Skullgirls/Big Band/Combos

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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. (video)

2LK 2MK 2HK

A ground chain ending in a special cancel. This combo will get you used to doing charge motions in combos. To make the charge motion easier, hold down back (1 in numpad notation) instead of down during the ground chain, then input 6HK just as 2HP connects. (video)

2LK 2MK 2HP [4]6HK

A ground chain into a basic air chain, ending in a super. hold back after the 214LK. SSJ sends them fullscreen, behind Big Band. (Video with additional information)

2LK 2MK 5HP
jMP jHP j214LK
[4]6HK 236PP

A combo with a jHK pickup into Tympani. (video)

2LK 2MK 5HP
jMP jHP jHK
Tech forward 2LK 5MKx1
jLK jMKx2 jHK j236KK [9]

Intermediate

Unlike most characters, Big Band usually has three BnBs: one for midscreen, one for close to corner, and one for corner. This is because his midscreen routes rely on jHK wallbounce which doesn't work if you're too close to the corner. He has routes that work everywhere (see the later section on 2LK combos), but the damage is pretty low.

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 (not close to corner)

Universal

  • Standard midscreen BnB.
  • If you're having trouble hitting the j.LK link, be sure to do j.LK at the apex of your jump.
  • If you're having trouble making the ender string connect, make sure to delay your final jMK as much as possible. When in doubt (or on thinner characters like Squigly), go for the more consistent, longer-reaching ender of 2LK 2MK instead of 2LPx2 2MK.

(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

Universal

  • Standard close to corner Tympany combo.
  • Costs 1 bar up front.
  • Also works in the corner, but you're better off doing a dedicated corner combo.

(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

Universal

  • Standard corner BnB ending in a Tympany, which preserves corner.

(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

Anywhere

Universal

  • Universal otgless combo. Low damage for a Big Band combo.
  • This combo saves OTG and corner carries if SSJ isn't used, but at the cost of damage.

(video)

2LK 2MK 5HP
jMP jMK~jMK(1 hit) jHP
dash jLK jMKx2
2MPx2 623HP[shake]
2MK 5HP
jLP jMKx2
2LPx2 5LK 2MPx2 5HK [4]6HK 236PP

8096

1

Anywhere

Universal

  • Optimal universal otgless combo.
  • Difficult on light characters.

(video)

2LK 2MK 5HP
jMP jMKx2 jHP
dash jLK jMKx2
5MKx2
jLP jMKx2
2MPx2 5HK 623HP[shake]
2LPx2 5LK 2MPx2 5HK [4]6HK 236PP

8174

1

Anywhere

Mediums/Heavies

  • Optimal mids/heavies OTGless combo.

(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 (not close to corner)

Universal

  • Standard midscreen BnB.
  • If you're having trouble hitting the j.LK link, be sure to do j.LK at the apex of your jump.
  • If you're having trouble making the ender string connect, make sure to delay your final jMK as much as possible. When in doubt (or on thinner characters like Squigly), go for the more consistent, longer-reaching ender of 2LK 2MK instead of 2LPx2 2MK.

(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 (not close to corner)

Universal

  • More optimal version of the midscreen BnB with more corner carry and damage.
  • Delay jHK on mids/heavies to be able to connect 2HK and 5LK 2MPx2 instead if it's too hard.
  • Can swap jLK and jLP + add a dashjump before jLK for even more corner carry.

(video) (dashjump jLK variant)

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

Universal

  • Standard close to corner Tympany combo.
  • Costs 1 bar up front.
  • Also works in the corner, but you're better off doing a dedicated corner combo.

(video)

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

~8800

1

Close to corner / corner

Universal

  • More advanced close to corner Tympany combo.
  • Costs 1 bar up front.
  • Also works in the corner, but you're better off doing a dedicated corner combo.
  • OTG 5LK can be a little dodgy against Double, consider doing 2LK instead which loses a small amount of damage.

(video)

2LK 2MK 5HP
jMP jMK~jMK(1 hit) jHP
[4]6LP 2MPx2 623HP[shake]
jLK jMKx2
5LK 5MKx2
jLP jMKx2
2LPx2 5LK 2MPx2 5HK [4]6HK 236PP

8733

1

Close to corner / corner

Universal

  • Close to corner combo that doesn't cost meter up front for Tympany.
  • Also works in the corner, but you're better off doing a dedicated corner combo.

(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

Universal

  • Standard corner BnB ending in a Tympany, which preserves corner.

(video)

2LK 2MK 5HK [4]6MP
OTG 2MPx2 5HK 623HP[shake]
jMKx2 jHP
sj jLP jMKx2 jHP
sj jLK jMKx2 jHP
2LPx2 5LKx2 2MPx2 5HK [4]6HK 236PP

9394

1

Corner

Universal

  • More advanced but still practical corner combo from 2LK. Does 145 less than the optimal, which is below.

(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 universal corner combo from 2LK.
  • 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 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.
  • 60 more damage than the universal optimal.
  • 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 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

  • Corner lights/mediums only Caio/E-Brake route.
  • 55 more damage than the universal optimal.

(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

  • Lights only Caio/E-Brake route.
  • 166 more damage than the universal optimal, making this the highest damage corner route from 2LK known.
  • Swap M Brass with E-Brake to turn it into an otgless route for 8040 dmg meterless.

(video)

Throw

Big Band can do an instant ebrake after throw and get an otgless Stage 2 starter afterwards, so you don't need to learn throw-specific combos if you don't want to - you can just ebrake and link 2LK then pretend it's a combo starting from 2LK.

If you accidentally backthrow when you meant to forward throw or vice versa, or you just weren't ready to ebrake, or the ebrake conversion is a bit difficult for you, you can do 214MK instead then pretend it's a 214MK starter (see the Beat Extend / Giant Step combos section). This is easier, but lower damage.

The combos listed below take into consideration the scaling from throw, prioritising early multihits, so they do a bit more damage, but are not necessary to learn.

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

Universal

  • Easy route that works midscreen.
  • Other than the advantage of keeping corner via Tympany ender, this combo may not be worth the effort to learn (see the above section)

(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 236PP

7263

1

Midscreen

Universal

(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 236PP

7487

1

Corner

Universal

(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 reliable air throw combo that works anywhere.

(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 623HP[shake]
jMKx2 jHP
dashjump jLP jMKx2
5LK 5MKx1
jLK jMKx2
2LPx2 5LK 2MPx2 5HK [4]6HK 236PP

6404

1

Anywhere

Universal

  • More advanced but practical route that works anywhere.

(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

Anywhere

Universal

  • Optimal but difficult route that works anywhere.
  • Especially difficult on light characters.

(video)

Air throw
OTG jMK
2LK 2MPx2 5HK 623HP[shake]
jMKx2 jHP
sj jLP jMKx2 jHP
sj jLK jMKx2
2LPx2 5LK 2MPx2 5HK [4]6HK 236PP

6878

1

Corner

Universal

  • More advanced but practical corner 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

Universal

  • 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

Universal

  • Optimal and very difficult corner conversion.
  • Especially difficult on small characters. Can be practical on larger characters like Big Band.

(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 236PP

7191

1

Midscreen

(video)

Beat Extend / Giant Step

Beat Extend (623P) and Giant Step (214K) are both ground specials that consume Sound Stun and allow you to link a Stage 3 medium button afterwards, so the combo theory is very similar for both.

The damage will vary a bit depending on which special and strength was used. The starter is not actually consistent in this section and will vary by a few hundred there and there.

When landing Beat Extend as a starter you generally do not want to shake, as the extra hits will scale the rest of the combo while only adding a small amount of damage. The only time you really want to shake is when landing a happy birthday, using the shake for the extra height in order to ebrake under afterwards and snap.

Notation Damage Meter Cost Location Character Specific? Notes Video
623P or 214K
5MP 5HP
jMP jHP jHK
Tech Forward OTG 5MKx2
jLK jMP
dash jLP jLK jMK
2LK 2MK 5HK [4]6HK

6506

0

Midscreen

  • Easy route.

(video)

623P or 214K
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 or 214K
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 or 214K
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 or 214K
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 or 214K
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.

(video)

623P or 214K
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 5HP
jMP jHP jHK tech forward
OTG 2HK 623HP[shake]
jMKx2 jHP
dash jLP jMKx2
5LK 5MK
jLK jMKx2
2MPx2 5HK ebrake
2LPx2 2LK 2MPx2 5HK [4]6HK 236PP

9423

0

Midscreen

Lights/mediums

  • Midscreen HCH on lights/mediums.
  • You can get 130 more damage by doing 5MKx2 in place of 5MK, but it's less consistent.
  • You can swap jLP and jLK according to preference.

(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 H Beat Extend

  • H Beat is essential to Big Band's combo routes, and is the optimal use of soundstun for damage.
  • Nearly all of his routes lead into H Beat 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.
  • Currently only features OTGless routes, as Band almost always spends his OTG prior to H Beat anyway.

OTGless anywhere routes

For more corner carry, dashjump for the first air string after H Beat.

Undizzy Notation Damage Notes Video

235

2LPx2 5LK 2MPx2 5HK [4]6HK 236PP

2237


205

jLP jLK
2LPx2 5LK 2MPx2 5HK [4]6HK 236PP

2437


200

jLK jMKx2 jHP (fastfall)
2LPx2 5LK 2MPx2 5HK [4]6HK 236PP

2617


185

sj jLP jLK jMKx2 jHP (fastfall)
2LPx2 5LK 2MPx2 5HK [4]6HK 236PP

2697


165

jLP jMKx2 jHP (fastfall)
jLK jMKx2 jHP (fastfall)
2LPx2 5LK 2MPx2 5HK [4]6HK 236PP

2957


160

jMP jMKx2 jHP (fastfall)
jLK jMKx2 jHP (fastfall)
2LPx2 5LK 2MPx2 5HK [4]6HK 236PP

3007


150

jMKx2 jHP
dash jLK jMKx2
2LPx2 5LK 2MPx2 5HK [4]6HK 236PP

3152


135

jLP jMKx2 jHP
dash jLK jMKx2
2LPx2 5LK 2MPx2 5HK [4]6HK 236PP

3232


130

jMP jMKx2 jHP
dash jLK jMKx2
2LPx2 5LK 2MPx2 5HK [4]6HK 236PP

3282


115

jMKx2 jHP
dash jLP jMKx2
sj jLK jMKx2
2LPx2 5LK 2MPx2 5HK [4]6HK 236PP

3492


95

jMKx2 jHP
dash jLK jMKx2
5MKx2
jLP jMKx2
2LPx2 5LK 2MPx2 5HK [4]6HK 236PP

3742


90

jMKx2 jHP
dash jLK jMKx2
5MKx2
jMP jMKx2
2LPx2 5LK 2MPx2 5HK [4]6HK 236PP

3792


80

jMKx2 jHP
dash jLK jMKx2
5LK 5MKx2
jLP jMKx2
2LPx2 5LK 2MPx2 5HK [4]6HK 236PP

3862


75

jMKx2 jHP
dash jLK jMKx2
5LK 5MKx2
jMP jMKx2
2LPx2 5LK 2MPx2 5HK [4]6HK 236PP

3912


65

jMKx2 jHP
dash jLK jMKx2
2MPx2 5HP
jLP jMKx2
2LPx2 5LK 2MPx2 5HK [4]6HK 236PP

3932


60

jLP jMKx2 jHP
dash jLK jMKx2
5LK 5MKx2
jMP jMKx2
2LPx2 5LK 2MPx2 5HK [4]6HK 236PP

3992


55

jMKx2 jHP
dash jLP jMKx2
5MKx2
jMP jMKx2
sj jLK jMKx2
2LPx2 5LK 2MPx2 5HK [4]6HK 236PP

4132


40

jMKx2 jHP
dash jLP jMKx2
5LK 5MKx2
jMP jMKx2
sj jLK jMKx2
2LPx2 5LK 2MPx2 5HK [4]6HK 236PP

4252


25

jMKx2 jHP
dash jLP jMKx2
2MPx2 5HP
jMP jMKx2
sj jLK jMKx2
2LPx2 5LK 2MPx2 5HK [4]6HK 236PP

4322


20

jMKx2 jHP
dash jLK jMKx2
5MKx2
jLP jMKx2
5LK 5MKx2
jMP jMKx2
2LPx2 5LK 2MPx2 5HK [4]6HK 236PP

4502


5

jMKx2 jHP
dash jLK jMKx2
2MPx2 5HP
jMP jMKx2
5MKx2
jLP jMKx2
2LPx2 5LK 2MPx2 5HK [4]6HK 236PP

4572


+10

jMKx2 jHP
dash jLK jMKx2
2MPx2 5HP
jMP jMKx2
5LK 5MKx2
jLP jMKx2
2LPx2 5LK 2MPx2 5HK [4]6HK 236PP

4692

OTGless corner only routes

In the corner you are often going to use the "OTGless anywhere" routes anyway, but there are a few corner-only undizzy breakpoints. Some of these are technically possible midscreen, but very hard and not worth the effort.

Undizzy Notation Damage Notes Video

195

jMP jMKx2 jHP (fastfall)
2LPx2 5LK 2MPx2 5HK [4]6HK 236PP

2627

Technically possible midscreen.


190

jLK jHP
2LPx2 5LK 2MPx2 5HK [4]6HK 236PP

2632


185

jMKx2 jHP
2LPx2 5LK 2MPx2 5HK [4]6HK 236PP

2772


170

jLK jMKx2 jHP
2LPx2 5LK 2MPx2 5HK [4]6HK 236PP

2892


145

jMKx2 jHP
(dash) jMP jMKx2
2LPx2 5LK 2MPx2 5HK [4]6HK 236PP

3162

Technically possible midscreen.


140

jMKx2 jHP
jLK jHP
2LPx2 5LK 2MPx2 5HK [4]6HK 236PP

3167


120

jLK jMKx2
sj(dash) jLP jLK jMKx2 jHP (fastfall)
2LPx2 5LK 2MPx2 5HK [4]6HK 236PP

3352

Technically possible midscreen.


120

jMKx2 jHP
sj jLK jMKx2 jHP
2LPx2 5LK 2MPx2 5HK [4]6HK 236PP

3427


110

jMKx2 jHP
(dash) jMP jMKx2
sj jLK jMKx2
2LPx2 5LK 2MPx2 5HK [4]6HK 236PP

3542

Technically possible midscreen.

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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