数字标向法
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=
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=
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后斜上 |
上 |
前斜上
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后 |
中 |
前
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后斜下 |
下 |
前斜下
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- 236 =
- 214 =
- 623 =
- 421 =
- [4]6 = (保持35帧),
- [2]8 = (保持35帧),
- 360 =
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- (N) = 使用多段攻击时只进行N次打击。如果完全命中所有段数,则可以省略。
- xN = 自成链攻击连续使用N次。如果只使用一次,则可以省略。
- [X] = 保持按下X
- ]X[ = 松开X
- X~Y = X攻击追加Y攻击
- X/Y = X或Y
- !X = X触发爆发
- OTG = 前置于消耗OTG攻击前,指示OTG,发生在粉圈倒地之后
- CH = 破招
- fastfall = 将一个空中普通拳脚取消到另一个空中普通拳脚并快速落地的行动。后者不会发生,落地时会被取消。
例:双形 jHP(1) > jHK 让双形从多段的jHP中提前落地。
- sj = 超级跳
- dj = 二段跳
- jc = 跳取消
- kara = 挥空取消
- delay = 放帧取消
- ADC = 空中冲刺取消
- IAD = 最速空中冲刺
- TK = 虎膝(Tiger Knee:在跳跃到空中时尽快进行后面的行动,通常是通过提前输入一个必杀技的方向指令,然后输入↑,最后尽快输入攻击按键指令。
例:菲莉亚 TK Airball即2147K)
- Beat Extend Shake Followup = Shake (After 623P, 4~6 xN OR LP~HP xN)
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- 角色体重等级
- 轻: 菲莉亚/芙库亚,孔雀,幸运猫女,痛苦转轮,瓦伦汀,丝瑰丽,安妮,小伞
- 中: 赛瑞贝拉,帕娜索,伊莱莎(连段中),贝奥武夫,机械猫女
- 重: 双形,大乐队
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确认
民工连
初级
以扫堂腿收尾,最基础的地面取消链。(video)
2LK 2MK 2HK
以必杀技收尾的地面取消链。此连段会让你习惯在连段中蓄力。为了更简单地蓄力,建议在连段中按住下后(即“拉住1”),然后再像接2HP一样去接6HK。(video)
2LK 2MK 2HP [4]6HK
地面取消链接空中取消链,并以超杀收尾。需要在j214LK之后稍微等一下。SSJ(236PP)会将对手打飞至Big Band身后一个屏幕的距离。(video)
2LK 2MK 5HP
jMP jHP j214LK
[4]6HK 236PP
一个jHK接Tympani(空中236KK)的连段。(video)
2LK 2MK 5HP
jMP jHP jHK
Tech forward 2LK 5MKx1
jLK jMKx2 jHK j236KK [9]
Intermediate
Unlike most characters, Big Band usually has three BnBs: one for midscreen, one for close to corner, and one for corner. This is because his midscreen routes rely on jHK wallbounce which doesn't work if you're too close to the corner. He has routes that work everywhere (see the later section on 2LK combos), but the damage is pretty low.
指令
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伤害
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能量消耗
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位置
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限定角色?
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笔记
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参考演示
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- 2LK 2MK 5HP
- jMP jHP jHK
- Tech forward OTG 2MPx2 623HP[shake]
- jLK jMKx1
- 5MKx1
- jLP jLK jMKx1
- 2LPx2 2MK 5HK [4]6HK 236PP
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8389
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1
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版中 (不接近版边)
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通用
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- Standard midscreen BnB.
- If you're having trouble hitting the j.LK link, be sure to do j.LK at the apex of your jump.
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视频
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- 2LK 2MK 5HP
- jMP jHP jHK 236KK[9]
- OTG jMKx1
- 2LK 2MPx2 5HK 623HP[shake]
- jLP jLK jMKx1
- 2LPx2 5LK 2MPx2 5HK [4]6HK
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~8300
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1
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接近版边 / 版边
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通用
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- Standard close to corner Tympany combo.
- Costs 1 bar up front.
- Also works in the corner, but you're better off doing a dedicated corner combo.
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视频
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- 2LK 2MK 5HK [4]6MP
- OTG 2MPx2 5HK 623HP[shake]
- jLK jMKx1
- 5LK 5MKx1
- jLP jLK jMKx1
- 2LPx2 5HP
- jMP jMKx2 jHK 236KK[9]
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8562
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1
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版边
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通用
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- Standard corner BnB ending in a Tympany, which preserves corner.
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视频
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Conversions
Enders
Tips & Tricks
- You can do Brass + assist at the same time by pressing your assist macro button during the hitstop of another move. You won't get an e-brake unless you hold the button for too long.
Combos By Starter
Some videos may show a slightly different combo and/or damage number, due to either old version differences or slight adjustments made by the editor.
2LK
指令
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伤害
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能量消耗
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位置
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限定角色?
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笔记
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参考演示
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- 2LK 2MK 5HP
- jMP delay jMKx1
- 5LP 5MKx1
- jLK jMKx1
- 2LK 5MKx1
- jLP jLK jMKx1
- 623HP[shake]
- 2MPx2 5HK [4]6HK 236PP
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7039
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1
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Anywhere
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Universal
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- Universal otgless combo. Low damage for a Big Band combo.
- This combo saves OTG and corner carries if SSJ isn't used, but at the cost of damage.
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(video)
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- 2LK 2MK 5HP
- jMP jMK~jMK(1 hit) jHP
- dash jLK jMKx2
- 2MPx2 623HP[shake]
- 2MK 5HP
- jLP jMKx2
- 2LPx2 5LK 2MPx2 5HK [4]6HK 236PP
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8096
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1
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Anywhere
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Universal
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- Optimal universal otgless combo.
- Difficult on light characters.
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(video)
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- 2LK 2MK 5HP
- jMP jMKx2 jHP
- dash jLK jMKx2
- 5MKx2
- jLP jMKx2
- 2MPx2 5HK 623HP[shake]
- 2LPx2 5LK 2MPx2 5HK [4]6HK 236PP
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8174
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1
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Anywhere
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Mediums/Heavies
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- Optimal mids/heavies OTGless combo.
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(video)
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- 2LK 2MK 5HP
- jMP jHP jHK
- Tech forward OTG 2MPx2 623HP[shake]
- jLK jMKx1
- 5MKx1
- jLP jLK jMKx1
- 2LPx2 2MK 5HK [4]6HK 236PP
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8389
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1
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Midscreen (not close to corner)
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Universal
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- Standard midscreen BnB.
- If you're having trouble hitting the j.LK link, be sure to do j.LK at the apex of your jump.
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(video)
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- 2LK 2MK 5HP
- jMP jHP jHK
- Tech forward OTG 2HK 623HP[shake]
- jLP jMKx2 jHP
- dash jLK jMKx2
- dash 2LPx2 5LK 2MPx2 5HK [4]6HK 236PP
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9116
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1
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Midscreen (not close to corner)
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Universal
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- More optimal version of the midscreen BnB with more corner carry and damage.
- Delay jHK on mids/heavies to be able to connect 2HK and 5LK 2MPx2 instead if it's too hard.
- Can swap jLK and jLP + add a dashjump before jLK for even more corner carry.
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(video)
(dashjump jLK variant)
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- 2LK 2MK 5HP
- jMP jHP jHK 236KK[9]
- OTG jMKx1
- 2LK 2MPx2 5HK 623HP[shake]
- jLP jLK jMKx1
- 2LPx2 5LK 2MPx2 5HK [4]6HK
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~8300
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1
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Close to corner / corner
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Universal
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- Standard close to corner Tympany combo.
- Costs 1 bar up front.
- Also works in the corner, but you're better off doing a dedicated corner combo.
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(video)
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- 2LK 2MK 5HP
- jMP jHP jHK 236KK[9]
- OTG jMKx1
- 5LK 623HP[shake]
- jLP jMKx2 jHP
- jLK jMKx2
- 2LPx2 5LK 2MPx2 5HK [4]6HK
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~8800
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1
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Close to corner / corner
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Universal
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- More advanced close to corner Tympany combo.
- Costs 1 bar up front.
- Also works in the corner, but you're better off doing a dedicated corner combo.
- OTG 5LK can be a little dodgy against Double, consider doing 2LK instead which loses a small amount of damage.
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(video)
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- 2LK 2MK 5HP
- jMP jMK~jMK(1 hit) jHP
- [4]6LP 2MPx2 626HP[shake]
- jLK jMKx2
- 5LK 5MKx2
- jLP jMKx2
- 2LPx2 5LK 2MPx2 5HK [4]6HK 236PP
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8733
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1
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Close to corner / corner
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Universal
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- Close to corner combo that doesn't cost meter up front for Tympany.
- Also works in the corner, but you're better off doing a dedicated corner combo.
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(video)
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- 2LK 2MK 5HK [4]6MP
- OTG 2MPx2 5HK 623HP[shake]
- jLK jMKx1
- 5LK 5MKx1
- jLP jLK jMKx1
- 2LPx2 5HP
- jMP jMKx2 jHK 236KK[9]
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8562
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1
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Corner
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Universal
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- Standard corner BnB ending in a Tympany, which preserves corner.
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(video)
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- 2LK 2MK 5HK [4]6MP
- OTG 2MPx2 5HK 623HP[shake]
- jMKx2 jHP
- sj jLP jMKx2 jHP
- sj jLK jMKx2 jHP
- 2LPx2 5LKx2 2MPx2 5HK [4]6HK 236PP
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9394
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1
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Corner
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Universal
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- More advanced but still practical corner combo from 2LK. Does 145 less than the optimal, which is below.
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(video)
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- 2LK 2MK 5HK [4]6MP
- OTG 2MPx2 5HK 623HP[shake]
- jMKx2 jHP
- jLK jMKx2 jHP (fastfall)
- 5LKx2 5MKx2
- jMP jMKx2
- 2LPx2 5LKx2 2MPx2 5HK [4]6HK 236PP
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9539
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1
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Corner
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Universal
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- Optimal universal corner combo from 2LK.
- Taller characters/lights might need small delay on the second press of jMK after the jMP.
- jMP can be replaced with jLP to make the combo easier on lights/tall characters if you're having trouble getting all 4 hits of the last jMKx2.
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(video)
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- 2LK 2MK 5HK [4]6MP
- OTG 2MK 5HP
- 9jMK jHP
- 2MPx2 5HK 623HP[shake]
- 9jLK jMKx2 jHP
- 2LPx2 5LK 2MPx2 5HK [4]6HK 236PP
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9599
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1
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Corner
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Universal, but very difficult on lights.
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- Optimal and consistent on med/heavy characters.
- 60 more damage than the universal optimal.
- Air string timing varies greatly based on weight, notably Bella, Double, and Band require less delay between jMK jHP in the second string.
- 2LPx2 in the end string can be replaced with 5LPx2 if the opponent is too high after jHP.
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(video)
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- 2LK 2MK 5HK [4]6MP
- OTG 2MPx2 5HK [4]6HK~P
- 2LK 2MPx2 5HK 623HP[shake]
- jMKx2 jHP
- jLP jLK jMKx2 j.HP (fastfall)
- 2LPx2 2LK 2MPx2 5HK [4]6HK 236PP
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9594
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1
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Corner
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Lights/Mediums
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- Corner lights/mediums only Caio/E-Brake route.
- 55 more damage than the universal optimal.
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(video)
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- 2LK 2MK 5HK [4]6MP
- OTG 2MK 5HK [4]6HK~P
- 2MPx2 5HK [4]6HK~P
- 2LK 2MPx2 5HK 623HP[shake]
- dash jMKx2 j.HP
- 2LPx2 2LK 2MPx2 5HK [4]6HK 236PP
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9705
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1
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Corner
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Lights only
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- Lights only Caio/E-Brake route.
- 166 more damage than the universal optimal, making this the highest damage corner route from 2LK known.
- Swap M Brass with E-Brake to turn it into an otgless route for 8040 dmg meterless.
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(video)
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Throw
Big Band can do an instant ebrake after throw and get an otgless Stage 2 starter afterwards, so you don't need to learn throw-specific combos if you don't want to - you can just ebrake and link 2LK then pretend it's a combo starting from 2LK.
If you accidentally backthrow when you meant to forward throw or vice versa, or you just weren't ready to ebrake, you can do 214MK instead then pretend it's a 214MK starter. This is easier but lower damage.
The combos listed below take into consideration the scaling from throw, prioritising early multihits, so they do a bit more damage.
指令
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伤害
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能量消耗
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位置
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限定角色?
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笔记
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参考演示
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- throw 214MK
- 2MK 5HP
- jMP jHP jHK
- OTG 5LK 5MK
- jLK jMKx1
- 2LPx2 5MK
- jLP jLK jMKx2 jHK 236KK[9]
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~5662
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1
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Midscreen
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Universal
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(video)
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- Throw [4]6HK~P
- 5LPx2 2LK 2MPx2 623HP[shake]
- jMK~MK jHP
- dash jLP jMK~MK jHP (fastfall)
- 5MKx2
- jLK jMK~MK jHP (fastfall)
- 2MPx2 5HP
- jMP jMK~MK jHP (fastfall)
- 2LPx2 5LK 2MPx2 5HK [4]6HK 236PP
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7263
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1
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Midscreen
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Universal
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(video)
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- Throw [4]6HK~P
- 5LPx2 2LK 2MPx2 5HK 623HP[shake]
- jMK~MK jHP
- dash jump jLP jMK~MK jHP (fastfall)
- 5MKx2
- jLK jMK~MK jHP (fastfall)
- 2MPx2 5HP
- jMP jMK~MK jHP (fastfall)
- 2LPx2 5LK 2MPx2 5HK [4]6HK 236PP
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7487
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1
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Corner
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Universal
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(video)
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Air throw
指令
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伤害
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能量消耗
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位置
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限定角色?
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笔记
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参考演示
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- Air throw
- OTG jMK
- 5MP 623HP (shake)
- jLK jMK
- 5MK
- jLP jLK jMK
- 2LK 2MK 5HK [4]6HK 236PP
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5230
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1
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Anywhere
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Universal
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- Easy and reliable air throw combo that works anywhere.
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(video)
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- Air throw
- OTG jMK
- 5MP 623HP (shake)
- jLK jMK
- 5MK
- jLP jLK jMK
- 2LK 2MK 5HP
- jMP jMKx2 jHP 236KK (hold upforward)
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5450
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1
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Anywhere
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Universal
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- Tympany ender variation on the above that does a little more damage and has better corner carry, but will be more awkward to DHC out of.
- Damage is approximate based on number of Tympany hits.
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(video)
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- Air throw
- OTG jMK
- 2MK 623HP[shake]
- jMKx2 jHP
- dashjump jLP jMKx2
- 5LK 5MKx1
- jLK jMKx2
- 2LPx2 5LK 2MPx2 5HK [4]6HK 236PP
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6404
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1
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Anywhere
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Universal
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- More advanced but practical route that works anywhere.
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(video)
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- Air throw
- OTG jMK
- 2MK 5HP
- jMP jMK~MK jHP
- dash jump jLP jMK~MK jHP (fastfall)
- 2MPx2 623HP[shake]
- jLK jMK~MK jHP (fastfall)
- 2LPx2 5LK 2MPx2 5HK [4]6HK 236PP
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6924
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1
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Anywhere
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Universal
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- Optimal but difficult route that works anywhere.
- Especially difficult on light characters.
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(video)
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- Air throw
- OTG jMK
- 2LK 2MPx2 5HK 623HP[shake]
- jMKx2 jHP
- sj jLP jMKx2 jHP
- sj jLK jMKx2
- 2LPx2 5LK 2MPx2 5HK [4]6HK 236PP
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6878
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1
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Corner
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Universal
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- More advanced but practical corner conversion.
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(video)
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- Air throw
- OTG jMK
- 2MPx2 5HP
- jMK~MK jHP
- sj jLP jMK~MK jHP
- sj jLK jMK~MK
- 5LK 623HP[shake]
- 2LPx2 5LK 2MPx2 5HK [4]6HK 236PP
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6986
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1
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Corner
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Universal
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- High damage but difficult corner conversion.
- Hard on light characters, but not so bad on mediums and heavies.
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(video)
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- Air throw
- OTG jMK~MK jHP
- sj jLP jMK~MK jHP
- sj jLK jMK~MK jHP (fastfall)
- 5MKx2
- jMP jMK~MK jHP (fastfall)
- 2MPx2 5HK 623HP[shake]
- 2LPx2 5LK 2MPx2 5HK [4]6HK 236PP
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7139
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1
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Corner
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Universal
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- Optimal and very difficult corner conversion.
- Especially difficult on small characters. Can be practical on larger characters like Big Band.
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(video)
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2HP
指令
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伤害
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能量消耗
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位置
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限定角色?
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笔记
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参考演示
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- 2HP [4]6HK~P
- 5LPx1 2MK 5HP
- jMP jMK~MK(1) jHP
- dash jump jLK jMK~MK jHP (fastfall)
- 2LK 5MKx1
- jLP jLK
- 2MP 5HK [4]6HK 236PP
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7191
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1
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Midscreen
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(video)
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H Giant Step
指令
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伤害
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能量消耗
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位置
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限定角色?
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笔记
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参考演示
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- 214HK
- 2MK 5HP
- jMP jMK~MK(1) jHP
- dash jump jLP jMK~MK jHP (fastfall)
- 5LK 5MKx1
- jLK jMK~MK jHP (fastfall)
- 2LPx2 5LK 2MPx2 5HK [4]6HK
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7796
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1
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Midscreen
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- Close range
- Also works from other strengths of Giant Step.
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(video)
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Beat Extend
指令
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伤害
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能量消耗
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位置
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限定角色?
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笔记
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参考演示
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- 623P[no shake]
- 5MP 5HP
- jMP jHP jHK
- Tech Forward OTG 5MKx2
- jLK jMP
- dash jLP jLK jMK
- 2LK 2MK 5HK [4]6HK
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6506
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0
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Midscreen
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|
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(video)
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- 623P[no shake]
- 2MK 5HP
- jMP jMK~MK(1) jHP
- dash jump jLP jMK~MK jHP (fastfall)
- 5LK 5MKx1
- jLK jMK~MK
- 2LPx2 5LK 2MPx2 5HK [4]6HK
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6139
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0
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Midscreen
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|
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(video)
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- 623P[no shake]
- 2MK 5HP
- jHP jHK
- Tech forward OTG 5LK 5MK
- jMK~MK jHP
- dash jLK jMKx2
- dash 2LPx2 5LK 2MPx2 5HK [4]6HK
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6955
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0
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Midscreen
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Lights only
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(video)
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- 623P[no shake]
- 2MK 5HP
- jMP jHK
- Tech forward OTG 5LK 5MKx2
- jLP jMKx2 jHP
- dash jLK jMK~MK
- dash 2LPx2 5LK 2MPx2 5HK [4]6HK
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6988
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0
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Midscreen
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Mediums/Heavies
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- Optimal mediums/Double route which also works on Big Band
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(video)
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- 623P[no shake]
- 2MPx2 5HP
- jMP jHP jHK
- Tech forward OTG 5MKx2
- jMKx2 jHP
- dash jLK jMKx2
- dash 2LPx2 5LK 2MPx2 5HK [4]6HK
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7207
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0
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Midscreen
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Big Band only
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(video)
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- 623P[no shake]
- 2MK 5HP
- 8jMP dl jHK
- Tech forward OTG 2LK 5MK
- jLP dl jMKx2 dl jHP
- (CH only: 2MPx2 5HP)
- 9jLK jMKx2 (optional jHP fastfall)
- 2LPx2 etc
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~6700, ~7300 (CH)
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0
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Back to corner
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Mediums/Heavies
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- Back-to-corner start that reclaims corner quickly.
- Exact damage depends on strength of BE used.
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(video)
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- 623P[no shake]
- 2MK 5HP
- 9jMP jHK
- Tech forward OTG 2LK 5MK
- jLP dl jMKx2 dl jHP
- 9jLK jMKx2 (optional jHP fastfall)
- (CH only: 2MPx2 5HK ebrake)
- 2LPx2 etc
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~6700, ~7300 (CH)
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0
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Back to corner
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Lights
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- Lights-specific version of the above.
- Technically works on mediums but there's no reason to do it.
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(video)
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Cymbals
指令
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伤害
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能量消耗
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位置
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限定角色?
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笔记
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参考演示
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- j214K
- dash 2MK 5HP
- jMK~MK jHP
- dash jump jLP jMK~MK jHP (fastfall)
- 5MKx2
- jLK jMK~MK jHP (fastfall)
- 2MPx2 5HP
- jMP jMK~MK jHP (fastfall)
- 2LPx2 5LK 2MPx2 5HK [4]6HK
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6834
|
0
|
Midscreen
|
|
|
(video)
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Counter Hit Punishes
指令
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伤害
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能量消耗
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位置
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限定角色?
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笔记
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参考演示
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- CH 2MK 5HP
- jMP jHP jHK
- OTG 2HK 623HP[shake]
- jMKx2 jHP
- dash jLK jMKx2 jHP(fastfall)
- 5LK 5MK
- jLP jMKx2
- 2LPx2 5LK 2MPx2 5HK [4]6HK 236PP
|
10180
|
1
|
Midscreen
|
|
- On lights, dash jumping after beat extend makes the confirm into jMKx2 easier
|
(video)
|
- CH 2LK 2MK 5HP
- jMP jHP jHK
- OTG 2MPx2 623HP[shake]
- jMKx2 jHP
- dash jLK jMKx2 jHP(fastfall)
- 5MK
- jLP jMKx2
- 2LPx2 5LK 2MPx2 5HK [4]6HK 236PP
|
9547
|
1
|
Midscreen
|
|
- On lights, dash jumping after beat extend makes the confirm into jMKx2 easier
|
(video)
|
- CH 5HP
- jMP jHP jHK tech forward
- OTG 2HK 623HP[shake]
- jMKx2 jHP
- dash jLP jMKx2
- 5LK 5MK
- jLK jMKx2
- 2MPx2 5HK ebrake
- 2LPx2 2LK 2MPx2 5HK [4]6HK 236PP
|
9423
|
0
|
Midscreen
|
Lights/mediums
|
- Midscreen HCH on lights/mediums.
- You can get 130 more damage by doing 5MKx2 in place of 5MK, but it's less consistent.
- You can swap jLP and jLK according to preference.
|
(video)
|
- CH 2MK 5HK [4]6MP
- 2MPx2 5HK 623HP[shake]
- jMKx2 jHP
- jLP jMKx2 jHP (fastfall)
- 5MKx2
- jMP jMKx2
- 5LK 5MKx2
- jLK jMKx2
- 2LPx2 5LK 2MPx2 5HK [4]6HK 236PP
|
10656
|
1
|
Corner
|
|
|
(video)
|
- CH 2MK 5HK [4]6MP
- 2MK 5HK [4]6HK~P
- 2MPx2 5HK [4]6HK~P
- 2LK 2MPx2 5HK 623HP[shake]
- jLP jMKx2 jHP
- jLK jMKx2 jHP (fastfall)
- 2LPx2 5LK 2MPx2 5HK [4]6HK 236PP
|
10842
|
1
|
Corner
|
Lights only
|
|
(video)
|
- CH 2MK 5HK [4]6MP
- 2MPx2 5HK [4]6HK~P
- 2LK 2MPx2 5HK 623HP[shake]
- jMKx2 jHP
- jLK jMKx2 jHP (fastfall)
- 5MKx2
- jMP jMKx2
- 2LPx2 5LK 2MPx2 5HK [4]6HK 236PP
|
10723
|
1
|
Corner
|
Lights and mediums only
|
|
(video)
|
- CH 2MK 5HK [4]6MP
- 2MK 5HP
- jMP jHP
- jMK jHP
- 2MPx2 5HK 623HP[shake]
- jLP jMKx2 jHP
- 2LPx2 5LK 2MPx2 5HK [4]6HK 236PP
|
10726
|
1
|
Corner
|
Mediums and heavies only
|
|
(video)
|
- CH 5HK [4]6MP
- OTG 2MK 5HK [4]6HK~P
- 2MPx2 5HK [4]6HK~P
- 2LK 2MPX2 5HK 632HP[shake]
- jMKx2 jHP
- sj jLP jMKx2 jHP
- sj jLK jMKx2
- 2LPx2 5LK 2MPx2 5HK [4]6HK 236PP
|
11225
|
1
|
Corner
|
Lights Only
|
|
(video)
|
- CH 5HK [4]6MP
- 2MK 5HP
- jMP jHP
- jMK jHP
- 2MPx2 5HK 623HP[shake]
- jLK jMKx2 jHP
- sj jLP jLK jMKx2
- 2LPx2 5LK 2MPx2 5HK [4]6HK 236PP
|
11159
|
1
|
Corner
|
Mediums and heavies only
|
|
(video)
|
Double Snap
指令
|
伤害
|
能量消耗
|
位置
|
限定角色?
|
笔记
|
参考演示
|
- Snapback
- OTG 2LK 2MK 5HP
- (5LP 2MK 5HP)
- repeat
|
N/A
|
1
|
Corner
|
Universal
|
Easy universal snap combo, takes longer to kill but virtually impossible to drop.
|
(video)
|
- Snapback
- OTG 2LK 2MK 5HP
- (M Brass 2MK 5HP)
- repeat
|
N/A
|
1
|
Corner
|
Universal
|
Kills faster than the easy snap combo, while building a pinch of meter.
|
[ (video)]
|
- Snapback
- OTG 2MK 5HP
- (jLP jMP jHP)
- repeat
|
N/A
|
1
|
Corner
|
Universal
|
The Dhoppler
Kills the fastest out of the three.
|
(video)
|
Damage/Undizzy Ratios
Move
|
Damage/undizzy
|
Damage (max scaling)
|
Undizzy
|
623HP (shake)
|
33.5
|
670
|
20
|
623MP (shake)
|
27
|
540
|
20
|
[4]6HK
|
26.75
|
535
|
20
|
[4]6HP
|
24.05
|
481
|
20
|
[4]6MK
|
21.75
|
435
|
20
|
623LP (shake)
|
20.5
|
410
|
20
|
[4]6MP
|
17.85
|
357
|
20
|
j.MK
|
13
|
260
|
20
|
2MP
|
12.5
|
250
|
20
|
5MK
|
12.5
|
250
|
20
|
623HP
|
12.5
|
250
|
20
|
j.214HK
|
12
|
240
|
20
|
2HK
|
11
|
330
|
30
|
j.HK
|
11
|
330
|
30
|
2LP
|
10
|
150
|
15
|
214HK
|
9.5
|
190
|
20
|
2HP
|
9.166666667
|
275
|
30
|
j.HP
|
9.166666667
|
275
|
30
|
623MP
|
9
|
180
|
20
|
[4]6LP
|
9
|
180
|
20
|
j.214MK
|
9
|
180
|
20
|
5LP
|
8
|
120
|
15
|
5LK
|
8
|
120
|
15
|
214MK
|
8
|
160
|
20
|
j.LK
|
8
|
120
|
15
|
2MK
|
7.5
|
150
|
20
|
5MP
|
7
|
140
|
20
|
623LP
|
7
|
140
|
20
|
j.214LK
|
7
|
140
|
20
|
214LK
|
6.5
|
130
|
20
|
j.MP
|
6.5
|
130
|
20
|
5HP
|
6.333333333
|
190
|
30
|
5HK
|
6.333333333
|
190
|
30
|
j.LP
|
5.333333333
|
80
|
15
|
2LK
|
4.333333333
|
65
|
15
|
Undizzy Breakpoints after Heavy Beat Extend
- Heavy Beat Extend is essential to Big Band's combo routes and his optimal use of soundstun
- Nearly all of his routes lead into HBE at some point, and he has a lot of freedom for how much undizzy he can spend afterwards
- This section serves as a quick reference when constructing your own combos, or some ideas of routes to have on deck to use on-the-fly
OTGless anywhere routes
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Combo Trials
Trial 1 demonstrates that M Step vacuums and is very plus on hit, meaning you can confirm max range 2MP pokes into full combos. Good to know, but keep in mind that this will not work if 2MP hits them in the air, since M Step will knock down. Some other options are 2HP ebrake into stuff, M Brass when near the corner, or 2HP H Train to claim a hard knockdown.
Trial 2 is a good midscreen beginner combo that does a solid chunk of damage and uses the optimal starter. Worth learning, and you can add the H Beat extension later.
Trial 3 is an extension on Trial 2 into a Tympany ender, but you should just learn the 2MPx2 H Beat route instead. An advantage of the Tympany ender is that it keeps the corner while SSJ does not, but there's nothing stopping you from doing a Tympany ender from the 2MPx2 H Beat route if you want.
Trial 4 shows a decent midscreen Beat Extend starter combo. However, you should be using 2MK instead of 5MK(1) in the ender string, as it does more damage.