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General BnB Compendium

Just rechecked that combo in retail to see if it still does the same damage

7765 for a LK > c.MP starter

7571 for a c.LK > c.MK starter

Also worth noting it's not universal. Heaviest character I've gotten it to work on is Cerebella and even then, the hop j.MP bit is very strict on her.
 
Not a fan of c.mk for the starter since it will still go to grab mode after an otg, and those headbutt, c.mp and c.hp, hop j.mp links are very hard if even possible on not-light characters...

How does s.mp work in the starter chain?

And about the combo, is there a version with the command grab that is at least consistent on lights and mids?
 
Headbutt > c.MP seems very lenient to me, has to be like a 4 frame link if not more on light characters. The hop j.MP is the hard part but you can replace it with something like j.LK to make the timing easier.
 
@Vadsamoht Is there a way to allow more than 35 pieces of media in the OP?
Currently no, because it makes the page take ages to load if you're on a slow connection. You should still be able to put links there instead, though.
 
Coming back to this game after a while, and I want to learn new combos for my Parasoul/Cerbella team and the combo that I use for Parasoul isn't even on that list. =p
 
I'm having trouble with Cerebella's midscreen. after the j.mp, j.hk, they get invul on their knockdown. am I doing something wrong orrrr is it outdated orrrr idk lol. Can someone clue me in?
 
I'm having trouble with Cerebella's midscreen. after the j.mp, j.hk, they get invul on their knockdown. am I doing something wrong orrrr is it outdated orrrr idk lol. Can someone clue me in?
The j.hk is supposed to hit the opponent as they touch the ground, re-standing them. The trick is to delay the jump after c.mk and the j.hk after j.mp.
 
The j.hk is supposed to hit the opponent as they touch the ground, re-standing them. The trick is to delay the jump after c.mk and the j.hk after j.mp.
Thanks so much! Starting to get it now :3
 
Yeah I think the Beo combos need some work. Some of them aren't even possible against Double.

That's fine for a combo guide but its not exactly what I would call a B&B unless there's literally no other way for Beo to get damage other than character specific stuff.
 
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Yeah I think the Beo combos need some work. Some of them aren't even possible against Double.

That's fine for a combo guide but its not exactly what I would call a B&B unless there's literally no other way for Beo to get damage other than character specific stuff.
Most beowulf combos just don't work on bigband and double, I don't really know what to do besides character specific stuff, but you did remind me to replace the first combo, see if that helps.
 
Most beowulf combos just don't work on bigband and double, I don't really know what to do besides character specific stuff, but you did remind me to replace the first combo, see if that helps.

Well if that's the case then the only way to deal with it is to split it up into "Combo that works on heavy characters" and "combos that work on everybody else". The way it is now in the OP doesn't really give me any information.
 
Are you trying to avoid having Level 1 Stancel links in the squigly combos?

Here's mine that does about 7520 damage, can't check exact #'s until im out of class though.

c.lk > c.mk >s.hpx2 seria cancel
c.lk > c.mk >s.hpx2 xx Silver Chord xx Daisy Pusher
s.hk
j.mk(2) > j.hp
rejump j.lk > j.mk >j.hk
s.lpx2 > s.mp > c.hp > DragNBite
 
Are you trying to avoid having Level 1 Stancel links in the squigly combos?
It's because c.lk is a 3f link and s.lp whiffs on crouchers a lot, I'd rather not have that for the "basic bnb".
 
Squigly 8k (will confirm later) one meter, dragon required

c.LK, c.MK, s.HPx2 sx s.HPx2 sx c.MK s.HPx2 xx qcf+HP, s.LKx2 c.MK, s.HK j.MK (2 hits) j.HP v ^ j.LK j.MK xx qcf+MK, s.LPx2 c.MK c.HP xx qcf+MK, qcb+LPLK, dash back, c.HK xx charge dragon
 
Guit, I'm at just under 8.4 with charge vs lights and BB, just under 8 vs heavies

c.lk, c.mk, s.hp x2 stancel
s.hp x2 stancel
c.mk, s.hp x2 chord, daisy
s.hk
j.hk, h divekick
j.mk x3, j.hk x4
s.lpx2, s.mp x2, c.hp x4 xx drag

or

c.lk, c.mk, s.hp x2 stancel
s.hp x2 stancel
c.mk, s.hp x2 chord,
dp xx mk+hk SBO
j.hkx4, h dive
j.lp, j.mk x2, j.hk x whatever
s.lp x2, c.mk, c.hp x4, drag
 
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Guit, I'm at just under 8.4 with charge vs lights and BB, just under 8 vs heavies

c.lk, c.mk, s.hp x2 stancel
s.hp x2 stancel
c.mk, s.hp x2 chord, daisy
s.hk
j.hk, h divekick
j.mk x3, j.hk x4
s.lpx2, s.mp x2, c.hp x4 xx drag

or

c.lk, c.mk, s.hp x2 stancel
s.hp x2 stancel
c.mk, s.hp x2 chord,
dp xx mk+hk SBO
j.hkx4, h dive
j.lp, j.mk x2, j.hk x whatever
s.lp x2, c.mk, c.hp x4, drag
Nice damage. I'm not a fan of not having my charge at the end though.

At all.

At all.

I really want my charge.

Did I mention I want my charge?

precious.jpg
 
If you change the light version to end with arpegio, it's 8.2 or so. I haven't found a solid combo vs heavies that's both 8k and saves at least one stance charge. Nuance's can save stance charge, but you rely on a burst bait to cross 8k. It's burst safe, but there's still stuff they can do out of it.
 
Squigly 8k (will confirm later) one meter, dragon required

c.LK, c.MK, s.HPx2 sx s.HPx2 sx c.MK s.HPx2 xx qcf+HP, s.LKx2 c.MK, s.HK j.MK (2 hits) j.HP v ^ j.LK j.MK xx qcf+MK, s.LPx2 c.MK c.HP xx qcf+MK, qcb+LPLK, dash back, c.HK xx charge dragon

i get undizzy after the divekick
 
i get undizzy after the divekick
The MK or the HK?

Edit: Oh yeah I mixed a couple combos in my head

Skip c.MK after qcf+HP and add a j.LP to the last air chain
 
The MK or the HK?

Edit: Oh yeah I mixed a couple combos in my head

Skip c.MK after qcf+HP and add a j.LP to the last air chain

Still no good.

Best I can muster is c.LK, c.MK, s.HPx2 sx s.HPx2 xx qcf+HP, s.LKx2 c.MK, s.HK j.MK (2 hits) j.HP v ^ j.LK j.MK j.HK, s.LPx2 c.MK c.HP xx qcf+MK, qcb+LPLK, dash back, c.HK xx charge dragon
 
Still no good.

Best I can muster is c.LK, c.MK, s.HPx2 sx s.HPx2 xx qcf+HP, s.LKx2 c.MK, s.HK j.MK (2 hits) j.HP v ^ j.LK j.MK j.HK, s.LPx2 c.MK c.HP xx qcf+MK, qcb+LPLK, dash back, c.HK xx charge dragon
That would be the actual combo I was thinking of lol

Mixed it up in my head with one that used OTG silver chord.

Speaking of OTG silver chords...

c.LK c.MK s.HPx2 sx s.HPx2 sx c.MK s.HPx2 sx c.MP s.HK j.MK (2 hits) j.HP, v ^ j.LK j.MK (all) xx qcf+MK, s.LPx2 c.MK c.HP dp+P OTG qcf+MK qcb+LPLK dash back c.HK xx charge dragon (8196)

Mind you, works from midscreen but if you start with your back too close to a corner you need whip charge too.
 
Last edited:
Added Robo-Fortune bnbs to the OP.
 
Anyone have a good Double corner combo we could add? or can the midscreen barrel loop combo work in the corner with some adjustments?
 
Both of Double's midscreen BNBs in this thread works on the corner universally with no adjustment whatsoever.
 
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or can the midscreen barrel loop combo work in the corner with some adjustments?
Doesn't need any adjustments, both of those combos work in the corner.

edit: ninja'd
 
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Doesn't need any adjustments, both of those combos work in the corner.

edit: ninja'd

Sweet thank you. Makes things alot easier :)
 
The bnb for Fukua need to have the damage changed on them to reflect the nerfs to s.hp
 
The bnb for Fukua need to have the damage changed on them to reflect the nerfs to s.hp
Oh I totally missed this nerf! When did it happen?

Also omw to change it.
 
Oh I totally missed this nerf! When did it happen?

Also omw to change it.
don't remember but I'm pretty sure they changed it from 1000 to 950 or something like that
 
yeah its 950 now i checked because i didn't remember the nerf either lol
 
The Parasoul corner damage bnb is getting a green burst when I start the last chain. Am I doing something wrong or is it just not a valid combo anymore?

EDIT:
Never mind. I'm not sure why, but sometimes I get the green burst and sometimes I don't. I suspect it has something to do with the tears exploding, but I'm not quite sure yet.
c.lk, s.mp, c.hp xx Napalm Pillar,
otg c.mk, f.hp xx L Napalm shot,
s.lkx2, c.mk, f.hp xx L Napalm Shot,
s.mp, f.hp xx L Napalm Shot,
s.lpx2, s.mkx2, s.hpx2 xx M Napalm Shot xx Silent Scope,
Napalm Pillar burst bait.
 
Last edited:
The Parasoul corner damage bnb is getting a green burst when I start the last chain. Am I doing something wrong or is it just not a valid combo anymore?

EDIT:
Never mind. I'm not sure why, but sometimes I get the green burst and sometimes I don't. I suspect it has something to do with the tears exploding, but I'm not quite sure yet.
c.lk, s.mp, c.hp xx Napalm Pillar,
otg c.mk, f.hp xx L Napalm shot,
s.lkx2, c.mk, f.hp xx L Napalm Shot,
s.mp, f.hp xx L Napalm Shot,
s.lpx2, s.mkx2, s.hpx2 xx M Napalm Shot xx Silent Scope,
Napalm Pillar burst bait.
That's probably because you're delaying the Napalm Pillar in the first chain a little bit, if you don't do it fast enough it will add undizzy and make the combo burstable. You can check on training, if the first pillar adds undizzy, you're not doing it fast enough.
 
That's probably because you're delaying the Napalm Pillar in the first chain a little bit, if you don't do it fast enough it will add undizzy and make the combo burstable. You can check on training, if the first pillar adds undizzy, you're not doing it fast enough.
I literally just figured this out. I had to record myself and compare it to the video. Why is this?
Also, in training mode, next to the six buttons that light up after you've used them, what are the four dots in the shape of a diamond? I think it has something to do with this.
 
I literally just figured this out. I had to record myself and compare it to the video. Why is this?
Since you have to press up to do the pillar, it jump cancels the c.hp and makes the pillar count as a new chain, but if you do it just as the c.hp connects, the special cancel happens before the jump cancel, so it still counts as the same chain.

Also, in training mode, next to the six buttons that light up after you've used them, what are the four dots in the shape of a diamond? I think it has something to do with this.
The smaller dots are your specials moves, you can see each character has a different set of those, for this combo if the dot on the left turns red after the pillar you did it too late.
 
Since you have to press up to do the pillar, it jump cancels the c.hp and makes the pillar count as a new chain, but if you do it just as the c.hp connects, the special cancel happens before the jump cancel, so it still counts as the same chain.

The smaller dots are your specials moves, you can see each character has a different set of those, for this combo if the dot on the left turns red after the pillar you did it too late.
Wow, brilliant. Thanks!
 
HAH! I always knew games developers were capable of asexual cell division.