Overview
Lore
WIP. Complete brief character lore write-up.
Character Stats
Health |
Character Type |
Maximum Combo Points |
Unique Trait
|
90 |
Grappling |
3 |
Injuction. Whenever you power up, you may put an exchangeable card from your opponent's discard pile on the bottom of their deck.
|
Strengths |
Weaknesses
|
- I Am the Law! Bigby can easily snowball into a suffocatingly powerful end game if he is able to get the opponent under his thumb. His unique trait, S1, and ability all allow him to cripple the opponent's game plan and deny them use of their best combat moves. When Bigby's court is in session, sometimes even blocking is illegal!
- Sit Down, Shut Up. Bigby is tied with Rook for the most knockdown inflicting moves in the game, but he is often able to exploit this shift in momentum even better using his powerful control tools. By removing an opponent's block with injuction, Bigby can regularly make it impossible for the opponent to successfully block on wake-up.
- Here Comes a Giant Fist!. The opponent needs to be ever careful against Bigby turning the tables on them. On top of his ability to lock away important moves, Bigby has very high damage output and great ways to loop his offense. All of Bigby's specials easily threaten 14 or more damage off a combat win, in addition to X>E and Y threatening knockdowns. On top of all this, Bigby's S2 super throw can deal a staggering 40 damage and cannot be disabled by long range.
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- I've Fallen and I Can't Get Up. Bigby has no attack reversal or other defensive options to assist him when the opponent has him on the ropes. Instead of having traditional defensive options, his X and Y specials act as high risk, high reward openers that can punish a predictable offense, but struggle against medium speed attacks that are often still fast enough to beat Bigby's pokes.
- High Legal Fees. Bigby's unique trait and powerful supers encourage him to power up frequently, but finding spare resources to do this is challenging for him. He has no easy way to build resources and must commit to blocking. His S1 would be a fantastic opener, if it were not so expensive for him and crucial for him to hit with. All of Bigby's resources are precious, and he needs to make strong decisions about how to employ them best to win.
- 15+ Years of Law Practice Required. Bigby's core game plan has a lot of moving parts and what tools he will need to withhold from the opponent will vary greatly depending on the match-up. Even if he manages to set-up some momentum with his S1 or other lockout tools, if played poorly he can easily squander these opportunities and put himself back at square one.
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Moves
Normal Moves
A. Quick High Attack
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Attack
|
5
|
0
|
7
|
Chain Combo
|
1
|
High
|
|
B. Light Attack
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Attack
|
6
|
0
|
5
|
Chain Combo
|
1
|
-
|
|
C. Medium High Attack
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Attack
|
7
|
0
|
4
|
Chain Combo
|
1
|
High
|
|
D. Heavy Low Attack
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Attack
|
8
|
0
|
3
|
Chain Combo
|
1
|
Low
|
|
E. Power Attack
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Attack
|
8
|
0
|
6
|
-
|
1
|
Knockdown
|
|
Low Block
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Block
|
-
|
-
|
-
|
-
|
-
|
On block: Draw a card. Recurring
|
|
High Block
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Block
|
-
|
-
|
-
|
-
|
-
|
On block: Draw a card. Recurring
|
|
Slow Dodge
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Dodge
|
-
|
-
|
-
|
-
|
-
|
Avoids attacks. You may punish strikes with any single non-super attack or throw.
|
|
Throw
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Throw
|
9
|
-
|
8
|
Starter
|
2
|
Knockdown
|
|
Special Moves
X. Iron Fist
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Attack
|
14
|
4
|
1
|
Starter
|
2
|
If you're not knocked down, beats normal and special strikes of speed 8 and higher. Edge on block or hit.
|
|
Y. Gavel Bang
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Attack
|
9
|
3
|
7
|
Ender
|
2
|
If you're not knocked down, beats level 1 and 2 projectiles. Knockdown
. Pump Any 1 Card: +5 Damage
|
|
Z. Judicial Overreach
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Throw
|
16
|
-
|
9
|
Can't Combo
|
-
|
Light Armor
|
|
Super Moves
S1. Jail
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Attack
|
10
|
2
|
9
|
Ender
|
2
|
Costs 2 Super Meter. On hit, this gets - Ongoing: The opponent's main phase is replaced with "Discard a pair to escape jail and regain access to your main phase." Discard this from play: They escape jail.
|
|
S2. Long Arm of the Law
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Throw
|
40
|
-
|
14
|
Can't Combo
|
-
|
Costs 3 Super Meter. You can play this even if throws are "disabled".
|
|
Ability Card
Restraining Order
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Ability
|
-
|
-
|
-
|
-
|
-
|
Ongoing: Disable the opponent's super moves, projectiles, and gem special moves. Discard this from play: End of next combat.
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Combos
Basic
Strategy
Matchups
Geiger
|
Something about gears.
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