Skullgirls/BigBand

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Skullgirls#BasicsSkullgirls/Game ElementsSkullgirls#CastSkullgirls/Game SystemsSkullgirls#Fun StuffSkullgirls/Strategy TacticsMvC3HeaderButtons.png
SG BigBand portrait.jpg
Big Band
Voiced by: Rich Brown
Age: 49
Birthday: December 15
Bloodtype: B♭ (experimental oil mixture)
Height: 7'8"
Weight: 5000 lbs (95 lbs organic)
Measurements:  ???
Likes: A good beat, shoe polish, brass polish, 4-part harmony, Autumn Leaves, the flat 5th, the spirit of the law, gin, neat
Dislikes: Punks, corruption, unresolved dissonance, carelessness, electric shavers, smoothies, narrow spaces

Big Band

SG BigBand icon.png
Ben Birdland has seen a lot in his time, including the worst of the Grand War. But nothing was worse than what he saw as a beat cop in New Meridian. When he ran afoul of his crooked unit he was given a violent early retirement, and his broken body was left to spend the rest of its days in an iron lung.

That would have been the end of Ben’s story if it hadn't drawn the ears of the Anti-Skullgirl Labs. With little left to lose, he agreed to be rebuilt with their experimental procedures. Melded with the machinery that allows him to breathe and a powerful an array of pneumatic weaponry, he was reborn as “Big Band.”

Now a senior member of Lab 8, he’s become a father figure of sort to the younger ASG soldiers. A firm believer in their cause, he has stayed with the project through its controversies and still sees his place on the front lines against the Skullgirl. His technology may be dated, but he more than makes up for it with experience and fortissimo.

In a nutshell
Big Band's augmented body is a heavy burden, forcing him to work relatively hard to catch his smaller opponents. Fortunately, his variety of woodwind, brass, and percussion weaponry can covert even the smallest hit into a short, damaging combo. His sound based powers also give him unique stuns, powerful armored Ensembles, and a taunt that further boots his damage. Can he carry all that weight and the low-tier precedent set by Q, Mr. Heart, and Tager? At minimum, his solo play as a jazz musician should be more pleasant than those obnoxious giant robots from TVC.

Basics

Movement
Walk: Big Band as a fast walk speed with an uneven stride.
Jump: Double jump
Dash or Run: A slow forward run and slow back dash.
Air Dash: No air dash
Chains
Standing: 4 Buttons: Lp.png ---.png Lk.png ---.png Mp.png OR Mk.png ---.png Hp.png OR Hk.png
Crouching: 4 Buttons: Lp.png ---.png Lk.png ---.png Mp.png OR Mk.png ---.png Hp.png OR Hk.png
Air: 6 Buttons: Lp.png ---.png Lk.png ---.png Mp.png ---.png Mk.png ---.png Hp.png ---.png Hk.png

Signature Techniques

  • Big Band has "big" right in his name. His hurt boxes are the largest in the cast, he ties with Double for the heaviest character weight, and he can't get around very quickly with his normal jumps and slow run. Fortunately, his massive damage makes up for the apparent disadvantages of being huge. Not only does Big Band have several of the hardest hitting normals in the game, many of his attacks will bring the opponent closer to him on hit to counter obvious run away tactics. His Bagpipe Blues taunt will power up his next level 1 Blockbuster, adding TUBA TUBA! to his Super Sonic Jazz or a Death Toll to his Tympani Drive. An augmented level 1 from Big Band can deal more damage than a level 3 Blockbuster from some smaller characters. If an opponent finds it difficult to manage Big Band's mass in an air combo, size isn't a disadvantage at all!
  • The Noise Cancel command normal is a powerful defensive technique that allows Big Band to parry incoming attacks. Both the high/mid parry input (tap →) and the low parry input (tap ↓) require precise timing. Big Band takes a risk when attempting this technique because he cannot parry and block at the same time. After a successful Noise Cancel, Big Band recovers and can counter attack much faster than after a block or a push block. It's fairly easy to defend against a predictable attack using Noise Cancel. Parrying everything requires a mixture of luck and skill, often intimidates the opponent, and always impresses the audience.
  • Many of Big Band's attacks cause a unique Sound Stun on hit. This hit effect has a distinctive musical hit spark and can cause a longer hit stun, additional hit stop for the opponent, or a knockdown depending on the attack. Attacks that end in a Sound Stun all lead to damaging combos for Big Band. Because Big Band can cause only one Sound Stun per combo, the property acts as a character exclusive version of Stagger.png . Additional Sound Stun attacks in the same combo have their diminished, normal properties.

Ensemble Selection

  • Brass Knuckles (← charge →+P): This attack, specifically the Default Ensemble Choice HP version, covers almost the entire screen. Big Band's 2 hits or Armored.png make it difficult for the opponent to interrupt the Ensemble. Even though an Ensemble's Slide.png knockdown allows a ground recovery, Big Band's teammate can start a combo by catching a defending point character before she hits the ground.
  • Take the A Train (← charge →+K): While the LK version of this special is a proper Throw.png , the short range and low damage make it less useful than other Ensembles. The MK and HK versions grab at airborne opponents behind armor can discourage a defending character from spending too much time in the air. Several characters have a a hard time breaking Big Band's Armored.png using air normals!
  • Beat Extend (→↓↘+P): Any version of this custom Ensemble can catch opponents and conveniently drop them to the point character for a combo. The slower MP and HP versions offer Startupinv.png , giving Big Band his best anti-air Ensemble option.
  • Giant Step (↓↙←+K): While all versions of this attack can force an opponent to block High.png , the Default Ensemble Choice HK version stands out as the best for an Ensemble; when not in range for the direct hit, the earthquake effect forces the opponent to jump and abandon full screen zoning tactics. The point character won't care about wasting Big Band's Sound Stun on the first hit of a combo!
  • Bagpipe Blues (→, HP, MP, LP, →): Big Band can select his taunt as a custom Ensemble with a start button input. When used, he will play until he acquires the charge for his next Blockbuster then leave the screen.

Move List

Normals

Command Name / Quote Properties (glossary)
Lp.png Honky Tonk Chains Twice
Damage Meter Gain Start Up Active Recovery
300 2.5% 6 2 16
Hit Stop Hit Stun Block Stun On Hit On Block
7 20 19 3 2
---.png Lp.png
Damage Meter Gain Start Up Active Recovery
300 2.5% 5 2 16
Hit Stop Hit Stun Block Stun On Hit On Block
7 20 19 3 2
Mp.png Free Form Rpdfire.png
Big Band pulls out a trumpet, which will act as any other single hit normal if chained into a stronger (HP or HK) attack. If chained into itself or a weaker attack (LP or LK), chaining with any additional button presses will play additional notes as long as Big Band holds the trumpet. Up to the first 6 notes can actually hit, with more hits becoming active with more levels of tension in stock. Additional hits will all contribute to Drama as individual MP normals. Holding ← or → during Free Form will cause the next button input to put away the trumpet in favor of the button's actual attack, assuming that button can chain out of a s.MP. Mashing buttons and accidentally going Free Form will leave Big Band defenseless, while careful use can lead to his level 5 Blockbuster.
Damage Meter Gain Start Up Active Recovery
700 7.5% 10 2 30
Hit Stop Hit Stun Block Stun On Hit On Block
9 24 20 -7 -11
---.png Mp.png x5
Damage Meter Gain Start Up Active Recovery
75 0% 3 2 63
Hit Stop Hit Stun Block Stun On Hit On Block
9 24 20 -40 -44
Hp.png Air Mail Special Launch.png
Saximum!
Damage Meter Gain Start Up Active Recovery
950 10% 18 4 25
Hit Stop Hit Stun Block Stun On Hit On Block
14 28 21 0 -7
Lk.png Hot Socks Low.png
Big Band attacks with a 2 hit kick pedal for a standing normal that must be blocked low.
Damage Meter Gain Start Up Active Recovery
275, 325 2.5% x2 8 2, (5), 2 21
Hit Stop Hit Stun Block Stun On Hit On Block
7 x2 22 x2 20 x2 0 -2
Mk.png Pneumatic Slide Chains Twice Launch.png
Bee's knees!
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.
Damage Meter Gain Start Up Active Recovery
600 3.8% 15 2 34
Hit Stop Hit Stun Block Stun On Hit On Block
10 22 21 -13 -14
---.png Mk.png
Damage Meter Gain Start Up Active Recovery
650 3.8% 10 2 33
Hit Stop Hit Stun Block Stun On Hit On Block
10 25 21 -9 -13
Hk.png Kick Stand
Two boots!
Big Band's side kick brings him completely off the ground during the attack's active frames. With proper timing, the move can evade incoming low attacks.
Damage Meter Gain Start Up Active Recovery
950 10% 21 4 36
Hit Stop Hit Stun Block Stun On Hit On Block
12 18 21 Wallbounce.png -18
D.png + Lp.png Ring-a-Ding Chains Twice
A 2 part attack with a single hit on the first button press. The second rings the triangle for 5 additional hits.
Damage Meter Gain Start Up Active Recovery
250 2.5% 6 3 14
Hit Stop Hit Stun Block Stun On Hit On Block
7 21 19 5 3
---.png Lp.png
Damage Meter Gain Start Up Active Recovery
100 x5 1% x5 3 2 x5 14
Hit Stop Hit Stun Block Stun On Hit On Block
4 x5 20 x5 18 x5 5 3
D.png + Mp.png Glissando Chains Twice
Big Band extends two trombone slides that draw the opponent forward on hit. Because of the unusual hit boxes and properties on Big Band's other standing and crouching mediums, this attack stands out as his most useful medium for a ground chain.
Damage Meter Gain Start Up Active Recovery
550 3.8% 11 4 20
Hit Stop Hit Stun Block Stun On Hit On Block
10 25 21 2 -2
---.png Mp.png
Damage Meter Gain Start Up Active Recovery
700 3.8% 6 4 24
Hit Stop Hit Stun Block Stun On Hit On Block
10 28 22 1 -5
D.png + Hp.png Overblow Sound Stun
A slow blast from a massive tuba. On hit, the Sound Stun causes an extended hit stop on the opponent. Hitting without a Sound Stun gives the opponent invulnerability and allows an immediate Ground Recovery, similar to a sweep.
Damage Meter Gain Start Up Active Recovery
1000 10% 20 4 32
Hit Stop Hit Stun Block Stun On Hit On Block
16 (40 OR 16 to opponent, 13 on block) 20 23 Knockdown.png OR Sweep.png -12
D.png + Lk.png Sharp Note Low.png
Damage Meter Gain Start Up Active Recovery
325 2.5% 8 4 12
Hit Stop Hit Stun Block Stun On Hit On Block
7 22 20 7 5
D.png + Mk.png Bass Drop
Get hot!
Big Band drops to the ground, attacking above and around himself with horns. 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. Oh hit, the blasts draw defending characters closer to Big Band instead of pushing them away.
Damage Meter Gain Start Up Active Recovery
750 7.5% 12 4 21
Hit Stop Hit Stun Block Stun On Hit On Block
10 25 21 1 -3
D.png + Hk.png Low Rank Low.png
Fugue!
A basic sweep with surprising vertical range, making it effective for stopping air dashes and other low height air attacks. This is Big Band's hardest hitting normal move.
Damage Meter Gain Start Up Active Recovery
1200 10% 19 6 28
Hit Stop Hit Stun Block Stun On Hit On Block
10 14 17 Sweep.png -16
(air) Lp.png Tenor Blast High.png
Boogie!
A single blast from Big Band's lowest side valve. j.MP and j.HP attack using the other valves and combine for a basic 3 hit air chain, which Big Band has a hard time doing with his jumping kicks.
Damage Meter Gain Start Up Active Recovery
400 2.5% 10 2 26
Hit Stop Hit Stun Block Stun On Hit On Block
8 22 18 -5 -9
(air) Mp.png Baritone Blast High.png
Stop!
Damage Meter Gain Start Up Active Recovery
650 7.5% 12 2 28
Hit Stop Hit Stun Block Stun On Hit On Block
10 24 20 -5 -9
(air) Hp.png Bass Blast High.png
Shuffle!
Damage Meter Gain Start Up Active Recovery
900 10% 16 2 30
Hit Stop Hit Stun Block Stun On Hit On Block
12 26 22 -5 -9
(air) Lk.png Jelly Roll High.png
Shake shake!
Damage Meter Gain Start Up Active Recovery
200 x3 2% x3 7 5 x3 8
Hit Stop Hit Stun Block Stun On Hit On Block
6 x3 18 x3 14 x3 6 2
(air) Mk.png Sweet Clarinet High.png Chains Twice
Swing it!
A 2 part attack with a low-angled clarinet, first hitting directly below Big Band and the spinning for additional hits after a second button press. The first hit can be used at the start of a jump for a quick overhead that cancels to Cymbal Clash for a combo. The second attack's spinning hits cause a float effect and force Big Band to stay airbone. He can't use this float if he's already used a double jump, but he can use the float to extend a super jump to a full screen's distance for a desperately needed movement option.
Damage Meter Gain Start Up Active Recovery
400 7.5% 11 4 17
Hit Stop Hit Stun Block Stun On Hit On Block
9 28 20 8 0
---.png Mk.png
Damage Meter Gain Start Up Active Recovery
350 x4 1.6% x4 16 5 x4 16
Hit Stop Hit Stun Block Stun On Hit On Block
7 x4 25 x4 20 x4 5 0
(air) Hk.png 5000lb Slam High.png Nocancel.png
Lay back...
Big Band attacks with a clumsy drop kick, forcing himself to land on his back and use a Ground Recovery. When used air to air the high wall bounce will leave the opponent flying across the screen while Big Band slowly gets himself together. The Ground Recovery is no different than any other, so careful placement will let Big Band use it's invulnerable frames to get across the screen. On hit j.HK can't cancel to a special move, but it can still cancel to Tympani Drive.
Damage Meter Gain Start Up Active Recovery
1200 10% 16 (until ground) Knockdown.png
Hit Stop Hit Stun Block Stun On Hit On Block
14 15 18 Wallbounce.png N/A

Command Normals

Command Name / Quote Properties (glossary)
F.png OR D.png Noise Cancel
Yeah...

On the ground, a high (→) Noise Cancel input will parry any incoming high or mid attack and low (↓) will parry low attacks. In the air, high (→) parries any attack. Throws and throw on hit attacks can never get parried. Tapping and holding the direction input gives a 13f window to Noise Cancel an incoming attack, while tapping the direction and returning to neutral increases the window to 17f. Any Noise Cancel input triggers a 30f cooldown for that parry input. Alternating high and low inputs will cancel the active window for the first input as the second input becomes active. Any other inputs simply close the window for a Noise Cancel. Big Band can never parry both directions at the same time, but Ensemble attacks can be parried with either direction. Upon a successful Noise Cancel, Big Band takes the incoming attack's block damage as recoverable damage. Big Band will not die from Noise Cancel chip damage. The parried attack's hit stop and stun get replaced with a standardized 27f parry stop animation (29f for Blockbusters). The parry stop can cancel to another Noise Cancel immediately or cancel to an attack or block after 12f (14f for Blockbusters). Parrying a sequence of combo hits increases the active window for Noise Cancels by 2f and allows both high and low inputs to parry any incoming attack.

Normal Throws

Command Name / Quote Properties (glossary)
Lp.png + Lk.png Heavy Toll Throw.png 50% Damage Scaling
Same old song...
Big Band extends a bell, shakes the opponent around, and leaves them standing. The generous frame advantage after the throw offers a combo into any normal attack with forced damage scaling.
Damage Meter Gain Start Up Active Recovery
0, 150 x8 5%, 1% x8 7 1 28
Hit Stop Hit Stun Block Stun On Hit On Block
N/A Throw.png N/A 27 N/A
(air) Lp.png + Lk.png High Toll Airthrow.png 50% Damage Scaling
Lazy bird!
Damage Meter Gain Start Up Active Recovery
0, 350, 1000 5%, 2%, 6% 7 3 18
Hit Stop Hit Stun Block Stun On Hit On Block
N/A Airthrow.png N/A Knockdown.png N/A

Special Moves

Command Name / Quote Properties (glossary)
Dp.png + P.png , then
P.png , P.png , P.png ... OR
B.png , F.png , B.png , F.png ...
Beat Extend Startupinv.png Sound Stun
Big Band reaches out in an attempt to draw in and trap the opponent in his tambourine. On hit, the "shake" (mash any P OR ←,→,←,→...) inputs give additional, rapid hits that are best used after a combo has reached maximum damage scaling. The Sound Stun causes extra hit stop for the opponent, giving Big Band enough time to recover and start a combo before the defending player falls to the ground.
Lp.png
Damage Meter Gain Start Up Active Recovery
350, 350, 150 x9 (2.5%) 3% x2, .8% x9 1, (6), 1 1, (6), 1 35
Hit Stop Hit Stun Block Stun On Hit On Block
4, 18, 6 x9 (4, 12 on block; 3, 61, 36 x9 OR 3, 34, 6 x9 to opponent) 16 x2, 10 x9 19 x2 Knockdown.png -16
  • Invulnerable to hits for all start up and 3f of active.
Mp.png
Damage Meter Gain Start Up Active Recovery
350, 550, 150 x11 (2.5%) 4.5% x2, .8% x11 10 3, (3), 3 39
Hit Stop Hit Stun Block Stun On Hit On Block
8, 18, 6 x11 (8, 12 on block; 5, 61, 36 x11 OR 5, 34, 6 x11 to opponent) 16, 18, 10 x11 19, 21 Knockdown.png -20
  • Invulnerability for all start up and 1f of active.
Hp.png
Damage Meter Gain Start Up Active Recovery
350 x2, 550, 150 x14 (2.5%) 4.5% x2, 3%, .8% x14 12 3, (6), 3, (3), 3 36
Hit Stop Hit Stun Block Stun On Hit On Block
4, 6, 18, 6 x14 (4, 6, 12 on block; 4, 3, 61, 36 x11 OR 4, 3, 34, 6 x11 to opponent; 4, 4, 8 to opponent on block) 16, 18, 11, 10 x14 18, 16, 14 Knockdown.png -24
  • Invulnerable to hits for all start up and 1f of active.
Qcb.png + K.png Giant Step Default Ensemble Choice (HK) High.png Sound Stun
Impressions!
Big Band stomps the ground and attacks with an over sized and overhead kick drum pedal. On hit, the LK and MK versions push the standing opponent closer to Big Band. With Sound Stun, the weaker versions give the opponent enough additional hit stop to let Big Band link to his faster normals. The HK version knocks the opponent down and towards Big Band on hit and also causes a full screen, unblockable "earthquake" effect that causes an identical knockdown. This deals no damage and can never hit an opponent during a jump, pre-jump start up frames, hit stun, or block stun. Although the HK version and it's "earthquake" consume Sound Stun, the attack has the same properties without it.
Lk.png
Damage Meter Gain Start Up Active Recovery
650 (2.5%) 4.5% 2 31 31
Hit Stop Hit Stun Block Stun On Hit On Block
10 (32 OR 14 to opponent) 24 18 14 OR -4 -10
Mk.png
Damage Meter Gain Start Up Active Recovery
800 (2.5%) 4.5% 2 34 34
Hit Stop Hit Stun Block Stun On Hit On Block
11 (35 OR 14 to opponent) 28 18 17 OR -4 -14
Hk.png
Damage Meter Gain Start Up Active Recovery
950 (2.5%) 4.5% 4 39 39
Hit Stop Hit Stun Block Stun On Hit On Block
12 (30 OR 14 to opponent) 32 18 Knockdown.png -22
B.png (charge) F.png + P.png Brass Knuckles Default Ensemble Choice (HP) Armored.png
Hit me!
Big Band's signature straight rush punch goes further and hits harder with increasing button strength. While it is the safest version on block, LP Brass Knuckles is the only version that has no armor and can't cause a knockdown. The MP and HP versions have armor, a knockdown or a slide on hit, and appropriate block disadvantage.
Lp.png
Damage Meter Gain Start Up Active Recovery
900 (2.5%) 4.5% 16 3 28
Hit Stop Hit Stun Block Stun On Hit On Block
11 35 24 5 -6
Mp.png
Damage Meter Gain Start Up Active Recovery
1300 (2.5%) 4.5% 20 5 36
Hit Stop Hit Stun Block Stun On Hit On Block
11 36 25 Knockdown.png -15
  • 2 hits of armor.
Hp.png
Damage Meter Gain Start Up Active Recovery
1750 (2.5%) 4.5% 24 7 48
Hit Stop Hit Stun Block Stun On Hit On Block
12 41 30 Slide.png -24
  • 2 hits of armor.
B.png (charge) F.png + K.png Take the 'A' Train Armored.png Throw.png (LK) Throwonhit.png (MK and HK) 50% Damage Scaling
Slow train rollin...
Instead of a simple punch, Big Band attempts to grab the opponent with this rushing attack. The LK version doesn't move forward at all and is a true command throw. The MK and HK versions travel forward with armor and attempt the grab with an upward angle. The anti-air throw on hit versions will never catch a standing or couching opponent, but become unblockable when the opponent has upward momentum early in a jump. A successful Take the 'A' Train allows Big Band to cancel to a Super Sonic Jazz on the last hit, he can attempt a Bagpipe Blues as the opponent slides away. Ending a block string with either an LK grab, an anti-air grab, or a Brass Knuckles can force the defending player to guess against Big Band as he winds up one of 3 visually similar attacks.
Lk.png
Damage Meter Gain Start Up Active Recovery
0, 350, 1000 (2.5%) 3%, 14% 23 1 33
Hit Stop Hit Stun Block Stun On Hit On Block
N/A Throw.png N/A Slide.png N/A
Mk.png
Damage Meter Gain Start Up Active Recovery
0, 350, 450, 1000 (2.5%) 3%, 14% x2 20 2 34
Hit Stop Hit Stun Block Stun On Hit On Block
11 Throwonhit.png 21 Slide.png -14
  • 1 hit of armor.
Hk.png
Damage Meter Gain Start Up Active Recovery
0, 350, 450, 500, 1000 (2.5%) 3%, 14% x3 24 2 34
Hit Stop Hit Stun Block Stun On Hit On Block
11 Throwonhit.png 21 Slide.png -14
  • 2 hits of armor.
During Brass Knuckles:
---.png K.png OR
During Take the 'A' Train:
---.png P.png
Emergency Break
Any kick input during a Brass Knuckles or any punch input during a Take the 'A' Train will cause Big Band to stop his charge with a brief recovery animation. This can be used to fake out the defending player or just move an armored Big Band around without committing to the attack.
Damage Meter Gain Start Up Active Recovery
N/A 0% N/A N/A 19
Hit Stop Hit Stun Block Stun On Hit On Block
N/A N/A N/A N/A N/A
(air) Qcb.png + K.png Cymbal Clash Aironly.png High.png Sound Stun
Vein melter!
Big Band extends long, thin arms to clap cymbals together. This attack's start up shifts his jump momentum so he floats slightly upward and backward. The large, disjointed hit box in front of and below Big Band makes Cymbal Clash difficult to punish on whiff or block. With this combination of properties, Big Band can use the attack at random to discourage opponents from approaching his otherwise awkward jump. On hit, the Sound Stun gives a full knockdown and relatively easy follow up combo to Take the 'A' Train once Big Band lands. Without Sound Stun, the opponent becomes invulnerable for the knockdown and can use an immediate Ground Recovery.
Lk.png
Damage Meter Gain Start Up Active Recovery
700 (2.5%) 7.5% 20 2 24
Hit Stop Hit Stun Block Stun On Hit On Block
10 (40 to opponent) 18 21 Knockdown.png OR Sweep.png -4
Mk.png
Damage Meter Gain Start Up Active Recovery
400, 500 (2.5%) 4.5% x2 22 2 x2 25
Hit Stop Hit Stun Block Stun On Hit On Block
1, 10 (1, 40 to opponent) 19 x2 22 x2 Knockdown.png OR Sweep.png -4
Hk.png
Damage Meter Gain Start Up Active Recovery
350, 400, 450 (2.5%) 2.8% x3 24 2 x3 28
Hit Stop Hit Stun Block Stun On Hit On Block
1, 1, 10 (1, 1, 44 to opponent) 19 x3 22 x3 Knockdown.png OR Sweep.png -7

Team Moves

Command Name / Quote Properties (glossary)
Mp.png + Mk.png OR Hp.png + Hk.png 'A' Train Express Tag In Armored.png
Roll out!
Although the animation of Big Band's Tag In attack looks like Brass Knuckles it deals significantly less damage.
Damage Meter Gain Start Up Active Recovery
500 10.1% N/A 7 41
Hit Stop Hit Stun Block Stun On Hit On Block
15 26 29 Knockdown.png -18
  • 1 hit of armor.
Qcf.png + Mp.png + Mk.png OR Hp.png + Hk.png Take Five Outtake Startupinv.png
Hit the tracks!
Damage Meter Gain Start Up Active Recovery
0 -100% 12 + 3 8 28
Hit Stop Hit Stun Block Stun On Hit On Block
13 14 17 N/A -18
  • Invulnerability starting 1f before the super flash, ending after 3f after the flash.

Blockbusters

Command Name / Quote Properties (glossary)
Qcf.png + P.png + P.png Super-Sonic Jazz Level 1 Blockbuster Startupinv.png Armored.png
Awww... Horncrush!
Big Band performs a 4 hit charging attack using a french horn, giving the attack a hit box that covers almost the entire height of the screen. After the frames of complete invulnerability the attack protects Big Band with armor during the charge. The final hit sends the opponent flying backwards behind Big Band for the knockdown.
Damage Meter Gain Start Up Active Recovery
600 x3, 2300 -100% 2 + 6 7, 5, 6, 4 47
Hit Stop Hit Stun Block Stun On Hit On Block
(7), 8 x3, 13 41 x4 23 x4 Knockdown.png -27
  • Invulnerable to hits for all pre-flash start up and invulnerability for all post-flash start up.
After Bagpipe Blues:
Qcf.png + P.png + P.png
TUBA TUBA! Level 1 Blockbuster Startupinv.png Armored.png
After charging up a taunt, Big Band's Super Sonic Jazz charge has more hits of armor and adds the TUBA TUBA! attack after the 4th hit. Not only do these punches deal additional damage, they sends the opponent into a knockdown directly in front of Big Band for an easier Blockbuster Sequel.
Damage Meter Gain Start Up Active Recovery
600 x4, 475 x12, 2300 -100% 2 + 6 7, 5, 6, 4, (8), 4 x12, (21), 5 52
Hit Stop Hit Stun Block Stun On Hit On Block
(7), 8 x4, 5 x12, 28 41 x17 23 x16 Knockdown.png -33
  • Invulnerable to hits for all pre-flash start up and invulnerability for all post-flash start up.
  • No 4th hit on block.
(air) Qcf.png + K.png + K.png Tympani Drive Level 1 Blockbuster Aironly.png Startupinv.png High.png
You're gonna get beat!
Big Band beats a set of drums, hitting below and around himself as he hovers. Holding a direction during the attack will control Big Band's hover, which lets him follow the opponent through the air and connect with all 16 hits. The opponent lands from the final hit's knockdown before Big Band lands, so he can continue a combo after the Tympani Drive if he's in range to OTG with an air normal on the way down.
Damage Meter Gain Start Up Active Recovery
275 x15, 1200 -100% 8 + 7 8 x2, 4, (4), 8 x4, 4, (4), 8 x4, 4, (4), 8 x2, 4 30
Hit Stop Hit Stun Block Stun On Hit On Block
(8), 0 x15, 8 20 x16 23 x16 Knockdown.png -10
  • Invulnerability for all start up frames.
After Bagpipe Blues
(air) Qcf.png + K.png + K.png
Death Toll Level 1 Blockbuster Aironly.png Startupinv.png High.png Throwonhit.png Sound Stun
When powered up with a taunt, the 16th hit of Tympani Drive becomes a throw on hit. The additional Death Toll resembles Big Band's regular air throw and deals damage free from any damage scaling effects. With Sound Stun, Big Band lands first and can continue the combo on the falling opponent. Without Sound Stun, the opponent becomes invulnerable for the knockdown and can use an immediate Ground Recovery.
Damage Meter Gain Start Up Active Recovery
275 x15, 0, 250, 1400, 0 -100% 8 + 7 8 x2, 4, (4), 8 x4, 4, (4), 8 x4, 4, (4), 8 x2, 4 30
Hit Stop Hit Stun Block Stun On Hit On Block
(8), 0 x15, N/A 20 x15, Throwonhit.png 23 x16 Knockdown.png OR Sweep.png -10
  • Invulnerability for all start up frames.
Qcb.png + P.png P.png Strike Up the Band Level 3 Blockbuster Startupinv.png Proj.png
Join the big band!
Big Band sends a wave of podiums across the ground. With any successful hit, the podiums knock the opponent upwards to get bombarded by trumpet mute missiles. Because the bulk of the damage is dealt by smaller, rapid hits it is most efficiently used to end a combo. In practice, it is a much simpler strategy to end a round by dealing 50% base damage with a single, invulnerable reversal.
Damage Meter Gain Start Up Active Recovery
550 x7, 245 x75 -300% 3 + 3 5, (1), 5, (1), 5, (1), 5, (1), 5, (1), 5, (1), 5 84
Hit Stop Hit Stun Block Stun On Hit On Block
(7), 2 x6, 8 16 x6, 19 19 x6, 22 Knockdown.png -58
  • Invulnerability start up and 20f of active.
  • The full attack will only trigger after a successful 7th hit; damage shows complete attack, frame data shows attack on whiff or block.
After Mp.png :
Lp.png , D.png + Lk.png , Lp.png , Lp.png + Mp.png
Satchmo Solo Level 5 Blockbuster
After hitting s.MP, Big Band can play the first notes of the Skullgirls title theme. This just so happens to be the command for a level 5 Blockbuster, triggering an extended super freeze while Big Band's Tension gauge drains from 5 full levels to 0. With the opponent fully frozen, Big Band can play additional trumpet notes with impunity. The notes do no additional damage.
During Satchmo Solo:
Qcf.png + P.png P.png
Satchmo Death Blow
This command will immediately end the Satchmo Solo, dealing real damage with an animation similar to TUBA TUBA!
Damage Meter Gain Start Up Active Recovery
350 x20, 4500 -500% 0 + 0 4 x20, (24), 5 72
Hit Stop Hit Stun Block Stun On Hit On Block
2 x20, 30 20 x20, 50 23 x20, 53 Wallbounce.png -23
  • Invulnerability for 18f of active.

Taunts

Command Name / Quote Properties (glossary)
F.png , Hp.png , Mp.png , Lp.png , F.png Bagpipe Blues
Successfully taunting will trigger a visual effect over Big Band similar to the Sound Stun hit effect, signaling his next Super-Sonic Jazz or Tympani Drive Blockbuster will use the stored taunt. The upgraded versions of these Blockbusters have a follow up attack and additional damage. Big Band doesn't get the boost if he is interrupted from his taunt before the visual effect. Holding the input will continue to play Bagpipe Blues for no additional benefits.
Damage Meter Gain Start Up Active Recovery
N/A 0% 110 N/A N/A
Hit Stop Hit Stun Block Stun On Hit On Block
N/A N/A N/A N/A N/A

Colors and Costumes

SG palette BB01.jpg Palette 1:
Lp.png

Default color palette.
SG palette BB02.jpg Palette 2:
Mp.png

Based on Karl Kolchak from Karl Kolchak: The Night Stalker.
SG palette BB03.jpg Palette 3:
Hp.png

Based on Q's MK palette from Street Fighter 3: Third Strike.
SG palette BB04.jpg Palette 4:
Lk.png

Based on Michael Jackson’s costume in the Smooth Criminal music video.
SG palette BB05.jpg Palette 5:
Mk.png

Original alternate color palette.
SG palette BB06.jpg Palette 6:
Hk.png

Based on Big Zam from Mobile Suit Gundam.
SG palette BB07.jpg Palette 7:
Lp.png + Mp.png + Hp.png

Original color palette based on the sepia tones often associated with film noir.
SG palette BB08.jpg Palette 8:
Lk.png + Mk.png + Hk.png

Based on Dick Tracy.
SG palette BB09.jpg Palette 9:
Lp.png + Lk.png

Based on Sturm from Advance Wars.
SG palette BB10.jpg Palette 10:
Mp.png + Lk.png

Based on Nonon Jakuzure's Symphony Regalia Grave uniform from Kill la Kill.
SG palette BB11.jpg Palette 11:
Lp.png + Mp.png + Lk.png

Original color palette based on the Famicom.
SG palette BB12.jpg Palette 12:
Lp.png + Hp.png

Original color palette based on the Mega Drive.
SG palette BB13.jpg Palette 13:
Lp.png + Hp.png + Lk.png

Based on The Question.
SG palette BB14.jpg Palette 14:
Mp.png + Hp.png + Lk.png

Based on King Dedede from the Kirby series.
SG palette BB15.jpg Palette 15:
Lp.png + Mp.png + Hp.png + Lk.png

Original alternate color palette.
SG palette BB16.jpg Palette 16:
Lp.png + Mp.png

Based on Robocop from the original 1987 movie.
SG palette BB17.jpg Palette 17:
Lp.png + Mk.png

Based on Big the Cat from the Sonic series.
SG palette BB18.jpg Palette 18:
Mp.png + Mk.png

Based on Gato from Chrono Trigger.
SG palette BB19.jpg Palette 19:
Lp.png + Mp.png + Mk.png

Based on the namesake mecha from Big O.
SG palette BB20.jpg Palette 20:
Hp.png + Mk.png

Original alternate color palette.
SG palette BB21.jpg Palette 21:
Lp.png + Hp.png + Mk.png

Original alternate color palette.
SG palette BB22.jpg Palette 22:
Mp.png + Hp.png + Mk.png

Based on Negaduck from Darkwing Duck.

Extras

s.MP Notes

After using Free Form (s.MP), chaining with additional button presses will cause Big Band to play additional trumpet notes. Individual buttons play the distinct notes as shown. Holding ↑ or ↓ while playing will move the notes up or down an octave. Thanks to the Skullheart Forum for listing the original scale.

Note Button Input
C Hp.png
C# OR D♭ Lp.png + Mp.png + Hp.png
D Lp.png + Hp.png
D# OR E♭ Mp.png + Hp.png
E Lp.png + Mp.png
F Lp.png
F# OR G♭ Mp.png
G Hk.png
G# OR A♭ Mk.png + Hk.png
A Lk.png + Mk.png
A# OR B♭ Lk.png
B Mk.png

Development History

  • April 23, 2014: Big Band is released to XBLA with the combined Skullgirls: Encore and Unfinished Business Edition update.[1]
  • April 22, 2014 The completed Big Band is released on PC and PSN versions with the Unfinished Business Edition patch. [2]
  • Feburary 21, 2014: A weekly Salty Cupcakes update includes Big Band's final and fully implemented voice acting. [3]
  • November 9, 2013: Big Band, with a complete set of normals, becomes playable in the PC beta. [4]
  • August 29, 2013: Big Band's first playable, but very rough, version is shown at Salty Cupcakes.[5]
  • July 6, 2013: During their Anime Expo 2013 panel, the Lab Zero team shows Big Band test animations in the game for the first time.[6]
  • June 23, 2013: Lab Zero shows the first animation work for Big Band on their stream channel.[7]
  • March 13, 2013: The Skullgirls crowdfunding campaign collects enough donations to fully fund Big Band as a playable character.[8]
  • March 8, 2013: Big Band's voice actor is announced as Rich Brown.[9]
  • February 27, 2013: The Skullgirls crowdfunding campaign receives enough support to reveal Big Band's story and the general themes he would have as a complete playable character.[10]
  • February 21, 2013: Big Band is announced as the first official male character in Skullgirls, selected by sheer popularity. This bumped Umbrella out of her spot as #2 DLC candidate.[11]

Patch History

Are Your Ready For? Edition to Skin and Bones

  • The recovery animation of a successful Noise Cancel no longer prevents blocking.
  • s.MP received the following changes:
    • Playing additional notes now requires holding the initial MP down for 28f, making the first hit easier to use as an actual attack. If the MP button is only tapped, followup buttons like HP/HK will be attacks instead of notes.
    • Fixed visuals when playing a LK+HK or LK+MK+HK trumpet note with s.MP.
    • Frame data adjusted to make it less unsafe on block.
  • HK Cymbal Clash now has a 3f kara cancel window from j.HK to help prevent input errors.
  • Take the 'A' Train received the following changes:
    • Big Band stops moving forward entirely as soon as the grab attempt begins, rather than sliding.
    • Fixed a bug where being hit on the first active frame could cause the second active frame to be skipped because of the armor reaction, resulting in no active frames.
  • Tag In attack has 1 hit of armor.
  • Outtake received the following changes:
    • Recovery made slightly shorter to match the rest of the cast.
    • Hit box extended slightly downward; certain characters shouldn't be able to occasionally duck under it at close range.
  • When used after a taunt, Super Sonic Jazz and Tympani Drive will not kill until the last hit.

Unfinished Business Edition to Are Your Ready For? Edition

  • Fixed cleanup error in crouch idle animation.
  • Added lighting effects for the boosters during win pose.
  • Fixed the victim's position during Take the 'A' Train; when used as an Ensemble it will no longer force the point character to awkwardly turn around.
  • Big Band can no longer call assists during Cymbal Clash.
  • Added VO for Infinity Breaker.
  • Death and timeout VO no longer get cut off.
  • Fixed Infinite Prevention System spark sounds for Big Band.