Skullgirls/Big Band: Difference between revisions
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{{SG Character Intro|char=Big Band|short=big|content= | |||
==Story== | ==Story== | ||
Big Band used to be a cop, now he walks a different beat. | Big Band used to be a cop, now he walks a different beat. | ||
== | ==Overview== | ||
Big Band has a variety of large moves that can control most of the screen, and has simple but effective mixup that leads to high damage. On the flip side, his large hurtbox leaves him vulnerable to instant overheads and stray hits. To mitigate this he has a few very strong, unique defensive options with parries and armored moves. | Big Band has a variety of large moves that can control most of the screen, and has simple but effective mixup that leads to high damage. On the flip side, his large hurtbox leaves him vulnerable to instant overheads and stray hits. To mitigate this he has a few very strong, unique defensive options with parries and armored moves. | ||
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* '''Excellent damage DHCs''': When used midscreen, his Level 3 DHC does the most damage out of any Level 3. If you have the meter, Level 5 does a huge amount of damage and even converts into a combo with OTG. | * '''Excellent damage DHCs''': When used midscreen, his Level 3 DHC does the most damage out of any Level 3. If you have the meter, Level 5 does a huge amount of damage and even converts into a combo with OTG. | ||
* '''Parry''': Big Band is the only character that can parry (Noise Cancel), which is a strong defensive option that can get him out of a lot of situations. | * '''Parry''': Big Band is the only character that can parry (Noise Cancel), which is a strong defensive option that can get him out of a lot of situations. | ||
* '''Normal throws''': Big Band's normal throw is the longest in the game and he can easily combo off it without consuming meter, OTG, or Sound Stun, leading to a very good low/throw game. | * '''Normal throws''': Big Band's normal throw is the longest in the game and he can easily combo off it without consuming meter, OTG, or Sound Stun, leading to a very good low/throw game. His air throw has an excellent hitbox and grants easy meterless conversions. | ||
| cons= | | cons= | ||
* '''Large hurtbox''': Band's enormous hurtbox makes him uniquely vulnerable against instant overheads and projectiles. Every character has instant overheads against him, and he is unable to crouch under things other characters can, like Robo-Fortune's H Beam. While it does prevent some combos and mixups from working on him, it also opens up lots of others that ''only'' work on him. | * '''Large hurtbox''': Band's enormous hurtbox makes him uniquely vulnerable against instant overheads and projectiles. Every character has instant overheads against him, and he is unable to crouch under things other characters can, like Robo-Fortune's H Beam. While it does prevent some combos and mixups from working on him, it also opens up lots of others that ''only'' work on him. | ||
* '''Slow''': Low mobility, which is only compounded by his large hurtboxes. | * '''Slow''': Low mobility, which is only compounded by his large hurtboxes. | ||
* '''Unsafe moves''': Most of his specials are very unsafe without an assist to cover them. | * '''Unsafe moves''': Most of his specials are very unsafe without an assist to cover them. | ||
* '''Simple mixups''': Being large, slow, and having no airdash, Band finds it difficult to set up safe and hard-to-see left/right resets. He generally relies on simpler mixup options than other characters and tries to use his high damage to make up for it. | |||
|tablewidth=80 | |tablewidth=80 | ||
}} | }} | ||
<br> | |||
<div class="heading" style="text-align: center;">'''Video Overview'''</div> | |||
= | <div style= "margin: 20px;">{{#ev:youtube|https://youtu.be/QMlK6ZrYVqg||center|||start=557}}</div> | ||
< | |||
}} | |||
==Stats== | ==Stats== | ||
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| forwardtech=39 | | forwardtech=39 | ||
| backwardtech=40 | | backwardtech=40 | ||
| slidingkd= | | slidingkd=87 | ||
| hardkd=35 | | hardkd=35 | ||
| crumple=36 | | crumple=36 | ||
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| airchain=6 Buttons: {{NotationIcon-SG|LP}} → {{NotationIcon-SG|LK}} → {{NotationIcon-SG|MP}} → {{NotationIcon-SG|MK}} → {{NotationIcon-SG|HP}} → {{NotationIcon-SG|HK}} | | airchain=6 Buttons: {{NotationIcon-SG|LP}} → {{NotationIcon-SG|LK}} → {{NotationIcon-SG|MP}} → {{NotationIcon-SG|MK}} → {{NotationIcon-SG|HP}} → {{NotationIcon-SG|HK}} | ||
}} | }} | ||
==Assists== | |||
<gallery style="float:right"> | |||
Image:SG_big_dpp.png|500px|'''Beat Extend (default assist)''' | |||
Image:SG_big_bfp.png|500px|'''H Brass Knuckles (default assist)''' | |||
Image:SG_big_bfk_mh.png|500px|'''M / H Take the A Train ([4]6K)''' | |||
Image:SG_big_qcbk.png|500px|'''H Giant Step (214HK)''' | |||
Image:SG_big_taunt.png|500px|'''Taunt''' | |||
</gallery> | |||
===Beat Extend (default assist)=== | |||
* A fast [[Skullgirls/Team_Building#Invulnerable_DP_assists|invulnerable DP assist]] that's very easy to combo after due to the way it pulls them in and drops the opponent on hit. It also pulls the opponent towards Big Band on block. | |||
* L is the default assist choice. It's the fastest and has the best anti air hitbox during the invulnerable frames, but doesn't have a hitbox behind Big Band. | |||
* M has the longest horizontal range which is useful for enabling certain combos, like after Cerebella's Diamond Dynamo super. It also hits on both sides which can allow it to scoop the opponent character in situations where L cannot. | |||
* H suffers from being the slowest and having the smallest initial hitbox, but has two hits on the ground which gives it some lockdown ability, and only has the standard 3 frames of vulnerable start up frames most DP assists have. | |||
* The L and M versions have 1 and 2 extra frames of vulnerability during their startup, respectively. This brings both L and M to 5 total frames of vulnerability as an assist. | |||
* If the assist hits both characters, the assist will fall 12 frames before the point. This makes it a bit more awkward to convert into a Happy Birthday combo, but still possible in many situations. | |||
* The blockstun for each version is also decreased; 5f for L, 7f for M and H. | |||
===H Brass Knuckles (default assist)=== | |||
* An [[Skullgirls/Team_Building#Armored_assists|armored assist]] that has a lot of horizontal coverage and deals a lot of damage on counterhit. | |||
* A very popular assist due to its ability to control horizontal space, counter zoning, make many unsafe moves safer, deal big chunks to opponent assists as a countercall, and add lots of damage to combos, particularly in the corner. | |||
* Still causes a sliding knockdown animation on hit, but it's always a [[Skullgirls/Defense#Ground_Tech|green bounce]] that is ground techable very quickly after the opponent touches the ground (same as other assists that knock down). | |||
* 4f less blockstun as an assist (25f instead of 29f). | |||
* Applies 87.5% damage scaling as an assist, but more than makes up for it with its huge single-hit base damage and lengthy knockdown allowing for new combos. | |||
===M / H Take the A Train ([4]6K)=== | |||
Anti-air grab (unblockable while rising) and [[Skullgirls/Team_Building#Setup_assists|setup assist]]. On hit, the lengthy animation allows time for the point character to build resources. The M version is faster and works as an anti air attack, while the H version travels further and has more time to build resources. | |||
===H Giant Step (214HK)=== | |||
Up close, this is an overhead. From further away, it's an unblockable attack that has to be jumped over. | |||
===Taunt=== | |||
To choose this assist, press START on the custom assist input select. Big Band taunts, powering up his next level 1 super (either Super Sonic Jazz or Tympany Drive). | |||
<br clear=all/> | |||
==Move List== | ==Move List== | ||
===Character Mechanic: Sound Stun=== | |||
[[Image:SG_big_soundstun.png|500px|thumb|Big Band hits Filia with Giant Step, which inflicts Sound Stun. The added hitstop allows him to link a normal afterwards.]] | |||
* Many of Big Band's attacks cause a unique "sound stun" on hit, which has a distinctive musical note hit spark and additional hit stop for the opponent (amount varies per move). | |||
* In practice, this makes these moves much more easily comboable, since the opponent freezes in place and Band has more time to move or link other attacks. | |||
* Sound Stun can only be used once per combo. Think of it like OTG where it's a once-per-combo resource you can spend. | |||
* If Sound Stun has already been consumed, additional Sound Stun moves will still work, but it will be much more difficult or even impossible to combo afterwards. | |||
** The Sound Stun-less versions of these moves are usually a lot less plus on hit, and/or cause a {{Property-SG|Soft KD (Invuln.)}} which makes follow-ups impossible. | |||
<br clear=all/> | |||
===Standing Normals=== | ===Standing Normals=== | ||
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| | | | ||
<br> | <br> | ||
* A 2 part trombone kick. Big Band can jump cancel after the second hit to use this as a standard launcher. Jump canceling after the first hit leaves the opponent at a lower height. Additionally, it is possible to jump cancel after the first hit and perform an air throw for a mix-up, and it works on every character (timing is somewhat strict). | * A 2 part trombone kick. Big Band can jump cancel after the second hit to use this as a standard launcher. Jump canceling after the first hit leaves the opponent at a lower height. | ||
* Additionally, it is possible to jump cancel after the first hit and perform an air throw for a mix-up, and it works on every character (timing is somewhat strict). | |||
* Moves Big Band forward on frame 7 (about 3/4 of a training mode grid square), but returns to his original position during recovery. | |||
<br> | <br> | ||
| | | | ||
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| | | | ||
<br> | <br> | ||
* Big Band drops to the ground, attacking above and around himself with air blasts. The low profile hurt boxes and large hit box make the attack a useful anti-air and make the tall Big Band less susceptible to instant overheads. | * Big Band drops to the ground, attacking above and around himself with air blasts. The low profile hurt boxes and large hit box make the attack a useful anti-air and make the tall Big Band less susceptible to instant overheads. On hit, the blasts draw defending characters closer to Big Band instead of pushing them away. After a fully shook beat extend, this move can be used to drop the enemy on the opposite side. | ||
<br> | <br> | ||
| | | | ||
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| | | | ||
<br> | <br> | ||
* Big Band extends a tambourine for a 3-hit attack the hits below him and has generous active frames. This | * Big Band extends a tambourine for a 3-hit attack the hits below him and has generous active frames. | ||
* Doesn't hit overhead for a small period after jumping, even from an instant double jump after a jump. This makes it not useful as an instant overhead. | |||
** However, it can hit overhead from a low-to-the-ground double jump performed while falling. | |||
<br> | <br> | ||
| | | | ||
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| input={{NotationIcon-SG|623}} + {{NotationIcon-SG|P}}<br>→ [[File:4.gif]] , [[File:6.gif]] , [[File:4.gif]] , [[File:6.gif]] ...<br>or → {{NotationIcon-SG|LP}} , {{NotationIcon-SG|HP}} , {{NotationIcon-SG|LP}} , {{NotationIcon-SG|HP}} ... | | input={{NotationIcon-SG|623}} + {{NotationIcon-SG|P}}<br>→ [[File:4.gif]] , [[File:6.gif]] , [[File:4.gif]] , [[File:6.gif]] ...<br>or → {{NotationIcon-SG|LP}} , {{NotationIcon-SG|HP}} , {{NotationIcon-SG|LP}} , {{NotationIcon-SG|HP}} ... | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| version={{NotationIcon-SG|LP}} | | version= {{NotationIcon-SG|LP}} | ||
| guard=Mid | | guard =Mid | ||
| properties={{Property-SG|Invuln. (Strike)}} (Frame 2),<br>{{Property-SG|Sound Stun}} | | properties= {{Property-SG|Invuln. (Strike)}} (Frame 2),<br>{{Property-SG|Sound Stun}} | ||
| dmg=350, 350, 150 x9 (100, 100, 50 x9) | | dmg =350, 350, 150 x9 (100, 100, 50 x9) | ||
| meter=(2.5) 5.5%, 3%, 1.5% x9 | | meter= (2.5) 5.5%, 3%, 1.5% x9 | ||
| startup=8 | | startup= 8 | ||
| active=1, (6), 1 [(2), 1, (2), 1...] | | active= 1, (6), 1 [(2), 1, (2), 1...] | ||
| recovery=34 | | recovery= 34 | ||
| hitstop=2, 60, 35 x9 or 2, 33, 12 x9 (4, 9, 35 x9 on block) | | hitstop= 2, 60, 35 x9 or 2, 33, 12 x9 (4, 9, 35 x9 on block) | ||
| hitstun=18 x2, (16 x9 Shake) | | hitstun= 18 x2, (16 x9 Shake) | ||
| blockstun=18, 13, (19 x9 Shake) | | blockstun= 18, 13, (19 x9 Shake) | ||
| onhit={{Property-SG|KD}} | | onhit= {{Property-SG|KD}} | ||
| onblock=-24 | | onblock= -24 | ||
| onpushblock= | | onpushblock= | ||
| superhitstop=N/A | | superhitstop=N/A | ||
| framedata=[[File:SG_big_dplp_fd.png|left]]}} | | framedata=[[File:SG_big_dplp_fd.png|left]]}} | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| version={{NotationIcon-SG|MP}} | | version= {{NotationIcon-SG|MP}} | ||
| guard=Mid | | guard= Mid | ||
| properties={{Property-SG|Invuln. (Strike)}},<br>{{Property-SG|Sound Stun}} | | properties= {{Property-SG|Invuln. (Strike)}},<br>{{Property-SG|Sound Stun}} | ||
| dmg=350, 550, 150 x12 (100, 100, 50 x12) | | dmg= 350, 550, 150 x12 (100, 100, 50 x12) | ||
| meter=(2.5%) 7%, 4.5%, 1.5% x12 | | meter= (2.5%) 7%, 4.5%, 1.5% x12 | ||
| startup=10 | | startup= 10 | ||
| active=3, (3), 3 [(4), 1, (2), 1...] | | active= 3, (3), 3 [(4), 1, (2), 1...] | ||
| recovery=39 | | recovery= 39 | ||
| hitstop=4, 60, 35 x12 or 4, 33, 12 x12 (8, 9, 35 x12 on block) | | hitstop= 4, 60, 35 x12 or 4, 33, 12 x12 (8, 9, 35 x12 on block) | ||
| hitstun=18 x2, (16 x12 Shake) | | hitstun= 18 x2, (16 x12 Shake) | ||
| blockstun=21, 15, (19 x12 Shake) | | blockstun=21, 15, (19 x12 Shake) | ||
| onhit={{Property-SG|KD}} | | onhit={{Property-SG|KD}} | ||
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| framedata=[[File:SG_big_dpmp_fd.png|left]]}} | | framedata=[[File:SG_big_dpmp_fd.png|left]]}} | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| version={{NotationIcon-SG|HP}} | | version= {{NotationIcon-SG|HP}} | ||
| guard=Mid | | guard= Mid | ||
| properties={{Property-SG|Invuln. (Full)}},<br>{{Property-SG|Sound Stun}} | | properties= {{Property-SG|Invuln. (Full)}},<br>{{Property-SG|Sound Stun}} | ||
| dmg=350 x2, 550, 150 x14 (100, 100, 100, 50 x14) | | dmg= 350 x2, 550, 150 x14 (100, 100, 100, 50 x14) | ||
| meter=(2.5%) 7%, 4.5% x2, 1.5% x9 | | meter= (2.5%) 7%, 4.5% x2, 1.5% x9 | ||
| startup=12 | | startup= 12 | ||
| active=3, (6), 3, (3), 3 [(4), 1, (2), 1...] | | active= 3, (6), 3, (3), 3 [(4), 1, (2), 1...] | ||
| recovery=36 | | recovery= 36 | ||
| hitstop=4, 2, 60, 35 x14 or 4, 2, 33, 12 x14 (4, 4, 8, 35 x14 on block) | | hitstop= 4, 2, 60, 35 x14 or 4, 2, 33, 12 x14 (4, 4, 8, 35 x14 on block) | ||
| hitstun=18 x3, (16 x14 Shake) | | hitstun= 18 x3, (16 x14 Shake) | ||
| blockstun=18 x2, 15 (19 x14 Shake) | | blockstun= 18 x2, 15 (19 x14 Shake) | ||
| onhit={{Property-SG|KD}} | | onhit= {{Property-SG|KD}} | ||
| onblock=-27 | | onblock= -27 | ||
| onpushblock= | | onpushblock= | ||
| superhitstop=N/A | | superhitstop= N/A | ||
| framedata=[[File:SG_big_dphp_fd.png|left]]}} | | framedata=[[File:SG_big_dphp_fd.png|left]]}} | ||
| | | | ||
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| dmg=0, 350, 450, 1000 (100) | | dmg=0, 350, 450, 1000 (100) | ||
| meter=(2.5%) 3%, 14% x2 | | meter=(2.5%) 3%, 14% x2 | ||
| startup=17 | | startup=11-17 | ||
| active=2 | | active=2 | ||
| recovery=34 | | recovery=34 | ||
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| onpushblock= | | onpushblock= | ||
| superhitstop=N/A | | superhitstop=N/A | ||
| framedata=[[File:SG_big_bfmk_fd.png|left]]}} | | framedata=[[File:SG_big_bfmk_fast_fd.png|left]] [[File:SG_big_bfmk_fd.png|left]]}} | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| version={{NotationIcon-SG|HK}} | | version={{NotationIcon-SG|HK}} | ||
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* Instead of a simple punch, Big Band attempts to grab the opponent with this rushing attack, either directly in front of him or an upwards angle. | * Instead of a simple punch, Big Band attempts to grab the opponent with this rushing attack, either directly in front of him or an upwards angle. | ||
* {{NotationIcon-SG|LK}} | * {{NotationIcon-SG|LK}} | ||
** A true command grab that moves forward very slightly and grabs directly in front of Big Band. Much slower than his normal throw, but has better range, is untechable, and can be performed as a cancel out of normals. | ** A true command grab that moves forward very slightly and grabs directly in front of Big Band. | ||
** Much slower and less rewarding than his normal throw, but has better range, is untechable, and can be performed as a cancel out of normals. | |||
** Unlike almost every other grab or command grab, the chain afterwards will be Stage 3 - attacks will immediately be tracked by IPS and accumulate undizzy. | |||
* {{NotationIcon-SG|MK}} | * {{NotationIcon-SG|MK}} | ||
** Moves forward and grabs above Big Band at an upwards angle. Big Band | ** Moves forward and grabs above Big Band at an upwards angle. Big Band will track where the opponent, doing a faster version if they are close by and a slower version based on how far they are further out. | ||
* {{NotationIcon-SG|HK}} | * {{NotationIcon-SG|HK}} | ||
** Moves the furthest and grabs at the same angle as the MK version. Has no tracking, which effectively creates a deadzone. If the opponent is too close, Big Band will travel underneath them and whiff. | ** Moves the furthest and grabs at the same angle as the MK version. Has no tracking, which effectively creates a deadzone. If the opponent is too close, Big Band will travel underneath them and whiff. | ||
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** "Pressing other directions during a successful parry animation will not invalidate any existing parry inputs. " | ** "Pressing other directions during a successful parry animation will not invalidate any existing parry inputs. " | ||
* See [[Skullgirls/Advanced_Mechanics#Parry_OS_.28Big_Band_Only.29| this page]] for option selects using parry. | * See [[Skullgirls/Advanced_Mechanics#Parry_OS_.28Big_Band_Only.29| this page]] for option selects using parry. | ||
* | * See [[Skullgirls/Training_Room#Parry_Display| this page]] for information regarding the training mode parry display. | ||
<br> | <br> | ||
| | | | ||
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| input=After <b>Taunt</b>,<br/> '''(Air Only)''' {{NotationIcon-SG|236}} + {{NotationIcon-SG|K}} + {{NotationIcon-SG|K}} | | input=After <b>Taunt</b>,<br/> '''(Air Only)''' {{NotationIcon-SG|236}} + {{NotationIcon-SG|K}} + {{NotationIcon-SG|K}} | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard= | | guard=Mid | ||
| properties={{Property-SG|Invuln. (Full)}} (startup only),<br>{{Property-SG|No Scaling}} (last two hits),<br>{{Property-SG|Hit Grab}} (last hit),<br>{{Property-SG|Sound Stun}} | | properties={{Property-SG|Invuln. (Full)}} (startup only),<br>{{Property-SG|No Scaling}} (last two hits),<br>{{Property-SG|Hit Grab}} (last hit),<br>{{Property-SG|Sound Stun}} | ||
| dmg=275 x15, 0, 250, 1400, 0 (50 x 16) | | dmg=275 x15, 0, 250, 1400, 0 (50 x 16) | ||
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|region = eu | |region = eu | ||
|regionNote = | |regionNote = | ||
|status = | |status = Retired | ||
|notes = {{CharLink-SG|beo| H Hurl}} / {{CharLink-SG|big| H Brass}}<br>He '''''THE''''' ''Big Band Pro'' you know. <br>[https://www.youtube.com/watch?v=R3fzqU7vwGQ Example Play] | |notes = {{CharLink-SG|beo| H Hurl}} / {{CharLink-SG|big| H Brass}}<br>He '''''THE''''' ''Big Band Pro'' you know. <br>[https://www.youtube.com/watch?v=R3fzqU7vwGQ Example Play] | ||
}} | }} | ||
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}} | }} | ||
{{PlayerListEntry | {{PlayerListEntry | ||
|name = Jorge<br>[https://twitter.com/ | |name = Jorge<br>[https://twitter.com/Jorgituzin @Jorgituzin] | ||
|color = 16 | |color = 16 | ||
|region = br | |region = br | ||
|regionNote = | |regionNote = | ||
|status = Active | |status = Active | ||
|notes = {{CharLink-SG|pea| L George}} / {{CharLink-SG|beo| H Hurl}} / {{CharLink-SG|big| H Brass}} <br> <br>[https://youtu.be/ | |notes = {{CharLink-SG|pea| L George}} / {{CharLink-SG|beo| H Hurl}} / {{CharLink-SG|big| H Brass}} <br> <br>[https://youtu.be/Bo5cPRZUuOI?t=493 Example Play] | ||
}} | }} | ||
{{PlayerListEntry | {{PlayerListEntry | ||
Line 1,885: | Line 1,920: | ||
|region = us | |region = us | ||
|regionNote = | |regionNote = | ||
|status = | |status = Retired | ||
|notes = {{CharLink-SG|beo| L Hurl}} / {{CharLink-SG|pwl| H Pinion}} / {{CharLink-SG|big| H Train}}<br>Parry OS shiller. Known for that one Combo Breaker 2019 comeback. <br>[https://youtu.be/2pBSGfYUZ7M?t=3955 Example Play] | |notes = {{CharLink-SG|beo| L Hurl}} / {{CharLink-SG|pwl| H Pinion}} / {{CharLink-SG|big| H Train}}<br>Parry OS shiller. Known for that one Combo Breaker 2019 comeback. <br>[https://youtu.be/2pBSGfYUZ7M?t=3955 Example Play] | ||
}} | }} | ||
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|region = br | |region = br | ||
|regionNote = | |regionNote = | ||
|status = | |status = Retired | ||
|notes = {{CharLink-SG|dbl| H Bomber}} / {{CharLink-SG|pea| L George}} / {{CharLink-SG|big| M Beat}} <br> <br>[https://youtu.be/ | |notes = {{CharLink-SG|dbl| H Bomber}} / {{CharLink-SG|pea| L George}} / {{CharLink-SG|big| M Beat}} <br> <br>[https://youtu.be/HKOX92z71cU?t=923 Example Play] | ||
}} | }} | ||
{{PlayerListEntry | {{PlayerListEntry | ||
Line 1,902: | Line 1,937: | ||
|regionNote = AR | |regionNote = AR | ||
|status = Active | |status = Active | ||
|notes = {{CharLink-SG|rfo| 5HP}} / {{CharLink-SG|big| H Train}} / H LNL <br>Saucy <br>[https://www.youtube.com/watch?v=Q3UjkjhCp60 Example Play] | |notes = {{CharLink-SG|rfo| 5HP}} / {{CharLink-SG|big| H Train}} / {{CharLink-SG|cer| H LNL}} <br>Saucy <br>[https://www.youtube.com/watch?v=Q3UjkjhCp60 Example Play] | ||
}} | }} | ||
{{PlayerListEntry | {{PlayerListEntry | ||
Line 1,911: | Line 1,946: | ||
|status = N/A | |status = N/A | ||
|notes = Tager <br>Master of the timpani whiff into dropkick. <br>[https://www.youtube.com/watch?v=bvNjtX80Q44 Example Play] | |notes = Tager <br>Master of the timpani whiff into dropkick. <br>[https://www.youtube.com/watch?v=bvNjtX80Q44 Example Play] | ||
}} | |||
{{PlayerListEntry | |||
|name = CatPie<br> | |||
|color = 15 | |||
|region = US | |||
|regionNote = | |||
|status = Active | |||
|notes = {{CharLink-SG|rfo| H Beam}} / {{CharLink-SG|big| H Brass}} <br> Legendary Warrior Bongus67 <br>[https://youtu.be/huvdoZc1LjI?t=1080 Example Play] | |||
}} | |||
{{PlayerListEntry | |||
|name = Vending<br> | |||
|color = 13 | |||
|region = PL | |||
|regionNote = | |||
|status = Active | |||
|notes = {{CharLink-SG|eli| H spiral}} / {{CharLink-SG|squ| drag'n'bite}} / {{CharLink-SG|big| H-brass}} <br>Robber and Blue Lobster enthusiast. <br>[https://www.youtube.com/watch?v=qTaHFx3jUoE Example Play] | |||
}} | }} | ||
}} | }} | ||
{{SG}} | {{SG}} | ||
[[Category: Skullgirls]] | [[Category: Skullgirls]] | ||
[[Category: Big Band]] | [[Category: Big Band]] |
Latest revision as of 21:03, 21 June 2024
Story
Big Band used to be a cop, now he walks a different beat.
Overview
Big Band has a variety of large moves that can control most of the screen, and has simple but effective mixup that leads to high damage. On the flip side, his large hurtbox leaves him vulnerable to instant overheads and stray hits. To mitigate this he has a few very strong, unique defensive options with parries and armored moves.
- Various specials cover different angles around Big Band, granting him space control, at the risk of leaving himself vulnerable if they whiff or are blocked.
- Has very good assists to benefit the entire cast and any team, whatever their need is.
- Can feint his armored rush punch moves for movement. ([4]6HK~P)
- Super Sonic Jazz, his grounded level 1 super, is one of the most feared reversals in the game
- Parrying allows him to deflect predictable pressure, gain meter, and punish his opponent afterwards. But over-zealousness will quickly put him in a bad position.
- Some of his moves apply sound stun, which gives him different combos, conversions, and setups than other characters.
Stats
Movement
Weight | Dash | Double Jump | Airdash | IAD Lockout |
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Heavy | Run | Yes | No | N/A |
Wakeup Time
Forward Tech | Backward Tech | Sliding KD | Hard KD | Crumple |
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39 | 40 | 87 | 35 | 36 |
Assists
Beat Extend (default assist)
- A fast invulnerable DP assist that's very easy to combo after due to the way it pulls them in and drops the opponent on hit. It also pulls the opponent towards Big Band on block.
- L is the default assist choice. It's the fastest and has the best anti air hitbox during the invulnerable frames, but doesn't have a hitbox behind Big Band.
- M has the longest horizontal range which is useful for enabling certain combos, like after Cerebella's Diamond Dynamo super. It also hits on both sides which can allow it to scoop the opponent character in situations where L cannot.
- H suffers from being the slowest and having the smallest initial hitbox, but has two hits on the ground which gives it some lockdown ability, and only has the standard 3 frames of vulnerable start up frames most DP assists have.
- The L and M versions have 1 and 2 extra frames of vulnerability during their startup, respectively. This brings both L and M to 5 total frames of vulnerability as an assist.
- If the assist hits both characters, the assist will fall 12 frames before the point. This makes it a bit more awkward to convert into a Happy Birthday combo, but still possible in many situations.
- The blockstun for each version is also decreased; 5f for L, 7f for M and H.
H Brass Knuckles (default assist)
- An armored assist that has a lot of horizontal coverage and deals a lot of damage on counterhit.
- A very popular assist due to its ability to control horizontal space, counter zoning, make many unsafe moves safer, deal big chunks to opponent assists as a countercall, and add lots of damage to combos, particularly in the corner.
- Still causes a sliding knockdown animation on hit, but it's always a green bounce that is ground techable very quickly after the opponent touches the ground (same as other assists that knock down).
- 4f less blockstun as an assist (25f instead of 29f).
- Applies 87.5% damage scaling as an assist, but more than makes up for it with its huge single-hit base damage and lengthy knockdown allowing for new combos.
M / H Take the A Train ([4]6K)
Anti-air grab (unblockable while rising) and setup assist. On hit, the lengthy animation allows time for the point character to build resources. The M version is faster and works as an anti air attack, while the H version travels further and has more time to build resources.
H Giant Step (214HK)
Up close, this is an overhead. From further away, it's an unblockable attack that has to be jumped over.
Taunt
To choose this assist, press START on the custom assist input select. Big Band taunts, powering up his next level 1 super (either Super Sonic Jazz or Tympany Drive).
Move List
Character Mechanic: Sound Stun
- Many of Big Band's attacks cause a unique "sound stun" on hit, which has a distinctive musical note hit spark and additional hit stop for the opponent (amount varies per move).
- In practice, this makes these moves much more easily comboable, since the opponent freezes in place and Band has more time to move or link other attacks.
- Sound Stun can only be used once per combo. Think of it like OTG where it's a once-per-combo resource you can spend.
- If Sound Stun has already been consumed, additional Sound Stun moves will still work, but it will be much more difficult or even impossible to combo afterwards.
- The Sound Stun-less versions of these moves are usually a lot less plus on hit, and/or cause a Soft KD (Invuln.) which makes follow-ups impossible.
Standing Normals
Honky Tonk Toggle Hitboxes Toggle Hitboxes
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Air Mail Special Toggle Hitboxes Toggle Hitboxes
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Hot Socks Toggle Hitboxes Toggle Hitboxes
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Pneumatic Slide Toggle Hitboxes Toggle Hitboxes
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Kick Stand Toggle Hitboxes Toggle Hitboxes
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Crouching Normals
Ring-a-Ding Toggle Hitboxes Toggle Hitboxes
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Glissando Toggle Hitboxes Toggle Hitboxes
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Overblow Toggle Hitboxes Toggle Hitboxes
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Sharp Note Toggle Hitboxes Toggle Hitboxes
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Bass Drop Toggle Hitboxes Toggle Hitboxes
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Low Rank Toggle Hitboxes Toggle Hitboxes
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Jumping Normals
Tenor Blast Toggle Hitboxes Toggle Hitboxes
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Baritone Blast Toggle Hitboxes Toggle Hitboxes
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Bass Blast Toggle Hitboxes Toggle Hitboxes
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Jelly Roll Toggle Hitboxes Toggle Hitboxes
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Sweet Clarinet Toggle Hitboxes Toggle Hitboxes
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5000lb Slam Toggle Hitboxes Toggle Hitboxes
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Universal Mechanics
Heavy Toll Toggle Hitboxes Toggle Hitboxes
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High Toll Toggle Hitboxes Toggle Hitboxes
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'A' Train Express Toggle Hitboxes Toggle Hitboxes
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Take Five Toggle Hitboxes Toggle Hitboxes
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Specials
Toggle Hitboxes Toggle Hitboxes
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"Gimme a hit!" Toggle Hitboxes Toggle Hitboxes
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"Hit me!" Toggle Hitboxes Toggle Hitboxes
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"Impression" Toggle Hitboxes Toggle Hitboxes
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"Riot!" Toggle Hitboxes Toggle Hitboxes
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"Uh-huh."
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Supers
"Ooohhh horn crush!" Toggle Hitboxes Toggle Hitboxes
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"You're gonna get beat!" Toggle Hitboxes Toggle Hitboxes
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"You're in trouble now!" Toggle Hitboxes Toggle Hitboxes
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"Join the big band!" Toggle Hitboxes Toggle Hitboxes
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"TUBA TUBA TUBA TUBA TUBA TUBA TUBA TUBA" Toggle Hitboxes Toggle Hitboxes
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Taunt
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"Peace out."
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Colors
Color 1 Default color palette. |
Color 2 Based on Karl Kolchak from Karl Kolchak: The Night Stalker. |
Color 3 Based on Q's MK palette from Street Fighter 3: Third Strike. |
Color 4 Based on Michael Jackson’s costume in the Smooth Criminal music video. |
Color 5 Original alternate color palette. |
Color 6 Based on Big Zam from Mobile Suit Gundam. |
Color 7 Original color palette based on the sepia tones often associated with film noir. |
Color 8 Based on Dick Tracy. |
Color 9 Based on Sturm from Advance Wars. |
Color 10 Based on Nonon Jakuzure's Symphony Regalia Grave uniform from Kill la Kill. |
Color 11 Original color palette based on the Famicom. |
Color 12 Original color palette based on the Mega Drive. |
Color 13 Based on The Question. |
Color 14 Based on King Dedede from the Kirby series. |
Color 15 Original alternate color palette. |
Color 16 Based on Robocop from the original 1987 movie. |
Color 17 Based on Big the Cat from the Sonic series. |
Color 18 Based on Gato from Chrono Trigger. |
Color 19 Based on the namesake mecha from Big O. |
Color 20 Original alternate color palette. |
Color 21 Original alternate color palette. |
Color 22 Based on Negaduck from Darkwing Duck. |
Color 23 Based on Metal Flotsam from Dark Cloud 2. Crowdfunding request. |
Color 24 Based on Captain Spaceman from Spaceman: Unarmed and Ready to Launch. |
Color 25 Based on Robo-Ky from Guilty Gear XX. |
Color 26 Based on Jotaro Kujo from JoJo's Bizarre Adventure. (Unlocked by finishing 26 matches with Satchmo Death Blow) |
Color 27 Based on Potemkin from Guilty Gear Xrd. |
Color 28 Original color palette based on the Super NES. |
Color 29 Based on Wario from the Mario franchise. |
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Intro Poses
Big Band has 4 different intro poses that can be selected by holding a button or combination of buttons during the loading screen before a match.
Intro pose 1: Hold OR Big Band walks into the screen with a magnifying glass. Eugh! | |
Intro pose 2: Hold OR Big Band enters the screen using rocket power. One truth... prevails... I'm all there is of the most real. You will be prosecuted to the full extent of the jam. When the word of law falls, pick it up and hold it higher. | |
Intro pose 3: Hold OR Big Band plays a tune on his saxophone before facing the opponent. (Same voicelines as Pose 2.) | |
Intro pose 4: Hold a combination of two strengths at the same time. eg. + Big Band drops from the ceiling and lands with a loud thunk sound. HRRRNNH! |
Win Poses
Winpose 1: Hold |
Winpose 2: Hold |
Trumpet
Note | Input |
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Play in higher octave | |
Play in lower octave | |
C | |
C# / D♭ | + + |
D | + |
D# / E♭ | + |
E | + |
F | |
F# / G♭ | |
G | |
G# / A♭ | + |
A | + |
A# / B♭ | |
B |
Players to Watch
Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
Usual Color | Handles/Links | Region | Status | Notes |
---|---|---|---|---|
159man |
Japan |
Active(?) | Cremation / M-Train The classic 159man. Example Play | |
Adeveis |
United States IL |
Active | L Shot / Cremation / M-Train Test Example Play | |
bigbandpro69 |
European Union |
Retired | H Hurl / H Brass He THE Big Band Pro you know. Example Play | |
Dekillsage @Dekillsage |
United States |
Active | H Updo / Cerecopter / H Brass 5LP Master *gunshots* Example Play | |
Jorge @Jorgituzin |
Brazil |
Active | L George / H Hurl / H Brass Example Play | |
Rabbleflaggers @Rabbleflaggers |
United States |
Retired | L Hurl / H Pinion / H Train Parry OS shiller. Known for that one Combo Breaker 2019 comeback. Example Play | |
Receita Federal @MillerRobert1 |
Brazil |
Retired | H Bomber / L George / M Beat Example Play | |
ShakyFingers @ShakeyFingers |
United States AR |
Active | 5HP / H Train / H LNL Saucy Example Play | |
Yaya |
Canada |
N/A | Tager Master of the timpani whiff into dropkick. Example Play | |
CatPie |
United States |
Active | H Beam / H Brass Legendary Warrior Bongus67 Example Play | |
Vending |
Poland |
Active | H spiral / drag'n'bite / H-brass Robber and Blue Lobster enthusiast. Example Play |