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大乐队/连段

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2023-10-25更新

    

最新编辑:The_Zero_To_Zero

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更新日期:2023-10-25

  

最新编辑:The_Zero_To_Zero

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< 大乐队(重定向自Big Band/Combos
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The_Zero_To_Zero
极致の小蝶
肥宅酥饼
数字标向法
7.gif 8.gif 9.gif
4.gif 6.gif
1.gif 2.gif 3.gif
 = 
7 8 9
4 5 6
1 2 3
 = 
后斜上 前斜上
后斜下 前斜下
236 = Sg 236.png
214 = Sg 214.png
623 = Sg 623.png
421 = Sg 421.png
[4]6 = 4.gif(保持35帧),6.gif
[2]8 = 2.gif(保持35帧),8.gif
360 = Sg 360.png
(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)
角色体重等级
: 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
: 赛瑞贝拉,帕娜索,伊莱莎(连段中),贝奥武夫,机械猫女
: 双形,大乐队


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 伤害 能量消耗 位置 限定角色? 笔记 参考演示
2LK 2MK 5HP
jMP jHP jHK
Tech forward OTG 2MPx2 623HP[shake]
jLK jMKx1
5MKx1
jLP jLK jMKx1
2LPx2 2MK 5HK [4]6HK 236PP

8389

1

版中 (不接近版边)

通用

  • 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.

视频

2LK 2MK 5HP
jMP jHP jHK 236KK[9]
OTG jMKx1
2LK 2MPx2 5HK 623HP[shake]
jLP jLK jMKx1
2LPx2 5LK 2MPx2 5HK [4]6HK

~8300

1

接近版边 / 版边

通用

  • 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.

视频

2LK 2MK 5HK [4]6MP
OTG 2MPx2 5HK 623HP[shake]
jLK jMKx1
5LK 5MKx1
jLP jLK jMKx1
2LPx2 5HP
jMP jMKx2 jHK 236KK[9]

8562

1

版边

通用

  • Standard corner BnB ending in a Tympany, which preserves corner.

视频

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 伤害 能量消耗 位置 限定角色? 笔记 参考演示
2LK 2MK 5HP
jMP delay jMKx1
5LP 5MKx1
jLK jMKx1
2LK 5MKx1
jLP jLK jMKx1
623HP[shake]
2MPx2 5HK [4]6HK 236PP

7039

1

Anywhere

Universal

  • 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.

(video)

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

8096

1

Anywhere

Universal

  • Optimal universal otgless combo.
  • Difficult on light characters.

(video)

2LK 2MK 5HP
jMP jMKx2 jHP
dash jLK jMKx2
5MKx2
jLP jMKx2
2MPx2 5HK 623HP[shake]
2LPx2 5LK 2MPx2 5HK [4]6HK 236PP

8174

1

Anywhere

Mediums/Heavies

  • Optimal mids/heavies OTGless combo.

(video)

2LK 2MK 5HP
jMP jHP jHK
Tech forward OTG 2MPx2 623HP[shake]
jLK jMKx1
5MKx1
jLP jLK jMKx1
2LPx2 2MK 5HK [4]6HK 236PP

8389

1

Midscreen (not close to corner)

Universal

  • 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.

(video)

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

9116

1

Midscreen (not close to corner)

Universal

  • 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.

(video) (dashjump jLK variant)

2LK 2MK 5HP
jMP jHP jHK 236KK[9]
OTG jMKx1
2LK 2MPx2 5HK 623HP[shake]
jLP jLK jMKx1
2LPx2 5LK 2MPx2 5HK [4]6HK

~8300

1

Close to corner / corner

Universal

  • 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.

(video)

2LK 2MK 5HP
jMP jHP jHK 236KK[9]
OTG jMKx1
5LK 623HP[shake]
jLP jMKx2 jHP
jLK jMKx2
2LPx2 5LK 2MPx2 5HK [4]6HK

~8800

1

Close to corner / corner

Universal

  • 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.

(video)

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

8733

1

Close to corner / corner

Universal

  • 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.

(video)

2LK 2MK 5HK [4]6MP
OTG 2MPx2 5HK 623HP[shake]
jLK jMKx1
5LK 5MKx1
jLP jLK jMKx1
2LPx2 5HP
jMP jMKx2 jHK 236KK[9]

8562

1

Corner

Universal

  • Standard corner BnB ending in a Tympany, which preserves corner.

(video)

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

9394

1

Corner

Universal

  • More advanced but still practical corner combo from 2LK. Does 145 less than the optimal, which is below.

(video)

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

9539

1

Corner

Universal

  • 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.

(video)

2LK 2MK 5HK [4]6MP
OTG 2MK 5HP
9jMK jHP
2MPx2 5HK 623HP[shake]
9jLK jMKx2 jHP
2LPx2 5LK 2MPx2 5HK [4]6HK 236PP

9599

1

Corner

Universal, but very difficult on lights.

  • 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.

(video)

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

9594

1

Corner

Lights/Mediums

  • Corner lights/mediums only Caio/E-Brake route.
  • 55 more damage than the universal optimal.

(video)

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

9705

1

Corner

Lights only

  • 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.

(video)

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 伤害 能量消耗 位置 限定角色? 笔记 参考演示
throw 214MK
2MK 5HP
jMP jHP jHK
OTG 5LK 5MK
jLK jMKx1
2LPx2 5MK
jLP jLK jMKx2 jHK 236KK[9]

~5662

1

Midscreen

Universal

(video)

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

7263

1

Midscreen

Universal

(video)

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

7487

1

Corner

Universal

(video)

Air throw

指令 伤害 能量消耗 位置 限定角色? 笔记 参考演示
Air throw
OTG jMK
5MP 623HP (shake)
jLK jMK
5MK
jLP jLK jMK
2LK 2MK 5HK [4]6HK 236PP

5230

1

Anywhere

Universal

  • Easy and reliable air throw combo that works anywhere.

(video)

Air throw
OTG jMK
5MP 623HP (shake)
jLK jMK
5MK
jLP jLK jMK
2LK 2MK 5HP
jMP jMKx2 jHP 236KK (hold upforward)

5450

1

Anywhere

Universal

  • 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.

(video)

Air throw
OTG jMK
2MK 623HP[shake]
jMKx2 jHP
dashjump jLP jMKx2
5LK 5MKx1
jLK jMKx2
2LPx2 5LK 2MPx2 5HK [4]6HK 236PP

6404

1

Anywhere

Universal

  • More advanced but practical route that works anywhere.

(video)

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

6924

1

Anywhere

Universal

  • Optimal but difficult route that works anywhere.
  • Especially difficult on light characters.

(video)

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

6878

1

Corner

Universal

  • More advanced but practical corner conversion.

(video)

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

6986

1

Corner

Universal

  • High damage but difficult corner conversion.
  • Hard on light characters, but not so bad on mediums and heavies.

(video)

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

7139

1

Corner

Universal

  • Optimal and very difficult corner conversion.
  • Especially difficult on small characters. Can be practical on larger characters like Big Band.

(video)

2HP

指令 伤害 能量消耗 位置 限定角色? 笔记 参考演示
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

7191

1

Midscreen

(video)

H Giant Step

指令 伤害 能量消耗 位置 限定角色? 笔记 参考演示
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

7796

1

Midscreen

  • Close range
  • Also works from other strengths of Giant Step.

(video)

Beat Extend

指令 伤害 能量消耗 位置 限定角色? 笔记 参考演示
623P[no shake]
5MP 5HP
jMP jHP jHK
Tech Forward OTG 5MKx2
jLK jMP
dash jLP jLK jMK
2LK 2MK 5HK [4]6HK

6506

0

Midscreen

  • Easy dp route.

(video)

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

6139

0

Midscreen

  • OTGless route.

(video)

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

6955

0

Midscreen

Lights only

  • Optimal lights route.

(video)

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

6988

0

Midscreen

Mediums/Heavies

  • Optimal mediums/Double route which also works on Big Band

(video)

623P[no shake]
2MPx2 5HP
jMP jHP jHK
Tech forward OTG 5MKx2
jMKx2 jHP
dash jLK jMKx2
dash 2LPx2 5LK 2MPx2 5HK [4]6HK

7207

0

Midscreen

Big Band only

  • Optimal Big Band route.

(video)

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

~6700, ~7300 (CH)

0

Back to corner

Mediums/Heavies

  • Back-to-corner start that reclaims corner quickly.
  • Exact damage depends on strength of BE used.

(video)

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

~6700, ~7300 (CH)

0

Back to corner

Lights

  • Lights-specific version of the above.
  • Technically works on mediums but there's no reason to do it.

(video)

Cymbals

指令 伤害 能量消耗 位置 限定角色? 笔记 参考演示
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

6834

0

Midscreen

(video)

Counter Hit Punishes

指令 伤害 能量消耗 位置 限定角色? 笔记 参考演示
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.