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The Big Bando Husbando Combo Threadando

Has anybody managed to come up with a good universal combo for BB? Everything that does at least 7K seems to be weight specific.
 
Has anybody managed to come up with a good universal combo for BB? Everything that does at least 7K seems to be weight specific.
Think I've posted it a few times, its not weight specific but it IS proximity to wall specific.

2LK 2MP MP 5HP
(j.MP on Double) j.HP j.HK
tech (position on screen dependent)
2HP xx 623HP
5LP 5MK
j.LK j.MK MK
5LK 2MP MP 5HP xx 623HP xx 236PP

Does 8008 damage.
 
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Think I've posted it a few times, its not weight specific but it IS proximity to wall specific.

2LK 2MP MP 5HP
j.HP j.HK
tech (position on screen dependent)
2HP xx 623HP
5LP 5MK
j.LK j.MK MK
5LK 2MP MP 5HP xx 623HP xx 236PP

Can't remember the exact damage

I just tested it only works on light charactes and maybe the mediums and does about 7k also HP into J.HP doesn't work anymore, you have to use MK before the HP
 
I just tested it only works on light charactes and maybe the mediums and does about 7k also HP into J.HP doesn't work anymore, you have to use MK before the HP
You are incorrect, actually.

However, I did forget one thing.
Double's tiny hurtbox makes j.HP whiff on her on the first jump, so you either substitute j.MP or put a j.MP before j.HP. This also makes the combo easier on Big Band, but the normal version works on him with some slightly tricky timing.

If you struggle doing the 623HP > 5LP link, here's an easymode version of the combo that does 7060 still.

2LK 2MP MP 5HP
(j.MP) j.HP j.HK
5LK 5MK
j.LK j.MK MK
5LP LP 2MP MP 5HP xx 623HP xx 236PP

EDIT: Checked the full combo, 8008 damage.
 
Think I've posted it a few times, its not weight specific but it IS proximity to wall specific.

2LK 2MP MP 5HP
(j.MP on Double) j.HP j.HK
tech (position on screen dependent)
2HP xx 623HP
5LP 5MK
j.LK j.MK MK
5LK 2MP MP 5HP xx 623HP xx 236PP

Does 8008 damage.
I can't get the OTG 2HP to combo on the mediums or heavies. Also having trouble with the 623HP > 5LP link on Double (but not Big Band, works fine on him although it's still a tight link). Any advice?
 
I can't get the OTG 2HP to combo on the mediums or heavies. Also having trouble with the 623HP > 5LP link on Double (but not Big Band, works fine on him although it's still a tight link). Any advice?
The 5LP link is just really tight, strange you are getting it on BB but not Double though haha, might be because of her air vertical hitbox. It's not easy at all.

To get the OTG, you have to do the j.HK as close to the ground as possible.

What I do is immediate j.HP delay j.HK

On Double immediate j.MP slight delay j.HP large delay j.HK

The thing that makes it difficult is it changes with proximity to the edge of the screen...

The thing that gets me is the 5LP link, I don't tend to bother with it on heavier characters.


EDIT: I'm finding the timing for 5LP exactly the same for every character if you do it early enough, its just tough because of how quickly Double and Ban hit the ground. Not sure why you are finding it any easier on Band, I'm getting it about the same between those 2.

EDIT2: Another note on the confirm into the first air series. It is easy on every character if you confirm with 5MK into 5HP instead of 2MP MP into 5HP, but less safe on block.
 
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The 5LP link is just really tight, strange you are getting it on BB but not Double though haha, might be because of her air vertical hitbox. It's not easy at all.

To get the OTG, you have to do the j.HK as close to the ground as possible.

What I do is immediate j.HP delay j.HK

On Double immediate j.MP slight delay j.HP large delay j.HK

The thing that makes it difficult is it changes with proximity to the edge of the screen...

The thing that gets me is the 5LP link, I don't tend to bother with it on heavier characters.


EDIT: I'm finding the timing for 5LP exactly the same for every character if you do it early enough, its just tough because of how quickly Double and Ban hit the ground. Not sure why you are finding it any easier on Band, I'm getting it about the same between those 2.

EDIT2: Another note on the confirm into the first air series. It is easy on every character if you confirm with 5MK into 5HP instead of 2MP MP into 5HP, but less safe on block.
I really can't get the OTG 2HP on heavies ¯\_(ツ)_/¯ I even tried delaying the j.HK so much that it didn't combo, but even then they were able to ground tech before the active frames of 2HP started. I was able to get 2MP 2HP a few times but that one seems dependent on your distance to the wall.

After practicing a bit more I was able to get the 5LP link on Double, dunno why I couldn't get it before. Goddam that's a hard link though. My kneejerk reaction is "this will be too hard to do in tournament and I don't want to bother with it" but there's certain conversions where it's necessary. Like if you hit them with HK Giant Step and you want to do big boy damage you're going to have to pick them up with Beat Extend then do the link cause you already used your OTG.

Something I did find last night when I was just fucking around, this works on Double and Big Band after any restand:

j.MKx2, j.HP,
j.LK, j.MK, j.HP,
j.LP, j.MK, j.HP

Of course if you restand them you probably already used up most of those buttons already. But I don't start an air chain with j.LP in my combo so I was able to just add that one in there.
 
I really can't get the OTG 2HP on heavies ¯\_(ツ)_/¯ I even tried delaying the j.HK so much that it didn't combo, but even then they were able to ground tech before the active frames of 2HP started. I was able to get 2MP 2HP a few times but that one seems dependent on your distance to the wall.

After practicing a bit more I was able to get the 5LP link on Double, dunno why I couldn't get it before. Goddam that's a hard link though. My kneejerk reaction is "this will be too hard to do in tournament and I don't want to bother with it" but there's certain conversions where it's necessary. Like if you hit them with HK Giant Step and you want to do big boy damage you're going to have to pick them up with Beat Extend then do the link cause you already used your OTG.

Something I did find last night when I was just fucking around, this works on Double and Big Band after any restand:

j.MKx2, j.HP,
j.LK, j.MK, j.HP,
j.LP, j.MK, j.HP

Of course if you restand them you probably already used up most of those buttons already. But I don't start an air chain with j.LP in my combo so I was able to just add that one in there.
The 5LP link on Double and Big Band is definitely difficult, maybe 2 frames or so. It's not prohibitive though.

Not sure what you are doing wrong with air series into 2HP, it isn't really that difficult. Did you try with the 5MK 5HP launcher? You get ages for the link that way, even on Double.
 
The 5LP link on Double and Big Band is definitely difficult, maybe 2 frames or so. It's not prohibitive though.

Not sure what you are doing wrong with air series into 2HP, it isn't really that difficult. Did you try with the 5MK 5HP launcher? You get ages for the link that way, even on Double.
I recorded a few tries at getting the link, if you could take a look and let me know what I'm doing wrong I would appreciate it :)

 
I recorded a few tries at getting the link, if you could take a look and let me know what I'm doing wrong I would appreciate it :)

Seems to be a proximity problem, from raw j.HP I can't hit it either, from 2LK 2MP MP 5HP it is a lot easier. It's all about getting the j.HK low, so on Big Band's huge hurtbox, you can actually delay the first j.HP too for maximum delay. 2LK 5MK 5HP is much easier and seems to also work in some places close to the corner where it would normally not. You could always drop the 2HP and go straight to 623HP but you lose a fair bit of damage for that I think.

Wait, just landed it from close up 5HP, it is definitely possible even from that. You just need to delay properly, if you delay the j.HP on Big Band you can delay the j.HK a lot more and end up very close to the ground before it hits. Still you shouldn't need such a heavy delay from a hitconfirm, but it is certainly possible even in this up close maximum punish way. Difficult when you try to do it from point blanc 5HP though which could explain the issues you are having haha.
 
A corner combo that works on heavies. It does slightly less damage than the one I posted for everyone else and is a little different

annotations:
cr.LK, MKx2, cr.HP M brass knuckle
cr.LK, MKx2, j.LK, j.HP, j.LP, j.LK, j,HP
HP, H beat extend, LPx2 cr.MPx2, HP, H beat extend, Super Sonic Jazz
 
A corner combo that works on heavies. It does slightly less damage than the one I posted for everyone else and is a little different

annotations:
cr.LK, MKx2, cr.HP M brass knuckle
cr.LK, MKx2, j.LK, j.HP, j.LP, j.LK, j,HP
HP, H beat extend, LPx2 cr.MPx2, HP, H beat extend, Super Sonic Jazz
Did you try a H Knuckle or H A-train after the super? Opponent had lot of air time.
 
Did you try a H Knuckle or H A-train after the super? Opponent had lot of air time.

No i haven't but I'm pretty sure it doesn't work because you already used your otg
 
What are you all doing off air throw? It's kind of tricky because you have to use your OTG immediately. I'm using this right now:

Air Throw,
OTG j.LK,
c.MPx2, c.HP xx HP Beat Extend,
s.LP, s.MK,
j.LK, j.MKx2,
s.LK, c.MP, s.HP xx HP Beat Extend*,
Super Sonic Jazz

*Against Cerebella need to do s.LK (1 hit), s.HP xx HP Beat Extend. Otherwise the Beat Extend doesn't hit fully and the followup super is not possible.
 
I find it easier to catch people off of Beat Extend with cr.LP instead of s.LP since they're both 5f
 
What are you all doing off air throw? It's kind of tricky because you have to use your OTG immediately. I'm using this right now:

Air Throw,
OTG j.LK,
c.MPx2, c.HP xx HP Beat Extend,
s.LP, s.MK,
j.LK, j.MKx2,
s.LK, c.MP, s.HP xx HP Beat Extend*,
Super Sonic Jazz

*Against Cerebella need to do s.LK (1 hit), s.HP xx HP Beat Extend. Otherwise the Beat Extend doesn't hit fully and the followup super is not possible.
This is pretty much what I've been doing, could probably do some kind of jump loop but I find this the most consistent and shares muscle memory with my BnB.
 
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I started working on a corner only lights only combo last night. I don't know why. When did I become this guy? I used to only try to figure out one combo that was good enough to get me by, now I'm spending like hours on situational combos. Anyways it did like 8400 damage or something, I don't remember offhand.

c.LK, c.MPx2, s.HK xx M Brass Knuckles,
OTG c.LK, c.MPx2*, s.HP,
j.MK, j.HP, land,
sj.LP, j.HP xx H Cymbal Clash,
s.HK xx H Beat Extend,
s.LP, c.MPx2, s.HP xx H Beat Extend,
Super Sonic Jazz

*You need to completely restand them on this ground series in order to get the full air series, which is easier if you only do 1 hit of c.MP. But it does work if you do both.
 
Would be nice if you could combo after Beat Extend without using your OTG on Heavy characters. All these good damage combos are way too character specific.
 
Would be nice if you could combo after Beat Extend without using your OTG on Heavy characters. All these good damage combos are way too character specific.
I think this is the 3rd time I've said it on these boards, but you can. Beat Extend > 5LP.
 
I think this is the 3rd time I've said it on these boards, but you can. Beat Extend > 5LP.

Pretty sure this won't work on Double without using your OTG. I've been trying it for a while now.

Works on light characters just fine.
 
Pretty sure this won't work on Double without using your OTG. I've been trying it for a while now.

Works on light characters just fine.
I'm telling you man, it works haha.

It is of course tighter on Big Band/Double, maybe 2 frames. Double might even be 1 because of her ridiculous air hitbox, but I THINK she's the same as Big Band, because I have managed to hit it in game which I probably wouldn't have at 1 frame.

EDIT: Just went and tested it AGAIN, because someone made me think I was going insane AGAIN.

Yeah, it's certainly not 1 frame. With a bit of practicing the link again, I can hit it nearly every time on Double. You might find it easier with 2LP
 
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Ok so I just figured out a slight modification of the old 6K universal BB combo I'd been doing before now. It does 6.7-7K depending on if you're in the corner or not. Its also VERY distance dependent mid-screen but I've confirmed it works on every character provided you are at point blank range at the start of the combo.

cr.LK > cr.MPx2 > QCB+MK
cr.MP > HP Beat Extend (Note - you may want to use MP Beat Extend for consistency mid screen since it has more range)
s.LK (2) > s.MK
j.LK > j.MKx2 (The timing on this restand is very tricky and varies depending on the character)
cr.LPx2 > cr.MPx2 > s.HK > MP Brass Knuckles > Super Sonic Jazz (Can use HP Brass Knuckles in the corner for a bit more damage)

Confirmed works on the entire cast mid-screen and in the corner.

Unfortunately this is obviously sub-optimal because it leaves you with an extra 45 Undizzy remaining, but universal BB combos seem to be hard to come by so I'll take what I can get.

Edit - Now with accompanying video

 
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Throw combo on everyone except Squiggles, because of her strange leaning boxes.

Throw xx 623HP
2LP LP > 5HP
j.MP > j.HP > j.HK
5LK > 5MK
j.LK > j.MK MK
2MP MP > 5HP xx 623PP
236PP

Does around 5.65k, easy resets after the OTG relaunch series as usual with Big Band.

Midscreen universal BnB (BB is so execution intensive wow)
2LK > 2MP MP > 5HP
(j.MP) > j.HP > j.HK The j.MP is needed on some characters, makes it easier on most.
PP/66 Forward tech
2HP xx 623HP
2LP LP > 5MK
j.LK > j.MK MK
2MP MP > 5HP xx 623HP
236PP

Does just over 8k

Corner BnB. Tested on everyone and it works!

2LK > 2MP MP > 5HP
(j.MP) > j.MK > j.HP -> Found it is MUCH easier on lights if you omit the j.MP
sj8 > j.LP/j.MP > j.HP xx 214HK -> Found j.MP easier on lights if you did not use it in the previous jump.
[4]6HP
5LK > 5MK
j.LK > j.MK MK
2LP LP > 5MK MK/2MP MP > 5HP xx 623HP -> Depending on height/character weight, you should use either 5MK to put them high or 2MP to keep them low.
236PP

7.6k regardless of the path you take, puts them midscreen though.... Much easier overall than the midscreen combo, but still tough.

Do the Heavy launch series on:
Double
Big Band
Parasoul
Bella

Do the abridged series for everyone else.

Do 5MK MK on:
Double
Big Band

Do 2MP MP on everyone else
 
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I'm telling you man, it works haha.

It is of course tighter on Big Band/Double, maybe 2 frames. Double might even be 1 because of her ridiculous air hitbox, but I THINK she's the same as Big Band, because I have managed to hit it in game which I probably wouldn't have at 1 frame.

EDIT: Just went and tested it AGAIN, because someone made me think I was going insane AGAIN.

Yeah, it's certainly not 1 frame. With a bit of practicing the link again, I can hit it nearly every time on Double. You might find it easier with 2LP


...what beat extend are you using? Maybe that is where the source of confusion stems from.
 
...what beat extend are you using? Maybe that is where the source of confusion stems from.
HP, as in the combos above.
 
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Midscreen universal BnB (BB is so execution intensive wow)
2LK > 2MP MP > 5HP
(j.MP) > j.HP > j.HK The j.MP is needed on some characters, makes it easier on most.
PP/66 Forward tech
2HP xx 623HP
2LP LP > 5MK
j.LK > j.MK MK
2MP MP > 5HP xx 623HP
236PP

Does just over 8k

How are you supposed to land in time for the 2MP after the 2LP LP> 5MK part? The hitstun doesn't seem to last long enough
 
How are you supposed to land in time for the 2MP after the 2LP LP> 5MK part? The hitstun doesn't seem to last long enough
Delay the j.LK and j.MK. What you want to have happen is to do the j.MK very close to the ground. If you turn on frame data you can see that you've got the frames for it as long as it's a very deep j.MK.
 
It also helps if you delay the LP LP > MK chain as much as possible.
 
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All the combos @Tomo009 posted in video form
Throw
Midscreen
Corner
 
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All the combo @Tomo009 posted in video form
Throw
Midscreen
Corner
Were you able to get these to work on Double?
 
Were you able to get these to work on Double?

I figured they worked on her since he said they work on everyone but I can try.
Edit: Just tried and comboing off of beat extend without using the otg it is possible just REALLY REALLY hard
 
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Were you able to get these to work on Double?
Yes... haha...

I think I need huge disclaimers on all my Big Band posts haha.

I said I tested it on everyone, but needs bigger NOTE: THIS IS POSSIBLE ON EVERYONE : /NOTE

The midscreen on Double is really freaking difficult. I usually go for it but almost always drop it, it is certainly not impractical, Big Band is just one of those characters you can't pick up and play optimally after a couple days of practicing. A first for Skullgirls I think.
 
Yes... haha...

I think I need huge disclaimers on all my Big Band posts haha.

I said I tested it on everyone, but needs bigger NOTE: THIS IS POSSIBLE ON EVERYONE : /NOTE

The midscreen on Double is really freaking difficult. I usually go for it but almost always drop it, it is certainly not impractical, Big Band is just one of those characters you can't pick up and play optimally after a couple days of practicing. A first for Skullgirls I think.
Well I was specifically asking if mpgame could get it to work on Double. I know you could.
 
Wow no posts since Monday. Well I'm double posting I guess.

I did this combo last night on @keninblack's stream. It only works on Double and Big Band. It's actually less damage than just doing a normal BNB and getting the 1 frame link s.LP after H Beat Extend, but this is easier, and it looks cool.

c.LK, c.MPx2, c.HP xx H Beat Extend,
c.LPx2, s.MK,
j.LK, j.MKx2 (2 hits of the second part), j.HP,
j.LP, j.MKx2 (3 hits of the second part), j.HP,
c.LK, [c.MPx2], s.HP xx H Beat Extend,
Super Sonic Jazz

Midscreen you need to omit the c.MP from the last string because otherwise it pushes them away too far for the rest of that ground string to connect. But if the rest of the combo carries them to the corner, you can do it. In practice it's unlikely to be relevant since if you're going to finish the combo and kill them you probably have them cornered anyways.
 
Yo how much damage does that combo and your normal BnB do?
 
Yo how much damage does that combo and your normal BnB do?
Ug I don't remember off the top of my head. My normal BnB does 7.4k, I can't remember what this does, just that it's a bit less. Maybe 7.1k.
 

My midscreen combo on heavies.
Annotations
cr.LK ,MK ,HP
j.MP, j.HP j.HK
cr.LK, MK
j.LK, j.MKx2
cr.MPx2 HP
j.LP, j.LK
LP, cr.MPx2 cr.hp Brass Knuckle, Super Sonic Jazz
 
Wow no posts since Monday. Well I'm double posting I guess.

I did this combo last night on @keninblack's stream. It only works on Double and Big Band. It's actually less damage than just doing a normal BNB and getting the 1 frame link s.LP after H Beat Extend, but this is easier, and it looks cool.

Ok I'm not sure whether you meant literally 1 frame, or just meant hard. At least with 2LP instead of 5LP, I can hit the link fairly consistently by double tapping, which to me signifies it must be at least 2 frames. Because double tapping doesn't really help with 1 frame links (there is a frame where you release the button and the link could easily fall on that frame).
 
So now Big Band got buffed and I think the damage is a bit too easy to get. :P


s.LP, c.MPx2, s.HP
j.MP, j.HP, j.HK (tech forward)
c.MPx2, c.HP, A-Train, Super
 
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