• As part of the relaunch of Skullheart, ALL previous threads have been archived. You can find them at the bottom of the forum in the Archives (2021) section. The archives are locked, so please use the new forum sections to create new discussion threads.

Most hits per combo

pegglefrank

I am 5000lbs of folded diamonds and sex appeal!
Joined
Sep 13, 2015
Messages
140
Reaction score
46
Points
28
Steam
PeggleFrank
Big Band Beowulf Cerebella
Is there a record for the most hits per combo post-undizzy (no ToDs)?

If not, maybe this could be a place to start.

5B9CFEA629D7DBBDEBAE64673EB9F42574A2349A

Some tips:
  • Set meter to 5 bars and to "hold" in the training settings for infinite meter. It'll replenish to max after every blockbuster.
  • Catching an assist with the opponent will double the amount of hits. I don't know if this should count or not. Some combos actually don't work when the assist is caught, so not every combo has 2x potential hits. Other combos only work when the assist is caught.
  • Forcing a counterhit might help. I couldn't make use of it (nothing better than lvl 3 at the end and any hit will push the opponent too far away), so I disabled it, but depending on who you're playing and the gravity of the characters you're fighting, it might prove useful.
  • BB can have up to 5 hits with his s.mp at 5 meter as opposed to 2 hits from c.mp or s.mk, but you need to time it carefully. Press forward right after the last trumpet note to disable freeform and make your next input start a move. I'd honestly recommend putting c.mp in your combos at first and then using s.mp once you get the hang of the rest of the combo, because it can be difficult to do things like charge motions and DPs after freeform.
  • BB can cancel into his lvl 3 from Beat Extend without sound stun. I don't know how to get it consistently, but I think you need to catch the very edge of the opponent's hurtbox.
  • Beo's lvl 3 Moonsault will replenish all meter right before he lands (if you have the meter option set to "hold"), but you can't DHC until the moon effects have disappeared. You can do any level 1-3 > Moonsault > level 1-5. One level three into Moonsault into Megalith Array or Satchmo Deathblow can be crazy for maximizing your hits. Keep in mind that the opponent will be falling extremely quickly and you will need a DHC that can connect very, very quickly if you don't want the opponent to land and use up your OTG.
 

You might be the princess, but I'm the king, sista'.

66216C871C8590944BC1B0E2075B8F480002C116

EDIT: I've spent the last three hours working on this and I can't replicate it for a video, but I have something better in mind that should be able to go up to around 300 hits without moving down a weight class. Bella, Beo, and Band all have supers that can cause loops on light/medium characters. Some of them might even work on heavies, though I'm not sure.

Beo's level 3 restores all meter right before the lander, which means you can put a DD right at the end if you haven't used Bella yet for a DHC or if you need her for another DD right after OTG. Beo's Airwulf is also extremely useful for a free loop, but it only works once before it begins to use OTG instead.

DD right after Moonsault will only allow the last attack to hit, which has extremely high bounce and doesn't use OTG if it hits at the right time. This gives you infinitely many loops as long as you can manage your team order through other loops. Bella's level 3 will loop as long as it's not used after OTG and as long as the projectile actually hits. You can do Excellebella right before another DD for even more hits, but it requires some extremely precise timing and positioning, and it probably only works consistently against light characters.

You already covered a lot of BB's loops in that video, though most of them only work on light characters. I did mine against parasoul, but if I did things like you did and against a light character I probably could have gotten many more hits.
 
During Betawulf, I found a bug that let Beowulf grab and headbutt/knee without adding undizzy or triggering IPS. Needless to say, it was patched, but not before I managed to get in the most hits you can ever actually do.

512A67CEA6FD69887845F3709B73EB97B0422AB9
that counts right? post-undizzy, not a ToD...

where's my prize money???
 
  • Like
Reactions: pegglefrank
I don't get it, with infinite meter the most hits per combo with almost if not everyone is 999.

Maybe I'm missing the point.
 
wouldn't gregor > gregor > gregor etc be infinite? and SBO could too
 
wouldn't gregor > gregor > gregor etc be infinite? and SBO could too
since those are supers and in a real match draw from a finite pool of resources, it okay to have them not count towards Dizzy and IPS. Besides they still scale soooooooooo... it would take much more than possible to kill 1 character, hence all of the 10 meter combos, ect.
 
wouldn't gregor > gregor > gregor etc be infinite? and SBO could too
Doesn't SBO x2 use up OTG?
since those are supers and in a real match draw from a finite pool of resources, it okay to have them not count towards Dizzy and IPS. Besides they still scale soooooooooo... it would take much more than possible to kill 1 character, hence all of the 10 meter combos, ect.
No one is trying to create a practical combo, just trying to see how many hits is possible in training mode (with infinite meter).
 
^ indeed

the only reason I suggested it was because people were posting big band 20+ meter combos when they could be gregor samsoning

SBO (qcb MK + HK) in the corner after a launcher doesn't need anything but meter afaik
 
Ah, I was confusing SBO with BB's super for some reason.
 
The video I posted is from over a year ago, this thread just reminded me of it and so I posted it :^)

I also don't get the point of this...