Band's Basic Bnbs
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- Опубліковано 14 гру 2017
- The commas hold special instances. Both cases have either a more consistent move or signifies a fastfall.
Band's jumping heavy punch will lower his hitbox and cause him to land quickly hence the term "fastfall". Make use of j.hp fastfalls to link j.mk into a grounded move.
Combos are organized into chains. Chains are an assembly of moves within two categories, grounded and aerial. Grounded and aerial chains do not mix, so in some cases you'll have a chain of only one move. Chains are organized from least to greatest before it ends and a new one begins. The order is as follows:
Grounded
1) lights
2) mediums
3) heavies
4) specials
Aerial
1) lights
2) mediums
3) heavies
4) specials
An attack must be canceled into an equal or greater move than the one before it. Any move within a chain (with the exception of starting chains) CAN NOT be used to start a new chain. For example:
c.lk c.mk s.hp - first chain doesn't count
j.lk j.mk - both moves can't be used to start a new chain
s.lp s.mk
j.mkx2 j.hp - HALT!! j.mk doesn't work here because it has been used previously in the second chain
Chains are conjoined by links, linking chains together creates a combo, and combos win games.
Knowing the combo system is important in Skullgirls and will help you build combos as you need them. Failure to do so will trigger IPS or waste damage potential. So study up and fight like a champ! - Ігри
you know a character got mad combos if his bnbs are as scary as HFTF BnBs
Not as scary since it has harder execution. Skullgirls combos are scary cuz resets end up being 2-4 touch deaths so if you guess wrong when ur opponent has 5 definitive options (high/low/sideswitch high/ sideswitch low/ grab) you can die. They can have more than 5 options btw
@@blank_e1 me when I hear that skullgirls BnB's are harder than HFTF BnB's
"welp, guess I'm never gonna be good at this game. like ever."
but srsly what is it with me and never being able to land the first hit of a BnB
and if I do I panic and end up not doing the BnB
@@Tr0lliPop oops u misunderstood, i meant hftf combos are harder
@@Tr0lliPop and that other part is mostly because you gotta find a rhythm so it doesnt bother you mentally when you end up being close to doing a combo, it helps me do the dio bnb and the variations of it
@@blank_e1 thanks for the explanation, appreciate it
Finally, we have BnBs
Hello, I'm just starting to reference all of your beo-band videos. What is the main difference in intention between the Midscreen and Knockdown combos?
Midscreen deals more damage but ends on a soft knockdown that can be wake-up-theched wich means your oponnent can recover quickly and get back to neutral easier, wich means less presure, meanwhile ''knockdown'' deals less damage but ends on an untechable hard knockdown, wich leaves you time to set up your okizeme, so you can keep the pressure. I hope this helps.
What a god
H beat exetented finally
I'm about to use this video to learn, did the game get changed since this was uploaded?
No discernable change to Big Band. Most all combos I showcase are still possible to perform.
Dis man a music mech.
You should show l beat reversal conversion and ioh conversion but also sick combos
Look up Band Conversions on my channel. A good way to practice dash jump conversions which always leads to hard knockdown in the corner. A very good way to corner carry two characters at once no matter the size and weight difference. Be warned, it's a bit difficult.
@@Danpixed Ok thanks a ton!
So what's this fastfall all about??
Cancels j.mk hitbox with the lowered hitbox of j.hp. This then lets you touch the ground faster, which in turn gives you more time to land your next hit.