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The Big Bando Husbando Combo Threadando

@Yomabudd_y @Slyzor do your combos work off all sound stun starters or just Beat Extend? Just wanna make sure I have the right info before I put these in the compendium. I'm assuming the corner combos work off all starters and the midscreen counter hit one only works off Beat Extend and Giant Step.

Also @Slyzor thanks for posting the videos but would you mind posting the notation? That's easier to copy/paste :)
 
My midscreen (and therefore @Slyzor 's optimisation of that I presume) works from counter hit BE and counter hit Giant step. It also works from c.HP Hammerfall cancel E Brake but it's incredibly difficult to hit confirm this (feels like with cymbals, but I'm shit at picking up off of cymbals in general), plus feels like it might not work on some characters (didn't have time to fully test this unfortunately). I can use c.MK s.HP and it feels easier and more universal (English is such a shitman language this doesn't even make sense) but then I lose s.MK to pick up from OTG, so if there's some way to change that it might work from there too.
 
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Also @Slyzor thanks for posting the videos but would you mind posting the notation? That's easier to copy/paste :)

All notations are in the videos.
 
Might as well post it because it hit EVERYONE at ComboBreaker (shut it, Peanuts)...my favorite reset:
(throw xx M Step, c.MP->c.MP xx) H Step, OTG c.LP->c.LK->c.MK xx H Train~EBrake, c.LK/L Step/throw/H Brass if you think they're mashing super. Can cross under or not depending on the timing of the OTG hits.
If you want to guarantee the same side, skip the c.LK or use H Brass~EBrake.
 
Might as well post it because it hit EVERYONE at ComboBreaker (shut it, Peanuts)...my favorite reset:
(throw xx M Step, c.MP->c.MP xx) H Step, OTG c.LP->c.LK->c.MK xx H Train~EBrake, c.LK/L Step/throw/H Brass if you think they're mashing super. Can cross under or not depending on the timing of the OTG hits.
If you want to guarantee the same side, skip the c.LK or use H Brass~EBrake.
Neat! It looks like this also works off the OTG from j.HK, at least on light characters.
 
Might as well post it because it hit EVERYONE at ComboBreaker (shut it, Peanuts)...my favorite reset:
(throw xx M Step, c.MP->c.MP xx) H Step, OTG c.LP->c.LK->c.MK xx H Train~EBrake, c.LK/L Step/throw/H Brass if you think they're mashing super. Can cross under or not depending on the timing of the OTG hits.
If you want to guarantee the same side, skip the c.LK or use H Brass~EBrake.

Sorry for double posting, but you can also stay on the same side by slightly delaying the c.LK in the c.LP c.LK c.MK then (EDIT: made the then vs than typo for the first time again someone stab my brain out right now) doing H A Train and make the mixup safer (since H Brass~EBrake is -6 and technically punishable by mashed Gregors while H A-Train~EBrake isn't in this situation). IMO it's incredibly difficult to tell the difference between delaying c.LP c.LK c.MK so you either stay on the same side or go under, and makes the mixup even stronger!

EDIT: This also works as a mixup off of any OTG and the left right also works on corners. I'm probably going to make this my main mixup now, thanks!
 
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Also dunno if it was listed before but my super easy corner combo off the longest confirm ever:
c.LK->c.MK->c.HP, walk forward delay c.MK->s.HK xx M Brass, OTG c.MPx2->s.HK xx H Train, SSJ = 7.5k.
If you want an easier-harder variation you can do OTG c.MPx2->s.HK xx H Train~Brake, s.LP->c.MPx2->s.HP /\ j.MP->j.HK xx Timpani (up), falling j.MK->H Cymbals for 8153. It's pretty dang easy.
If you want a harder variation you can do OTG c.MPx2->s.HK xx H Train~Brake, s.LP->c.MPx2->s.HK xx H Train~Brake, c.LK->c.MPx2->s.HK xx H Train xx SSJ for like 8.2k.
If you want a harder-harder variation you can do up through Timpani, then don't go QUITE as high and do a late falling j.MK \/ M Train, Lv3 for like 11.4k.

than (EDIT: made the then vs than typo for the first time someone stab my brain out right now)
It'd be "then" in this instance. :^)
 
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It'd be "then" in this instance. :^)
This is what happens when you don't sleep for two days and half read your own posts.
 
So I was playing around with this Burst Bait idea, as far as I saw from this forum I didn't see anything like this idea?

It works off of immediate burst as well but I set it to delay as much as I thought would work. Basically they have a tight window to burst which is specifically late, otherwise you get free burst bait punish if they burst or just a good jump in pressure if they don't.
 
I'm sure someone has better, but heeeere.

BB/Excella

Midscreen

cLK cMK sHP jMP jHP jHK tech otg cHK HBeat cMP2 sHP Excellabella Taunt jLK jMKx jHP(fall) cLPx sLK2 cMP2 sHK MBrass/HKTrain
10k with ATrain, not sure with MBrass, I shook the beat for the tiniest bit more damage.

Corner

cLK sMK1 sHK HBrass otg cLK sHP HBeat cMK sHP Excellabella Taunt cMP2 sHK HKBrake cLPx sLK1 cMP2 sHK HKTrain
10k as well, first sLK whiffs on Filia the way I did it, that's why it's listed as 1. I'm not familiar with his execution yet, sorry.
 
Continuing my "this is really easy" combo series, 8.5k midstage with H LnL / 9.7k with taunt / 10.7-11.8k with Lv3 / 14.3k with Lv5, safe on block, VERY easily confirmable.

c.LK->c.MK xx L Brass + LnL /confirm/safe spot/, M Step, c.MK->s.HP /\ j.MP->HP->HK \/ ground tech, c.LK->s.MK /\ j.LK(3)->MK-wait MK->wait, falling HP \/ M Train xx SSJ.

If you would like to make it harder for more damage, although not THAT much more damage:
- Change M Step to H Step on light characters.
- OTG c.LK->delay c.MK->delay s.HP works, and then you can do the air chain as delay j.LP->LK(3)->MK-wait MK->falling HP for 14.8k with Lv5.
 
Trying to figure out a midscreen HCH for Big Band. Came up with this, but requires Bypass assist and usually my Val is dead by the time Big Band gets to play.


edit: here's another HCH off the dropkick. does 11.4k if you add a c.lk on the last chain.

 
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ok I'm sure that someone has found this before me but I can't find it in either the tech thread or this one so here we go


Notes:

-In this particular video the savestate is at game start distance, for reference.
-The general rule of thumb I've found is "if the middle of the cymbal is roughly on the middle of the character, you can reliably do this". It's possible at longer ranges that cymbals will hit, but it's harder. At gamestart distance I can do the combo I did there but I haven't tested on all weights yet.
-OTG c.mk doesn't allow for any conversion, you have to start with c.lk
-I can't get c.lk c.mk s.hp -> j.mp j.mk to work at the height you end up at. Maybe someone better than me can though.
-Since sound stun is pretty much the same any cymbal strength will work, I personally think it's easiest with L cymbals because...
-...this is a lot easier if the opponent ends up after the cymbal clash either above or below BB's fist. I use H A-train for 2 reasons: 1) because of the extra frames on e-brake for a-train and 2) because since H A-train doesn't track you will keep moving forward as long as your fist hasn't connected with them yet. That's why L cymbals is nice because they often end up lower (but you still get there in time to OTG), and also why this is practically impossible (at least for me) on heavies because if you A-train ASAP they connect immediately and if you delay you don't get your OTG.

Again, I haven't tested on all characters yet (just filia parasoul and double so far) and combos aren't optimized or anything. Feel free to let me know if I've "found" something that someone else already beat me to.
 
Even if someone else found it, it's new to me so I appreciate the post and video!
 
no one said I stole their tech so i'm claiming it as mine B)

on an actually important note however, something I just noticed (and I don't know how I didn't notice it before) is that if the cymbals are "enough" on top of the opponent, it seems to auto-center them to the cymbals. This creates an interesting choice in the context of this e-brake combo: L cymbals are less risky to throw out but upon hitting an aerial opponent leave them lower to the ground so you get a harder combo, while stronger versions are riskier but leave the opponent higher in the air for a better followup (I actually got the c.lk c.mk s.hp -> j.mp j.mk combo off of an H cymbals on beowulf, will have to see how character-specific it is).

edit: hmm ok looks like the "auto-center" is only when cymbals hits an airborne opponent
 
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I was actually attempting this today in lab but I gave up, thank you for doing it for me!
 
I'm sure most of you already know this, but for those that don't: if Big Band gets interrupted during a soundstun by getting hit, he gets a new soundstun. This is especially useful in the Peacock matchup, where you will get hit out of Beat Extend by projectiles quite often. This effectively allows you to get a full combo off of beat extend, but you'll have to do a different combo to avoid triggering IPS. Still, Beat Extend, get interrupted, c.MK, s.HP, j.MP, j.HP, j.HK, c.LK, c.MP, s.HP xx LP Beat Extend into whatever is pretty dang good.
 
if Big Band gets interrupted during a soundstun by getting hit, he gets a new soundstun.
This is not true, but rather only the final hit of all versions of beat extend (or cymbals) cause soundstun. Still useful for the reasons you stated, but not entirely correct. This also means you could do beat extend (1-2 hits depending on version) > SSJ > H giant step > SSJ if you wanted to (why).
 
This is not true, but rather only the final hit of all versions of beat extend (or cymbals) cause soundstun. Still useful for the reasons you stated, but not entirely correct. This also means you could do beat extend (1-2 hits depending on version) > SSJ > H giant step > SSJ if you wanted to (why).

Oh OK, that makes way more sense, thanks.
 
I'm sure most of you already know this, but for those that don't: if Big Band gets interrupted during a soundstun by getting hit, he gets a new soundstun. This is especially useful in the Peacock matchup, where you will get hit out of Beat Extend by projectiles quite often. This effectively allows you to get a full combo off of beat extend, but you'll have to do a different combo to avoid triggering IPS. Still, Beat Extend, get interrupted, c.MK, s.HP, j.MP, j.HP, j.HK, c.LK, c.MP, s.HP xx LP Beat Extend into whatever is pretty dang good.

:^)

EDIT: I did s.HP alone as the starter, sometimes you can't do that since projectiles have different hitstun etc, so s.MP s.HP is often your best bet, and since counter hit specials give you +50 undizzy, the same as a medium-heavy chain, you can do the midscreen BnB's or corner BnB's from this situation easily (for corner it depends on what you're doing but if you're doing the Caio combo you'll need to so s.MP xx M Brass or something since you won't get all the undizzy you need from s.MP s.HK xx M Brass.
 
:^)

EDIT: I did s.HP alone as the starter, sometimes you can't do that since projectiles have different hitstun etc, so s.MP s.HP is often your best bet, and since counter hit specials give you +50 undizzy, the same as a medium-heavy chain, you can do the midscreen BnB's or corner BnB's from this situation easily (for corner it depends on what you're doing but if you're doing the Caio combo you'll need to so s.MP xx M Brass or something since you won't get all the undizzy you need from s.MP s.HK xx M Brass.
Neato! Do you know if that works for any special if it trades during hitstop?
 
Neato! Do you know if that works for any special if it trades during hitstop?
I'm not sure I understand your question. Any contextual examples?
 
I'm not sure I understand your question. Any contextual examples?
I was thinking if giant step traded with something like a jab you got your soundstun back. I just tested it and it seems like it doesn't. I'm just trying to figure out why this works, do you have any idea?
 
I was thinking if giant step traded with something like a jab you got your soundstun back. I just tested it and it seems like it doesn't. I'm just trying to figure out why this works, do you have any idea?
uhh idk lol

Maybe the soundstun variable is changed later in the animation than just the second hit (ie sounstun is removed later in the animation of the DP)? It looks to have been made this way on a special case basis.

Maybe that guy who made this game knows idk.
 
uhh idk lol

Maybe the soundstun variable is changed later in the animation than just the second hit (ie sounstun is removed later in the animation of the DP)? It looks to have been made this way on a special case basis.

Maybe that guy who made this game knows idk.
@Mike_Z
 
You never get soundstun "back" - Beat Extend doesn't set soundstun as used until the final hit, so being hit early (or supering) will preserve it, but trading with a move that uses it up like c.HP or whatever will always use it up. Trading with the hit of Beat Extend that uses it up, would also use it up.
 
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You never get soundstun "back" - Beat Extend doesn't set soundstun as used until the final hit, so being hit early (or supering) will preserve it, but trading with a move that uses it up like c.HP or whatever will always use it up. Trading with the hit of Beat Extend that uses it up, would also use it up.
I still don't fully understand. In Yoma's example the final hit does connect, complete with the added hitstun.
 
I still don't fully understand. In Yoma's example the final hit does connect, complete with the added hitstun.
Because Beat Extend is a variable number of hits, sound stun is applied the frame after the final hit goes active. If he is hit out of the hitstop, which is on the active frame, it is not applied.
Make more sense?
 
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Because Beat Extend is a variable number of hits, sound stun is applied the frame after the final hit goes active. If he is hit out of the hitstop, which is on the active frame, it is not applied.
Make more sense?
Yes! Thanks for the clarification.
 
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Didn't see this in the compendium so maybe people don't know about these but maybe they do so idk.

Big Band max undizzy combos:

Midscreen:
blah starter to s.HP
j.MP j.HP L Clap
H A Train xx Super

Corner:
blah starter to s.HK M Brass
c.MP c.MP s.HK H Extend full mash
M A Train xx super


Just in case you're wondering, after the clap/beat extend, rush punch doesn't work (causes undizzy sparks) but A Train does, which I don't understand but I won't complain. Also H Extend into H A Train doesn't work so you have to do M A Train instead.
 
Just in case you're wondering, after the clap/beat extend, rush punch doesn't work (causes undizzy sparks) but A Train does, which I don't understand but I won't complain. Also H Extend into H A Train doesn't work so you have to do M A Train instead.
Grabs won't trigger undizzy (for the most part; excellebella does for some reason) even if they start a new chain! Not really important for most characters but it's definitely useful for BB. If I do s.MK and notice that my undizzy is nearly full, I like to do j.LP j.LK j.MK(float) j.HP (land) M A-train to end my combos.

Another practical example of this would be Beowulf using OTG c.MK with full undizzy.
 
Grabs won't trigger undizzy (for the most part; excellebella does for some reason) even if they start a new chain!

These are all hitgrabs that you are talking about (not sure about Beowulf's c.mk though). Some hitgrabs like a-train and pummel horse won't trigger undizzy but the others like buer reaper and excellebella will. Can't think of any other hitgrabs that are not supers.
 
Some grabs end in real hits, with hitboxes, as opposed to the "fake" hits that are common during throws. Excellabella's last hit is one, as is Buer Reaper's. Those will trigger undizzy. Fake hits during throws will not.
Throws can be done out of stagger, so you can combo them, but I think no normal throws end in real hits.
 
@Mike_Z Just out of interest, what is the reasoning for certain grabs having hitboxes on last hit while others don't?
 
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But I think no normal throws end in real hits.
What about Double's?
Double's Air Grab hits assists and gets Double Snaps all the time.
Is it a real hit or something else?