• As part of the relaunch of Skullheart, ALL previous threads have been archived. You can find them at the bottom of the forum in the Archives (2021) section. The archives are locked, so please use the new forum sections to create new discussion threads.

The Big Bando Husbando Combo Threadando

how does everyone like para specific shit

pretty sure the c.mp here is a 1f link


oh and heres a bb+assist combo using it (i use axe, probably does more damage with something else but this is fucking disgusting)
 
Last edited:
  • Like
Reactions: Wenzel and Caduceus
These are good for solo Bands. They keep corner and utilize meter efficiently. Use what works best for your play style, remembering all of these can be a hassle.

 
Last edited:
Here is some more stupid stuff Band can do on Parasoul.

 
how does everyone like para specific shit

pretty sure the c.mp here is a 1f link

I've never been able to nail that tight E brake link. Is there something specific with the timing or am I just bad?
 
I've never been able to nail that tight E brake link. Is there something specific with the timing or am I just bad?

What I do is that I map my e break to a macro. Since I play on Pad I have it on one of my triggers. My finger is always on it and ready to go. Doing it manually is much slower and harder.
 
I'll just immortalize my bnb achievements...


Easy Midscreen
c.lk, c.mk, s.hp
j.mp, j.mk, j.hp fastfall
s.lp, c.mk(delay), s.hp
j.lk, j.mp
superjump, j.lp, j.lk, j.mp
s.mp, H beat extend(shake)
c.lk, c.mpx2, s.hk, H a-train

Midscreen light
c.lk, c.mk, s.hp
j.mp, j.mkx2(one spin), j.hp
dash, j.lp, j.mkx2, j.hp fastfall
c.mk, H beat extend(shake)
j.lk, j.mkx2
c.mpx2, s.hk, e-brake
c.lpx2(delay), s.lk, c.mpx2, s.hk, H a-train

Midscreen heavy
c.lk, c.mk, s.hp
j.mp, j.mk
c.mk, s.hp
j.lp, j.mkx2, j.hp
dash, j.lk, j.mkx2, j.hp fastfall
c.mpx2, H beat extend(shake)
c.lpx2(delay), s.lk, c.mpx2, s.hk, H a-train

Midscreen OTG
c.lk, c.mk, s.hp
delay, j.mp, j.hp, j.hk
tech, c.hk, H beat extend(shake)
j.lk, j.mkx2, j.hp
dash, j.lp, j.mkx2, j.hp fastfall
c.lpx2(delay), s.lk, c.mpx2, s.hk, H a-train

against heavy characters:
j.mkx2, j.hp
dash, j.lp, j.lk, j.mkx2, j.hp fastfall


Giant Step Conversion
giant step
c.mk, s.hp
j.mp, j.mkx2(one spin), j.hp
dash, j.lp, j.mkx2, j.hp fastfall
s.lk, s.mk
j.lk, j.mkx2
c.lpx2(delay), s.lk, c.mpx2, s.hk, H a-train.

Beat Extend Conversion
beat extend
c.mk, s.hp
j.mp, j.mkx2(one spin), j.hp
dash, j.lp, j.mkx2, j.hp fastfall
s.lk, s.mk
j.lk, j.mkx2
c.lpx2(delay), s.lk, c.mpx2, s.hk, H a-train.

Cymbals Conversion
cymbal clash
dash (c.lk), c.mk, s.hp
j.mkx2, j.hp
dash, j.lp, j.mkx2, j.hp fastfall
s.mk
j.lk, j.mkx2
c.mpx2(delay), s.hp
j.mp, j.mkx2
c.lpx2(delay), s.lk, c.mpx2, s.hk, H a-train

Throw Conversion
grab
e-brake, s.lpx2, c.lk, c.mpx2, H beat extend(shake)
j.mkx2, j.hp
dash, j.lp, j.mkx2, j.hp fastfall
s.mk
j.lk, j.mkx2
c.mpx2(delay), s.hp
j.mp, j.mk
c.lpx2(delay), s.lk, c.mpx2, s.hk, H a-train

Corner Throw Conversion
grab
e-brake, s.lpx2, c.lk, c.mpx2, s.hk(rebound), H beat extend(shake)
j.mkx2, j.hp
j.lp, j.mkx2, j.hp fastfall
s.mk
j.lk, j.mkx2
c.mpx2(delay), s.hp
j.mp, j.mk
c.lpx2(delay), s.lk, c.mpx2, s.hk, H a-train

Air Throw Conversion
air grab
j.mk
c.mk(delay), s.hp
j.mp, j.mkx2, j.hp
dash, j.lp, j.mkx2, j.hp fastfall
c.mpx2, H beat extend(shake)
superjump, j.lk, j.mk
c.lpx2(delay), s.lk, c.mpx2, s.hk, H a-train

Corner Air Throw Conversion
air grab
j.mk
c.mpx2, s.hp
j.mkx2, j.hp
superjump, j.lp, j.mkx2, j.hp
superjump, j.lk, j.mkx2
s.lk, H beat extend(shake)
c.lpx2(delay), s.lk, c.mpx2, s.hk, H a-train

Optimal Corner Air Throw Conversion
air grab
j.mkx2, j.hp
superjump, j.lp, j.mkx2, j.hp
superjump, j.lk, j.mkx2
s.mkx2
j.mp, j.mkx2
c.mpx2, s.hk, H beat extend(shake)
c.lpx2(delay), s.lk, c.mpx2, s.hk, H a-train


Overblow Conversion
c.hp
e-brake, s.lp, c.mk(delay), s.hp
j.mp, j.mkx2(one spin), j.hp
dash, j.lk, j.mkx2, j.hp fastfall
c.lk, s.mk
j.lp, j.lk
c.mpx2, s.hk, H a-train
 
Last edited:
btw about that link

it's not hard just do 46HK and then immediately press mp, like a slow plink
 
how does everyone like para specific shit

oh and heres a bb+assist combo using it (i use axe, probably does more damage with something else but this is fucking disgusting)

It wasn't optimal...

 
eh... What do those numbers mean? Plink?
look at your numpad

that's 1-9 notation, the direction of the stick is represented by the number on your numpad

46HK = charge back, forward Roundhouse. AKA HK A-Train
 
look at your numpad

that's 1-9 notation, the direction of the stick is represented by the number on your numpad

46HK = charge back, forward Roundhouse. AKA HK A-Train
Ah, I've always e-brake with brass.
 
Some meterless conversions off of instant overhead j.mk. FYI j.mk is hit-confirmable with j.hk.


Midscreen/corner j.mk instant overhead conversion (corner isn't universal)
jmk jhk
(tech forward)
clp clk (small delay) cmk shp
jmp jmk jmk (one hit) jhp
smk
jlk jmk jmk
slk smk
jlp jmk jmk
cmp cmp xx H Beat Extend + shake
clp clp slk cmp cmp shk xx H Beat Extend + shake or xx H A-Train
~8k damage

Alternate corner jmk instant overhead conversion
jmk jhk
(tech backwards)
clp kara smk xx L Beat Extend
cmk shp
jmp jmk jmk (one hit) jhp
dash jump
jlk jmk jmk
slk smk
jlp jmk jmk
clp clp slk cmp cmp shk xx H Beat Extend + shake
~7k damage

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. The second one works on everybody the first doesn't (except Double), but the conversion is kind of tortured and difficult anyway.
 
  • Like
Reactions: Mao and Fumako

parasoul only
you can do the whole h atrain to save undizzy and get a 2lk otg if you want to go for a mixup
 
If you're going for Band j.MK instant overheads its better to convert with j.MK + assist or even the j.MK, j.LK one frame link. Either of those will lead into better routes. In the corner, you can do j.MK and hit confirm it into timpani.

I really don't like "hard read" strings in fighting games. In other words, you don't have a lot of time to hit confirm j.MK, j.HK, and if j.HK is blocked you have to tech backward to stay safe and lose all your momentum.
 
If you're going for Band j.MK instant overheads its better to convert with j.MK + assist or even the j.MK, j.LK one frame link. Either of those will lead into better routes. In the corner, you can do j.MK and hit confirm it into timpani.

I really don't like "hard read" strings in fighting games. In other words, you don't have a lot of time to hit confirm j.MK, j.HK, and if j.HK is blocked you have to tech backward to stay safe and lose all your momentum.
I didn't even know that you could link J.lk after J.mk. Wouldn't this be a worse route than calling an assist because it would start undizzy?
 
I didn't even know that you could link J.lk after J.mk. Wouldn't this be a worse route than calling an assist because it would start undizzy?

Yup, it's just an option (that's too hard and scales too much to be worth going for imo)
 
I didn't even know that you could link J.lk after J.mk. Wouldn't this be a worse route than calling an assist because it would start undizzy?
Yup, it's just an option (that's too hard and scales too much to be worth going for imo)
It WAS an option, but mike specifically removed it. Currently j.mk is +7 on hit and j.lk is 7f.
 
Proof of concept things I had ideas for 4 years ago


 
  • Like
Reactions: Fumako