Skullgirls/Big Band/Combos: Difference between revisions

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m (→‎Beginner Combos: Specify air moves)
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A basic ground chain ending in a super. SSJ sends them fullscreen, behind Big Band.
A basic ground chain ending in a super. SSJ sends them fullscreen, behind Big Band.
  2LK 2MK 5HP
  2LK 2MK 5HP
  jMP jHP 214LK
  jMP jHP j214LK
  [4]6HK 236PP
  [4]6HK 236PP


Line 33: Line 33:
  jMP jHP jHK
  jMP jHP jHK
  Tech forward 2LK 5MKx1
  Tech forward 2LK 5MKx1
  jLK jMKx2 jHK 236KK [9]
  jLK jMKx2 jHK j236KK [9]


==Combo Primer==
==Combo Primer==

Revision as of 05:21, 29 June 2020

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


Beginner Combos

If the bread and butter combos are too daunting, try to become comfortable doing each of these combos. Start with the first, then move to the next one. When you play matches, it's good enough to use the one you can perform the most consistently. Once you can do all of them, try learning the combos in the following sections!

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. After you input 2HP, be sure to hold 1 (the down-back position) so you have a charge ready for A Train.

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]

Combo Primer

Hit Confirms

BnB Combos

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 (Anywhere?)

  • Midscreen BnB

(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)

Conversions

Meter Dumping

Tips

  • 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.

Which in-game trials are useful for a beginner?

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.

Solo Combo Compendium

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

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

9630

1

Corner

Lights only

  • Caio/E-Brake lights route

(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
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

5932

0

Midscreen

(video)

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

5994

0

Corner

(video)

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

6147

0

Corner

(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)

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)

Double Snap

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

N/A

1

Corner

(video)

Team Combo Compendium

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



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