• As part of the relaunch of Skullheart, ALL previous threads have been archived.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.

The Big Bando Husbando Combo Threadando


You can do c.HK after dp for untechable knockdown.
 
Last edited:
  • Like
Reactions: pegglefrank

Some Big Band combos I use. In order, here they are:

clk cmk shp
jmp jhp jhk, tech forward
otg chk xx h beat extend + shake
jlk jmk X 2 (jhp fastfall)
clp X 2 c mp X 2, s hp
jlp jmp jmk X 2 jhp
h A - train xx ssj
8163 damage
9155 with super

OTG chk is hard on Big Band and Double, so replace it with OTG cmp X 2.

After doing the final air chain, HK A-Train whiffs on Squigly outside of the corner, so use MK A-Train instead of HK A-Train.

(dp or giant step or soundstun)
cmk shp
jmp jhk, tech forward
otg slk X 2 smk
jlk jmk X 2 jhp fastfall
slp X 2 cmp X 2 shp
jlp jmp jmk X 2 jhp
h A - train xx ssj
6653 damage off l dp
7645 with super off l dp

In the first air chain, doing jhk immediately after jmp results in a sideswitch, while doing a slight delay will not.

clk cmk shk xx m brass knuckles
otg cmp X 2 shk xx h a-train, e-brake
slp cmp X 2, shk xx h beat extend + shake
jlk jmk X 2 jhp fastfall
slk X 2 cmp X 2 shp
jlp jmp jmk X 2 jhp
h A - train xx ssj
8674 damage
9666 with super
15549 with lvl 5 one touch kill

There are a couple of character specific variations that do more damage.

Doing clk smk shk xx h Brass Knuckles as the starter works against all lights except Fortune for 9910 damage.

Doing clk cmk shp xx h Brass Knuckles as the starter works against Parasoul for 10060 damage.

(dp or giant step or soundstun)
cmk shk xx m brass knuckles
otg cmp X 2 shp
jmp jmk delay x 2 jhp fastfall
slp X 2 cmp X 2 shp
jlp jmp jmk X 2 jhp
h A - train xx ssj
7231 damage off l dp
8223 with super off l dp

Depending on how heavy a character is, you may need to substitute crouching normals for standing normals, and vice verse. E.G., against Big Band you could do clp X 2 instead slp X 2, but against Painwheel clp X 2 will probably whiff.

clk cmk chp xx a-train, ebrake
cmp X 2 shk xx a-train, ebrake
clk cmp X 2 shp
jmp jmk X 2 (jhp fastfall)
clp X 2 slk cmp X 2 shp
jlp jmp jmk X 2 jhp
h A - train
7536 damage

Same deal with this one. You may need to trade standing normals for crouching normals.

clk cmk shk xx m brass knuckles
otg cmp X 2 shk xx h a-train e-brake
clk cmp X 2 shp
jmp jmk X 2 (jhp fastfall)
clp X 2 slk cmp X 2 shp
jlp jmp jmk X 2 jhp
h A - train xx ssj
8204 damage
9196 with super
11855 damage with 2 meter and taunt

This combo works on everybody but Big Band. Having a corner combo that does not use sound stun is useful for converting off of cymbal clash in the corner. It also lets you do BIG DAMAGE for cheap if you have taunt, as shown in the video.
 

You can do c.HK after dp for untechable knockdown.
How is it untechable? You used your otg, they can tech off the knockdown.
 
How is it untechable? You used your otg, they can tech off the knockdown.
Whoops my bad. I thought that it is untechable because dummy didn't tech.
 
Some Big Band combos I use. In order, here they are:

Your combos are very cool, but no way you use those in online. They are too hard to do consistently.
 
Last edited:
here's another axe assist combo with taunt.
 
  • Like
Reactions: Sparties

A hard knockdown combo.

What this combo does:
  • Works anywhere on the screen
  • Works in the corner
  • Works when you're in the corner
  • Works when you're halfway to the corner
  • Works when you're a couple feet from being in the corner
  • Works everywhere
  • Carries somebody to the corner
  • Lets you do crossunder shenanigans from the cmk hit
  • Lets you do crossunder shenanigans from the cmk hit in all those other places mentioned, including the corner
  • Lets you do a safe taunt setup (if you get the wall bounce it's safe)
  • Lets you do an unsafe taunt setup in the corner (it's -2 against Robofortune)
  • Works on everybody as heavy or heavier than Parasoul
  • Okay damage
What this combo doesn't do:
  • Work on lights
  • Let you do crossunder shenanigans on Big Band or Double
  • Let you do safe taunt setups on Big Band or Double
  • Use your OTG
clk cmk shp
jmp jmk (delay) jmk (only one hit) jhp
cmk xx h beat extend + shake (if in corner cmk can be replaced with shk)
jlk jmk X 2
clp X 2 clk cmp X 2 shp
jlp jmp jmk X 2 jhp
h A - train
7394 damage
Can do crossunder shenanigans by doing cmk xx hk e-brake in third chain
 
The notation on this is a bit confusing. I'm posting this here because it's primarily a Band combo. It relies on a DHC to get a full combo out of a charged SSJ starter, with lots of branches and paths available. You can do the second half with pretty much any character's BnB, but I picked bella because that's usually who I DHC into.

These combos in particular are BB specific, but with a little loss of damage you can make them universal.

This combo lets you deal a respectable amount of damage with the opportunity for Bella resets before bringing in the Band again.
[Big Band]
c.lk, c.mp x2 (call Kanchou assist in-between hits), s.hk, (Kanchou assist arrives), HP Brass Knuckles xx SSJ (Charged) xx Diamond Dynamo
[Cerebella]
s.lk, s.mk, c.hp
j.lp (mash), j.hp
s.lp x2, s.mk, c.hp
j.mp, j.hk
s.mp, Big Band tag-in (burstable) [10933]

This combo is optimized for damage. It takes two bars to get past the first chain, but the last two supers are optional. It's an efficient use of meter if you don't have enough for level 5 but want to make use of a charge.
[Big Band]
c.lk, c.mp x2 (call Kanchou assist in-between hits), s.hk, (Kanchou assist arrives), HP Brass Knuckles xx SSJ (Charged) xx Diamond Dynamo
[Cerebella]
s.lk, s.mp, c.hp
j.mp, j.hk
s.mk, c.hp
j.lp (mash), j.hp
s.lp x2, c.mk, f.hp, Cerecopter xx Diamond Dynamo [12685] (xx SSJ [15051])
 
  • Like
Reactions: Wenzel
Neat stuff regarding midscreen c.hp. It deals 50 more damage than Band's other heavy normals if you have sound stun, and deals a whopping 275 damage at max scaling with sound stun. Without sound stun, it's just 950 damage like all his other normals, dealing 190 at max scaling. I think it has great potential as an optimization tool; 65 damage can a big deal.

c.hp, s.lp, c.mp x2, HP Brass works against a lot of characters. I haven't tested them all, but it seems to work on most mediums as well as Band himself.
c.hp, c.mp x2, HP Brass is also functional, builds 15 less undizzy, and deals 60 less damage. It may be easier to do this version on some characters.
c.hp, s.lp, c.mk [...] is a very powerful link that can allow you to combo off of c.hp midscreen. This may be useful for elongated midscreen ground chains when you are out of air neutrals, or if you want to make use of c.hp's increased damage in midscreen. The timing on this is astronomically tight compared to the other two options.
 
c.hp, s.lp, c.mk [...] is a very powerful link that can allow you to combo off of c.hp midscreen. This may be useful for elongated midscreen ground chains when you are out of air neutrals, or if you want to make use of c.hp's increased damage in midscreen. The timing on this is astronomically tight compared to the other two options.

If you're quick enough (and close enough) you can also combo cmk after chp xx HK-E-brake, saving the lp button for some other chain down the line.
 
  • Like
Reactions: pegglefrank

A hard knockdown combo.

What this combo does:
  • Works anywhere on the screen
  • Works in the corner
  • Works when you're in the corner
  • Works when you're halfway to the corner
  • Works when you're a couple feet from being in the corner
  • Works everywhere
  • Carries somebody to the corner
  • Lets you do crossunder shenanigans from the cmk hit
  • Lets you do crossunder shenanigans from the cmk hit in all those other places mentioned, including the corner
  • Lets you do a safe taunt setup (if you get the wall bounce it's safe)
  • Lets you do an unsafe taunt setup in the corner (it's -2 against Robofortune)
  • Works on everybody as heavy or heavier than Parasoul
  • Okay damage
What this combo doesn't do:
  • Work on lights
  • Let you do crossunder shenanigans on Big Band or Double
  • Let you do safe taunt setups on Big Band or Double
  • Use your OTG
clk cmk shp
jmp jmk (delay) jmk (only one hit) jhp
cmk xx h beat extend + shake (if in corner cmk can be replaced with shk)
jlk jmk X 2
clp X 2 clk cmp X 2 shp
jlp jmp jmk X 2 jhp
h A - train
7394 damage
Can do crossunder shenanigans by doing cmk xx hk e-brake in third chain
This combo is really awesome but I'm having some difficulty with the section after the fastfall to the end. Any advice on that section. Also need help on connecting A-train after j. Hp.
 
I think it has great potential as an optimization tool; 65 damage can a big deal.

I'm not sure what optimization are you talking about. Pretty much the only way to use sound stun is to use it on dp unless you are doing [c.MP] c.HP, e-brake combo or doing max damage combo from full undizzy.

Any advice on that section. Also need help on connecting A-train after j. Hp.

Fly lower to get c.LP after j.MK. Put a delay between j.MK and j.HP to get the a-train.
But really, don't this combo in online, it's not worth it.
 
Last edited:
  • Like
Reactions: ArkBat
Here's another weird link. I usually practice against BB, but this time I did it with R. fortune, in the hopes of finding something new. I think I did?

If you can move in front of the enemy during Timpani Drive, you can side switch and then follow up (at least against R. fortune) with a few options:

  • j.mk, j.hk. j.hk physics hurt my head, but you could do this if you're in midscreen and you want to start moving toward the other wall. You'd have to be close enough to the center to get an OTG pickup, but if you're too close or past the center then you might as well keep going since there's no point in doing a side switch at that point. If there's a mine or beast of gehenna you want to avoid, that would also make this viable. I think, anyway.
  • j.mk, MK Cymbals, HK "A" Train for high damage and sliding knockdown ender if you're at max undizzy and don't want to start a new chain. This is surprisingly good, since you don't have to use a j.lk or j.mk restand, saving you 15 or 20 undizzy to use somewhere else in your combo.
  • j.mk for a regular old j.mk restand, but where's the fun in that.
As for actually getting in front of the opponent, HK Cymbals seems to be pretty reliable. As long as you're not pushing them too far away, you can immediately cancel into Timpani and then try to fly over to the other side of them.
 
This combo is really awesome but I'm having some difficulty with the section after the fastfall to the end. Any advice on that section. Also need help on connecting A-train after j. Hp.

In the last air chain try to delay the second hit of jmk as much as possible, and then try to hit the jhp as low as possible to the ground.

If you're having a lot of trouble with it, just do MK A-Train instead of HK A-Train. It's much more forgiving and it's only 100 less damage at max scaling.
 
  • Like
Reactions: ArkBat
For any of you :BEO: + :BIG: players out there, I found a really cool use for HP hurting hurl assist. It's in the finisher, and it works everywhere; midscreen, the corner, and everywhere inbetween. I don't know if it's universal. It's probably hurtbox dependent more than weight dependent.

c.lk, c.mk, s.hp, Hurting Hurl assist, HP Beat Extend, HK "A" Train


Call the assist at about the same time you do c.mk. This is much easier if you use the default macros. If you use LP + MK and MK + HP assist macros, you may want to do c.mp x2 instead so that the buttons don't overlap. If you do it right, HP Beat will hit, the shakes will hit, and the opponent will be far enough away that you can use HK "A" Train instead of MK "A" Train.

Overall, this is just really good for optimization in general. It's not hard to do.

This finisher is 80 damage more than the regular finisher. It might not seem like much, but considering how useful Beo's assists normally are in Band combos, this is pretty good. You can get a lot more with another assist, but if your other team member dies, you can use this finisher and get some free bonus damage.

To explain the damage difference, you're getting 100 more damage from HK over MK "A" Train, 120 damage from HP Hurting Hurl assist, and losing 140 damage because the first two hits of HP Beat Extend whiff. In the end, it's +80 over the regular ender.

Code:
Damage          Move            Expanded Damage         Undizzy (Damage:Undizzy Ratio)
435             MK "A" Train    70 + 90 + 275           20 (21 3/4:1)
535             HK "A" Train    70 + 90 + 100 + 275     20 (26 3/4:1)
120             HP Hurting Hurl 120                     20 (6:1)
670             HP Beat Extend  70(2) + 110 + 30(14)    20 (33 1/2:1)
530             HP Whiff Extend 110 + 30(14)            20 (26 1/2:1)

Because of how assists work, this is all one chain and will not trigger undizzy.
 
Last edited:
Corner-carry hard knockdown out of air grab!

This might be legitimate BIG NEWS, unlike my previous "BIG NEWS."

From anywhere, you can do an OTGless conversion off an air grab using timpani. You must sideswitch with timpani in midscreen for this to work, and because of this, you might have to cover 70-80% of the stage at most in order to get the hard knockdown. If you're converting from the absolute maximum range at the very, very side of the stage, this won't go fullscreen, but realistically you shouldn't be side switching at that point and you should just ram them into the wall and do a corner combo. Should work on mediums and lights, although I've only been able to test with Bella. From some quick tests I've done, this seems to be much easier on lights toward the beginning and more difficult toward the end.

This is the combo I used to verify that it works. You can swap out certain chains and moves for more optimized versions, although it will make the combo much more difficult.

Air Grab, Timpani Drive
j.lk [15/240]
s.lp, s.mk [50/240]
j.lp, j.lk, j.mk [100/240]
c.mk, s.hp [150/240]
j.mp, j.mk [190/240]
s.mp, HP Beat Extend [230/240]
c.lk, c.mp x2, s.hk, HK "A" Train [315/240]

Deals 5825 damage at 1x scaling, is a corner carry, and ends with a hard knockdown. This is decent as a regular combo, but getting this out of an air grab is incredible.

Notes:
Replace c.mp x2 with c.mk anywhere in the combo for greater consistency at the loss of damage. Every c.mp x2 that is replaced with c.mk results in -100 damage.
It's much easier to link s.lp off of j.lk when Band has downward momentum. You want to be above the opponent during most of Timpani, and after you reach about 14 (or exactly 14 in Bella's case) hits you want to start steering down. This number varies from character to character.

Theoretical optimizations:
s.lp can be swapped with s.lp x2 for +60 damage, but creates more knockback.
s.lp can be swapped with c.lp x2 for +90 damage, but will most likely whiff without perfect timing and is fully impossible against some characters.
c.lk can be swapped with s.lk for +55 damage, but the opponent will likely hit the ground first, thus using OTG and rendering the combo obsolete. According to Juliet, "it's not hard," so if you're blessed with the power to link s.lk after Beat Extend then feel free to do so.

From the Big Band compendium:
"Air Throw - Short reach for an air throw. Easiest way to combo after this is a falling j.LK or j.MK. There is no way to combo off Big Band’s air throw without immediately using your OTG (that I know of)."

Taking that quote into consideration, and also because I haven't seen combos like this before, I think this is new. If I had to guess, it's probably because you have to side switch with timpani in order to get the vortex effect, which is pretty strange and only works at certain heights. Fortunately, you're at the perfect height to sideswitch after an airgrab, making it perfectly consistent as long as you can get the timing and positioning down for each character.
 
TBH I don't like converting off of air throw with meter

But If you could get a corner carry combo from a normal OTG-used air grab combo, that'd be useful.
 
Good find I will add to compendium
 
Unfortunately there's a problem with that combo.

Corner-carry hard knockdown out of air grab!
Air Grab, Timpani Drive
j.lk [15/240]
s.lp, s.mk [50/240]
j.lp, j.lk, j.mk [100/240]
c.mk, s.hp [150/240]
j.mp, j.mk [190/240]
s.mp, HP Beat Extend [230/240]
c.lk, c.mp x2, s.hk, HK "A" Train [315/240]

IPS triggers on the grounded cmk hit.

The combo you probably meant to post was this one:

Air Grab, Timpani Drive
j.lk
c.mk, s.hp
j.mp, j.mk
s.lp, s.mk
j.lp, j.lk, j.mk
s.mp, HP Beat Extend
c.lk, c.mp x2, s.hk, HK "A" Train

That combo works. (Except the smp xx H Beat Extend. BE kept whiffing on everyone I tried ito on. jmk links into H Beat Extend on its own just fine so I did that.)
 
Last edited:
Unfortunately there's a problem with that combo.



IPS triggers on the grounded cmk hit.

The combo you probably meant to post was this one:

Air Grab, Timpani Drive
j.lk
c.mk, s.hp
j.mp, j.mk
s.lp, s.mk
j.lp, j.lk, j.mk
s.mp, HP Beat Extend
c.lk, c.mp x2, s.hk, HK "A" Train

That combo works. (Except the smp xx H Beat Extend. BE kept whiffing on everyone I tried ito on. jmk links into H Beat Extend on its own just fine so I did that.)

Right, that was a last-minute change because c.mk was whiffing. Forgot about that. I'll try and see if I can rearrange this combo somehow.

s.mp first and c.mk second "works," but it's very character specific and it seems to be pixel perfect.
 
If you want to do practical front loaded damage into resets with BB/HBypass, do cLK cMP2/cMK cHP Call HBypass MBrass. The timing is something like blah blah cHP, did cHP hit? Call assist, do MBrass.

You have time to confirm cHP hit. I think if you wait too long, they get knocked up in the air, which might make connecting harder on lights, but you still get plenty of time to confirm really. Especially if you're using cMP2 to poke instead of cMK. Distance shouldn't be a huge issue, making HBypass a nice way to convert from long range cHP hits (but not vs high in the air.)

You can also substitute the MBrass for EBrake and do this.


You can use HBypass to convert from throws by calling it before doing MBrass.
LBrass works in all these cases and is easier but for less damage.
HBrass doesn't really work. HBypass hits but I can't convert. Maybe on very light characters and I'm convinced it'll use your otg.
Instant overhead jMK, confirm it hit, HBypass+jHK works in a lot of places midscreen as a high damage starter that can preserve otg. Not sure of universalness or where all it works.
This overhead confirm can lead into sliding knockdown because it saves otg, or you can convert from the HBypass with another jMK jHK for a pretty huge chunk of damage. It's also fairly hilarious.

Most of this works on everyone AFAIK. I know I should just go test it all. I don't have an excuse!

Convert with cMK/sMK/jMK jHK/sLP/cLK etc from the MBrass/HBypass examples. Whatever floats your boat really. I like jab conversion a lot, it doesn't lead into a high damage route but it's fun to reset from jab. cMK sHP jMP jMK route from here leads into a nice sliding knockdown. cHP uses your sound stun, keep that in mind.

If you're brave enough to do cMP2 MBrass starter, then you can do ~this~


Don't do this.

EDIT: 9801 if you use HK-ATrain instead of MK.
11061 with taunt. Whyyyyy lmao.

 
Last edited:

clk cmk shp
jmp jhp xx L Cymbal Clash
microdash smk xx HK E-Brake
otg cmp X 2 shk xx HK E-Brake
clk cmp X 2 shk xx HK E-Brake
clp X 2 shp
jlp jmp jmk X 2 jhp
H A-Train
7263 damage
8255 damage with super
This combo does less damage than the one in the compendium, but this one is meterless. Whenever possible, do H brass or M brass after cymbal clash for more damage, replacing a cmp X 2 in the combo.

This probably works against everybody except Big Band, but I haven't rigorously tested it against all characters. I personally would use this combo only against light characters, since the medium midscreen hard knockdown combo I posted a while back works in the same ranges, does more damage, and does hard knockdown.


air throw
otg jmk
cmk shp
jmp jmk X 2
slp X 2 smk
jlk jmk X 2
clk cmp X 2 shp
jlp jmp jmk X 2 jhp
H A-Train
5392 damage
Corner carries, probably universal. Since combos off of air throws do complete crap for damage and meterless ones use up your otg, it's probably better to get some kind of setup off the combo than go for damage. The combo doesn't use sound stun so it can be used for whatever genius setup idea you have. I put a couple ideas I had in the video.
 
10k 1 meter corner combo


c.lk, c.mk, s.hk, MP Brass, HP Hurting Hurl assist (or any other single-hit ground bounce assist like Axe)
c.mk, s.hk, MP Brass
c.mp x2, s.hk, HP Beat Extend
j.mk x2, j.hp
j.lk, j.mk x2, [j.hp]
c.lp x2, s.lk, c.mp x2, s.hk, HK "A" Train xx SSJ

Only tested vs. Band, but it's probably universal since Band is the hardest to do it on. It may be possible to do HP instead of MP Brass using 4[6]MK+HP or 4[6]LK+HP. I'd imagine this probably only works on lights.
 
that looks almost the same one lugon posted a while ago with pw assist

I never saw it, so I guess it's just coincidence. I did trial and error to find chains that would work with the amount of extra undizzy caused at the beginning of the combo; j.mk x2 j.hp whiff cancel chains were the best I could think of.

EDIT: I can't seem to find it. If you have a link, that'd be helpful.
 
Just a heads up, I added a few videos to the compendium showing what the combos look like. Hopefully being able to see the combos should make them easier to learn. For right now I only have the normal midscreen and corner combos, and a midscreen combo starting from sound stun because no one seems to know what to do if they have to use their sound stun right at the beginning of the combo. If anyone wants videos of any particular combos in there let me know and I can add them. Thanks.
 
and a midscreen combo starting from sound stun because no one seems to know what to do if they have to use their sound stun right at the beginning of the combo. If anyone wants videos of any particular combos in there let me know and I can add them. Thanks.

This is super useful, I think! That combo should also work off of BE as well, but what I'd like to request is that you put in the BE side switch combo as well (Mike Z made the video here) for how useful it is off of that specific instance. Another thing would, ideally, be some video about when you used soundstun with cHP and how to combo that midscreen; I know drewski made a video about converting off of it with E brake-> sLP cMK but I can't dig through everything right now to find it.
 
This is super useful, I think! That combo should also work off of BE as well, but what I'd like to request is that you put in the BE side switch combo as well (Mike Z made the video here) for how useful it is off of that specific instance. Another thing would, ideally, be some video about when you used soundstun with cHP and how to combo that midscreen; I know drewski made a video about converting off of it with E brake-> sLP cMK but I can't dig through everything right now to find it.
I added Mike's combo in there. I couldn't find drewski's c.HP combo, I spent like 20 minutes looking =/ I did find a Gamaniac video that had it, but he mentioned it was character specific and he didn't remember which characters it worked on, so I wasn't sure if I should add it. If anyone can find this c.HP combo video please let me know!
 
If anyone can find this c.HP combo video please let me know!

Okay I forgot that the forum had a search by user post function, so I found it

This is a specific scenario, but it should work for people who do use cHP generally not at max range or in blockstrings and stuff. Could be updated and expanded upon for times like near the corner, but the general concept (ebrake sLP cMK) should at least be the point people see here or if anyone would update on this.
 
Okay I forgot that the forum had a search by user post function, so I found it

This is a specific scenario, but it should work for people who do use cHP generally not at max range or in blockstrings and stuff. Could be updated and expanded upon for times like near the corner, but the general concept (ebrake sLP cMK) should at least be the point people see here or if anyone would update on this.
Well for the time being I put this video and the notation in the compendium. Thanks for finding it!
 
stuff with h bypass assist
you can also confirm from fullscreen giant step by calling assist + m brass
 
if you start with 40 undizzy for some reason and have already used OTG, here's the optimized midscreen combo for heavies (maybe excluding double) you never asked for:

OTG c.mp x2, s.hp
j.lk, j.mk
s.mk x2
j.lp, j.lk
s.lk, c.mp x2, HP Beat Extend
c.lp x2, s.lk, c.mp x2, s.hk, HK "A" Train xx SSJ

mainly a proof of concept for s.mk x2 after j.lk, j.mk, as well as c.mp x2, s.hp for OTG on most characters (though it whiffs on some and I don't know why, stupid physics). deals approximately a thousand more than a basic s.mk, j.lk, j.mk/j.mp loop, which is pretty good. I've been messing around and found that Band's lights are actually extremely generous compared to most characters. for example, you can do a restand with c.lp all by itself on heavies, from almost any height. this can be proven by linking c.lp x2 into c.lk. while not useful in the way that many other restands are (you're not setting up for stagger or anything), it does make it easier to do big chains like c.mp x2, s.hk, HK "A" Train/LP Beat Extend because the opponent is standing on the ground and won't be pushed back as much. considering how some of bands moves move him forward (namely s.hk), this makes a lot of fat chains like c.lp x2, s.lk, c.mp x2, s.hk, HK "A" Train a lot more feasible in midscreen. you can also integrate this into your playstyle to make your combos even more excruciatingly long, like I have.

I left SG open for awhile, and when I came back I had a save state with robo on the ground and 40 undizzy. decided to do some experimenting. it was harder than I thought to come up with an optimized combo, but fortunately Band has some nice optimization tools up his sleeve. his lights are rather efficient, and he can effectively make mini chains by cutting up his regular chains, moving the starter for the chain from c.lp (as is the usual for the ending chain of almost all his combos) to s.lk/c.lk and then cutting it short with Beat Extend, only to transition into his real ending chain which is c.lp x2, s.lk, c.mp x2 etc. etc. into SSJ. this method of spending excess undizzy is also very efficient, as HP Beat Extend deals a lot of damage, works just fine at the end of the combo, can link into anything, and can be chained into from (almost) anything.
 
  • Like
Reactions: zarkingphoton