Big Band/Combos
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。{{{1}}}{{{2}}}(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.
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
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.
Air throw
2HP
H Giant Step
Beat Extend
Cymbals
Counter Hit Punishes
Double Snap
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
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.