Skullgirls/BigBand

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SG big.jpg

Big Band

Voiced by: Rich Brown (EN), Sugita Tomokazu (JP)
Age: 49
Birthday: December 15
Bloodtype: B♭ (experimental oil mixture)
Height: 7'8"
Weight: 5000 lbs (95 lbs organic)
Measurements: 170-160-150, 57 Diameter
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
SG BigBand icon.png

Skullgirls main page


Story

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.

Basics

Big Band is a big character that is best played defensively to use his large normals and his variety of high risk, high reward tools to punish the opponent. His big hurtbox and lack of mobility makes him vulnerable to crossups, instant overheads, and stray hits, emphasizing his defensive play.

  • 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.
  • 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.
  • His Sound Stun, a character unique form of Stagger, gives him different combos, conversions, and setups than other characters.


Important moves:

  • Brass Knuckles ([4]6P) - A rush punch that has armor and gives Big Band some mobility while hitting what's in front of him.
  • Take the 'A' Train ([4]6K) - A command grab (L) or an anti-air hit grab (M and H) that has armor and gives Big Band some mobility.
  • Beat Extend (623P) - Big Band's meterless reversal that is invulnerable, can hit behind him, and is easy to convert from.
  • Cymbal Clash (j214K) - A disjointed special that allows Big Band to space his opponents while in the air.


Movement
Walk: Big Band has a fast walk speed with an uneven stride.
Jump: Double jump. j.MK (2nd attack) counts as a double jump.
Dash or Run: Big Band has a slow forward run and slow back dash that covers a medium distance.
Air Dash: No air dash
Weight: Heavy
Chains
Standing: 4 Buttons: SG lp.png ---.png SG lk.png ---.png SG mp.png OR SG mk.png ---.png SG hp.png OR SG hk.png
Crouching: 4 Buttons: SG lp.png ---.png SG lk.png ---.png SG mp.png OR SG mk.png ---.png SG hp.png OR SG hk.png
Air: 6 Buttons: SG lp.png ---.png SG lk.png ---.png SG mp.png ---.png SG mk.png ---.png SG hp.png ---.png SG hk.png

Sound Stun

SG big soundstun.png

Many of Big Band's attacks cause a unique Sound Stun on hit. This hit effect has a distinctive musical note hit spark and has 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 use only one Sound Stun per combo, the property acts as a character exclusive version of stagger. Additional Sound Stun attacks in the same combo have their diminished, normal properties.

Assists

Default Assists
  • L Beat Extend: A fast invulnerable DP assist with good range and easy conversion ability. The L and M versions have 2 extra frames of vulnerability during their startup. If the assist hits both characters, the assist will "drop" 12 frames before the point. The blockstun for each version is also decreased; 5f for L, 7f for M and H.
  • H Brass Knuckles: An armored assist that has a lot of vertical coverage that deals a lot of damage on counterhit. Unlike the normal version of this move, the assist version does not cause a sliding knockdown on hit and has less blockstun.
Noteworthy Custom Assists
  • 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 H version travels further and has more time to build resources
  • Giant Step (214K): While all versions of this attack must be blocked high, the HK version stands out as the best for an assist; when not in range for the direct hit, the earthquake effect forces the opponent to jump and can allow the point character to approach or convert.
  • Taunt (START button on custom assist select): Big Band taunts, powering up his next level 1 super (either Super Sonic Jazz or Tympany Drive).

Move List

Normals

Standing Normals

SG big slp.png

Honky Tonk

View hitbox
(?)

s.LP Standing SG lp.png
x1 Guard Properties Damage Meter On Hit On Block
Mid Chains Into Self 300 2.5% +3 +2
Startup Active Recovery Hit Stun Block Stun Hit Stop
6 2 16 20 19 7
x2 Guard Properties Damage Meter On Hit On Block
Mid - 300 2.5% +3 +2
Startup Active Recovery Hit Stun Block Stun Hit Stop
5 2 16 20 19 7


  • Big Band uses a bike horn for a jab which chains twice, hits in front of Big Band, and can function as an anti-air against low air-dashes.



SG big smp.png

Free Form

View hitbox
(?)

s.MP Standing SG mp.png
x1 Guard Properties Damage Meter On Hit On Block
Mid - 700 7.5% -2 -6
Startup Active Recovery Hit Stun Block Stun Hit Stop
10 2 25 24 20 9
x2-5 Guard Properties Damage Meter On Hit On Block
Mid - 75 0% -40 -44
Startup Active Recovery Hit Stun Block Stun Hit Stop
11, 3, 3... 2 72 24 20 9


  • 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 meter in stock. Additional hits will all contribute to undizzy 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 super.



SG big shp.png

Air Mail Special

View hitbox
(?)

s.HP Standing SG hp.png
Guard Properties Damage Meter On Hit On Block
Mid Launcher 950 10% ±0 -7
Startup Active Recovery Hit Stun Block Stun Hit Stop
18 4 25 28 21 14


  • Big Band uses a saxophone to launch his opponent. Has a good vertical hitbox in front of him.



SG big slk.png

Hot Socks

View hitbox
(?)

s.LK Standing SG lk.png
Guard Properties Damage Meter On Hit On Block
Low - 275, 325 2.5% x2 ±0 -2
Startup Active Recovery Hit Stun Block Stun Hit Stop
8 2, (5), 2 21 22 x2 20 x2 7 x2


  • Big Band attacks with a 2-hit kick pedal for a standing normal that must be blocked low.



SG big smk.png

Pneumatic Slide

View hitbox
(?)

s.MK Standing SG mk.png
x1 Guard Properties Damage Meter On Hit On Block
Mid Launcher,
Chains Into Self
600 7.5% -13 -14
Startup Active Recovery Hit Stun Block Stun Hit Stop
15 2 34 22 21 10
x2 Guard Properties Damage Meter On Hit On Block
Mid - 650 7.5% -9 -13
Startup Active Recovery Hit Stun Block Stun Hit Stop
11 2 33 25 21 10


  • 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).



SG big shk.png

Kick Stand

View hitbox
(?)

s.HK Standing SG hk.png
Guard Properties Damage Meter On Hit On Block
Mid - 950 10% Wall Bounce -18
Startup Active Recovery Hit Stun Block Stun Hit Stop
21 4 36 26 21 12


  • 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.



Crouching Normals

SG big clp.png

Ring-a-Ding

View hitbox
(?)

c.LP Crouching SG lp.png
x1 Guard Properties Damage Meter On Hit On Block
Mid Chains Into Self 250 2.5% +5 +3
Startup Active Recovery Hit Stun Block Stun Hit Stop
6 3 14 21 19 7
x2 Guard Properties Damage Meter On Hit On Block
Mid - 100 x5 1.2857% x5 +5 +3
Startup Active Recovery Hit Stun Block Stun Hit Stop
3 3 x5 14 21 x5 19 x5 3x4, 7


  • A 2 part attack with a single hit on the first button press. The second part rings the triangle for 5 additional hits. This button is very useful for breaking armor, as well as for performing meaty setups that cover reversal options that have a few vulnerable frames at the start, have armor, or both.


SG big cmp.png

Glissando

View hitbox
(?)

c.MP Crouching SG mp.png
x1 Guard Properties Damage Meter On Hit On Block
Mid Chains Into Self 550 7.5% +2 -2
Startup Active Recovery Hit Stun Block Stun Hit Stop
11 4 20 25 21 10
x2 Guard Properties Damage Meter On Hit On Block
Mid - 700 7.5% +1 -5
Startup Active Recovery Hit Stun Block Stun Hit Stop
6 4 24 28 22 10


  • Big Band extends two trombone slides to hit the opponent. Good horizontal poke. If you confirm the second hit at max range, you can follow up with c.HP, then cancel into H Train, E-Break, then s.LP. The timing on characters with smaller hitboxes (like Filia, for instance) will be tighter.



SG big chp.png

Overblow

View hitbox
(?)

c.HP Crouching SG hp.png
Guard Properties Damage Meter On Hit On Block
Mid Sound Stun 1000 10% Soft KD (Sound Stun),
Soft KD (Invuln.)
-12
Startup Active Recovery Hit Stun Block Stun Hit Stop
20 4 32 20 23 40, 12, (12 on block)


  • 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. Like s.HK, it has some low-crush potential. It also has slight disjoint, making it a good poke at far ranges and its big hitbox allows for some anti-air potential. On block, it is possible to make yourself -5 if you immediately H Train into E-Break, which is safer than L Brass on block, being -6.



SG big clk.png

Sharp Note

View hitbox
(?)

c.LK Crouching SG lk.png
Guard Properties Damage Meter On Hit On Block
Low - 325 2.5% +7 +5
Startup Active Recovery Hit Stun Block Stun Hit Stop
8 4 12 22 20 7


  • Big Band extends a tiny clarinet to hit his opponent as his main low attack. The fact that it is +7 on hit makes it easy to set up low/throw mixups mid-combo. It has a pretty large vertical hitbox for a low, so it works conveniently in optimized combos.



SG big cmk.png

Bass Drop

View hitbox
(?)

c.MK Crouching SG mk.png
Guard Properties Damage Meter On Hit On Block
Mid - 750 7.5% +1 -3
Startup Active Recovery Hit Stun Block Stun Hit Stop
12 4 21 25 21 10


  • 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. Oh 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.



SG big chk.png

Low Rank

View hitbox
(?)

c.HK Crouching SG hk.png
Guard Properties Damage Meter On Hit On Block
Low Sweep 1200 10% Soft KD (Invuln.) -16
Startup Active Recovery Hit Stun Block Stun Hit Stop
19 6 28 14 17 10


  • A basic sweep with surprising vertical range and slightly disjointed, making it effective for stopping air dashes and other low height air attacks. This is Big Band's hardest hitting normal move. On block, it is possible to immediately cancel into L 'A' Train and have it confirm (the opponent conveniently exits blockstun at around the same time L Train becomes active).



Jumping Normals

SG big jlp.png

Tenor Blast

View hitbox
(?)

j.LP Jumping SG lp.png
Guard Properties Damage Meter On Hit On Block
High - 400 2.5% -5 -3
Startup Active Recovery Hit Stun Block Stun Hit Stop
10 2 26 22 18 8


  • 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. It is common to use a "plink throw" after j.LP. This can be done by inputting j.LP, then "rolling" your hand over the LP and LK inputs (do not touch them at the same time; you must input them separately in a very quick succession).



SG big jmp.png

Baritone Blast

View hitbox
(?)

j.MP Jumping SG mp.png
Guard Properties Damage Meter On Hit On Block
High - 650 7.5% -3 -1
Startup Active Recovery Hit Stun Block Stun Hit Stop
12 2 26 24 20 10


  • A single blast from Big Band's center side valve. Usually the go-to button when performing an air string after a launcher.



SG big jhp.png

Bass Blast

View hitbox
(?)

j.HP Jumping SG hp.png
Guard Properties Damage Meter On Hit On Block
High - 1000 10% -3 -6
Startup Active Recovery Hit Stun Block Stun Hit Stop
16 2 30 26 22 12


  • A single blast from Big Band's highest side valve.



SG big jlk.png

Jelly Roll

View hitbox
(?)

j.LK Jumping SG lk.png
Guard Properties Damage Meter On Hit On Block
High (rising mid) - 200 x3 0.9% x3 +3 +3
Startup Active Recovery Hit Stun Block Stun Hit Stop
7 18 (3, 3, 3...) 11 22 x3 18 x3 6 x3


  • Big Band extends a tambourine for a 3-hit attack the hits below him and has generous active frames. This attack does not hit overhead on the way up.



SG big jmk.png

Sweet Clarinet

View hitbox
(?)

j.MK Jumping SG mk.png
x1 Guard Properties Damage Meter On Hit On Block
High Chains Into Self 400 7.5% +4 ±0
Startup Active Recovery Hit Stun Block Stun Hit Stop
11 4 18 28 OR 25 (vs air) 20 9
x2 Guard Properties Damage Meter On Hit On Block
Mid - 220x3, 240 1.8% x4 +5 ±0
Startup Active Recovery Hit Stun Block Stun Hit Stop
16 5 x4 16 25 x4 20 x4 3, 3, 3, 7


  • A 2 part attack with a low-angled clarinet, first hitting directly below Big Band and then spinning for additional hits after a second button press. The second attack's spinning hits cause a float effect and force Big Band to stay airbourne.
    • 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.
    • Each use of j.MK follow up in a combo will cause Big Band to fall increasingly faster.
  • The first hit can be used at the start of a jump for a quick overhead that cancels to Tympany Drive for a combo. Cymbal Clash can be used to combo after an instant overhead j.MK against Big Band, or against any other standing character (such as during a fuzzy setup)



SG big jhk.png

5000lb Slam

View hitbox
(?)

j.HK Jumping SG hk.png
Guard Properties Damage Meter On Hit On Block
High No Cancel * 1200 10% Wall Bounce N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
16 (until ground) 16, KD OR 19 ** 37 18 14


  • 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 its invulnerable frames to get across the screen.


The first frame data graph shows the move with a ground recovery. The second shows without.
* On hit, j.HK can't cancel to a special move, but it can still cancel to Tympany Drive.
** 16 frames of recovery, then the opportunity to ground tech. There are 3 additional frames of vulnerable recovery if no ground tech is performed, and some additional invulnerable recovery.



Throws

SG big throw.png

Heavy Toll

View hitbox
(?)

Throw SG lp.png + SG lk.png
Guard Properties Damage Meter On Hit On Block
Throw 50% Damage Scaling 0, 150 x8 5%, 1% x8 +27 N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
7 1 28 N/A N/A N/A


  • The throw with the longest range in the game by far. Big Band extends a bell, shakes the opponent around, and leaves them standing. The generous frame advantage after the throw gives Big Band time to convert into a combo.



SG big airthrow.png

High Toll

View hitbox
(?)

Air Throw SG lp.png + SG lk.png (in air)
Guard Properties Damage Meter On Hit On Block
Air Throw 50% Damage Scaling 0, 350, 1000 5%, 2%, 6% KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
7 3 18 N/A N/A N/A


  • Big Band grabs at his opponent, creates a bell around them and strikes once, dropping the opponent afterwards.
  • Big Band can convert after a successful air throw with either j.LK or j.MK, using OTG.



Team Moves

SG big bfp.png

'A' Train Express

View hitbox
(?)

Tag SG mp.png + SG mk.png / SG hp.png + SG hk.png
Guard Properties Damage Meter On Hit On Block
Mid Armor (1 hit),
Tag
500 4.50% KD -18
Startup Active Recovery Hit Stun Block Stun Hit Stop
29 to 49 7 41 26 29 15


  • Although the animation of Big Band's Tag In attack looks like Brass Knuckles it deals significantly less damage.



SG big snap.png

Take Five

View hitbox
(?)

Snapback Qcf.png + SG mp.png + SG mk.png / Qcf.png + SG hp.png + SG hk.png
Guard Properties Damage Meter On Hit On Block
Mid Snapback 0 -100% N/A -22
Startup Active Recovery Hit Stun Block Stun Hit Stop
12 + 3 3 37 14 17 (9), 13


  • Big Band uses two saxophones for a unique outtake that hits in front and behind him.



Specials

SG big dpp.png



View hitbox
(?)

Beat Extend Dp.png + SG p.png
B.png , F.png , B.png , F.png ...
OR → SG lp.png , SG hp.png , SG lp.png , SG hp.png ...
SG lp.png Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Strike) (Frame 2),
Sound Stun
350, 350, 150 x9 (100, 100, 50 x9) (2.5) 5.5%, 3%, 1.5% x9 KD -24
Startup Active Recovery Hit Stun Block Stun Hit Stop
8 1, (6), 1 [(2), 1, (2), 1...] 34 18 x2, (16 x9 Shake) 18, 13, (19 x9 Shake) 2, 60, 35 x9 OR 2, 33, 12 x9 (4, 9, 35 x9 on block)
SG mp.png Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Strike),
Sound Stun
350, 550, 150 x12 (100, 100, 50 x12) (2.5%) 7%, 4.5%, 1.5% x12 KD -29
Startup Active Recovery Hit Stun Block Stun Hit Stop
10 3, (3), 3 [(4), 1, (2), 1...] 39 18 x2, (16 x12 Shake) 21, 15, (19 x12 Shake) 4, 60, 35 x12 OR 4, 33, 12 x12 (8, 9, 35 x12 on block)
SG hp.png Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Full),
Sound Stun
350 x2, 550, 150 x14 (100, 100, 100, 50 x14) (2.5%) 7%, 4.5% x2, 1.5% x9 KD -27
Startup Active Recovery Hit Stun Block Stun Hit Stop
12 3, (6), 3, (3), 3 [(4), 1, (2), 1...] 36 18 x3, (16 x14 Shake) 18 x2, 15 (19 x14 Shake) 4, 2, 60, 35 x14 OR 4, 2, 33, 12 x14 (4, 4, 8, 35 x14 on block)


  • Big Band reaches out in an attempt to draw in and trap the opponent in his tambourine. On hit, the "shake" (mash SG lp.png, SG hp.png, ... 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.
  • Assist properties
    • L and M versions have 2 additional frames of vulnerability.
    • If it hits two characters, the assist will be released 12f before the point.
    • Blockstun on L decreased by 5f, M and H by 7f.



SG big bfp.png

"Gimme a hit!"

View hitbox
(?)

Brass Knuckles [ B.png ] , F.png + SG p.png
SG lp.png Guard Properties Damage Meter On Hit On Block
Mid - 900 (100) (2.5%) 4.5% +5 OR KD (vs air) -6
Startup Active Recovery Hit Stun Block Stun Hit Stop
16 3 28 35 OR 21 (vs air) 24 11
SG mp.png Guard Properties Damage Meter On Hit On Block
Mid Armor (2 hits) 1300 (175) (2.5%) 4.5% KD -16
Startup Active Recovery Hit Stun Block Stun Hit Stop
20 5 36 21 24 14 (12 on block)
SG hp.png Guard Properties Damage Meter On Hit On Block
Mid Armor (2 hits) 1750 (250) (2.5%) 4.5% Sliding KD -25
Startup Active Recovery Hit Stun Block Stun Hit Stop
24 7 48 25 29 17 (14 on block


  • 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.
  • Assist properties
    • M and H versions apply an extra 87.5% damage scaling.
    • All versions hitstun and blockstun are 25f.



SG big bfk.png

"Hit me!"

View hitbox
(?)

Take the 'A' Train [ B.png ], F.png + SG k.png
SG lk.png Guard Properties Damage Meter On Hit On Block
Command Grab 50% Damage Scaling 0, 350, 1000 (2.5%) 4%, 3%, 10% Sliding KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
18 1 33 N/A N/A N/A
SG mk.png Guard Properties Damage Meter On Hit On Block
Anti-Air Grab Armor (2 hits),
50% Damage Scaling
0, 350, 450, 1000 (100) (2.5%) 3%, 14% x2 Sliding KD -14
Startup Active Recovery Hit Stun Block Stun Hit Stop
17 2 34 N/A 21 11
SG hk.png Guard Properties Damage Meter On Hit On Block
Anti-Air Grab Armor (3 hits),
50% Damage Scaling
0, 350, 450, 500, 1000 (100) (2.5%) 4%, 3% x3, 10% Sliding KD -14
Startup Active Recovery Hit Stun Block Stun Hit Stop
21 2 34 N/A 21 11


  • 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.
  • SG lk.png
    • Moves forward very slightly and grabs directly in front of Big Band.
  • SG mk.png
    • Moves forward and grabs above Big Band at an upwards angle.
  • SG hk.png
    • Moves the furthest and grabs at the same angle as the MK version.
  • 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.



SG big ebrake.png





Emergency Break During Brass Knuckles:
---.png SG k.png OR
During Take the 'A' Train:
---.png SG p.png
Guard Properties Damage Meter On Hit On Block
N/A - N/A 0% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
N/A N/A 19 N/A N/A N/A


  • Big Band loses the armor from either Brass Knuckles' or Take the 'A' Train during the entire animation of this move.
  • Any SG k.png input during a Brass Knuckles or any SG p.png 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 move an armored Big Band around without committing to the attack.
  • Commonly abbreviated as "E-Break".


The first frame data graph shows the move done from the earliest possible frame of Brass. The second is A-Train. They were executed via holding a button for E-Break, then executing the move.



SG big qcbk.png

"Impression"

View hitbox
(?)

Giant Step Qcb.png + SG k.png
SG lk.png Guard Properties Damage Meter On Hit On Block
High Sound Stun 650 (100) (2.5%) 4.5% +14 OR -4 OR KD (vs air) -10
Startup Active Recovery Hit Stun Block Stun Hit Stop
18 2 31 28 18 28 OR 10 (14 on block)
SG mk.png Guard Properties Damage Meter On Hit On Block
High Sound Stun 800 (100) (2.5%) 4.5% +17 OR -2 OR KD (vs air) -14
Startup Active Recovery Hit Stun Block Stun Hit Stop
20 2 34 33 18 30 OR 11 (14 on block)
SG hk.png Guard Properties Damage Meter On Hit On Block
High Sound Stun 950 (100) (2.5%) 4.5% KD -22
Startup Active Recovery Hit Stun Block Stun Hit Stop
22 4 35 20 OR 2 (Shockwave) 18 30 OR 12 (10 on block)


  • Big Band stomps the ground and attacks with an oversized kick drum pedal that hits overhead.
    • Although the HK version and its "earthquake" consume Sound Stun, the attack has the same properties without it.
  • SG lk.png
    • Pulls the opponent closer to Big Band on hit.
  • SG mk.png
    • Pulls the opponent even closer to Big Band and gives him slightly more time to link his normals.
  • SG hk.png
    • Knocks the opponent down and closer towards Big Band if the kick pedal hits, otherwise creates a fullscreen unblockable '"earthquake" effect that causes an identical knockdown.
    • The earthquake deals no damage and cannot hit an opponent during a jump, pre-jump frames, hit stun, or block stun.
    • Has the ability to destroy Robo-Fortune's mines anywhere on the screen, even when she is in the air.



SG big jqcbk.png

"Riot!"

View hitbox
(?)

Cymbal Clash (Air Only) Qcb.png + SG k.png
SG lk.png Guard Properties Damage Meter On Hit On Block
Mid Sound Stun 700 (100) (2.5%) 7.5% KD (Sound Stun),
Soft KD (Invuln.)
-4
Startup Active Recovery Hit Stun Block Stun Hit Stop
20 2 24 18 21 40 (10 on block)
SG mk.png Guard Properties Damage Meter On Hit On Block
Mid Sound Stun 400, 500 (100, 100) (2.5%) 4.5% x2 KD (Sound Stun),
Soft KD (Invuln.)
-1
Startup Active Recovery Hit Stun Block Stun Hit Stop
22 2 x2 25 18, 19 21, 22 5, 40 (5, 10 on block)
SG hk.png Guard Properties Damage Meter On Hit On Block
Mid Sound Stun 350, 400, 450 (100, 100, 100) (2.5%) 3% x3 KD (Sound Stun),
Soft KD (Invuln.)
-1
Startup Active Recovery Hit Stun Block Stun Hit Stop
24 2 x3 28 18 x2, 19 21 x2, 22 5 x2, 42 (5 x2, 10 on block)


  • Big Band extends long, thin arms to clap cymbals together. This attack's start up shifts his jump momentum so he floats slightly up and backwards. The large, disjointed hit box allows Big Band to space his opponent in the while in the air.
  • 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.



SG big parry.png

"Uh-huh."



Noise Cancel F.png / D.png immediately before Big Band gets hit
Guard Properties Damage Meter On Hit On Block
N/A - N/A N/A N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
N/A N/A N/A N/A N/A N/A


  • Big Band uses a high hat cymbal to parry incoming attacks, allowing him to riposte with an attack afterwards.
  • 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 hitgrabs can never get parried.
  • Big Band can never parry both directions at the same time, but assist attacks can be parried either direction.
  • Upon a successful Noise Cancel, Big Band takes 75% of the incoming attack's block damage as recoverable damage, and cannot die from damage taken during parry.
  • The parried attack's hit stop and stun get replaced with a standardized 27f parry stop animation (29f for supers).
    • The parry stop can cancel to another Noise Cancel immediately or cancel to an attack or block after 12f (14f for supers).
      • 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.
  • Big Band gains 41.667% of parried move as meter and 1% flat for parrying multihitting moves and projectiles(with some exceptions).
  • Parrying projectiles will move Big Band forward while carrying over forward momentum. This effect is lessened if the projectile was created from a super.
  • The recovery of a successful parry is dash cancelable (after the hitstop)
  • Technical details
    • 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.
    • "Inputting a ↓ parry during the cooldown from an → parry, or a → parry during the cooldown of a ↓ parry, resets the cooldown of the opposite parry. In other words, → parry -> ↓ parry = both recover at the same time, instead of → recovering earlier. Fixes →,↓,→,↓,→,↓… against projectiles. "
    • " Time before joystick must be released or parry is invalid 7f→12f. "
    • "Pressing other directions during a successful parry animation will not invalidate any existing parry inputs. "
  • TODO: information about the training mode parry display



Supers

SG big qcfpp.png

"Ooohhh horn crush!"

View hitbox
(?)

Super-Sonic Jazz
Level 1
Qcf.png + SG p.png + SG p.png
Guard Properties Damage Meter On Hit On Block
Mid Armor (1 hit),
Invuln. (Throw) (Frames 1-2),
Invuln. (Full) (Frame 3 until active)
600 x3, 2300 (100 x3, 300) -100% KD -27
Startup Active Recovery Hit Stun Block Stun Hit Stop
2 + 6 7, 5, 6, 4 47 35 x3, 20 23 x4 (7), 8 x3, 13


  • With 2 frames of armored and throw invulnerable pre-flash startup, and enough hitstop to cover the rest of the invulnerable startup, this is one of the most feared reversals in the game. After the startup, this move is still covered with two hits of armor as Big Band charges forward. Use this move to get out of almost any mixup situation and to end combos.
  • The final hit sends the opponent backwards, so a conversion is only possible with more meter or a specific assist like Painwheel's H Pinion Dash.
  • Commonly abbreviated to "SSJ".



SG big qcfpp charge.png



View hitbox
(?)

TUBA TUBA!
Level 1
After Taunt,
Qcf.png + SG p.png + SG p.png
Guard Properties Damage Meter On Hit On Block
Mid Armor (15 hits),
Invuln. (Throw) (Frames 1-2),
Invuln. (Full) (Frame 3, startup only)
600 x4, 475 x12, 1600 (100 x3, 33x12, 200) -100% KD -33
Startup Active Recovery Hit Stun Block Stun Hit Stop
2 + 6 7, 5, 6, 4, (11), 4 x11, 4, (24), 5 52 35 x16, 25 23 x3, 20 x21, 23 (7), 8 x4, 5 x12, 28 (8 x3, 8 x4, 5 x12, 28 on block)


  • 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 DHC.
  • No 4th hit on block.
  • Immediately transitions to TUBA TUBA if Super Sonic Jazz whiffs.
  • Holding a SG p.png button will not consume the taunt, and will perform just Super-Sonic Jazz instead.



SG big jqcfkk.png

"You're gonna get beat!"

View hitbox
(?)

Tympany Drive
Level 1
(Air Only) Qcf.png + SG k.png + SG k.png
Guard Properties Damage Meter On Hit On Block
High Invuln. (Full) (startup only) 275 x15, 1200 (50 x16) -100% KD -10
Startup Active Recovery Hit Stun Block Stun Hit Stop
8 + 7 8 x2, 4, (4), 8 x4, 4, (4), 8 x4, 4, (4), 8 x2, 4 30 27 x15, 35 30 x15, 23 (8), 2 x15, 8 (6 x15, 8 on block)


  • Big Band beats a set of timpani 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 Tympany Drive if he's in range to OTG with an air normal on the way down.
  • If any hit from this attacks is blocked, Big Band cannot block or perform any action on the way down.



SG big jqcfkk charge.png

"You're in trouble now!"

View hitbox
(?)

Death Toll
Level 1
After Taunt,
(Air Only) Qcf.png + SG k.png + SG k.png
Guard Properties Damage Meter On Hit On Block
High Invuln. (Full) (startup only),
No Scaling (last two hits),
Hit Grab (last hit),
Sound Stun
275 x15, 0, 250, 1400, 0 (50 x 16) -100% KD (Sound Stun),
Soft KD (Invuln.)
-2
Startup Active Recovery Hit Stun Block Stun Hit Stop
8 + 7 8 x2, 4, (4), 8 x4, 4, (4), 8 x4, 4, (4), 8 x2, 4 30 27 x15, N/A 30 x15, 23 (8), 2 x15, N/A (6 x15, 8 on block)


  • When powered up with a taunt, the 16th hit of Tympany Drive becomes a hit grab. 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.
  • Holding a SG k.png button at the end will not consume the taunt.



SG big qcbpp.png

"Join the big band!"

View hitbox
(?)

Strike Up the Band
Level 3
Qcb.png + SG p.png + SG p.png
Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Full),
45% Min. Scaling,
Projectile
550 x7, 110 x84 (100 x7, 33x84) -300% KD -76
Startup Active Recovery Hit Stun Block Stun Hit Stop
4 + 3 5, (1), 5, (1), 5, (1), 5, (1), 5, (1), 5, (1), 5 87 35 x6, 20 x85 19 x6, 23, (23 x84) (7), 2 x6, 20 (2 x6, 10, 8 x84 on block)


  • Big Band sends a wave of podiums across the ground. Upon a 7th successful hit, the podiums knock the opponent upwards to get bombarded by trumpet mute missiles.
  • Because the bulk of the damage is dealt by the missiles, it's best to use this away from the corner so that more podiums are spawned which spawns more missles.
    • Does much more damage to Big Band in any scenario given his hurtbox.
  • The full attack will only trigger after a successful 7th hit, damage shows complete attack, frame data shows attack on whiff or block.



SG big lvl5.png

"TUBA TUBA TUBA TUBA TUBA TUBA TUBA TUBA"

View hitbox
(?)

Satchmo Solo /
Satchmo Death Blow

Level 5
SG lp.png , D.png + SG lk.png , SG lp.png , SG lp.png + SG mp.png ,
Qcf.png + SG p.png + SG p.png
Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Full),
Hyper Armor,
Sweep,
55% Min. Scaling
400 x20, 4500 (33x20, 200) -500% Wall Bounce -21
Startup Active Recovery Hit Stun Block Stun Hit Stop
1 OR 2 + 0 4 x20, (24), 5 6 OR 50 35 x20, 25 23 x21 (1) 2 x20, 30


  • 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 super, triggering an extended super freeze while Big Band's meter 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.
  • Inputting via trumpet decreases the startup from 2 to 1 frame.
  • Choosing to not inputting qcf + SG p.png + SG p.png during the extended super freeze will put Big Band in a brief and invulnerable recovery.
  • Satchmo Deathblow ignores armor.
  • Skullgirls Tuestorials 08 - Big Band's Level 5


The second frame data graph shows the move when the 236PP follow up is not performed, leaving Big Band +1



Taunt

SG big taunt.png





Bagpipe Blues F.png , SG hp.png , SG mp.png , SG lp.png , F.png
Guard Properties Damage Meter On Hit On Block
N/A - N/A 0% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
N/A N/A 110 N/A N/A N/A


  • Successfully taunting will trigger a visual effect over Big Band similar to the Sound Stun hit effect, signaling his next Super-Sonic Jazz or Tympany Drive super will use the stored taunt. The upgraded versions of these supers have a follow up attack and additional damage.
    • Holding the respective button while inputting the super will not consume the charge.
    • A charged super cannot be done in the same combo Big Band gains a taunt boost.
  • 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.



Combos

Beginner Combos

If the bread and butter combos are too daunting, try to become comfortable doing each of these combos. Start with the first, then move to the next one. When you play matches, it's good enough to use the one you can perform the most consistently. Once you can do all of them, try learning the combos in the following sections!

1.
c.LK > c.MK > c.HK
A basic ground chain ending in a sweep.
2.
c.LK > c.MPx2 > c.HP xx H Take the 'A' Train
A basic ground chain ending in a special cancel. This combo will get you used to doing charge motions in combos. After you input c.HP, be sure to hold 1 (the down-back position) so you have a charge ready for A Train.
3.
c.LK > c.MK > s.HP
j.MP > j.HP xx L Cymbal Clash
H Take the A-Train xx Super-Sonic Jazz
A basic ground chain ending in a super. SSJ sends them fullscreen, behind Big Band.
4.
c.LK > c.MK > s.HP
j.MP > j.HP > j.HK
Tech forward, c.LK > s.MK
j.LK >j.MKx2 > j.HK xx Tympany Drive (Hold 9)

Bread and Butter Combos

While these combos may not be optimal, they contain the most common, effective combo routes and are a great place to start learning.


Universal OTG-less combo - 7039 dmg (Video)

This combo saves OTG and corner carries, if SSJ isn't used, at the cost of damage.

c.LK > c.MK> s.HP,
j.MP > j.MK,
s.LP > s.MK,
j.LK > j.MK,
c.LK > s.MK,
j.LP > j.LK > j.MK,
H Beat Extend (Shake),
c.MPx2 s.HK xx H A-Train xx Super-Sonic Jazz


Midscreen Only - 8389 dmg (Video)

The most commonly used combo for Big Band.

c.LK > c.MK > s.HP,
j.MP > j.HP > j.HK,
Tech forward, (OTG) c.MPx2 xx H Beat Extend (shake),
Jump, j.LK > j.MK,
s.MK,
j.LP > j.LK > j.MK,
c.LPx2 > c.MK > s.HK xx H Take The 'A' Train xx Super-Sonic Jazz


Close to corner/Corner - ~8300 dmg (Video)

A combo that utilizes Big Band's Tympany Drive.

c.LK > c.MK > s.HP,
j.MP > j.HP > j.HK xx Tympany Drive (hold 9)
(OTG) j.MK,
c.LK > c.MPx2 > s.HK xx H Beat Extend (shake),
Jump, j.LP > j.LK > j.MK,
c.LPx2 > s.LK > c.MPx2 > s.HK xx H Take The 'A' Train


Corner combo - 8562 dmg (Video)

A corner combo for Big Band.

c.LK > c.MK> s.HK xx M Brass Knuckles,
(OTG) c.MPx2, s.HK xx H Beat Extend (shake),
Jump, j.LK > j.MK,
s.LK > s.MK,
j.LP > j.LK > j.MK,
c.LPx2 > s.HP,
j.MP >j.MKx2 > j.HK xx Tympany Drive (hold 9)


Double Snap combo
Snapback
(OTG) c.LK > c.MK > s.HP,
s.LP > c.MK > s.HP,
repeat

Conversions

Setups

Strategy

Big Band's goals:

  • Patiently observe his opponent's habits and wait for his time to punish.
  • Condition his opponent so that they play into his hands.
  • Use his high risk, high reward tools to control space in neutral, punish his opponent, or convert off stray hits.


Big Band is a defensive playstyle character that excels at punishing his opponents habits, although not without risks in doing so. Boasting the biggest hurtbox in the game, slow mobility, and relatively slow moves emphasize his need of patient, defensive play.

His mobility isn't as great as other characters but using Emergency Break during Brass Knuckles or Take the 'A' Train, j.HK to use a ground recovery after landing, and the second part of j.MK (which uses his double jump), allows him to get around the screen at the cost of being vulnerable.

Big Band's neutral is a patient game of watching his opponent, using his specials to cover areas around him, and capitalizing on hard reads or an opponents mistakes.

  • Beat Extend covers the immediate space in front of Big Band, with the M and H variants covering behind him as well.
  • Brass Knuckles covers the space in front of Big Band that the move suggests.
    • Whereas Take the A-Train covers the upwards angle above Big Band except the L variant which covers the space in front of Big Band.
  • Cymbal Clash covers the downward angle below of Big Band and changes his air momentum.
  • Giant Step covers a medium space in front of Big Band, with the H variant causing an unblockable earthquake.

He can also use his normals to space and cover areas around Big Band with less commitment than his specials.

  • s.LP is a fast jab that hits in front of Big Band that is useful against low air dashers and for confirming hits.
  • c.MK is a good button because it vacuums his opponent, shrinks Big Band's hurtbox, AND puts a hitbox entirely around him.
  • j.LP/MP/HP cover the area in front of Big Band, with each button strength affecting the height, LP being the lowest and HP being the highest.
  • j.LK covers an downward angle below Big Band and has three hits.
  • j.MK covers an angle directly below Big Band, has two parts to it, and can stop opponents from trying to run under him.

Keep these in mind as basic guidelines of Big Band's gameplay and his goals.

Counterplay

Skullgirls Tuestorials 06 - Dealing With Big Band

How to beat this character
Counters to common techniques

Resources

For videos of Big Band players, check out the match videos page.

Colors

SG big color1.png SG big color2.png SG big color3.png SG big color4.png SG big color5.png
Color 1
SGColor1.png
Default color palette.
Color 2
SGColor2.png
Based on Karl Kolchak from Karl Kolchak: The Night Stalker.
Color 3
SGColor3.png
Based on Q's MK palette from Street Fighter 3: Third Strike.
Color 4
SGColor4.png
Based on Michael Jackson’s costume in the Smooth Criminal music video.
Color 5
SGColor5.png
Original alternate color palette.

SG big color6.png SG big color7.png SG big color8.png SG big color9.png SG big color10.png
Color 6
SGColor6.png
Based on Big Zam from Mobile Suit Gundam.
Color 7
SGColor7.png
Original color palette based on the sepia tones often associated with film noir.
Color 8
SGColor8.png
Based on Dick Tracy.
Color 9
SGColor9.png
Based on Sturm from Advance Wars.
Color 10
SGColor10.png
Based on Nonon Jakuzure's Symphony Regalia Grave uniform from Kill la Kill.

SG big color11.png SG big color12.png SG big color13.png SG big color14.png SG big color15.png
Color 11
SGColor11.png
Original color palette based on the Famicom.
Color 12
SGColor12.png
Original color palette based on the Mega Drive.
Color 13
SGColor13.png
Based on The Question.
Color 14
SGColor14.png
Based on King Dedede from the Kirby series.
Color 15
SGColor15.png
Original alternate color palette.

SG big color16.png SG big color17.png SG big color18.png SG big color19.png SG big color20.png
Color 16
SGColor16.png
Based on Robocop from the original 1987 movie.
Color 17
SGColor17.png
Based on Big the Cat from the Sonic series.
Color 18
SGColor18.png
Based on Gato from Chrono Trigger.
Color 19
SGColor19.png
Based on the namesake mecha from Big O.
Color 20
SGColor20.png
Original alternate color palette.

SG big color21.png SG big color22.png SG big color23.png SG big color24.png SG big color25.png
Color 21
SGColor21.png
Original alternate color palette.
Color 22
SGColor22.png
Based on Negaduck from Darkwing Duck.
Color 23
SGColor23.png
Based on Metal Flotsam from Dark Cloud 2. Crowdfunding request.
Color 24
SGColor24.png
Based on Captain Spaceman from Spaceman: Unarmed and Ready to Launch.
Color 25
SGColor25.png
Based on Robo-Ky from Guilty Gear XX.

SG big color26.png
Color 26
SGColor26.png
Based on Jotaro Kujo from Jojo's Bizarre Adventures.
(Unlocked by finishing 26 matches with Satchmo Death Blow)

Trumpet

After using 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 SG hp.png
C# OR D♭ SG lp.png + SG mp.png + SG hp.png
D SG lp.png + SG hp.png
D# OR E♭ SG mp.png + SG hp.png
E SG lp.png + SG mp.png
F SG lp.png
F# OR G♭ SG mp.png
G SG hk.png
G# OR A♭ SG mk.png + SG hk.png
A SG lk.png + SG mk.png
A# OR B♭ SG lk.png
B SG mk.png


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