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- Feb 20, 2018
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Before we get in to the combos, I want to say that these combos will work on some fighters and will not work on others. This is due to the fighter's different fall speed ( I think? ). To simplify things, I classed the fighters into two categories.
Light Fighters : Peacock, Painwheel , Valentine, Filia
Heavy Fighters : Big Band, Double, Parasoul, Eliza, Beowulf, Cerebella
Keys:
(*) = This combo will only work on light fighters
(**) = This combo will only work on heavy fighters
None = This combo works on every fighter
Move / Move = You can follow up with either moves
[ Note : All this combos are without resets ]
Basic combos
1. Dash attack (x1) → Ground Combo → Launcher → Cymbal Clash
If the cymbal clash stuns, feel free to follow up.
2. Dash attack (x1) → Ground combo → Launcher → Juggler → Off the wall → Beat Extend
→ Dash Attack (x1) → Ground combo (x3) → Brass Knuckles / Sweet Clarinet
Additional : After bouncing off the wall, you can follow up with Super Sonic Jazz → Beat Extend
3. Giant Step → Dash Attack (x1) → Ground Combo (x2) → Brass Knuckles / Sweet Clarinet
4. Strike Up The Band → Dash Attack (x1) → Ground Combo (x3) → Super Sonic Jazz → Beat Extend
This will only work if the enemy is cornered, otherwise the BB3 will send the enemy too far back to
follow-up.
5. Tuba Tuba → Dash Attack (x1) → Beat Extend
6. Dash attack (x1) → Ground Combo → Launcher → Juggler → Off the wall → Beat Extend
→ Cymbal Clash → Brass Knuckles / Sweet Clarinet
The last part of this combo is optional if you want to reset after Cymbal Clash.
7*. Dash attack (x1) → Ground Combo → Launcher → Off the wall → Dash attack (x1) → Take the 'A' Train
For Heavy fighters, use Off the wall → Dash attack (x1) → Ground Combo (x1) → Take the 'A' Train.
This is to set the fighters in the right position as the second hit of the Take the 'A' Train could launch the
fighters too high and miss.
Advanced Combos
1*. Dash attack (x1) → Ground Combo → Launcher → Dash Attack (x1) → Ground Combo (x4)
→ Super Sonic Jazz → Cymbal Clash → Beat Extend → Dash Attack (x1) → Take The 'A' Train
You will need to time your cymbal clash so it freezes the enemy in the air for a brief moment. Too early
and you will miss, too late and you can't follow up the Dash Attack → Take The 'A' Train.
2**. Dash attack (x1) → Ground Combo → Launcher → Ground Combo (x4) → Super Sonic Jazz
→ Super Sonic Jazz → Cymbal Clash → Beat Extend → Dash Attack (x1) → Ground Combo (x1)
→ Take The 'A' Train
This combo is similar to the first one except for heavy characters. You will have to hit your Cymbal Clash
earlier for this to work. It is safer to do Beat Extend → Take The 'A' Train as the enemy might be too low
during Beat Extend and will miss the next attack.
3*. Dash attack (x1) → Ground Combo → Launcher → Dash attack (x1) → Ground Combo (x3)
→ Sweet Clarinet → Cymbal Clash → Brass Knuckles / Beat Extend.
For Heavy fighters, just skip the 2nd Dash attack. For some reason, you will miss the Beat Extend
follow-up if it is a Cerebella. So, consider using Brass Knuckles instead.
4. Dash Attack (x1) → Ground Combo → Launcher → Ground Combo (x4) → Super Sonic Jazz
→ Tympani Drive → Dash cancel into Beat Extend.
After Tympani Drive, dash for a short bit and cancel into Beat Extend. This is to close the distance
between you and the enemy and allow the Beat Extend to hit. If you cancel too early or too late, the
Beat Extend will miss. Also, this combo works on every fighter EXCEPT Parasoul for some reason
( You will miss the Tympani Drive).
5. Dash attack (x1) → Ground Combo → Launcher → Juggler → Off the wall → Cymbal Clash
→ Super Sonic Jazz → Beat Extend / Brass Knuckles
6*. Dash attack (x1) → Ground Combo → Launcher → Dash Attack (x1) → Ground Combo (x3)
→ Sweet Clarinet → Beat Extend → Dash attack (x1) → Ground Combo (x4)
→ Super Sonic Jazz → Brass Knuckles.
This combo is very precise. Beat Extend has to hit BEFORE the fighter hits the ground, otherwise the
follow-ups won't work. After Super Sonic Jazz, time your Brass Knuckles so it doesn't miss.
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That's all the combos I have for Big Band. I will try to cover other fighter's combos too.
Light Fighters : Peacock, Painwheel , Valentine, Filia
Heavy Fighters : Big Band, Double, Parasoul, Eliza, Beowulf, Cerebella
Keys:
(*) = This combo will only work on light fighters
(**) = This combo will only work on heavy fighters
None = This combo works on every fighter
Move / Move = You can follow up with either moves
[ Note : All this combos are without resets ]
Basic combos
1. Dash attack (x1) → Ground Combo → Launcher → Cymbal Clash
If the cymbal clash stuns, feel free to follow up.
2. Dash attack (x1) → Ground combo → Launcher → Juggler → Off the wall → Beat Extend
→ Dash Attack (x1) → Ground combo (x3) → Brass Knuckles / Sweet Clarinet
Additional : After bouncing off the wall, you can follow up with Super Sonic Jazz → Beat Extend
3. Giant Step → Dash Attack (x1) → Ground Combo (x2) → Brass Knuckles / Sweet Clarinet
4. Strike Up The Band → Dash Attack (x1) → Ground Combo (x3) → Super Sonic Jazz → Beat Extend
This will only work if the enemy is cornered, otherwise the BB3 will send the enemy too far back to
follow-up.
5. Tuba Tuba → Dash Attack (x1) → Beat Extend
6. Dash attack (x1) → Ground Combo → Launcher → Juggler → Off the wall → Beat Extend
→ Cymbal Clash → Brass Knuckles / Sweet Clarinet
The last part of this combo is optional if you want to reset after Cymbal Clash.
7*. Dash attack (x1) → Ground Combo → Launcher → Off the wall → Dash attack (x1) → Take the 'A' Train
For Heavy fighters, use Off the wall → Dash attack (x1) → Ground Combo (x1) → Take the 'A' Train.
This is to set the fighters in the right position as the second hit of the Take the 'A' Train could launch the
fighters too high and miss.
Advanced Combos
1*. Dash attack (x1) → Ground Combo → Launcher → Dash Attack (x1) → Ground Combo (x4)
→ Super Sonic Jazz → Cymbal Clash → Beat Extend → Dash Attack (x1) → Take The 'A' Train
You will need to time your cymbal clash so it freezes the enemy in the air for a brief moment. Too early
and you will miss, too late and you can't follow up the Dash Attack → Take The 'A' Train.
2**. Dash attack (x1) → Ground Combo → Launcher → Ground Combo (x4) → Super Sonic Jazz
→ Super Sonic Jazz → Cymbal Clash → Beat Extend → Dash Attack (x1) → Ground Combo (x1)
→ Take The 'A' Train
This combo is similar to the first one except for heavy characters. You will have to hit your Cymbal Clash
earlier for this to work. It is safer to do Beat Extend → Take The 'A' Train as the enemy might be too low
during Beat Extend and will miss the next attack.
3*. Dash attack (x1) → Ground Combo → Launcher → Dash attack (x1) → Ground Combo (x3)
→ Sweet Clarinet → Cymbal Clash → Brass Knuckles / Beat Extend.
For Heavy fighters, just skip the 2nd Dash attack. For some reason, you will miss the Beat Extend
follow-up if it is a Cerebella. So, consider using Brass Knuckles instead.
4. Dash Attack (x1) → Ground Combo → Launcher → Ground Combo (x4) → Super Sonic Jazz
→ Tympani Drive → Dash cancel into Beat Extend.
After Tympani Drive, dash for a short bit and cancel into Beat Extend. This is to close the distance
between you and the enemy and allow the Beat Extend to hit. If you cancel too early or too late, the
Beat Extend will miss. Also, this combo works on every fighter EXCEPT Parasoul for some reason
( You will miss the Tympani Drive).
5. Dash attack (x1) → Ground Combo → Launcher → Juggler → Off the wall → Cymbal Clash
→ Super Sonic Jazz → Beat Extend / Brass Knuckles
6*. Dash attack (x1) → Ground Combo → Launcher → Dash Attack (x1) → Ground Combo (x3)
→ Sweet Clarinet → Beat Extend → Dash attack (x1) → Ground Combo (x4)
→ Super Sonic Jazz → Brass Knuckles.
This combo is very precise. Beat Extend has to hit BEFORE the fighter hits the ground, otherwise the
follow-ups won't work. After Super Sonic Jazz, time your Brass Knuckles so it doesn't miss.
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That's all the combos I have for Big Band. I will try to cover other fighter's combos too.