打开/关闭菜单
打开/关闭个人菜单
未登录
未登录用户的IP地址会在进行任意编辑后公开展示。
Junchnzy留言 | 贡献2025年2月12日 (三) 10:57的版本 (创建页面,内容为“{{DISPLAYTITLE:大乐队/连段}}{{PCLinks}} {{连段谱符号| :'''Beat Extend Shake Followup''' = Shake (After 623P, 4~6 xN OR LP~HP xN) }} ==确认== ==民工连== ===初级=== 以扫堂腿收尾,最基础的地面取消链。[https://youtu.be/iXbHSP9Amwo (video)] <!--A basic ground chain ending in a sweep. [https://youtu.be/iXbHSP9Amwo (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。…”)
(差异) ←上一版本 | 最后版本 (差异) | 下一版本→ (差异)

Big Band/Combos

模板:连段谱符号


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.

模板:连段谱表头

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

模板:连段谱表头

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.

模板:连段谱表头

Air throw

模板:连段谱表头

2HP

模板:连段谱表头

H Giant Step

模板:连段谱表头

Beat Extend

模板:连段谱表头

Cymbals

模板:连段谱表头

Counter Hit Punishes

模板:连段谱表头

Double Snap

模板:连段谱表头

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

模板:UDComboHeader-SG

模板:UDCombo-SG

模板:UDCombo-SG

模板:UDCombo-SG

模板:UDCombo-SG

模板:UDCombo-SG

模板:UDCombo-SG

模板:UDCombo-SG

模板:UDCombo-SG

模板:UDCombo-SG

模板:UDCombo-SG

模板:UDCombo-SG

模板:UDCombo-SG

模板:UDCombo-SG

模板:UDCombo-SG

模板:UDCombo-SG

模板:UDCombo-SG

模板:UDCombo-SG

模板:UDCombo-SG

模板:UDCombo-SG

模板:UDCombo-SG |}

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.

模板:角色导航栏