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The Big Bando Husbando Combo Threadando

Adding some that don't use Emergency Brake but do use the new Beat Extend.

Midstage:
cr.LK->cr.MK->s.HP /\ j.MP->HP->HK, tech forward ,
OTG cr.HK (everyone, difficult) or cr.MPx2 (easy, not Cerebella) or cr.MK (Cerebella) xx HP Beat Extend, shake,
cr.LPx2->s.MK /\ j.LK(3)->delayed slow j.MKx2 \/ cr.LK->cr.MK->s.HK xx HK A-Train, SSJ
-8490 with cr.HK-

Corner:
cr.LK->cr.MK->cr.HP,
cr.MK->s.HK (use s.HP on Double/Parasoul/Cerebella) xx HP Brass Knuckles (can use MP Knuckles if the OTG is hard for you),
OTG cr.LK->cr.MK->s.HK xx HK A-Train, SSJ
-7784 with HP Knuckles, 7482 with MP Knuckles-
You can extend this one by cancelling the last s.HK into A-Train/EBrake, s.LP->s.MK /\ j.LK(3)->falling j.MK \/ cr.MPx2->s.HK xx HK A-Train, SSJ for 8215.

[edit - let's hope I'm not the only one discovering things that everyone else will use like with Parasoul, heh]

does anyone know how to do the j.MKx2 after the j.LK(3)? I can't seem to do it, I can only do one J.MK. If im too high the other chacter hits the ground and recovers, if im too low it won't combo. thanks in advance.
 
does anyone know how to do the j.MKx2 after the j.LK(3)? I can't seem to do it, I can only do one J.MK. If im too high the other chacter hits the ground and recovers, if im too low it won't combo. thanks in advance.

Yeah the angle that you float during j.MK at has changed since that post was made. You have to omit the second medium kick now.
 
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Yeah the angle that you float during j.MK at has changed since that post was made. You have to omit the second medium kick now.

oh ok thanx for the quick reply
 
I have been able to do the second j.MK by whiffing a j.HP right after to land faster but it can be unreliable.
 
Didn't see anyone post this one
Might need to replace the last HK with HP on heavies, but should work on everyone for the most part. Does 8.5k without the taunt follow-up. Can squeeze a little bit more damage if you can do the second j.MK, but I generally avoid it for consistency.
 

So I found these things and didn't realize they were halfway decent until I started using them against people

For situations where they start to dash/doublejump away, the fourth option works
 
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Didn't see anyone post this one
Might need to replace the last HK with HP on heavies, but should work on everyone for the most part. Does 8.5k without the taunt follow-up. Can squeeze a little bit more damage if you can do the second j.MK, but I generally avoid it for consistency.

Yeah this is basically what I do now, I also do a slightly different corner combo to get a similar second jump series. Gives you more damage and an extra couple of reset points, so yay.

So I found these things and didn't realize they were halfway decent until I started using them against people

For situations where they start to dash or doublejump away, the fourth option works

mpgame posted these in the tech thread a while ago. Yeah they are great, kara 5HK ~ 214MK/LK is absolutely nuts.




______________________________________________

I wont make a video of this, at least not today, but I found a BB air throw/burst mix up that works on the whole cast.

Basically, after landing from a 5MK series and going into another 5MK series, you delay and either do jump forward throw, or jump back j.LK > double jump forward into whatever punish you want.

It is Bella/Squigly burst hitbox safe and if you delay it correctly is a pretty decent 50/50 mixup to add to the repertoire.
 
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So I found these things and didn't realize they were halfway decent until I started using them against people

For situations where they start to dash or doublejump away, the fourth option works
Something I was thinking about this morning, can you delay the c.MK so that they land in front of you?
 

So I found these things and didn't realize they were halfway decent until I started using them against people

For situations where they start to dash/doublejump away, the fourth option works

I need the link to that slamjam remix RIGHT NOW
 
I need the link to that slamjam remix RIGHT NOW

I actually just made it specifically for the video since the only two music files I had on my computer at the time were Under the Bridge's music and the Space Jam theme

I might work up something since I got asked a few times.
 
Wanted to fit a taunt mid-combo. This seemed like the most obvious solution. Does 10k instead if you already had a taunt charged and follow up the Excellabella with HK A-Train.

EDIT: Actually, there might be a way for me to sneak in a taunt and still finish with A-Train. Going to see what I can do.

EDIT EDIT: Well, that was a lot easier than I thought it would be

Also a combo off an instant overhead j.MK
 
So a new patch hit today and it's been a while since I posted some combos, so i figure i might as well post some things i've noticed with the latest patch.


Edit: I just noticed you can see a blue-ring OTG in the 2nd combo, but the dummy was set to tech... I think it's that bug where if you hit off an OTG on the exact same frame as they land, you can do multiple OTGs in a row. The one i noted 7 months ago, actually.
  • The most obvious thing is that Big Band can now combo and DHC into his L5. More specifically, it's a 2-frame giant-hitbox super that does 7692 damage raw, 6960 DHC'd, and 6875 scaled, all with a Diamonds Are Forever wallbounce to combo off of. If they're blocking, you can either do 860 chip with a 4-frame reversal window before the final hit and be -23 on block, or let the timer run out and instead get a grounded 12-frame cancel. Killing with this is actually kinda easy now, so i'd say it's quite worth the 5-meter cost.
  • Tuba Tuba won't use your taunt if you get blocked or whiff the attack. Of note is that going under them and triggering the final hit like that counts as whiffing the attack! This means that if you have a proper setup, you can combo into a Double Horncrush even if you have a stored taunt. Still can't do it from a reversal position, though.
  • This one is from earlier patches, but now that Big Band delays the final punch of Tuba Tuba to sync with the voice clip, you can no longer OTG after it if you land it on a cornered opponent high in the air. They're guaranteed to drop to the floor first.
  • Rushpunches are 2 frames faster. I may be wrong about this, but from what i can tell this has also applied to A-Train, and this time Emergency Brakes weren't slowed down to compensate. You can get cr.MK/MP off s.HK against a *standing* lightweight now, and you can once again catch people in a Double Horncrush situation with HK-Train thanks to kara s.MK.
 
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Geez, how do you post combos that can follow those TODs?
Response: You don't.
Here's some crappy forever day one BB combos + Val.

Big Band's corner carry abilities would have been a dream for Val's MDE combos.

M Brass Knuckles + H Savage Bypass assist = a REALLY safe on block rushpunch that can be converted into a combo.

Does 7.8k w/o lvl1 poison vial
 
A new patch, some new tweaks.
  • Tuba Tuba got reverted to always punch after the super. It once again does 896 chip damage (696, +200 after a 1-frame gap) and is -33 on block. Fun fact, this is actually more chip damage than Satchmo Death Blow. Also that first ToD from my vid 2 posts back is invalid because it'll multipunch the air again.
  • The hitstun on the first and second hit of MK/HK cymbals was changed once again. The first hit now causes them to slowly fall straight to the floor, skipping straight to the final frame of their KnockUp animation. The second hit causes them to fall slightly faster, being pulled slightly towards you as they fall in the final frame of their KnockUp animation backwards.
  • What this basically means is that you can no longer combo use MK-Cymbal from a long-range juggle to combo into Tympany Drive without either OTG or Soundstun available (from point blank, s.MK j.LPLK(3)MKMK(4)HP, rejump.MP MK-Cymbal(1) Tympani now OTGs on Valentine).
  • This also means that even HK-Cymbals will be forced to OTG or use Soundstun at absolute maximum range (from point blank, s.MK j.LPLK(3)MK(delay)MK(4)HP dashjump j.MPHP HK-Cymbal(2) must OTG Val if poorly timed).
 
I might work up something since I got asked a few times.
I think we'd all like to be slammed under the full extent of the jam.
 
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So I accidentaly did this DHC during EU Skullbats 2 weeks ago and I decided to see if I can create anything halfway useful with it. Not much for damage but gives decent reset opportunities I'd say.
 
Anyone found a use for his level 5? It really seems to serve no purpose other then showing off
 
Anyone found a use for his level 5? It really seems to serve no purpose other then showing off

Well DHC'ing into it from a halfway decent combo can kill a character with full health in a 3v3, so I guess it can be used as an ultimate nuke.
 
Well DHC'ing into it from a halfway decent combo can kill a character with full health in a 3v3, so I guess it can be used as an ultimate nuke.
Wait, how do you DHC into it? Doesn't it require to connect with his MP first?
 
I'm pretty sure you just input the command that would trigger the lvl 5 in a situation where you would DHC, which would be MP, LP, 2LK, LP.
 
I'm pretty sure you just input the command that would trigger the lvl 5 in a situation where you would DHC, which would be MP, LP, 2LK, LP.

You wrote it wrong. :P It's LP, 2LK, LP, LP+MP. There is also no need to first press MP that would bring out the trumpet.

And yes you can just press those during a DHC'able part of a super and it will DHC into it. It has to be fast though. :P I keep making the mistake of pressing them how the actual melody goes.
 
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I don't know of this has been found already but you can use throw to brass knuckle cancel to move close enough to link st.lp off throw. Example combo, can probably be optomized...

 
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I don't know of this has been found already but you can use throw to brass knuckle cancel to move close enough to link st.lp off throw. Example combo, can probably be optomized...
Does this work on Squigly? That where it'd be really useful because throw xx H Beat Extend doesn't work on Squigly midscreen.
 
Does this work on Squigly? That where it'd be really useful because throw xx H Beat Extend doesn't work on Squigly midscreen.

yeah it works on her. You can also use medium dash to get slightly closer but it starts getting harder to link
 
Public service announcement:

You can dash up and hit with a c.MK after a ground throw. You don't need to waste your sound stun or light attacks so early after a throw. I shed a tear every time I see someone do giant step or beat extend.

I'm pretty sure this was brought up before but I STILL don't see anyone do it.
 
Public service announcement:

You can dash up and hit with a c.MK after a ground throw. You don't need to waste your sound stun or light attacks so early after a throw. I shed a tear every time I see someone do giant step or beat extend.

I'm pretty sure this was brought up before but I STILL don't see anyone do it.
That shit's hard.
 
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aww so you can sad : ( though mk seems hard on squiggly (haven't gotten it maybe it always whiffs) mp works as well.

Hmm dash up cr.mp doesn't combo to to hp tamborine, on squiggly at least. You can dash up st.mk (is that what you meant by c.mk maybe) not sure that might better option and you barely have to dash.
 
I'm actually not sure if the c.MK hits on Squigly because of her janky hitbox actually. But yeah dash > c.MK after a throw definitely works on just about everyone and lets you combo straight into HP because of the vacuum effect. It's really not too difficult with like 5 minutes of practice.
 
Leave it to me to be practicing stuff on Squigly. :(

So the only way to combo on her is to use Giant Step I assume?
 
You can do a kara cancel into Beat Extend I would think. I'll look into the options in a sec.

After a little more testing, the c.MK works on everyone but squigly. On squigly you can do dash c.MP though.
 
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This may not be the right place to ask but I have a combo Im having trouble doing and while I haven't run the numbers Im pretty sure it should work its just really hard..... if anyone wants to give it a try I can do components seperately its just hard to get it together. The only thing im not sure of is whether the last rep will get them over the stun limit.........

Combo:
Squigs + Big Band (in corner, on painwheel)


Squiggly
cr.lk,cr.mk,st.hp,hp xx dp+lp (hold to lvl 2), call big band brass knuckle+h, release lvl 2 dp (get all hits) cr.mk xx , drag n bite(not otg) xx M+H SBO, dhc to big band (and at this point we have 60 stun)

Big Band
St.hp xx tk Cymbal+lp, delay, light brass knuckle, cr.lp(no otg),cr.mp,st.hk xx hard brass knuckle, cr.lk,cr.mk,st.hk xx hk a-train

Im really having problems getting the tk cymbal lp currently. I will say the big band portion does work on its own just gotta get light brass knuckle to hit with its later active frames. This has been very tough so if anyone gets it mad props! I want to know the damage!

Edit Nvm: with some chagnes I did it lol. 11.5 same as the easy combo : (
 
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What's the most damage you can get in the corner as of now?
 
With or without an assist? Without I think I was getting 8.6k or so? Although I'm not entirely sure that combo works anymore with the e-break change. Without it I was doing 8.4k I think.
 
Could you post (or point me to) the one without the assist?

My current one only does 8.1k.
 
The one without E-brake that I'm pretty sure works on everyone is:

c.LK, c.MK HK, MP Brass Knuckle,
(otg) c.MPx2, HK, HP Beat extend,
j.LK, j.MK,
MK(1),
j.LP, j.LK, j.MK,
c.LPx2, c.MPx2, HK, HK A-Train, SSJ
 
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