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  1. J

    The Big Bando Husbando Combo Threadando

    Some meterless conversions off of instant overhead j.mk. FYI j.mk is hit-confirmable with j.hk. For the midscreen combo, doing clp clk (small delay) cmk shp makes the rest of the combo easier since they're on the ground when shp hits. The first corner conversion doesn't work on everybody...
  2. J

    The Big Bando Husbando Combo Threadando

    Oh hey I know a combo that does that. Works just past mid screen, corner carries, probably universal, not too difficult to do, decent damage, works in all the ranges when a regular jhk midscreen combo wouldn't.
  3. J

    Double Jump Instant Overhead Breakdown / Tutorial

    Found another method to do it on stick (Sanwa JLF for people who care). Excuse the cellphone quality video. Also excuse that I don't do an actual overhead, because I don't have enough hands. Spread your index finger and thumb kinda far apart, and then in one smooth motion of your hand, flick...
  4. J

    Skullgirls Beta Aug 5th Patch Discussion

    It's either new or I haven't noticed it but the training mode menu finally saves cursor position. It's a small change but wow does it make a big difference in making training mode even smoother. edit: nvm im dumb
  5. J

    Skullgirls Beta Aug 5th Patch Discussion

    I was tinkering in training mode and discovered that BB's instant j.lk now works against the entire cast, which is an 11 (4 prejump + 7 startup) frame overhead. I don't think an 11 frame overhead that BB can convert off of extremely easily into full combo is something he needs in his kit.
  6. J

    General Bug Report Thread

    I saw this tweet about Fukua's inevitable struggle losing to SSJ for some inexplicable reason. I have more information: it's a player 1/player 2 issue. For some reason if SSJ and a throw go active on the same frame, player 2 always wins the exchange. It also happens with normals and regular...
  7. J

    General Bug Report Thread

    Found a parry bug: If Big Band switches from parrying to blocking in the middle of parrying moves that don't cause parry hitstop like Inferno Brigade or Catastrophe Cannon or H Beam, he gets hit. Furthermore if I mash buttons and mash forward while parrying these moves the buttons will not...
  8. J

    Skullgirls Beta Aug 5th Patch Discussion

    They're fine. They may be a little better than they need to be though. After getting the initial parry, it's too easy to keep parrying, since it seems like a lot of the time you can keep mashing forward without any specific timing. This is good for moves like H Beam but not so good for most...
  9. J

    Big Band Tech Thread: Small/Big Tips & Strategy YOU Notice?

    The first part shows a simple crossunder from BE + shake, s.mp. Do people use this already? It seems really obvious. I've never seen it used before. The second part shows that you can do crossunders and maintain frame advantage if you use s.mp's notes, even solo. Doing crossunders after s.mp's...
  10. J

    Skullgirls Beta Aug 5th Patch Discussion

    How come Beowulf's hype changes didn't give him some way to spend hype and/or meter to recover his chair from anywhere on the stage? I was thinking that would be one of the more obvious changes to make. I don't play Beowulf but I've seen the complaints in this thread about how not having the...
  11. J

    Skullgirls Beta Aug 5th Patch Discussion

    Yeh bro here watch this You can't do that in retail or with previous versions of j.mk[2]. This works on everyone, but it's tricky on Squigly and Painwheel. In retail I struggled forever to find a midscreen hard knockdown combo against lights that didn't do complete ass for damage and here it is...
  12. J

    Skullgirls Beta Aug 5th Patch Discussion

    BB's new j.mk[2] is great. Makes OTGless midscreen combos much easier on all the cast. Opens up some new combo routes. On its third use in a combo it lets BB restand an opponent from any height in the air, which is pretty cool. I like it.
  13. J

    General Bug Report Thread

    Doing Big Band's s.mp xx H Giant Step frame trap doesn't advance the IPS stage to stage 3 like doing raw H Giant Step normally would. Instead the combo remains in stage 2 until Big Band goes to the next chain. Also, doing s.mp xx H Giant Step s.mp xx H Giant Step will cause the second H Giant...
  14. J

    Skullgirls Beta Aug 5th Patch Discussion

    Speaking of buffers, could Big Band's parries get the button dash buffer thing that Parasoul got for L Shot?
  15. J

    Skullgirls Beta Aug 5th Patch Discussion

    Yeah, I guess? I don't think it's necessarily bad to ask for changes even though the character is ahead in the nerf/buff calculus. It escaped me before but what the gravity changes for jmk[2] do is give Big Band a sort of niche use, mid combo, crummy downward air dash. The gist of my...
  16. J

    Skullgirls Beta Aug 5th Patch Discussion

    So maybe Big Band's new jmk[2] isn't so bad. If I look at it more like a resource that gets built up during a combo the more it's used, then trading some damage to do some interesting resets doesn't seem so bad. It's still an awkward button to work into combos and whiffs on lights a lot of the...
  17. J

    Skullgirls Beta Aug 5th Patch Discussion

    I don't like the new j.mk. I mean yeah you can link into bigger buttons after the second and third use of it but getting there is tricky and the result ends up doing less damage than a more typical combo route. I'm also having a lot of trouble getting any use out of it against light characters...
  18. J

    Skullgirls Beta Aug 5th Patch Discussion

    I noticed funkiness with parry as well. I'm testing Painwheel's j.mp and SSJ at 25% speed on retail and in beta. In beta, it seems pressing forward during parry hitstop doesn't renew or refresh the parry window. Retail doesn't have the handy parry display but it seems to work over there. In...
  19. J

    Skullgirls Beta Aug 5th Patch Discussion

    hey it would be cool if big bands jmkx2 did less hitstop the more its used in a combo so that it looks like the claricopter is pulling him down faster Actually I'm not sure I want that. Also there's a bug with j.hk. If I do raw j.hk and hit it as low to the ground as possible Big Band gets the...
  20. J

    The Big Bando Husbando Combo Threadando

    Some final optimal combos using pre-nerf jmk. I broke a personal combo milestone, to get a 10k 1 bar combo without taunt or assist. You can do two M Brasses in a combo against light characters if you're good. You can also combo three SSJs into one combo if you're good and you want to style...