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Analysis of combo options at max scaling

pegglefrank

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Big Band Beowulf Cerebella
These are just some of my notes that I use for combo crafting. I might touch up a few other files and put them here later if people find them useful.

Damage of Big Band's moves at max scaling
Code:
Damage          Move            Expanded Damage         Undizzy (Damage:Undizzy Ratio)  Scaling (consecutive total hits) {Cancelable +/-}
120             j.lk            120                     15 (8:1)                        +3 {+}
360             j.mk            80 + 70(4)              20 (18:1)                       +1 (+5) {+}
330             j.hk            330                     30 (11:1)                       +1 {+}
80              j.lp            80                      15 (5 1/3:1)                    +1 {+}
130             j.mp            130                     20 (6 1/2:1)                    +1 {+}
180             j.hp            180                     30 (6:1)                        +1 {+}
120             s.lk            55 + 65                 15 (8:1)                        +2 {+}
250             s.mk            120 + 130               20 (12 1/2:1)                   +1 (+2) {+}
190             s.hk            190                     30 (6 1/3:1)                    +1 {+}
120             s.lp            60 + 60                 15 (8:1)                        +1 (+2) {+}
140             s.mp            140 + 15(n)             20 (7:1)                        +1 (+1(n+1)) {+}
190             s.hp            190                     30 (6 1/3:1)                    +1 {+}
65              c.lk            65                      15 (4 1/3:1)                    +1 {+}
150             c.mk            150                     20 (7 1/2:1)                    +1 {+}
330             c.hk            330                     30 (11:1)                       +1 {+}
150             c.lp            50 + 20(5)              15 (10:1)                       +1 (+6) {+}
250             c.mp            110 + 140               20 (12 1/2:1)                   +1 (+2) {+}
190 [275]       c.hp            190 [275]               30 (6 1/3:1) [9 1/6:1]          +1 {+}
410             LP Beat Extend  70(2) + 30(9)           20 (20 1/2:1)                   +2 (+11) {-?}
540             MP Beat Extend  70 + 110 + 30(12)       20 (27:1)                       +2 (+14) {-?}
670             HP Beat Extend  70(2) + 110 + 30(14)    20 (33 1/2:1)                   +3 (+17) {-?}
180             LP Brass        180                     20 (9:1)                        +1 {+}
357             MP Brass        357                     20 (17 1/17:1)                  +1 {+}
481             HP Brass        481                     20 (24 1/20:1)                  +1 {+}
345             LK "A" Train    70 + 275                20 (17 1/4:1)                   Command Grab {-}
435             MK "A" Train    70 + 90 + 275           20 (21 3/4:1)                   Command Grab {-}
535             HK "A" Train    70 + 90 + 100 + 275     20 (26 3/4:1)                   Command Grab {-}
140             LK Cymbals      140                     20 (7:1)                        +1 {-}
180             MK Cymbals      80 + 100                20 (9:1)                        +2 {-}
240             HK Cymbals      70 + 80 + 90            20 (12:1)                       +3 {-}
130             LK Giant Step   130                     20 (6 1/2:1)                    +1 {+}
160             MK Giant Step   160                     20 (8:1)                        +1 {+}
190             HK Giant Step   190                     20 (9 1/2:1)                    +1 {+}
992             SSJ             120(3) + 632            N/A                             +4 {-}
2252            Charged SSJ     120(4) + 95(12) + 632   N/A                             +17 {-}
1155            Tympany         55(15) + 330            N/A                             +16 {-?}
2475            Charged Tympany 55(15) + 250 + 1400     N/A                             +15 (Command Grab) {-?????}

Beat Extend

Code:
Beat Extend is marked with a {-?} for cancelability because, although not cancelable during active frames, the number of hits can be controlled

without cancelling to another move. Tympany is marked with a {-?} for the same reason. Charged Tympany is marked with a {-?????} because, although

the number of hits can be controlled, if the last hit of 55(15) hits then Death Toll will initiate, which is completely uncancelable (even by DHC)

and will max out scaling. It is also extremely difficult to convert off Tympany when the last hit whiffs.


"A" Train

Code:
"A" Train's hits are irrelevant as the move itself has its own minimum scaling.


c.hp

Code:
c.hp deals 1000 damage instead of 950 with sound stun. This hardly makes a difference toward the beginning of a combo, but toward max scaling it

begins to make a difference as it determines whether or not the move has 20% or 27.5% scaling. The difference in damage is 190 vs. 275. Beat Extend

is almost always a superior choice.


Aerial moves with the most efficient damage:undizzy ratios, in order from best to worst:

Code:
Damage          Move            Expanded Damage         Undizzy (Damage:Undizzy Ratio)  Scaling (consecutive total hits) {Cancelable +/-}
360             j.mk            80 + 70(4)              20 (18:1)                       +1 (+5) {+}
240             HK Cymbals      70 + 80 + 90            20 (12:1)                       +3 {-}
330             j.hk            330                     30 (11:1)                       +1 {+}
180             MK Cymbals      80 + 100                20 (9:1)                        +2 {-}
120             j.lk            120                     15 (8:1)                        +3 {+}
140             LK Cymbals      140                     20 (7:1)                        +1 {-}
130             j.mp            130                     20 (6 1/2:1)                    +1 {+}
180             j.hp            180                     30 (6:1)                        +1 {+}
80              j.lp            80                      15 (5 1/3:1)                    +1 {+}


Grounded moves with the most efficient damage:undizzy ratios, in order from best to worst:

Code:
Damage          Move            Expanded Damage         Undizzy (Damage:Undizzy Ratio)  Scaling (consecutive total hits) {Cancelable +/-}
670             HP Beat Extend  70(2) + 110 + 30(14)    20 (33 1/2:1)                   +2 (+17) {-?}
540             MP Beat Extend  70 + 110 + 30(12)       20 (27:1)                       +2 (+14) {-?}
535             HK "A" Train    70 + 90 + 100 + 275     20 (26 3/4:1)                   Command Grab {-}
481             HP Brass        481                     20 (24 1/20:1)                  +1 {+}
435             MK "A" Train    70 + 90 + 275           20 (21 3/4:1)                   Command Grab {-}
410             LP Beat Extend  70(2) + 30(9)           20 (20 1/2:1)                   +2 (+11) {-?}
345             LK "A" Train    70 + 275                20 (17 1/4:1)                   Command Grab {-}
357             MP Brass        357                     20 (17 1/17:1)                  +1 {+}
250             s.mk            120 + 130               20 (12 1/2:1)                   +1 (+2) {+}
250             c.mp            110 + 140               20 (12 1/2:1)                   +1 (+2) {+}
330             c.hk            330                     30 (11:1)                       +1 {+}
150             c.lp            50 + 20(5)              15 (10:1)                       +1 (+6) {+}
190             HK Giant Step   190                     20 (9 1/2:1)                    +1 {+}
190 [275]       c.hp            190 [275]               30 (6 1/3:1) [9 1/6:1]          +1 {+}
180             LP Brass        180                     20 (9:1)                        +1 {+}
160             MK Giant Step   160                     20 (8:1)                        +1 {+}
120             s.lp            60 + 60                 15 (8:1)                        +1 (+2) {+}
120             s.lk            55 + 65                 15 (8:1)                        +2 {+}
150             c.mk            150                     20 (7 1/2:1)                    +1 {+}
140             s.mp            140 + 15(n)             20 (7:1)                        +1 (+1(n+1)) {+}
130             LK Giant Step   130                     20 (6 1/2:1)                    +1 {+}
190 [275]       c.hp            190 [275]               30 (6 1/3:1) [9 1/6:1]          +1 {+}
190             s.hp            190                     30 (6 1/3:1)                    +1 {+}
190             s.hk            190                     30 (6 1/3:1)                    +1 {+}
65              c.lk            65                      15 (4 1/3:1)                    +1 {+}

I probably made lots of mistakes. Tell me if you see any; I really only made this table for myself, so if there's something wrong with it, I'll be likely to fix it immediately.

Optimal moves

Code:
Highest damage lights:  c.lp, j.lk/s.lp/s.lk, j.lp, c.lk
Highest damage mediums: j.mk, s.mk/c.mp, c.mk, s.mp, j.mp
Highest damage heavies: j.hk/c.hk, s.hp/s.hk/c.hp, j.hp
Highest damage special: HP Beat Extend (esp. if paired with MK "A" Train)
Highest damage super:   Charged Tympany Drive

Optimal chains

Code:
An optimal air chain uses [j.lp, j.lk, j.mk x2, j.hp, HK Cymbals xx Tympany Drive (Charged)] and deals 3455 damage.

An optimal ground chain(s?) uses [c.lp x2, s.lk, c.mp x2, s.hk, HP Beat Extend, MK "A" Train xx SSJ (Charged)] and deals 4067 damage.

Optimal chargeless chains

Code:
A chargeless optimal air chain uses [j.lp, j.lk, j.mk x2, j.hp, HK Cymbals xx Tympany Drive] and deals 2135 damage.

A chargeless optimal ground chain(s?) uses [c.lp x2, s.lk, c.mp x2, s.hk, HP Beat Extend, MK "A" Train xx SSJ] and deals 2717 damage.

Optimal chains without sound stun

Code:
An optimal air chain without sound stun uses [j.lp, j.lk, j.mk x2, j.hk] and deals 890 damage. (Charged Tympany Drive uses sound stun)

An optimal ground chain(s?) without sound stun uses [c.lp x2, s.lk, c.mp x2, s.hk, HK "A" Train xx SSJ (Charged)] and deals 1800 damage.

Optimal chargeless chains without sound stun

Code:
A chargeless optimal air chain without sound stun uses [j.lp, j.lk, j.mk x2, j.hk xx Tympany Drive] and deals 2045 damage.

A chargeless optimal ground chain(s?) without sound stun uses [c.lp x2, s.lk, c.mp x2, s.hk, HK "A" Train xx SSJ] and deals 2147 damage.

MK "A" Train

Code:
Note: MK "A" Train can be linked into from HP Beat Extend for further damage, but it is considered part of a new chain because specials cannot chain

into each other. This rarely ever makes a difference because you're probably going to be at stage 5 by the time you're using "A" train anyway, so

it's typically written in-line with beat extend when used with it.

Giant Step

Code:
Giant step is probably not viable in combos outside of resets.

Giant step ender [2697]
s.lk, c.mk, HK Giant Step
c.lp x2, s.lk, c.mp x2, s.hk, HK "A" Train xx SSJ

Beat extend ender [2807]
c.lp x2, s.lk, c.mp x2, s.hk, HP Beat Extend, MK "A" Train xx SSJ

The c.mk in the giant step ender is used for consistency.

Tympany Drive

Code:
Charged Tympany Drive is the most effective move at high scaling. Charged SSJ forces blue bounce due to high recovery, but Tympany has sound stun,

allowing for an optimal ground chain finisher after the bell without even using OTG. Because OTG is not necessary for a charged Tympany setup, you

can 1. make use of Tympany's extremely high damage, 2. use a high-damage ender, and 3. force a hard knockdown through HK "A" Train, all at the same

time. The downside to this is that you can't DHC after the bell and that it's an air super, making most supers useless as a DHC and also preventing

you from doing a DHC after the most important part of the super. The only advantage to doing a DHC in this situation is extracting more damage from

the super before the charge is used up. For reference:

992     SSJ             120(3) + 632
2252    Charged SSJ     120(4) + 95(12) + 632
Charged SSJ uses its charge after 120(4). Even though the fourth hit of 120(4) is unique to the charged version of SSJ, it is not the start of

TUBATUBATUBA, which is where the charged super (TUBATUBATUBA) obviously begins and SSJ ends. You can get 480 damage from charged SSJ before the

charge is used up, which is not optimal to say the least.
1155    Tympany         55(15) + 330
2475    Charged Tympany 55(15) + 250 + 1400
Charged Tympany, on the other hand, only uses its charge at the very end after 55(15). This means you can extract a whopping 825 damage from Tympany

before transitioning to the charged super, Death Toll (aka the bell). For this reason, if you want to make use of the damage provided by BB's level

1 supers without using his charge, it is optimal to go with Charged Tympany. This is not considering the damage of the optimal ground and air chains.
 
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Oh, huh.
Charged Timpani using up Sound Stun is a bug, I initially copy pasted the reaction from Cymbals.
Oh well, it's how he works now.
 
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Oh, huh.
Charged Timpani using up Sound Stun is a bug, I initially copy pasted the reaction from Cymbals.
Oh well, it's how he works now.

It's a few months away from April 1st. You're not fooling anybody.

EDIT: I might as well ask. Since you... somehow (?) missed the fact that charged Tympany uses soundstun, was the unscaled damage also unintentional? I only ask since it's a bit strange and it's one of the few (if only) cases where the damage is exactly the same regardless of scaling.
 
EDIT: I might as well ask. Since you... somehow (?) missed the fact that charged Tympany uses soundstun
Let me clarify that - you not being able to juggle after if it you ALREADY had used soundstun is not intended. It using up your soundstun for later, is fine.

was the unscaled damage also unintentional? I only ask since it's a bit strange and it's one of the few (if only) cases where the damage is exactly the same regardless of scaling.
Yes, because it's not "unscaled", it's "always scaled" - the damage is the same because those hits force full scaling immediately. Hit with just the end and follow up, you'll notice it's fully scaled even though you only did like 6 hits.
 
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I've been toying around with undizzy-efficient chains, so I updated my damage table.

-----

The rest of this post has been merged with the main post.
 
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