Emuchu
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- Sep 19, 2013
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- Emuchu
Firstly, check McPeanuts' "Big Band Compendium." The first section is his more-or-less standard Big Band BnBs for massive damage, and I wouldn't be contributing much by rehashing them.Hello fellas.
I've been working out a combo with big band lately and i'd appreciate if you could tell me how to further optimize it:
S.LP S.LP S.MP S.HP J.MP J.HK C.LK C.MK S.HP J.LK J.MK H.Cymbal_clash H.Take_the_'a'_train blockbuster
in a 1v1 or 2v2 scenario it does 6550 with LV.1, 8050 with Lv.1+taunt, 10000 with Level 3.
works as long it's not used in the corner.
i've been trying to further extend the combo to no avail. usually i play single big band, but lately been adding peacock for some zoning and the QCF+HK assist.
i would be very thankful of your assistance.
regards.
That being said... there's actually a lot of room for improvement on your combo.
Your combo, as you wrote it (I added line numbers for later, ignore those for now):
1. s.LP~LP s.MP s.HP
2. j.MP j.HK
3. c.LK c.MK s.HP
4. j.LK(3) j.MK H.Cymbal
5. H.A-Train xx SSJ
--6519 x1.0 Damage
I noticed two things right off the bat, and they're not even Big Band things. First, that you're skipping buttons, which leads me to wonder if maybe you don't know that Big Band's air chains differ from his ground chains (on the ground, he can chain L - M - H, but in the air, he can chain LP-LK-MP-MK-HP-HK). Secondly, the Undizzy value of this combo is only 115 (!?!) when the final chain starts (H.A-Train after H.Cymbal doesn't count as a new chain, I just tested,) so I also have to wonder if you're familiar with how the combo system works in this game.
As for Big-Band specific problems:
Line 1: Don't start any of Big Band's combos with s.LP~LP. Hitting jab twice instead of once, besides removing 200 damage from the combo due to scaling, will occasionally push them out of range for the next button. s.MP, besides being the weakest button you can press here (check out the damage values in Training), is also short, weird against crouchers, and pushes your opponent away, and is thus completely outclassed by c.MK, which is huge and draws your opponent into you, allowing you to combo into s.HP almost all the time. The first few hits are the MOST IMPORTANT PARTS OF THE COMBO because of the nature of combo scaling.
Line 2: You should press j.MP j.HP j.HK here for a billion reasons. a) more damage by including j.HP, b) j.HP knocks them higher so that j.HK wallbounces for longer and allows the next link to be less weird, c) said higher wallbounce will allow for Line 3 to have a better starter button. Also, are you teching when you hit the ground after j.HK? Try teching forward afterwards, you get a lot of time back.
I could go on, but the beginning of the combo is the biggest problem, from damage to execution difficulty to match consistency.
Anyway, if you don't know about IPS, start by going to Zidiane's Cerebella Guide and skipping down to section 1.5, where he goes at length into how Skullgirls' IPS system works. All the example are Cerebella examples, but you should at least take home how the system functions and what buttons you're allowed to repeat in combos.
Afterwards, with knowledge of the combo system and Big Band's chain style, and after browsing McPeanuts' Big Band Compendium, come back and post you new-found awesomeness.