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The Big Bando Husbando Combo Threadando

So now Big Band got buffed and I think the damage is a bit too easy to get. :P

s.LP, c.MPx2, s.HP
j.MP, j.HP, j.HK (tech forward)
c.MPx2, c.HP, A-Train, Super
lol. This seems like a bit much for a combo with only 3 chains. I didn't think his damage was really that low before, I wonder what prompted this change.
 
Yeah it did 6500-6900 before if I remember correctly. Also finally being able to do A-Train > Super out of corner helps a lot. I wonder how much damage the bigger combos now have...
 

2v3 Big band is going to be so scary
It works with Filia ( Fenrir Drive), Bella (Diamond Dynamo), Valentine (Flatiner), and Fortune (Pursker Furrage)
 
Oh, and from the patchnotes it seems that now this optimal mid-screen combo will work on Double as easly as others. So it is definitely something every BB player should learn at this point.
 
So BigBand does some serious damage now

Midscreen:
c.LK, c.MK, HP,
j.MP, j.HP, j.HK, tech forward,
c.HP, HP Beat Extend, c.LPx2, MK
j.LK, j.MKx2,
c.LK, c.MPx2, c.HP, HP Beat Extend, Super Sonic Jazz
9.2k

Corner:
c.LK, c.MK, HP,
j.MP, j.HP, HK Cymbal,
c.MPx2, HK, HP Beat Extend,
c.LPx2, c.MPx2, HK, HP Beat Extend,
c.LK, c.MPx2, HK, HP Beat Extend, Super Sonic Jazz
9.8k I think? I could probably optimize this a bit more, this was just an old combo I remember doing.
 
Here's my favorite new combo

Super Sonic Jazz,
OTG H Giant Step xx Super Sonic Jazz

Does about 5.9k in the current version.
 
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So BigBand does some serious damage now

Midscreen:
c.LK, c.MK, HP,
j.MP, j.HP, j.HK, tech forward,
c.HP, HP Beat Extend, c.LPx2, MK
j.LK, j.MKx2,
c.LK, c.MPx2, c.HP, HP Beat Extend, Super Sonic Jazz
9.2k
I get 9.4k from that, maybe you aren't mashing the Beat Extend with both directions and buttons?


So BigBand does some serious damage now
Corner:
c.LK, c.MK, HP,
j.MP, j.HP, HK Cymbal,
c.MPx2, HK, HP Beat Extend,
c.LPx2, c.MPx2, HK, HP Beat Extend,
c.LK, c.MPx2, HK, HP Beat Extend, Super Sonic Jazz
9.8k I think? I could probably optimize this a bit more, this was just an old combo I remember doing.

I'm going to XCOPY this, better than mine haha.
 
So BigBand does some serious damage now

Midscreen
c.LK, c.MK, HP,
j.MP, j.HP, j.HK, tech forward,
c.HP, HP Beat Extend, c.LPx2, MK
j.LK, j.MKx2,
c.LK, c.MPx2, c.HP, HP Beat Extend, Super Sonic Jazz
Modified this one. Tried on Painwheel, not sure if it works on the rest of the cast.

c.LK, MK, HP
j.HP, j.HK, tech dependent on space
c.HP, HP Beat Extend, LPx2 MK
j.LK, j.MKx2 (timing on this one is tricky)
c.MK, HP Beat Extend
c.LK, c.MP, HK, HP Brass Knuckle, Supersonic Jazz

Does about 9.8K damage I think. Replace the last chain with c.LK, MP into level 5 and it doesn't quite get you a touch-of-death, but it gets you pretty close to one. Use it after a reset and drama is gone, preferably.
 
If HP Beat Extend caused sound stun, thus causing multiple ones do a techable knockdown instead, I was able to do these:

Midscreen
c.LK, c.MK, HP,
j.MP, j.HP, j.HK,
c.HK, HP Beat Extend,
c.LPx2, MK,
j.LP, j.LK, j.MKx2,
c.LK, c.MPx2, HK, A-Train, SSJ
9.3k

Probably need to replace c.HK with c.MPx2 on heavies like BB or Double. Version of A-Train depends on proximity to wall.

Corner
c.LK, c.MK, HK, MP Brass Knuckle,
c.MPx2, HK, HP Beat Extend,
c.LPx2, MK,
j.LP, j.LK, j.MKx2,
c.LK, c.MPx2, HK, HK A-Train, SSJ
9.3k

I'm actually pretty sure there is some way to extend that corner combo considering I barely reach 240 stun by the last A-Train. Tested on Filia and Double so I'm pretty sure this is universal.
 
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Thoughts on this corner BnB?:

c.LP, c.MPx2, s.HP,
j.LK, j.MKx2, MK Cymbal Clash, Walk Forward,
c.LP, c.MPx2, s.HP, HP Beat Extend,
(OTG) c.LK, c.MK, s.HK, SSJ

Does ~10.5K 1v2, tested on Double, Squigly, and MF.
I'll make a vid if enough people are interested.
 
Thoughts on this corner BnB?:

c.LP, c.MPx2, s.HP,
j.LK, j.MKx2, MK Cymbal Clash, Walk Forward,
c.LP, c.MPx2, s.HP, HP Beat Extend,
(OTG) c.LK, c.MK, s.HK, SSJ

Does ~10.5K 1v2, tested on Double, Squigly, and MF.
I'll make a vid if enough people are interested.

I just tried it out, it does about 6.9k or so in a 1v1 matchup. Pretty decent for a universal BnB.
 
Anyone testing combos that don't involve the Beat Extend (DP) links?
 
Anyone testing combos that don't involve the Beat Extend (DP) links?
You mean for future prosperity?

Right now the link is something like 9 frames or so, so its not difficult, but are you looking for combos that would work if Mike removes the link?
 
Anyone testing combos that don't involve the Beat Extend (DP) links?

The combo I posted a page or two back still works, and is a LOT easier now. It does almost 8K with the damage buffs. It does use his DP but you don't have to do a juggle after it. You use the OTG so its safe.


Edit - Oops, doesn't work anymore cause you can't even OTG off of a non-soundstun Beat Extend. Will upload a new combo soon.
 
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You mean for future prosperity?

Right now the link is something like 9 frames or so, so its not difficult, but are you looking for combos that would work if Mike removes the link?
Yeah, out of curiosity.
 
Okay, slight improvement gets it up to 7.5k 1v1. Foolishly didn't add a Brass Knuckles at the end.

Corner:
c.LP, c.MPx2, s.HP,
j.LK, j.MKx2, MK Cymbal Clash, Walk Forward,
c.LP, c.MPx2, s.HP, HP Beat Extend,
(OTG) c.LK, c.MK, s.HK,
HP Brass Knuckles, SSJ

Going to keep tweaking it, still think I may be able to get some more damage.
 
Okay, slight improvement gets it up to 7.5k 1v1. Foolishly didn't add a Brass Knuckles at the end.

Corner:
c.LP, c.MPx2, s.HP,
j.LK, j.MKx2, MK Cymbal Clash, Walk Forward,
c.LP, c.MPx2, s.HP, HP Beat Extend,
(OTG) c.LK, c.MK, s.HK,
HP Brass Knuckles, SSJ

Going to keep tweaking it, still think I may be able to get some more damage.

Getting the HP brass knuckles to connect on Peacock after she's in the air from the s.HK is pretty difficult, so I wouldn't recommend trying it if you have her in this combo.
 
This is the best combo I have for big band with H beat extend using up your OTG

Annotations
c.LK, c.MPx2, HP,
j.MP, J.HP, H Cymbal Crash
c.MPx2, HK, H Beat Extend,
c.LK, MK,
j.LK, j.MKx2,
LPx2, c.MPx2, HK, H A-Train, SSJ
 
Getting the HP brass knuckles to connect on Peacock after she's in the air from the s.HK is pretty difficult, so I wouldn't recommend trying it if you have her in this combo.

Thanks for the heads up, I didn't think to check on her. May look in to doing HK A Train to see if that makes it easier when I get a little more time.
 
Ending your combos with A-Train will always yeld more damage than Brass Knuckle.
 
If HP Beat Extend caused sound stun, thus causing multiple ones do a techable knockdown instead, I was able to do these:

Midscreen
c.LK, c.MK, HP,
j.MP, j.HP, j.HK,
c.HK, HP Beat Extend,
c.LPx2, MK,
j.LP, j.LK, j.MKx2,
c.LK, c.MPx2, HK, A-Train, SSJ
9.3k

Probably need to replace c.HK with c.MPx2 on heavies like BB or Double. Version of A-Train depends on proximity to wall.

Corner
c.LK, c.MK, HK, MP Brass Knuckle,
c.MPx2, HK, HP Beat Extend,
c.LPx2, MK,
j.LP, j.LK, j.MKx2,
c.LK, c.MPx2, HK, HK A-Train, SSJ
9.3k

I'm actually pretty sure there is some way to extend that corner combo considering I barely reach 240 stun by the last A-Train. Tested on Filia and Double so I'm pretty sure this is universal.
As of today's patch I guess these are the combos I have to learn ¯\_(ツ)_/¯
 
Actually now that I'm thinking about it, I'm not sure what I should do off starters other than c.LK or jump in. I think my air throw combo still works but most of the other stuff I was using an early H Beat Extend. I could try stuff when I get home but that's not for like 8 hours and if I ask here first perhaps by the time I get home someone will have figured it out??? So if someone would be so kind, what can you get now off these starters:

-anti air c.MK
-ground throw
-Giant Step
-Cymbal Clash
-raw H Beat Extend
 
After some tinkering, some notes about the new soundstun-using Beat Extend...
  • The soundstun is linked to shaking the tambourine, not the move itself. You can OTG off the light and heavy versions if you don't shake and save soundstun for later.
  • Even after having used soundstun, it's still possible to link cr.LP if you catch the opponent with the very tip of a shaking Tambourine. Missing the link lets them tech immediately, regardless of OTG state.
 
Here's an easy combo that I just made up. Not great damage but its not corner or mid-screen dependent so its pretty useful if you're not sure exactly how close you are to the corner, or if you started your combo with MK Giant Step and lost your sound stun.

 
After some tinkering, some notes about the new soundstun-using Beat Extend...
  • The soundstun is linked to shaking the tambourine, not the move itself. You can OTG off the light and heavy versions if you don't shake and save soundstun for later.
  • Even after having used soundstun, it's still possible to link cr.LP if you catch the opponent with the very tip of a shaking Tambourine. Missing the link lets them tech immediately, regardless of OTG state.
I would assume that neither of these things are intended, and probably aren't staying.
 
As of today's patch I guess these are the combos I have to learn ¯\_(ツ)_/¯

Just note, with the SSJ change, these will only be doing about 8.4k-8.6k
 
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Just note, with the SSJ change, these will only be doing about 8.4k.
Still better than what I used to get.
 
I'm probably going to stick to using my crappy 6.8K damage B&B mid-screen for a while. Sometimes it can be hard to tell if you're far away enough from the corners of the stage to do the mid-screen combo.

That corner one though, seems nice and reliable.
 
Crappy cellphone recordings for reference


I'm still pretty convinced there's a way to extend that corner combo
 
Awwww, I'm a little disappointed, but beta is beta.

Time to XCOPY Remikz's combos I guess.


EDIT: Hmmm this is obviously a huge nerf to combos STARTING with beat extend, that could change things for me a bit. But hey, 17f parry!
 
what can you get now off these starters:

-anti air c.MK
-ground throw
-Giant Step
-Cymbal Clash
-raw H Beat Extend

-for an anti air c.mk you can do the same combo remikz posted corner and midscreen
-for the ground throw midscreen you can dash and do c.mk (which is not hard at all) then do the same combo remikz posted
-for midscreen L giant step you can use s.mp (if you use the M version you can do any medium normal except s.mk) then do the combo remikz posted
-in the corner after Giant Step all you have to do is to skip the second string of his combo
-cymbal crash is pretty much the same as giant step
-for corner beat extend do
HP Beat extend, cr.LPx2, cr.MK, HK, M Brass knuckle
cr.lk, mk
j.lp, j.lk, j.mk
cr.MPx2, HK, A-Train, SSJ
-for Beat Extend mid screen do
HP Beat Extend, cr.LPx2, cr.MK, HP
j.MP, j.HP, j.HK
cr.LK, MK
j.LP j.LK j.MKx2
cr.MPx2, HK, A-Train, SSJ
both do about 5k
 
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I made this for the lolz. Might need to turn up your audio slightly. I actually have an extended combo that will ToD with an assist, but the in-game dummy recording doesn't last long enough for me to record the whole thing. Playing on pad + holding a camera isn't going to work lol.

EDIT: F*** lol just double checked and the damage is only 14k. I'll need to figure out how to make it ToD somehow.

EDIT EDIT: Made a simple change and added an extra chain I completely forgot I could do. Hits well over 14.3k I think so it should ToD. I'll record something nice when I get the chance.
 
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Midscreen I'm still doing the same, but here's an 8.4k corner combo I find slightly easier.

2LK > 2MP MP > 5HK xx [4]6MP
2MK > 5HP
j.MP > j.HP xx 214HK
2LK > 5MK
j.LK > j.MK MK
2LP LP > 2MP MP > 5HP xx [4]6HK xx 236PP
 
Willing to bet that combo (and most combos) would do more dmg substituting c.MK for c.MPx2 at the beginning.
 
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]
 
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Yeah I've been trying to learn that mid-screen combo, it's back on page 5 I think, RemiKz already posted it.

Anyway, I'm using cr.MPx2 at the start for the sake of the easy hit confirm. Losing a little damage for an easier hit confirm feels like a good trade off to me.
 
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You can actually extend that midscreen variant for 260-300 more damage if yer confidant in your timing. At the end, instead of cr.MK s.HK HK-Train, do s.MK, and ASAP do j.LP j.LK(3) j.MKMK(3) j.HP, then LK-Train as you land. Gotta love hitgrabs!

(E: Just to confirm, it does work regardless of character.)
 
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E-Brake feints.

I hope these stay in.
 
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