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.

  • His Sound Stun, a character unique form of Stagger, gives him different combos and conversions than other characters.
  • His 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.
  • He has very good assists to benefit the entire cast and any team, whatever their need is.
  • Parrying allows him to deflect predictable pressure, gaining meter, and punish his opponent afterwards. But over-zealousness will quickly put him in a bad position.


Important moves:

  • Brass Knuckles - A rush punch that has armor and gives Big Band some mobility while hitting what's in front of him.
  • Take the 'A' Train - A command grab or an anti-air grab that has armor and gives Big Band some mobility.
  • Beat Extend - Big Band's meterless reversal that is invulnerable, can hit behind him, and is easy to convert from.
  • Cymbal Clash - 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

Many of Big Band's attacks cause a unique Sound Stun on hit. This hit effect has a distinctive musical 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
  • Beat Extend (L): Invulnerable DP assist with huge range and easy conversion ability
  • Brass Knuckles (H): This attack covers almost the entire screen. Big Band's 2 hits or Armored.png make it difficult for the opponent to interrupt the assist. Will not cause a sliding knockdown due to assists changing red bounces to green bounces.
Noteworthy Custom Assists
  • 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 assist. 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!
  • Giant Step (↓↙←+K): While all versions of this attack can force an opponent to block High.png , 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 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, →): Selected by pressing start on custom assist select. When used, he will play until he acquires the charge for his next super then leave the screen.

Move List

Normals

Standing Normals

SG big slp.png


View hitbox

(?)
s.LP
Honky Tonk
SG lp.png (standing)
x1 Guard Properties Damage Meter On Hit On Block
Mid Chains Into Self 300 2.5% +3 +2
Start Up 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
Start Up Active Recovery Hit Stun Block Stun Hit Stop
5 2 16 20 19 7


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



SG big smp.png


View hitbox

(?)
s.MP
Free Form
SG mp.png (standing)
x1 Guard Properties Damage Meter On Hit On Block
Mid - 700 7.5% -2 -6
Start Up 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
Start Up 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


View hitbox

(?)
s.HP
Air Mail Special
SG hp.png (standing)
Guard Properties Damage Meter On Hit On Block
Mid Launcher 950 10% ±0 -7
Start Up 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


View hitbox

(?)
s.LK
Hot Socks
SG lk.png (standing)
Guard Properties Damage Meter On Hit On Block
Low - 275, 325 2.5% x2 ±0 -2
Start Up 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


View hitbox

(?)
s.MK
Pneumatic Slide
SG mk.png (standing)
x1 Guard Properties Damage Meter On Hit On Block
Mid Launcher,
Chains Into Self
600 7.5% -13 -14
Start Up 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
Start Up 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.



SG big shk.png


View hitbox

(?)
s.HK
Kick Stand
SG hk.png (standing)
Guard Properties Damage Meter On Hit On Block
Mid - 950 10% Wall Bounce -18
Start Up 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


View hitbox

(?)
c.LP
Ring-a-Ding
SG lp.png (crouching)
x1 Guard Properties Damage Meter On Hit On Block
Mid Chains Into Self 250 2.5% +5 +3
Start Up 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
Start Up 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.



SG big cmp.png


View hitbox

(?)
c.MP
Glissando
SG mp.png (crouching)
x1 Guard Properties Damage Meter On Hit On Block
Mid Chains Into Self 550 7.5% +2 -2
Start Up 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
Start Up 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 vertical poke.



SG big chp.png


View hitbox

(?)
c.HP
Overblow
SG hp.png (crouching)
Guard Properties Damage Meter On Hit On Block
Mid Sound Stun 1000 10% Soft KD (Sound Stun),
Soft KD (Invuln.)
-12
Start Up 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.



SG big clk.png


View hitbox

(?)
c.LK
Sharp Note
SG lk.png (crouching)
Guard Properties Damage Meter On Hit On Block
Low - 325 2.5% +7 +5
Start Up 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.



SG big cmk.png


View hitbox

(?)
c.MK
Bass Drop
SG mk.png (crouching)
Guard Properties Damage Meter On Hit On Block
Mid - 750 7.5% +1 -3
Start Up 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.



SG big chk.png


View hitbox

(?)
c.HK
Low Rank
SG hk.png (crouching)
Guard Properties Damage Meter On Hit On Block
Low Sweep 1200 10% Soft KD (Invuln.) -16
Start Up 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.



Jumping Normals

SG big jlp.png


View hitbox

(?)
j.LP
Tenor Blast
SG lp.png (in air)
Guard Properties Damage Meter On Hit On Block
High - 400 2.5% -5 -3
Start Up 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.



SG big jmp.png


View hitbox

(?)
j.MP
Baritone Blast
SG mp.png (in air)
Guard Properties Damage Meter On Hit On Block
High - 650 7.5% -3 -1
Start Up Active Recovery Hit Stun Block Stun Hit Stop
12 2 26 24 20 10


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



SG big jhp.png


View hitbox

(?)
j.HP
Bass Blast
SG hp.png (in air)
Guard Properties Damage Meter On Hit On Block
High - 1000 10% -3 -6
Start Up 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


View hitbox

(?)
j.LK
Jelly Roll
SG lk.png (in air)
Guard Properties Damage Meter On Hit On Block
High - 200 x3 0.9% x3 +3 +3
Start Up 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.



j.MK
Sweet Clarinet
SG mk.png (in air)
x1 Guard Properties Damage Meter On Hit On Block
High Chains Into Self 400 7.5% +4 ±0
Start Up 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
Start Up 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.
  • The first hit can be used at the start of a jump for a quick overhead that cancels to Cymbal Clash for a combo.



SG big jhk.png


View hitbox

(?)
j.HK
5000lb Slam
SG hk.png (in air)
Guard Properties Damage Meter On Hit On Block
High No Cancel * 1200 10% Wall Bounce N/A
Start Up 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 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 Tympany Drive.


The first frame data graph shows the move with a ground recovery. The second shows without.
* 16 frames of recovery, then the opportunity to ground tech. There are 3 additional frames of recovery if no ground tech is performed.



Throws

Throw
Heavy Toll
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
Start Up Active Recovery Hit Stun Block Stun Hit Stop
7 1 28 Throw.png N/A N/A


  • 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 at forced damage scaling.



Air Throw
High Toll
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
Start Up Active Recovery Hit Stun Block Stun Hit Stop
7 3 18 Airthrow.png 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

Tag
'A' Train Express
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
Start Up 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.



Snapback
Take Five
Qcf.png + SG mp.png + SG mk.png / SG hp.png + SG hk.png
Guard Properties Damage Meter On Hit On Block
Mid Snapback 0 -100% N/A -22
Start Up 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

Beat Extend Dp.png + SG p.pngB.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
Start Up 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
Start Up 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
Start Up 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.
  • If done as an assist, the SG lp.png and SG mp.png versions lose 2f of invulnerability at startup.



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
Start Up 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 (1 hits) 1300 (175) (2.5%) 4.5% KD -16
Start Up 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
Start Up 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.
  • If done as an assist, the M and H version apply an extra 87.5% damage scaling.



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,
Invuln. (Throw) (during active)
0, 350, 1000 (2.5%) 4%, 3%, 10% Sliding KD N/A
Start Up Active Recovery Hit Stun Block Stun Hit Stop
18 1 33 Throw.png 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
Start Up 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
Start Up 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 at, either directly in front of him or an upwards angle, the opponent with this rushing attack.
  • 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 further then the rest and grabs at the same angle as the MK version as Big Band.
  • 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.



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
Start Up 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.
  • Also known as "E-brake".



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
Start Up 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
Start Up 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
Start Up 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.



Cymbal Clash Aironly.png 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
Start Up 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
Start Up 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
Start Up 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.



Noise Cancel (Parry) 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
Start Up 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 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 assist attacks and projectiles can be parried with either direction.
  • Upon a successful Noise Cancel, Big Band takes 75% of 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 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).



Supers

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
Start Up Active Recovery Hit Stun Block Stun Hit Stop
2 + 6 7, 5, 6, 4 47 35 x3, 20 23 x4 (7), 8 x3, 13


  • 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.
  • Also known as "SSJ".



TUBA TUBA!
Level 1
After Bagpipe Blues:
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
Start Up 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.



Tympany Drive
Level 1
Aironly.png 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
Start Up 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 timpanis, 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 Big Band whiffs this attack completely, he is able to take any action on the way down.
    • Otherwise, if a single hit is blocked, he is unable to do so.



Death Toll
Level 1
After Bagpipe Blues
Aironly.png Qcf.png + SG k.png + SG k.png
Guard Properties Damage Meter On Hit On Block
High Invuln. (Full) (startup only),
Hit Grab,
Sound Stun
275 x15, 0, 250, 1400, 0 (50 x 16) -100% KD (Sound Stun),
Soft KD (Invuln.)
-2
Start Up 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 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.



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),
Projectile
550 x7, 110 x84 (100 x7, 33x84) -300% KD -76
Start Up 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 end a combo with this super.
  • The full attack will only trigger after a successful 7th hit, damage shows complete attack, frame data shows attack on whiff or block.



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
400 x20, 4500 (33x20, 200) -500% Wall Bounce -21
Start Up 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.


The second frame data graph shows the move when the 236PP follow up is not performed.



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
Start Up 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.
  • 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)
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

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.

Big Band's mobility isn't as great as other character 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.

More goes here

Resources

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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