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The Big Bando Husbando Combo Threadando

Works with a few other assists like hairball, cerecopter, hornet bomber and such.

EDIT: I just had an idea but don't have access to a computer that isn't a toaster right now to try this. Can someone confirm if HK > Emergency Brake > c.MK/c.MP links without using an otg?
 
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They do, very tightly, but they probably shouldn't. So don't assume that's staying. :^)
 
Works with a few other assists like hairball, cerecopter, hornet bomber and such.

EDIT: I just had an idea but don't have access to a computer that isn't a toaster right now to try this. Can someone confirm if HK > Emergency Brake > c.MK/c.MP links without using an otg?

Not quite AS hard hitting, but I found an 8.8k that works with Squigs 2HP assist. You could actually do more, but this is the easier version for consistency.

2LK > 2MP MP 5HK > assist > slight delay xx [4]6LP (can be MP, but it is a lot harder, probably can't be on super heavies.)
2MK > 5HK xx [4]6MP
2MP MP > 5HK xx 623HP
j.LP > j.LK > j.MK MK
2LP LP > 2MP MP > 5HK xx [4]6HK xx 236PP

EDIT: Actually it isn't as hard with MP knuckle as I thought, in fact it's about the same difficulty when you get the timing. Does just over 9.1k
 
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So figured out a use for the e-brake in the corner to extend the damage a tad.

c.LK, c.MK, HK, MP Brass Knuckle,
(otg)c.MPx2, HK, E-Brake,
c.MK, HK, HP Beat Extend,
c.LPx2, MK,
j.LP, j.LK, j.MKx2,
c.LK, c.MPx2, HK, HK A-Train, Super Sonic Jazz

Barely got it to work on Filia so I don't think it'll work on anyone that is Parasoul's weight or heavier. The c.MK link after the E-Brake is reeeaaally tight depending on how high you get the opponent off the ground with the otg. I forgot to check the damage sadly :( I'd be willing to bet it's at least 8.6k though if not more.

If @Mike_Z removes the E-Brake link then this combo is busted. After trying to get it to work for so long and probably being pretty character specific, I don't think it's that big of a deal to keep around since the payout isn't very huge. Unless someone finds a sillier use for it.
 
I think the deciding factor on if emergency break is kept is going to be its applications in the neutral game, not in combos, unless something really broken is discovered.
 
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Things I'm digging on EBrake so far...

PBGC into EBrake not only gives you a breathing room during a gap / good read during the opponent's pressure. But it also allows you to take a safer-ish approach as to what are you going to do about it. BB gets mauled by constant pressure and his escape options are all guarantee punishes, I like how (even though it's still not safe at all, but at some distances the opp can think twice) it allows BB to have a quick mindgame to try to escape a bad situation with pbgc ebrake into grab, into a s.lp, c.lk, c.mp or c.mk, into an overhead, instant jump normal, etc. Launcher into EBrake mixups are also nice, you can call assists and setup some cool stuff.
 
Parry's not a guaranteed punish. Just sayin'.

I wrote a whole thing about parries which I then removed cuz it felt too long, so parries weren't included on that. But it also has that gambling factor too, specially when you're not familiar with the player style and moves yet, experience that will come with more BB being in-game time. Parries feels to me more of a "player match-up" than "character match-up", but obviously both factors are covered there and in totally possible of differing levels depending on the match.

EDIT: Also the new parry timing and properties are still going to make Parrying the optimal solution for these cases. Which I'm happy about! If for some reason EBrake becomes better than that, than I think it would be a bad thing overall.
 
While trying to figure out more uses for E.Brake, i stumbled upon a potential use for it in pressure, and since this is where E.Brake was first mentioned by MikeZ i'll put this here...

Most moves when canceled into an E.Brake make you safer on block, but almost all of them leave you less safe than just canceling into LP rushpunch or LK step. However, the one exception is s.MP. Canceling bugle notes into the step can leave you as safe as -1, but notes having no hitstop at all makes it *extremely* difficult to pull off. Having meter stocked helps a little b it, as you can alternate LP/MP notes and then just hit forward and back while mashing. Still tough to get under -4, though.
 
So it seems soundstun works by adding absurd amounts of hitstop, and that allows some rather rediculous-looking burstbait setups with the right combo.


(E: Just for the sake of putting a number to it... RemiKz, that combo you posted with the Brake cr.MK link does 9134 damage.)
 
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Hi hey hello nerds i made a grab combo that may or may not suck w/e

ps sorry for shitty quality ;;
 
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Hi hey hello nerds i made a grab combo that may or may not suck w/e

ps sorry for shitty quality ;;
Just a couple of points, A train will always do more as a combo ender I'm pretty sure than Knuckle and you could have done the second part of a lot of those normals. You should also try to use 2MP MP instead of 5MP, later in combos particularly, unless you want level 5/to finish a character death with your anthem.
 
Just a couple of points, A train will always do more as a combo ender I'm pretty sure than Knuckle and you could have done the second part of a lot of those normals. You should also try to use 2MP MP instead of 5MP, later in combos particularly, unless you want level 5/to finish a character death with your anthem.
2mp mp makes the DP whiff on a lot of the characters in that combo
 
2mp mp makes the DP whiff on a lot of the characters in that combo
That's because you only did one j.MK instead of j.MK MK, I believe.
 
Learned something i think is noteworthy about Beat Extend, and made a gimmick combo out of it. I'm not entirely sure *how* it works, but it does. Fun fact: Mashing both LP and HP at once instead of alternating still counts for shaking!

 
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I've decided to show a burst bait of my own I suppose. You may want to watch it full screen because I freeze for a bit and put captions in a ridiculous place. Due to disjointed hitboxes you cannot burst anywhere in this simple string without falling victim to in the very least a raw super. Some strange "blue groundbounce but not really" stuff goes on here.
 
That cymbal burst bait is absolutely diabolical. I didn't even know some moves enabled you to burst over a full second after they connected.
 
The double SSJ without soundstun I don't mind actually, cuz it's a foreal 1f timing cancel (you cancel on the exact frame the quake hits).

The Beat Extend thing, man, why you gotta go make me make it just not let you hit them afterward...
 
Pushing the limits of what can be done is too much fun! Though i still wonder why that beat extend undershake thing works.

Speaking of ridiculous combos, i wonder what you'll think about the Painwheel-specific second combo in this one... (It's technically from the 1/30 patch, but it still works)

 
Oh, I know you can OTG PW and BB with A-Train (and BB with Excella), that ain't news.
 
Heh, i suppose the non-OTG Strike after SSJ falls under the lines of "takes a specific setup and a lot of meter", though i've yet to pull that particular trick off against anyone else even among lightweights. Too bad i can't do the crossunder trick with other characters, their collision boxes aren't high enough and s.MKMK sends the opponent too far forward.
 
Apologies if this has been covered, I just started playing this character and couldn't find anything in the thread.

Is there any way for Big Band to combo off a level three in the corner without an OTG? Am I missing something?
 
Not that I know of.
 
s.HP, Lv3, s.LP works...as does Beat Extend (shake), Lv3, s.LP...but it seems to depend on how the Lv3 hits.
 
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Is there any way for Big Band to combo off a level three in the corner without an OTG? Am I missing something?

2 pages back, I used it in my opening combo for the solo combo ideas video. It's lightweight specific and maybe a bit character specific, depending on how far down their hurtbox sticks out.


The key is to catch them at the very top of the hitbox, such as from s.HK to HP-Brass here (slightly delayed). Link afterwards s.LP for ease of use or cr.LP for better damage and height control.
 
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Seems like you have to omit the second part of j.MK in restand combos now because it flys too high. I lost about 400 damage. Also the combo feels really inconsistent on now PW for some reason.

Not sure what the purpose of the change to j.MK was.
 
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You can still do j.MKMK restands if you use j.HP to cancel the floatiness. You could always do that before to make the timing much easier, but now it seems required to restand with the 2nd j.MK in the first place. Restanding into mediums is technically still possible, but it might as well not be due to how super-strict the multiple timings are. LKs are now pretty tight, and LPs a bit less tight.

Like MikeZ said, it does help a lot with j.MKMK to j.HP combos (s.MKMK, j.LPLK(3)MKMK(4)(very slight delay)HP now works against the likes of Painwheel), and it also works with j.HK enders (s.HP j.LPLK(3)MKMK(4)HK also works against Painwheel).
 
Decided to see if i could get anything moderately fancy out of the new j.MK, and i figured out a modern no-taunt throw ToD using P.Band and HP-Brass assist. It's a counterhit, though.


If you want to do this without HP-Brass as an assist, it's harder to time but you can push them back far enough using a shot or two of HP-Bang. You won't get the L3 item off that, though.
 
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I haven't seen anything about this restand. I think I can get more damage out of it if I do the Gamaniac air combo into A-Train at the end. I know for sure that it works on Filia and Squigly, so it probably works on all the lights, and it is hard as sin to time.

Also, Mike Z, I love my new clusterfuck of a training mode, thanks for doing an amazing job on it.
 
Decided to see if i could get anything moderately fancy out of the new j.MK, and i figured out a modern no-taunt throw ToD using P.Band and HP-Brass assist. It's a counterhit, though.
I wonder if it'd be possible with 4 meters if you DHC to SSJ as you release the item but before it hits, so the item gets rescaled.
[edit] You can do this with say HP item, QCT+LP+MP, press and hold MP, QCT+release MP+HP.
 
You can do this with say HP item, QCT+LP+MP, press and hold MP, QCT+release MP+HP.

...Oh wow. I never thought to use negative edge to make that easier to pull off. It'd still be better damage to try and time it manually so that the itemdrop hits before any Argus lasers, but that'll make it *MUCH* easier to try and do the same with some other supers (i forgot Hatred Install is kicks, bleh). Still, i think i'll try to pull it off with 4 meters

Edit: Looks like it's TECHNICALLY possible... but only if you perfectly time things so you DHC at the last possible second that Argus allows you to, get a good pattern that doesn't whiff a few shots under them, preferably have the Lenny knock them forwards instead of backwards without also hitting Big Band's arm, *and* the L3 item is a steamroller. I was 128 damage off a kill because i didn't get that first bit.

(Side-edit: Is it just me, or does big band take an unusually long time to become DHC-into-able when he jumps out after getting damaged, like getting his arm tagged by Lenny? I'm probably forgetting a rule of the system somewhere...)
 
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What is a good confirm for a Cymbal Crash midscreen? Not sure the stuff posted a few pages back works anymore due to the changes to soundstun.
 
(Side-edit: Is it just me, or does big band take an unusually long time to become DHC-into-able when he jumps out after getting damaged, like getting his arm tagged by Lenny? I'm probably forgetting a rule of the system somewhere...)
Getting damaged at all = locked out for the lockout time, even if the damage doesn't put you into hitstun. When locked out you can't be DHC'd to.
 
What is a good confirm for a Cymbal Crash midscreen? Not sure the stuff posted a few pages back works anymore due to the changes to soundstun.
c.MK s.HP if you're close enough for that. If you're not (which is most of the time, at least in my experience) I just go right into H A-Train and try to mixup them up off the hard knockdown.
 
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On a side note - Big Band's (B), F+LK is the only throw in the game that doesn't have a LP+LK input. Which it probably shouldn't since that would partially overlap with LP Rush Punch but I just thought I'd mention it.
 
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If you input B,F+P+K it comes out as A-Train anyways. So you can input it that way if you wanna pretend.
 
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