2 jHK 236KK[9]

8562

1

Corner

  • Corner BnB.

(video)

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
2LK 2MK 5HP
jMP delay jMKx1
5LP 5MKx1
jLK jMKx1
2LK 5MKx1
jLP jLK jMKx1
623HP[shake]
2MPx2 5HK [4]6HK 236PP

7039

1

Universal

  • Universal OTG-less combo
  • This combo saves OTG and corner carries if SSJ isn't used, but at the cost of damage.

(video)

2LK 2MK 5HP
jMP jHP jHK
Tech forward OTG 2MPx2 623HP[shake]
jLK jMKx1
5MKx1
jLP jLK jMKx1
2LPx2 2MK 5HK [4]6HK 236PP

8389

1

Midscreen (Anywhere?)

  • Midscreen BnB
  • If you're having trouble hitting the j.LK link, be sure to do j.LK at the apex of your jump.

(video)

2LK 2MK 5HP
jMP jHP jHK
Tech forward OTG 2HK 623HP[shake]
jLP jMKx2 jHP
dash jLK jMKx2
dash 2LPx2 5LK 2MPx2 5HK [4]6HK 236PP

9116

1

Midscreen (Anywhere?)

  • Midscreen BnB with full corner carry.
  • Delay jHK on mids/heavies to be able to connect 2HK and 5LK 2MPx2 instead if it's too hard.

(video)

2LK 2MK 5HP
jMP jMKx2 jHP
dash jLP jMKx2
sMK
jLK jMKx2
cMPx2 sHK 623HP[shake]
cLPx2 sLK cMPx2 sHK [4]6HK

7096

0

Universal

  • Optimal universal otgless combo.

(video)

2LK 2MK 5HP
jMP jMKx2 jHP
dash jLK jMKx2
sMKx2
jLP jMKx2
cMPx2 sHK 623HP[shake]
cLPx2 sLK cMPx2 sHK [4]6HK

7182

0

Universal

Mediums/Heavies

  • Optimal mids/heavies OTGless combo.

(video)

2LK 2MK 5HP
jMP jHP jHK 236KK[9]
OTG jMKx1
2LK 2MPx2 5HK 623HP[shake]
jLP jLK jMKx1
2LPx2 5LK 2MPx2 5HK [4]6HK

~8300

1

Close to corner / corner

(video)

2LK 2MK 5HK [4]6MP
OTG 2MPx2 5HK 623HP[shake]
jLK jMKx1
5LK 5MKx1
jLP jLK jMKx1
2LPx2 5HP
jMP jMKx2 jHK 236KK[9]

8562

1

Corner

(video)

2LK 2MK 5HK [4]6MP
OTG 2MPx2 5HK 623HP[shake]
jMKx2 jHP
jLK jMKx2 jHP (fastfall)
5LKx2 5MKx2
jMP jMKx2
2LPx2 5LKx2 2MPx2 5HK [4]6HK 236PP

9539

1

Corner

Universal

  • Optimal corner combo from cLK
  • Taller characters/lights might need small delay on the second press of jMK after the jMP
  • jMP can be replaced with jLP to make the combo easier on lights/tall characters if you're having trouble getting all 4 hits of the last jMKx2

(video)


2LK 2MK 5HK [4]6MP
OTG 2MPx2 5HK [4]6HK~P
2LK 2MPx2 5HK 623HP[shake]
jMKx2 jHP
jLP jLK jMKx2 j.HP (fastfall)
2LPx2 2LK 2MPx2 5HK [4]6HK 236PP

9594

1

Corner

Lights/Mediums

  • Caio/E-Brake route, more damage than normal BnB.

(video)

2LK 2MK 5HK [4]6MP
OTG 2MK 5HP
9jMK jHP
2MPx2 5HK 623HP[shake]
9jLK jMKx2 jHP
2LPx2 5LK 2MPx2 5HK [4]6HK 236PP

9599

1

Corner

Universal, but very difficult on lights.

  • Optimal and consistent on med/heavy characters.
  • Air string timing varies greatly based on weight, notably Bella, Double, and Band require less delay between jMK jHP in the second string.
  • 2LPx2 in the end string can be replaced with 5LPx2 if the opponent is too high after jHP

(video)


2LK 2MK 5HK [4]6MP
OTG 2MK 5HK [4]6HK~P
2MPx2 5HK [4]6HK~P
2LK 2MPx2 5HK 623HP[shake]
dash jMKx2 j.HP
2LPx2 2LK 2MPx2 5HK [4]6HK 236PP

9705

1

Corner

Lights only

  • Caio/E-Brake lights route.
  • Swap M Brass with E-Brake to turn it into an otgless route for 8040 dmg meterless.

(video)

Throw

Notation Damage Meter Cost Location Character Specific? Notes Video
throw 214MK
2MK 5HP
jMP jHP jHK
OTG 5LK 5MK
jLK jMKx1
2LPx2 5MK
jLP jLK jMKx2 jHK 236KK[9]

~5662

1

Midscreen

(video)

Throw [4]6HK~P
5LPx2 2LK 2MPx2 623HP[shake]
jMK~MK jHP
dash jLP jMK~MK jHP (fastfall)
5MKx2
jLK jMK~MK jHP (fastfall)
2MPx2 5HP
jMP jMK~MK jHP (fastfall)
2LPx2 5LK 2MPx2 5HK [4]6HK

6271

0

Midscreen

(video)

Throw [4]6HK~P
5LPx2 2LK 2MPx2 5HK 623HP[shake]
jMK~MK jHP
dash jump jLP jMK~MK jHP (fastfall)
5MKx2
jLK jMK~MK jHP (fastfall)
2MPx2 5HP
jMP jMK~MK jHP (fastfall)
2LPx2 5LK 2MPx2 5HK [4]6HK

6495

0

Corner

(video)

Air throw

Notation Damage Meter Cost Location Character Specific? Notes Video
Air throw
OTG jMK
5MP 623HP (shake)
jLK jMK
5MK
jLP jLK jMK
2LK 2MK 5HK [4]6HK 236PP

5230

1

Anywhere

Universal

  • Easy and basic air throw combo that does the job.

(video)

Air throw
OTG jMK
5MP 623HP (shake)
jLK jMK
5MK
jLP jLK jMK
2LK 2MK 5HP
jMP jMKx2 jHP 236KK (hold upforward)

5450

1

Anywhere

Universal

  • Tympany ender variation on the above that does a little more damage and has better corner carry, but will be more awkward to DHC out of.
  • Damage is approximate based on number of Tympany hits.

(video)

Air throw
OTG jMK
2MK 5HP
jMP jMK~MK jHP
dash jump jLP jMK~MK jHP (fastfall)
2MPx2 623HP[shake]
jLK jMK~MK jHP (fastfall)
2LPx2 5LK 2MPx2 5HK [4]6HK 236PP

6924

1

Midscreen

  • High damage but difficult midscreen conversion.

(video)

Air throw
OTG jMK
2MPx2 5HP
jMK~MK jHP
sj jLP jMK~MK jHP
sj jLK jMK~MK
5LK 623HP[shake]
2LPx2 5LK 2MPx2 5HK [4]6HK 236PP

6986

1

Corner

  • High damage but difficult corner conversion.
  • Hard on light characters, but not so bad on mediums and heavies.

(video)

Air throw
OTG jMK~MK jHP
sj jLP jMK~MK jHP
sj jLK jMK~MK jHP (fastfall)
5MKx2
jMP jMK~MK jHP (fastfall)
2MPx2 5HK 623HP[shake]
2LPx2 5LK 2MPx2 5HK [4]6HK 236PP

7139

1

Corner

  • Optimal and very difficult corner conversion.

(video)

2HP

Notation Damage Meter Cost Location Character Specific? Notes Video
2HP [4]6HK~P
5LPx1 2MK 5HP
jMP jMK~MK(1) jHP
dash jump jLK jMK~MK jHP (fastfall)
2LK 5MKx1
jLP jLK
2MP 5HK [4]6HK

6199

0

Midscreen

(video)

H Giant Step

Notation Damage Meter Cost Location Character Specific? Notes Video
214HK
2MK 5HP
jMP jMK~MK(1) jHP
dash jump jLP jMK~MK jHP (fastfall)
5LK 5MKx1
jLK jMK~MK jHP (fastfall)
2LPx2 5LK 2MPx2 5HK [4]6HK

6804

0

Midscreen

  • Close range

(video)

Beat Extend

Notation Damage Meter Cost Location Character Specific? Notes Video
623P[no shake]
5MP 5HP
jMP jHP jHK
Tech Forward OTG 5MKx2
jLK jMP
dash jLP jLK jMK
2LK 2MK 5HK [4]6HK

6506

0

Midscreen

  • Easy dp route.

(video)

623P[no shake]
2MK 5HP
jMP jMK~MK(1) jHP
dash jump jLP jMK~MK jHP (fastfall)
5LK 5MKx1
jLK jMK~MK
2LPx2 5LK 2MPx2 5HK [4]6HK

6139

0

Midscreen

  • OTGless route.

(video)

623P[no shake]
2MK 5HP
jHP jHK
Tech forward OTG 5LK 5MK
jMK~MK jHP
dash jLK jMKx2
dash 2LPx2 5LK 2MPx2 5HK [4]6HK

6955

0

Midscreen

Lights only

  • Optimal lights route.

(video)

623P[no shake]
2MK 5HP
jMP jHK
Tech forward OTG 5LK 5MKx2
jLP jMKx2 jHP
dash jLK jMK~MK
dash 2LPx2 5LK 2MPx2 5HK [4]6HK

6988

0

Midscreen

Mediums/Heavies

  • Optimal mediums/Double route which also works on Big Band

(video)

623P[no shake]
2MPx2 5HP
jMP jHP jHK
Tech forward OTG 5MKx2
jMKx2 jHP
dash jLK jMKx2
dash 2LPx2 5LK 2MPx2 5HK [4]6HK

7207

0

Midscreen

Big Band only

  • Optimal Big Band route.

(video)

623P[no shake]
2MK 5HP
8jMP dl jHK
Tech forward OTG 2LK 5MK
jLP dl jMKx2 dl jHP
(CH only: 2MPx2 5HP)
9jLK jMKx2 (optional jHP fastfall)
2LPx2 etc

~6700, ~7300 (CH)

0

Back to corner

Mediums/Heavies

  • Back-to-corner start that reclaims corner quickly.
  • Exact damage depends on strength of BE used.

(video)

623P[no shake]
2MK 5HP
9jMP jHK
Tech forward OTG 2LK 5MK
jLP dl jMKx2 dl jHP
9jLK jMKx2 (optional jHP fastfall)
(CH only: 2MPx2 5HK ebrake)
2LPx2 etc

~6700, ~7300 (CH)

0

Back to corner

Lights

  • Lights-specific version of the above.
  • Technically works on mediums but there's no reason to do it.

(video)

Cymbals

Notation Damage Meter Cost Location Character Specific? Notes Video
j214K
dash 2MK 5HP
jMK~MK jHP
dash jump jLP jMK~MK jHP (fastfall)
5MKx2
jLK jMK~MK jHP (fastfall)
2MPx2 5HP
jMP jMK~MK jHP (fastfall)
2LPx2 5LK 2MPx2 5HK [4]6HK

6834

0

Midscreen

(video)

Counter Hit Punishes

Notation Damage Meter Cost Location Character Specific? Notes Video
CH 2MK 5HP
jMP jHP jHK
OTG 2HK 623HP[shake]
jMKx2 jHP
dash jLK jMKx2 jHP(fastfall)
5LK 5MK
jLP jMKx2
2LPx2 5LK 2MPx2 5HK [4]6HK 236PP

10180

1

Midscreen

  • On lights, dash jumping after beat extend makes the confirm into jMKx2 easier

(video)

CH 2LK 2MK 5HP
jMP jHP jHK
OTG 2MPx2 623HP[shake]
jMKx2 jHP
dash jLK jMKx2 jHP(fastfall)
5MK
jLP jMKx2
2LPx2 5LK 2MPx2 5HK [4]6HK 236PP

9547

1

Midscreen

  • On lights, dash jumping after beat extend makes the confirm into jMKx2 easier

(video)

CH 2MK 5HK [4]6MP
2MPx2 5HK 623HP[shake]
jMKx2 jHP
jLP jMKx2 jHP (fastfall)
5MKx2
jMP jMKx2
5LK 5MKx2
jLK jMKx2
2LPx2 5LK 2MPx2 5HK [4]6HK 236PP

10656

1

Corner

(video)

CH 2MK 5HK [4]6MP
2MK 5HK [4]6HK~P
2MPx2 5HK [4]6HK~P
2LK 2MPx2 5HK 623HP[shake]
jLP jMKx2 jHP
jLK jMKx2 jHP (fastfall)
2LPx2 5LK 2MPx2 5HK [4]6HK 236PP

10842

1

Corner

Lights only

(video)

CH 2MK 5HK [4]6MP
2MPx2 5HK [4]6HK~P
2LK 2MPx2 5HK 623HP[shake]
jMKx2 jHP
jLK jMKx2 jHP (fastfall)
5MKx2
jMP jMKx2
2LPx2 5LK 2MPx2 5HK [4]6HK 236PP

10723

1

Corner

Lights and mediums only

(video)

CH 2MK 5HK [4]6MP
2MK 5HP
jMP jHP
jMK jHP
2MPx2 5HK 623HP[shake]
jLP jMKx2 jHP
2LPx2 5LK 2MPx2 5HK [4]6HK 236PP

10726

1

Corner

Mediums and heavies only

(video)

CH 5HK [4]6MP
OTG 2MK 5HK [4]6HK~P
2MPx2 5HK [4]6HK~P
2LK 2MPX2 5HK 632HP[shake]
jMKx2 jHP
sj jLP jMKx2 jHP
sj jLK jMKx2
2LPx2 5LK 2MPx2 5HK [4]6HK 236PP

11225

1

Corner

Lights Only

(video)

CH 5HK [4]6MP
2MK 5HP
jMP jHP
jMK jHP
2MPx2 5HK 623HP[shake]
jLK jMKx2 jHP
sj jLP jLK jMKx2
2LPx2 5LK 2MPx2 5HK [4]6HK 236PP

11159

1

Corner

Mediums and heavies only

(video)

Double Snap

Notation Damage Meter Cost Location Character Specific? Notes Video
Snapback
OTG 2LK 2MK 5HP
(5LP 2MK 5HP)
repeat

N/A

1

Corner

Universal

Easy universal snap combo, takes longer to kill but virtually impossible to drop.

(video)

Snapback
OTG 2LK 2MK 5HP
(M Brass 2MK 5HP)
repeat

N/A

1

Corner

Universal

Kills faster than the easy snap combo, while building a pinch of meter.

[ (video)]

Snapback
OTG 2MK 5HP
(jLP jMP jHP)
repeat

N/A

1

Corner

Universal

The Dhoppler Kills the fastest out of the three.

(video)

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.


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Characters
Filia
Cerebella
Peacock
Parasoul
Ms. Fortune
Painwheel
Valentine
Double
Squigly
Big Band
Eliza
Fukua
Beowulf
Robo-Fortune
Annie
Umbrella
Black Dahlia
Marie
Mechanics
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