Skullgirls/Big Band/Combos: Difference between revisions
SeenConnroy (talk | contribs) m (→2LK: Added the note from the bnb part sot he 2lk part since they missed it.) |
Small pharma (talk | contribs) No edit summary |
||
Line 641: | Line 641: | ||
| description= | | description= | ||
| video=[https://youtu.be/_wcJqEMU-LE?t=33s (video)] | | video=[https://youtu.be/_wcJqEMU-LE?t=33s (video)] | ||
|}} | |||
|} | |||
===Counter Hit Punishes=== | |||
{{ComboHeader-SG}} | |||
{{Combo-SG | |||
| notation= | |||
:CH 2MK 5HP | |||
:jMP jHP jHK | |||
:OTG 2HK 623HP[shake] | |||
:jMKx2 jHP | |||
:dash jLK jMKx2 | |||
:5LK 5MK | |||
:jLP jMKx2 | |||
:2LPx2 5LK 2MPx2 5HK [4]6HK 236PP | |||
| damage=10180 | |||
| meter=1 | |||
| location=Midscreen | |||
| charspecific= | |||
| description= | |||
* On lights, dash jumping after beat extend makes the confirm into jMKx2 easier | |||
| video=[https://youtu.be/9NKh69CikXg (video)] | |||
|}} | |}} | ||
|} | |} |
Revision as of 16:24, 16 December 2021
Numpad notation | |||
| |||
Beat Extend Shake Followup | Shake | After 623P, 4~6 xN OR LP~HP xN |
|
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. 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]
Combo Primer
Hit Confirms
BnB Combos
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
8389 |
1 |
Midscreen |
|
| |
|
~8300 |
1 |
Close to corner / corner |
|
||
|
8562 |
1 |
Corner |
|
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
NOTICE: 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 |
|
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 |
|
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. |
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 |