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The Big Bando Husbando Combo Threadando

Band/Eliza corner combo - 9920 dmg
c.lk c.mk s.hk H brass + axe
M brass
c.mp s.hp
j.mk j.hp
j.mp j.mk j.hp
j.lk j.mk
c.lp s.lk c.mp s.hk H beat extend
M "A"train
btw the M a train at the end of the combo triggers undizzy in beta and will not work in the final patch.
 
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Been using this since BB was out pretty much
 
We're just churning out the combos today aren't we? Here's another mid-screen corner carry into sliding knockdown... Gotta save that OTG!

Band midscreen combo [Mediums and Heavies with the exception of Eliza] - 7379
c.lk c.mk s.hk
j.mp j.mk j.hp <--- J.hp as low as possible to the ground!
c.mk(delay) s.hp
j.lp j.mk(delay) j.mk j.hp
dash j.lk j.mk
c.lp s.lk c.mp s.hk H beat extend
M "A"train

Band midscreen combo [Eliza specific, can be easier to perform] - 7222
c.lk c.mk s.hk
j.mp j.mk j.hp <--- J.hp as low as possible to the ground!
s.lp c.mk(delay) s.hp
j.lp j.mk(delay) j.mk j.hp
dash j.lk j.mk
s.lk c.mp s.hk H beat extend
M "A"train
 
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Band/Eliza corner combo - 9920 dmg
c.lk c.mk s.hk H brass + axe
M brass
c.mp s.hp
j.mk j.hp
j.mp j.mk j.hp
j.lk j.mk
c.lp s.lk c.mp s.hk H beat extend
M "A"train
what this is literally the full damage combo i had been doing before they changed j.mk

this is literally a combo that was given to me more than a year ago LOL what
 
We're just churning out the combos today aren't we?
Yeah, but it's only going to work for another couple weeks so it's probably good to switch to other enders now.
 
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Yeah, but it's only going to work for another couple weeks so it's probably good to switch to other enders now.
wait, what lol

all these combos still work in beta, do you just mean using different enders to prevent opponent meter gain?

edit: i'm ignorant and didn't realize you can't do full undizzy DP -> atrain in stage 5. Not a fan of that change but i never really ended my combos in it anyway lmao

EDIT ALL MY COMBOS STILL WORK

LMAO
 
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Fine then... I'll change it. These ones work with the new undizzy changes.

NOTE: When ending the final string of a combo in the corner, use the (c.lp s.lk c.mp s.hk H "A"train) ender for optimal damage, this works on most light characters at midscreen as well. If consistency is your main concern, use the (c.lp c.lk c.mk s.hk "A"train) ender.

universal combo - 6704 dmg
// WARNING: Can require different timing for Double, use the typical corner carry when in a Bday situation.
// NOTE: The damage maxes out at just above 7000 if you let the last two j.mk's spin fully and replace s.mp for c.mp. It can go even higher when using the max damage c.lp s.lk c.mp s.hk H "A"train ender. Use only if you're comfortable with air cancels.
c.lk c.mk s.hk
j.mp j.mk j.hp <--- J.hp as low as possible to the ground!
dash j.lp j.mk
s.mk(delay) s.hp
j.lk j.mk
s.mp H beat extend
c.lp c.lk c.mk H "A"train

light character combo - 7040 dmg
// WARNING: Excessively difficult
c.lk c.mk s.hk
j.mp j.mk j.hp <--- J.hp as low as possible to the ground!
dash j.lp j.mk j.hp
dash j.lk j.mk
s.lk s.hk H beat extend
c.lp s.lk c.mp s.hk H "A"train

medium/heavy character combo - 7132 dmg (7312 dmg against heavies)
// WARNING: The timing is tight with Eliza
c.lk c.mk s.hk
j.mp j.mk j.hp <--- J.hp as low as possible to the ground!
c.mk(delay) s.hp
j.lp j.mk(delay) j.mk j.hp
s.mp (c.mp against heavies) H beat extend
s.lp c.lk c.mk s.hk H "A"train
 
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Here's some more universal combos for ya. Thankfully they're simple enough to reliably perform, my hands were getting tired of micro dashing anyways.

Band universal extended corner combo - 8410 dmg
c.lk c.mk s.hk E brake
c.mk M brass
c.mp H beat extend
j.mk j.hp
j.mp j.mk j.hp
c.lp s.lk c.mp s.hk H "A"train

Band universal midscreen combo - 6596 dmg
c.lk c.mk s.hp
j.mp j.mk j.hp
s.lp c.mk s.hp
j.lk j.mp
j.lp j.lk j.mp
s.mp H beat extend
c.lk c.mp s.hk H "A"train
 
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Lawnba's BB corner combo he showed me. There's an extension (it's just the s.lk s.mkx2) I did on Double that's possible on every character, but less consistent on lights and Eliza. It's not awfully hard to pull off on them, but it requires some timing between the third j.mk and j.mkx2

The combo without the extensions does 9304, with, 9489.
 

lights - 8638

c.lk c.mk s.hk M brass
otg c.mk s.hk e-brake
c.mpx2 s.hk e-brake
c.lk c.mpx2 s.hk H beat extend (shake)
j.lp j.lk j.mkx2 (j.hp fastfall)
c.lpx2 s.lk c.mpx2 s.hk H a-train


lights, mids - 8602

c.lk c.mk s.hk M brass
c.mpx2 s.hk e-brake
c.lk c.mpx2 s.hk H beat extend (shake)
j.mkx2 j.hp
j.lp j.lk j.mkx2 (j.hp fastfall)
c.lpx2 s.lk c.mpx2 s.hk H a-train


mids, heavies - 8607

c.lk c.mk s.hk M brass
otg c.mk s.hp
j.mk j.hp
c.mpx2 s.hk H beat extend (shake)
j.lk j.mkx2 j.hp
c.lpx2 s.lk c.mpx2 s.hk H a-train


ssj at the end adds about 1k on each.
 
sup band fam

Give me your best, highest damage corner combo that ends in timpani dive to keep corner
 
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sup band fam

Give me your best, highest damage corner combo that ends in timpani dive to keep corner
I'm fairly sure that if you use any of Caio's combos and just combo into s.HP timpani you'd be gucciiii

Though if you have taunt you can end an air string before 240 and go for timpani and combo the taunt version into a train and that'd be sick

I'll record some timpani versions of Caio's combos after class if you'd like :3
 
I'm fairly sure that if you use any of Caio's combos and just combo into s.HP timpani you'd be gucciiii

Though if you have taunt you can end an air string before 240 and go for timpani and combo the taunt version into a train and that'd be sick

I'll record some timpani versions of Caio's combos after class if you'd like :3

do it
 
hey i ended up actually finding a cool new way for your combo to end and do lots of damage!


That's sick! Except I use slide and not fiber lol
 

got more stuff

same thing really but this video is a proof of concept that this is a high damaging ender, and this is also more damage than my normal ssj x 3 dhc into painwheel, so i dig it
 
Corner combos into Timpani Dive are good for two reasons:

-You keep the corner
-You get a nice burst bait off of falling j.MK at max undizzy if you float away from the opponent correctly and time it right (really good because you're at frame advantage, alpha countering off the burst isn't going to get the opponent anything because you can block)

Combos into SSJ are always going to do more damage. If you have DHC synergy that lets you DHC after Big Band has thrown the opponent out of the corner to put them back into the corner. That's the best thing you can do. I've got something with that with headless CSF into SSJ.
 
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Is this a thing now?


All the way from mid-screen?

This is really really great. Depending where you are in the screen you can create a mixup situation with c.mk.

Sadly it only works on Parasoul and no one else.
 
Oh hey I know a combo that does that.


clk cmk shp
jmp jmk jmk (1 hit) jhp
m brass knuckles
otg cmp cmp xx H Beat Extend + shake
jlk jmk jmk
slk smk smk
jlp jmk jmk
clp clp slk cmp cmp shk xx H Beat Extend + shake
8081 damage

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.
 
Oh hey I know a combo that does that.


clk cmk shp
jmp jmk jmk (1 hit) jhp
m brass knuckles
otg cmp cmp xx H Beat Extend + shake
jlk jmk jmk
slk smk smk
jlp jmk jmk
clp clp slk cmp cmp shk xx H Beat Extend + shake
8081 damage

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.
PBTBTBTBTBTBTBTBBTBT


godlike thank you i'm stealing this forever
 
The midscreen corner combo that I posted works on Parasoul and Double. For the other characters, using one s.mk instead of two will suffice. You probably shouldn't try to use it against heavy characters though, the range gets hard to judge.

 
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What would be a good corner combo that utilises assists such as LnL or Lshot to get extra s.hk bounces
 

Easy Midscreen [Universal] - 6666 dmg
c.lk c.mk s.hp
j.mp j.mk j.hp
s.lp c.mk s.hp
j.lk j.mp
superjump j.lp j.lk j.mp
s.mp H beat extend
c.lk c.mp s.hk H a-train

Optimal Midscreen [Lights] - 7213 dmg
c.lk c.mk s.hp
j.mp j.mk (1 spin) j.hp
dash j.lp j.mk (j.hp fastfall)
c.mk H beat extend
superjump j.lk j.mk
c.mp s.hk E brake
c.lp s.lk c.mp s.hk H a-train

Optimal Midscreen [Heavies] - 7451 dmg
c.lk c.mk s.hp delay
j.mp j.mkx1
c.mk s.hp
j.lp j.mk j.hp
dash j.lk j.mk (j.hp fastfall)
c.mp H beat extend
c.lp s.lk c.mp s.hk H a-train

Optimal Midscreen + OTG [Universal] - 8124 dmg
c.lk c.mk s.hp
j.mp j.hp j.hk
tech-roll c.hk H beat extend
j.lk j.mk j.hp
dash j.lp j.mk (j.hp fastfall)
c.lp s.lk c.mp s.hk H a-train
 
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I'm looking for the most optimal possible corner damage off:

-A Train ender
-A combo that ends in Timpani Dive (so probably beat extend before timpani)

I think one of these is the 159man combo, but I don't have the notation for that. If someone could provide that, it would be great.
 
I'm looking for the most optimal possible corner damage off:

-A Train ender
-A combo that ends in Timpani Dive (so probably beat extend before timpani)

I think one of these is the 159man combo, but I don't have the notation for that. If someone could provide that, it would be great.

Let me get this straight, you want the most optimal combos that end in A train or Timpani Drive? I think those have long since been provided, though I find using corner combos that end in Beat extend can lead to a nice burst setup.

159man's combo

c.lk c.mk s.hk M brass
otg c.mp s.hp
j.mk j.hp
Superjump j.lp j.mk j.hp
Superjump j.lk, j.mk
s.lk H beat extend
c.lp s.lk c.mp s.hk, H a-train.
 
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