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The Big Bando Husbando Combo Threadando

Icky

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Ickybonez
Big Band Cerebella
Admin Edit:

This is the combo section taken from the Big Band Compendium which you should read:

Babby Combo for new Big Band players (works midscreen, works in the corner, not hard, does no damage)
c.LK c.MK s.HP
j.MP j.HP xx H Cymbal Clash,
H Take the A-Train

Midscreen BNB

c.LK c.MK s.HP
j.MP j.HP delay j.HK
tech forward
OTG c.HK xx H Beat Extend,
j.LK j.MK
s.MK
j.LP j.LK j.MKx2 j.HP*
c.LPx2 c.MK s.HK xx H Take the A-Train xx Super Sonic Jazz


Alternate Midscreen BNB (less damage but leaves opponent in the corner)
c.LK c.MK s.HP
j.MP j.HP delay j.HK
tech forward
OTG c.HK xx H Beat Extend,
j.LK j.MK,
c.LK c.MK s.HP,
j.LP, j.MKx2 xx Tympani Drive

Corner BNB (intermediate)

c.LK c.MK s.HK xx M Brass Knuckles
OTG c.MPx2 s.HK xx H Beat Extend
j.LK j.MKx2
s.LK s.MK
j.LP j.LK j.MKx2
c.LPx2 s.HP,
j.MP j.MKx2 j.HP
M A-Train xx Super Sonic Jazz*


*this combo can also be ended with j.MP j.MKx2 j.HK xx Timpani Drive > j.MK, this sacrifices some damage in order to keep the opponent in the corner.

Corner BNB (hard)
c.LK c.MP s.HK xx M Brass Knuckles,
c.MK s.HP,
j.MP j.MK,
c.MPx2, s.HK xx H Beat Extend,
c.LK s.MK,
j.LK j.MKx2 j.HP*,
c.LPx2, s.LK, c.MPx2, s.HK xx H A-Train xx Super Sonic Jazz


Midscreen OTGless combo (also works in the corner)
c.LK c.MK s.HP,
j.MP j.MK,
s.LP s.MK,
j.LK j.MK,
c.LK s.MK,
j.LP j.LK j.MK,
H Beat Extend,
c.MPx2 s.HK xx H A-Train xx Super Sonic Jazz


Not Quite Midscreen, Not Quite Corner Combo (between 1/2 and 1/4 of the way to the corner (if you don't wanna learn this just do a reset in that situation))

c.LK c.MK s.HP
j.MP j.HP j.HK xx Timpani Drive
j.MK
s.LK s.MPx2 s.HK xx H Beat Extend
j.LP j.LK j.MKx2 j.HP (whiff)
c.LPx2 s.LK c.MPx2 s.HK xx H A-Train xx Super Sonic Jazz

Situational Combos

(Throw xx) L/M Giant Step,
c.MK s.HP,
j.MP j.HP j.HK,
OTG s.LK s.MK,
j.LK j.MKx2 j.HP,
c.LPx2 s.MK,
j.LP j.LK j.MKx2 j.HP,
M A-Train xx Super Sonic Jazz

Beat Extend,
c.MK s.HP,
j.MP j.HP j.HK,
OTG s.LK s.MK,
j.LK j.MKx2 j.HP,
c.LPx2 s.MK,
j.LP j.LK j.MKx2 j.HP,
M A-Train xx Super Sonic Jazz


Beat Extend side switch combo
Beat Extend (shake), Emergency Brake,
c.LK s.MK,
j.LK j.MK,
c.LP s.MK,
j.LP j.LK j.MK,
c.MPx2 ender


Throw, short dash c.MK s.HP, (or Throw xx Emergency Break, c.LK c.MK s.HP)
j.MP j.HP j.HK,
OTG c.HK xx H Beat Extend,
s.LP s.MK,
j.LK j.MK,
c.LK c.MK s.HK xx H Take the A-Train xx Super Sonic Jazz

Air throw,
OTG j.MK,
c.MK s.HP xx H Beat Extend,
j.LK j.MK,
s.LP s.MK,
j.LP j.LK j.MK,
c.LK c.MK s.HK xx H Take the A-Train xx Super Sonic Jazz

Counter hit Beat Extend (or Counter Hit Giant Step), s.MP s.HP
j.MP j.HP j.HK tech forward
s.MKx2
delay j.LK j.MK
s.LP s.MK
j.LP j.LK j.MK
c.LK c.MK s.HK H A Train SSJ

Max range c.HP/c.MP conversion
(c.MPx2) c.HP xx Emergency Brake,
s.LP c.MK s.HP,
j.MP j.HK,
c.LK s.MK,
j.LK j.MP land rejump,
j.LP j.LK j.MP,
c.MPx2 s.HK xx H A-Train xx Super Sonic Jazz


Cymbal Clash,
H Brass Knuckles (xx Super Sonic Jazz)

Super Sonic Jazz,
OTG H Giant Step xx Super Sonic Jazz
 
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All I know is that his giant punch is seriously annoying. I need to figure out how to do it so I can fuck some shit up.
 
Got pretty close to cracking 100 hits without assists while tinkering about with what can combo into what... Big Band has some pretty tricky extensions. Don't underestimate HP Beat Extend on lightweights, and i think it can work on middleweights too. Even leads to a safe taunt setup if you time things right and have the correct followup!

This stuff is mostly unoptimized (I think), but it's primarily about proof of concept.

 
(Now Defunct) Rush Punch Loops:

That's all I got for now D:
 
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What does the taunt do?
 
What does the taunt do?

It powers up his super so he does jojo's bizarre adventure style punches at the end
 
Rush punch into level 1

You can send your check in the mail
 
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(Now Defunct) Parasoul Only Rush Punch Loop:
 
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Just some snapback combos
Aw man, these seem reeeaaallllyyy hard to do!

haha just kidding obviously, those seem surprisingly effective for so little effort :O
 
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Since rush punch loops are gone here's a new combo
 
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Yer actually cutting into your own damage using that as a finisher. Damage scaling harder on hits under 1000 means that just doing the straight Brass Knuckle is higher damage (481 vs 370 total) on top of giving you more advantage and being able to super for more. Of course, shaking out a full HP Beat Extend is better than both of those that late into a combo (670 at best, you're doing more damage as long as you get 8 shakes). Of course, numbers can change... beta and whatnot.
 
@Icky showed a little trick last night at FRFN - he crossed me under with a rush punch then immediately canceled it into auto-correct Super.
 
I wonder if Big Band has any other tricks to get more damage midscreen than this combo... add about 1300 more damage with a stored taunt.

 
Well, my other combos are dead already D: . Here's a revision of the Parasoul one:

Slightly retooled version of the above combo for the rest of the cast:

Kind of an Instant Overhead? This works consistenly on Bella, Painwheel, Fortune, Parasoul, Squigly, and Big Band (lol):
 
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my big band double snap

corner bnb

edit: these were done before today's patch so now i have to mess with adding other air normals in
 
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Havent messed with BB for more than 10 mins but i found a really stupid easy simple corner burst bait.
i dont have much tools to record this (aka some else can :D ) but here goes.

s.hp ~ j.lk(i forget how many hits 2-3 i think) ~ QCB.lk (cymbal)
Dash in s.lk ~ s.hp ~ QCB..lk (Cymbal)

for the last cymbal you have to tigerknee motion it. This burst bait seems to work on everyone and keeps you far enough away that it never hits you. follow it up with an air grab or something.
Have fun kids.
There was some other simple dumb stuff i found but cant reemmber. somene else can record if if they want.
 
8.6k on lights midscreen already haha.
I think my freestyle brain is very far away from my combo brain.

LOL @ the 760 undizzy xD
 
If the bugle is fair game, then so is the punchbuffed super. Cracked a hundred hits and 5-digit numbers with it! How's this for raw midscreen damage and ridiculous undizzy?

 
Well I came up with some more BnBy combos

I doubt Big Band will keep all these combo paths, but hey, I THINK these should work on the whole cast, will update if they don't. Haven't tested all.

Midscreen - 7541 - doesn't work on Fillia at least, but you should be doing the better combo on lights anyway

2LK 5MK 5HP
j.HK xx 214LK
dash 5MK MK
j.LK j.MK MK
5LK 2MP MP 2HP xx 623HP
5LP LP 2MP MP 5HP xx 623HP
236PP


Corner - 8111

2LK 5MK 5HP
j.HK xx 214LK
dash j.MK MK xx 214HK
5LK 5MK MK 5HP xx 623HP
5LP LP 2MP MP 5HK xx 623HP
236PP


I KNOW the corner combo can be optimized and the midscreen probably too. But it's something for now haha
 
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Found a way to combo after his throw midscreen. It's pretty tricky, but it's alot better than just going straight into Cr.mpx2, Cr.FP, dash punch or something.


I didn't do a big combo afterwards simply because I didn't feel like it, in any case, hope it opens up some cool stuff for you guys.

Edit: Works on everyone but Squigly, She 2 skinny.
 
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That's smart, never thought of using a kara normal into something to extend, you could follow it up without OTGing by linking s.LP as well, would give a good followup on the entire cast, even heavies.
 
7k corner combo
 
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I can name most of the hits you do, however I can't tell what level bass knuckle you use, L,M, or H punch. If you would care to elaborate. Thank you sir. Also what punches buttons do you use for the air hits, I can only catch pieces of the combo.

I use the Mp version of rush push at thembeginning and the Hp and the end and the air punches are Lp Hp jump Mp Hp It's hard to time at first but you can get used to it
 
Corner to corner meterless
 
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Corner to corner meterless

I find it interesting how you guys come up with these combos, usually I don't have a clue on how to preform them, I just watch people. and then I start blending everything together to make something that is my own. What steps do you use to learn these combos or heck even make them.
 
I find it interesting how you guys come up with these combos, usually I don't have a clue on how to preform them, I just watch people. and then I start blending everything together to make something that is my own. What steps do you use to learn these combos or heck even make them.
You basically just experiment, that is all there really is to it.

EDIT: Did some experimenting, so far this is about the best I've got midscreen:

2LK 5MK 5HP
{j.MP} j.HP j.HK
tech (very character/spacing dependent this part)
5LK 5MK
j.LK j.MK MK (can whiff j.HP to make it a little easier, but it sometimes hits depending on height)
2MP MP 2HP xx 623HP
5LP LP 2MP MP 5HP xx 523HP
236PP

Just under 8k, was around 7970 or so I think it was.

On Double you have to add the {j.MP}.
 
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Here's my day 1. Big Band be looking like Valentine in the corner.
Does about 6.9k without the taunt effect.
 
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Just saw a cool combo from the skull girls expo, in involves getting a safe taunt charge. You lead in with the HP version of beat extend, as soon as that hits, hold the LK and HK. When they land after the beat extend, use the MK twice to launch them, then do the D HP for the saxophone, as soon as that hit, release the two kick buttons. There you go one safe taunt courtesy of Mike Z.
 
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