My favorite part is when he goes TUBATUBATUNBA because its like funny jojo and my favorite color is the jojo one you get by doing his level 5 (that stops time(which is a jojo reference to when dio said tokyo tomorrow ajd had a good nights sleep)) 30 tomes because it looks like jotaro :))))
Combo names (I could be wrong about some of these sorry) 0:14 Bread And butter 0:34 B&B, no Sound Stun, OTG or meter 0:48 Corner B&B no Sound Stun 1:08 Corner B&B 1:30 Corner carry 1:45 Midscreen corner carry OTGless(?) 2:00 Most meter gained(?) 2:22 No DP(?) 2:42 L Cymbal Crash conversion 3:02 Conversion from a c.MP poke
If you're using your movement keys/stick (whatever you play on) you can start buffering the dash midair by inputing forward then when you hit the ground instantly input forward again and the dash will come out. If you're using the dash macro just input the macro right when you hit the ground and it should come out as well.
@@Sclooshy a little late on this but he might have meant the charge-cancels. I'm curious myself, if there are any tricks, like how Squigly's cancel is qcf+PP.
@@crimsonb.6013 So for e-break charge cancels in the corner you want to buffer brass knuckles so it comes out immediately after doing s.HP. For cancelling brass, I find it much easier if you plink s.HK into s.HP. It's a bit more tricky in midscreen situations because you have to judge how far you need to go with the e-break to get a confirm.
Got two questions, both about the first combo, 1. How do you get the clarinet spin to go down, because that move always bounces up first for me making the enemy land first, and 2. Why does the second j.lk in the combo not trigger Burst? Because when i do the combo but skip the j.lp before it does trigger it, but without the j.lp it somehow doesnt despite still being a move used in the combo stage already
Heya! Hope I can explain some stuff. 1. The clarinet spin gets cancelled by j.hp right at the end of it to let BB fall faster, it doesn't add to undizzy because moves only add to it if the attack actually hits the opponent. You can hear him say "Shuffle!" just before he hits the ground. I personally wouldn't recommend going for the spin as it can be character dependent(I think), it's very frame tight to get it right, and you have to perfectly time your c.lp as soon as you hit the ground. Unless you want that extra 180 damage in your combos, in which case go for it. 2. About the two j.lks and c.mps not triggering undizzy, you're right in the sense that using the same move twice in a combo will trigger IPS, but only if the move *starts the chain* more than once. The reason why using j.lk twice triggers IPS but going j.lk -> j.lp, j.lk doesn't trigger it is because the second air chain begins with the j.lp, which hasn't been used before in an air string, therefore it doesn't trigger IPS, therefore anything combo'd after it also won't trigger IPS. The same thing can be said about c.mp being used twice. Hope this helped, have a nice day! 😄
i know i'm a literal year late but when selecting the move as a custom assist, pressing lp+mp will give you the light charged version, pressing mp+hp will give you the medium charged version and pressing hp+lp will give you the heavy charged version.
I'm not sure the situations you'd want to opt for some combos over others. Besides obvious stuff like carry to.the corner or damage in the corner, what are the differences between these combos besides what moves are used?
Variety is the spice of life. Also, makes doing resets easier if the opponent doesn't know what you're planning. Sometimes ease of use for a guaranteed kill is the play. Some characters with different weight classes and heights tend to fall out. There are a lot of options/reasons to go with different combos.
@@michaelflatt4663 my point is that those reasons aren't really explored or made clear in this video. I understand hypothetically why variations could exist, but just watching this I don't see like "oh that combo works better against heavy weights" etc
My favorite part is when he goes TUBATUBATUNBA because its like funny jojo and my favorite color is the jojo one you get by doing his level 5 (that stops time(which is a jojo reference to when dio said tokyo tomorrow ajd had a good nights sleep)) 30 tomes because it looks like jotaro :))))
Man fuck you I'ma time stop like when deep fryer said Tokyo tomato and made a 5 star meal for Jorts
@@Sclooshy LOL IM DEAD
Joje bar venter
This is the greatest fg character ever invented. Such brilliance, never will I find a main so glorious as bb
Combo names (I could be wrong about some of these sorry)
0:14 Bread And butter
0:34 B&B, no Sound Stun, OTG or meter
0:48 Corner B&B no Sound Stun
1:08 Corner B&B
1:30 Corner carry
1:45 Midscreen corner carry OTGless(?)
2:00 Most meter gained(?)
2:22 No DP(?)
2:42 L Cymbal Crash conversion
3:02 Conversion from a c.MP poke
The Magnum Opus is complete, blessed be the band community
love how despite being the biggest character, he's not even the big slow character
I dont know this game at all i just came for funny big music man
thanks for the notations
Yo apenas me lo acabo de comprar y no se cómo jugar ni aún haci haciendo el tutorial no le se 😢😢
He doesnt need to do combo’s just do brass knuckles into fucking super sonic jazz this dude is so sinple
My mains are peacock (practicing) and big band (currently practicing)
Same bro, this is my first fighting game but I’m still trying to get the hand of it…
Mmm interesting.... Some trick for the micro dashes ??
If you're using your movement keys/stick (whatever you play on) you can start buffering the dash midair by inputing forward then when you hit the ground instantly input forward again and the dash will come out. If you're using the dash macro just input the macro right when you hit the ground and it should come out as well.
@@Sclooshy a little late on this but he might have meant the charge-cancels. I'm curious myself, if there are any tricks, like how Squigly's cancel is qcf+PP.
@@crimsonb.6013 So for e-break charge cancels in the corner you want to buffer brass knuckles so it comes out immediately after doing s.HP. For cancelling brass, I find it much easier if you plink s.HK into s.HP. It's a bit more tricky in midscreen situations because you have to judge how far you need to go with the e-break to get a confirm.
0:14
Got two questions, both about the first combo, 1. How do you get the clarinet spin to go down, because that move always bounces up first for me making the enemy land first, and 2. Why does the second j.lk in the combo not trigger Burst? Because when i do the combo but skip the j.lp before it does trigger it, but without the j.lp it somehow doesnt despite still being a move used in the combo stage already
Therefore making it pretty much impossible to hit c.lp
Now that im looking closer i also see c.mpx2 twice, how does this not trigger ips? Or am i just misunderstandig the combo system
Heya! Hope I can explain some stuff.
1. The clarinet spin gets cancelled by j.hp right at the end of it to let BB fall faster, it doesn't add to undizzy because moves only add to it if the attack actually hits the opponent. You can hear him say "Shuffle!" just before he hits the ground.
I personally wouldn't recommend going for the spin as it can be character dependent(I think), it's very frame tight to get it right, and you have to perfectly time your c.lp as soon as you hit the ground. Unless you want that extra 180 damage in your combos, in which case go for it.
2. About the two j.lks and c.mps not triggering undizzy, you're right in the sense that using the same move twice in a combo will trigger IPS, but only if the move *starts the chain* more than once.
The reason why using j.lk twice triggers IPS but going j.lk -> j.lp, j.lk doesn't trigger it is because the second air chain begins with the j.lp, which hasn't been used before in an air string, therefore it doesn't trigger IPS, therefore anything combo'd after it also won't trigger IPS. The same thing can be said about c.mp being used twice.
Hope this helped, have a nice day! 😄
How do I get clarinet to float downwards
Clarinet spin will make BB fall faster the more times you use it in a combo. :)
What big band giant step goes that far???? Since when?
How do I stop time tho?
LP ,Down, Lk, LP ,MP
@@aguy4638 :)
@@xenoultragod84 :)
i know i’m a literal year late but how did you use peacocks charged move like that?
i know i'm a literal year late but when selecting the move as a custom assist, pressing lp+mp will give you the light charged version, pressing mp+hp will give you the medium charged version and pressing hp+lp will give you the heavy charged version.
I'm not sure the situations you'd want to opt for some combos over others. Besides obvious stuff like carry to.the corner or damage in the corner, what are the differences between these combos besides what moves are used?
Variety is the spice of life. Also, makes doing resets easier if the opponent doesn't know what you're planning. Sometimes ease of use for a guaranteed kill is the play. Some characters with different weight classes and heights tend to fall out. There are a lot of options/reasons to go with different combos.
@@michaelflatt4663 my point is that those reasons aren't really explored or made clear in this video. I understand hypothetically why variations could exist, but just watching this I don't see like "oh that combo works better against heavy weights" etc
There is a typo in first combo. The 3rd input isn't c.hp thats standing hp.
band kid the fighter
Band go BRRRRRRR
On the first combo, how do you connect the j.mkx2 to c.lp? Need help lol
You press j.hp when the j.mk ends and you fast fall, it's useful with his midscreen loops as well.
And for the micro dash I’ve tried doing the two button route and the double tap of the dpad. Still struggling. Any suggestions for the micro dash?
Tell me better how it works
Yeah I main big band but I think my fingers are too fat and slow to do that. still great guide vid.
I fail to understand how this game works
These are too hard lol I can’t even get the first one and I’ve been trying for 30 minutes
First get familiar with a character and then practice it for weeks
its people with these skills that make me a pussy to go online. i just duke it out with my friend who me and him only know the tutorial combos lol.
Skullgirls hard