This was a post of my in the Valentine thread but I’ll make a thread of it since you guys are bring bad habits from the MvC3 section into this.
For those who don’t know, BnB is short for bread and butter. You’re bread and butter combo is the one that you’ll go to the most hence it is the bread and butter of the character. There are certain things that make a BnB:
It has a hard chance of whiffing on most of the cast.
It has a reliable starter.
It uses no meter.
It will usually be the easiest combo that does decent damage.
Things that are usually not found in a BnB:
Jump attack starter.
2309485723485 one frame links.
Requirements to be able to do the combo. For example, with Valentine, having a needle charged or with Mega Man in MvC2 having an item prepped other than the one he starts the fight with.
There are exceptions to all of the rules above but those are special cases or happened due to the evolution of the game into its later stages. For example you have Rufus st.lk, st.hp, Sentinel unfly capcom assist rocket punch, Dizzy FRC ice pillar thingy etc.
So while you are getting all this great information together what you are looking for is what is my fastest normal and what can I get out of it. Secondly is what is the normal I am using to land hits the most and what can I get out of it. You’re BnB will always be the one with that happens from landing your fastest normal because it will be the easiest automatic punish you have. Your BnB can also change depending on what you want. For example, I am working on a BnB for ME (I have shitty execution) with Filia that will guarantee I always corner my opponent. So my BnB started from a cr.lk or cr.lp leads to a cornered opponent. My BnB with Valentine just gives me some damage and is hard to whiff.
For the sake of us as a new and growing community remember that if you say BnB, people who read it will have the above things in mind. So if it has an unrealistic starter, it is not a BnB.
One last note, please make sure that all combos you post are on the 1.00 damage ratio for the sake of simplicity. Testing it on other damage ratios makes it hard to really gauge how much damage it’ll do. Don’t worry about it: keep it at 1.00 and we’ll do the math ourselves. Similarly please make sure to let us know which characters you tested it on because of all the weight differences.
The bigger issue is that there will be multiple bnbs since each character has different vulnerable hit boxes that we’ll need to account for. The first 10 hits of a combo vs. Parasoul will not be the exact first 10 hits vs. Peacock for a bnb basically.
I agree with whole BnB concept for Skullgirls. Yeah i like how theres lots of combos to do for a single character, but i dont like how sometimes they are character specific meaning you have to have a BnB against every character. I’m sure my thoughts will change once this game sinks in after a few months.
Yeah this is the only thing that really matters. People will learn what bnb means soon enough. The bigger problem is that unless I’m playing against a Parasoul (which a lot of combo videos seem to be using her because of her big, floaty hurt box)…my combos are dropping all over the place.
co signed. though i’d add that in general, unless its a punish situation, bnbs need to have safe on block starters, even better if the starter easily transitions into offense if blocked.
and another one is that atleast in the early days of a game, corner combos are the last thing to think about, it should be midscreen bnb’s then throw bnb’s then corner bnb’s then character specific bnb’s in that order.
in THIS game a true bnb will have these considerations as mandatory:
works on crouching opponents.
isnt burstable
starter is safe on block (bnb is worthless if the starter is unsafe on block, outside of punish situations)
corner isnt required
works on the majority of the cast
is hard to drop with proper training for most players
meter use isnt excessive for the damage done (5 meters to do 12000 damage isnt a good damage to meter used, ratio. 3 meters is, but still isnt a bnb cause its much more situational)
a TRUE bnb will fulfill all or most of those requirements (the execution requirement is the most iffy and will differ from player to player)
extra credit is earned if the bnb leaves the attacker in a highly advantageous position, and if the bnb has lots of room for potential resets.
but those last 2 arent required, or actually are more character specific.
omg this. Although I have a few disagreements with this thread.
I don’t agree with bnbs being easy, they only need to be consistent and preferably maximum damage. We should practice a x-frame link if it’s required to make a character excellent.
Some characters are meter reliant. It should be fine to post bnbs with 1 meter as long as the super is a tack on for additional damage and not the heart of the combo.
(Sudden change of mind one look at SF3 and a bnb can just be a hit confirm into super if its worth the damage (Chun, Yun, Ken))
Yes every bnb needs to hit crouching opponents but we won’t know what crouching hitboxes will look like until practice mode is patched. I found out what works and what doesn’t after I fucked up during a real fight.
Characters like Valentine have uncountable character specific combos. Those players are gonna need to consider the differences between characters like Peacock and Double IMMEDIATELY.
In a game where some characters pretty much live off of IAD jump ins, I don’t see why a combo that starts with one can’t be called a BnB. It will definitely be the combo a person will have to rely on the most. Although I do think a real BnB should work and be good even if the starter is omitted. And I believe it’s a good idea to list damage with and without such special starters. Since the first 3 hits are unscaled, it’s pretty important to know how these maximize damage.
I do agree with the rest. But in the end, who cares what people call their combos?
1v1, 2v2, 3v1, 3v2. Use these and they give you the 100% damage multiplier. You use anything else, it modifies your damage. You’ve got plenty of options so you can practice solo, with assists, with DHC’s, and using snapbacks. Test your combo vs. various characters, look for blue/teal/whatever circles under your knockdowns (if they exist you can tech the knockdown making the combo invalid), make sure the combo counter stays up, etc.