Difference between revisions of "Skullgirls/BigBand"

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{{SGEssentials‎
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<span style="font-size:300%">'''[http://wiki.mizuumi.net/w/Skullgirls The Skullgirls wiki has moved!]'''</span>
| [[File:SG_big.jpg|link=https://oh8.deviantart.com/art/Big-Band-Action-Portrait-398163894]] | Big Band |Rich Brown (EN), Sugita Tomokazu (JP)| 49 | December 15 | B♭ (experimental oil mixture) | 7'8" | 5000 lbs (95 lbs organic) | 170-160-150, 57 Diameter | A good beat, shoe polish, brass polish, 4-part harmony, Autumn Leaves, the flat 5th, the spirit of the law, gin, neat | Punks, corruption, unresolved dissonance, carelessness, electric shavers, smoothies, narrow spaces | SG_BigBand_icon.png}}
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{{SGMain}}
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<br><br>
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__TOC__
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<br>
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=Story=
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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.
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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.”
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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.
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=Basics=
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Big Band is a big character that is best played defensively to use his large normals and his variety of high risk, high reward to punish the opponent.
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* Brass Knuckles is an armored rush punch that covers the horizontal space. Take the 'A' Train is an armored anti air grab that reaches far in front of big band. Giant step is a fullscreen unblockable that must be jumped.
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* Amazing assist choices
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* SSJ is perhaps the most dreaded reversal in the game
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* Big hurtbox leaves him vulnerable to instant overheads against everyone in the cast
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* Parry
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'''Important moves''':
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* Brass Knuckles
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* A Train
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* Beat extend
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* Cymbal Clash
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{{SGBasicSystems‎
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|Big Band has a fast walk speed with an uneven stride.
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|Double jump. j.MK (2nd attack) counts as a double jump.
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|Big Band has a slow forward run and slow back dash that covers a medium distance.
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|No air dash
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|Heavy
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|4 Buttons: {{SG_LP}} --- {{SG_LK}} --- {{SG_MP}} OR {{SG_MK}} --- {{SG_HP}} OR {{SG_HK}}
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|4 Buttons: {{SG_LP}} --- {{SG_LK}} --- {{SG_MP}} OR {{SG_MK}} --- {{SG_HP}} OR {{SG_HK}}
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|6 Buttons: {{SG_LP}} --- {{SG_LK}} --- {{SG_MP}} --- {{SG_MK}} --- {{SG_HP}} --- {{SG_HK}}
+
|}}
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+
==Sound Stun==
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+
Many of Big Band's attacks cause a unique <b>Sound Stun</b> 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 <b>Sound Stun</b> all lead to damaging combos for Big Band. Because Big Band can use only one <b>Sound Stun</b> per combo, the property acts as a character exclusive version of {{#motion:stagger}}. Additional <b>Sound Stun</b> attacks in the same combo have their diminished, normal properties.
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=Assists=
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;Default Assists
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* <b>Beat Extend (L)</b>: Invulnerable DP assist with huge range and easy conversion ability
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* <b>Brass Knuckles (H)</b>: This attack covers almost the entire screen. Big Band's 2 hits or {{#motion:armored}} 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.
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+
;Noteworthy Custom Assists
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* <b>Take the A Train</b> (← charge →+K): While the LK version of this special is a proper {{#motion:throw}}, 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 {{#motion:armored}} using air normals!
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* <b>Giant Step</b> (↓↙←+K): While all versions of this attack can force an opponent to block {{#motion: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 abandon full screen zoning tactics. The point character won't care about wasting Big Band's <b>Sound Stun</b> on the first hit of a combo!
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* <b>Bagpipe Blues</b> (→, 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.
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=Move List=
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+
==Normals==
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+
 
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===Standing Normals===
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+
 
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{{SGMove
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|pic=[[File:SG_big_slp.png]]
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|hitbox=View hitbox
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|{{SGMoveHeader |
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| name=s.LP
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| caption=Honky Tonk
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| input={{SG_LP}} '''(standing)'''}}
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|{{SGMoveData_2 |
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| version=x1
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| guard=Mid
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| properties=[[Skullgirls/Mechanics/Attacks#Chains_Into_Self | '''Chains Into Self''']]
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| dmg=300
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| meter=2.5%
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| startup=6
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| active=2
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| recovery=16
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| hitstop=7
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| hitstun=20
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| blockstun=19
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| onhit=+3
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| onblock=+2
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| framedata=[[File:SG_big_slp1_fd.png|left]]}}
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|{{SGMoveData_2 |
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| version=x2
+
| guard=Mid
+
| properties=-
+
| dmg=300
+
| meter=2.5%
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| startup=5
+
| active=2
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| recovery=16
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| hitstop=7
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| hitstun=20
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| blockstun=19
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| onhit=+3
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| onblock=+2
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| framedata=[[File:SG_big_slp2_fd.png|left]]}}
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|
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<br>
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* 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.
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<br>
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
|pic=[[File:SG_big_smp.png]]
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|hitbox=View hitbox
+
|{{SGMoveHeader |
+
| name=s.MP
+
| caption=Free Form
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| input={{SG_MP}} '''(standing)'''}}
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|{{SGMoveData_2 |
+
| version=x1
+
| guard=Mid
+
| properties=-
+
| dmg=700
+
| meter=7.5%
+
| startup=10
+
| active=2
+
| recovery=25
+
| hitstop=9
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| hitstun=24
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| blockstun=20
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| onhit=-2
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| onblock=-6
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| framedata=[[File:SG_big_smp1_fd.png|left]]}}
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|{{SGMoveData_2 |
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| version=x2-5
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| guard=Mid
+
| properties=-
+
| dmg=75
+
| meter=0%
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| startup=3
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| active=2
+
| recovery=72
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| hitstop=9
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| hitstun=24
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| blockstun=20
+
| onhit=-40
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| onblock=-44
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| framedata=[[File:SG_big_smp2_fd.png|left]]}}
+
|
+
<br>
+
* 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 <b>Free Form</b> 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 <b>Free Form</b> will leave Big Band defenseless, while careful use can lead to his level 5 super.
+
<br>
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_big_shp.png]]
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| hitbox=View hitbox
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|{{SGMoveHeader |
+
| name=s.HP
+
| caption=Air Mail Special
+
| input={{SG_HP}} '''(standing)'''}}
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|{{SGMoveData_1 |
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Launchers | '''Launcher''']]
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| dmg=950
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| meter=10%
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| startup=18
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| active=4
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| recovery=25
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| hitstop=14
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| hitstun=28
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| blockstun=21
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| onhit=±0
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| onblock=-7
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| framedata=[[File:SG_big_shp_fd.png|left]]}}
+
|
+
<br>
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* Big Band uses a saxophone to launch his opponent. Has a good vertical hitbox in front of him.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_big_slk.png]]
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| hitbox=View hitbox
+
|{{SGMoveHeader |
+
| name=s.LK
+
| caption=Hot Socks
+
| input={{SG_LK}} '''(standing)'''}}
+
|{{SGMoveData_1 |
+
| guard=<span style="color:#ebcc3a">'''Low'''</span>
+
| properties=-  
+
| dmg=275, 325
+
| meter=2.5% x2
+
| startup=8
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| active=2, (5), 2
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| recovery=21
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| hitstop=7 x2
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| hitstun=22 x2
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| blockstun=20 x2
+
| onhit=±0
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| onblock=-2
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| framedata=[[File:SG_big_slk_fd.png|left]]}}
+
|
+
<br>
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* Big Band attacks with a 2-hit kick pedal for a standing normal that must be blocked low.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
|pic=[[File:SG_big_smk.png]]
+
|hitbox=View hitbox
+
|{{SGMoveHeader |
+
| name=s.MK
+
| caption=Pneumatic Slide
+
| input={{SG_MK}} '''(standing)'''}}
+
|{{SGMoveData_2 |
+
| version=x1
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Launchers | '''Launcher''']],<br>[[Skullgirls/Mechanics/Attacks#Chains_Into_Self | '''Chains Into Self''']]
+
| dmg=600
+
| meter=7.5%
+
| startup=15
+
| active=2
+
| recovery=34
+
| hitstop=10
+
| hitstun=22
+
| blockstun=21
+
| onhit=-13
+
| onblock=-14
+
| framedata=[[File:SG_big_smk1_fd.png|left]]}}
+
|{{SGMoveData_2 |
+
| version=x2
+
| guard=Mid
+
| properties=-
+
| dmg=650
+
| meter=7.5%
+
| startup=11
+
| active=2
+
| recovery=33
+
| hitstop=10
+
| hitstun=25
+
| blockstun=21
+
| onhit=-9
+
| onblock=-13
+
| framedata=[[File:SG_big_smk2_fd.png|left]]}}
+
|
+
<br>
+
* A 2 part trombone kick. Big Band can jump cancel after the second hit to use this as a standard launcher. Jump canceling after the first hit leaves the opponent at a lower height.
+
<br>
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_big_shk.png]]
+
| hitbox=View hitbox
+
|{{SGMoveHeader |
+
| name=s.HK
+
| caption=Kick Stand
+
| input={{SG_HK}} '''(standing)'''}}
+
|{{SGMoveData_1 |
+
| guard=Mid
+
| properties=-
+
| dmg=950
+
| meter=10%
+
| startup=21
+
| active=4
+
| recovery=36
+
| hitstop=12
+
| hitstun=26
+
| blockstun=21
+
| onhit=[[Skullgirls/Mechanics/Attacks#Wall_Bounce | <span style="color:#ffff35">'''Wall Bounce'''</span>]]
+
| onblock=-18
+
| framedata=[[File:SG_big_shk_fd.png|left]]}}
+
|
+
<br>
+
* 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.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
===Crouching Normals===
+
 
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+
{{SGMove
+
|pic=[[File:SG_big_clp.png]]
+
|hitbox=View hitbox
+
|{{SGMoveHeader |
+
| name=c.LP
+
| caption=Ring-a-Ding
+
| input={{SG_LP}} '''(crouching)'''}}
+
|{{SGMoveData_2 |
+
| version=x1
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Chains_Into_Self | '''Chains Into Self''']]
+
| dmg=250
+
| meter=2.5%
+
| startup=6
+
| active=3
+
| recovery=14
+
| hitstop=7
+
| hitstun=21
+
| blockstun=19
+
| onhit=+5
+
| onblock=+3
+
| framedata=[[File:SG_big_clp1_fd.png|left]]}}
+
|{{SGMoveData_2 |
+
| version=x2
+
| guard=Mid
+
| properties=-
+
| dmg=100 x5
+
| meter=1.2857% x5
+
| startup=3
+
| active=3 x5
+
| recovery=14
+
| hitstop=3x4, 7
+
| hitstun=21 x5
+
| blockstun=19 x5
+
| onhit=+5
+
| onblock=+3
+
| framedata=[[File:SG_big_clp2_fd.png|left]]}}
+
|
+
<br>
+
* A 2 part attack with a single hit on the first button press. The second part rings the triangle for 5 additional hits.
+
<br>
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
|pic=[[File:SG_big_cmp.png]]
+
|hitbox=View hitbox
+
|{{SGMoveHeader |
+
| name=c.MP
+
| caption=Glissando
+
| input={{SG_MP}} '''(crouching)'''}}
+
|{{SGMoveData_2 |
+
| version=x1
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Chains_Into_Self | '''Chains Into Self''']]
+
| dmg=550
+
| meter=7.5%
+
| startup=11
+
| active=4
+
| recovery=20
+
| hitstop=10
+
| hitstun=25
+
| blockstun=21
+
| onhit=+2
+
| onblock=-2
+
| framedata=[[File:SG_big_cmp1_fd.png|left]]}}
+
|{{SGMoveData_2 |
+
| version=x2
+
| guard=Mid
+
| properties=-
+
| dmg=700
+
| meter=7.5%
+
| startup=6
+
| active=4
+
| recovery=24
+
| hitstop=10
+
| hitstun=28
+
| blockstun=22
+
| onhit=+1
+
| onblock=-5
+
| framedata=[[File:SG_big_cmp2_fd.png|left]]}}
+
|
+
<br>
+
* Big Band extends two trombone slides to hit the opponent. Good vertical poke.
+
<br>
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_big_chp.png]]
+
| hitbox=View hitbox
+
|{{SGMoveHeader |
+
| name=c.HP
+
| caption=Overblow
+
| input={{SG_HP}} '''(crouching)'''}}
+
|{{SGMoveData_1 |
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Sound_Stun_.28Big_Band.29 | '''Sound Stun''']]
+
| dmg=1000
+
| meter=10%
+
| startup=20
+
| active=4
+
| recovery=32
+
| hitstop=40, 12, (12 on block)
+
| hitstun=20
+
| blockstun=23
+
| onhit=[[Skullgirls/Mechanics/Attacks#Invulnerable_Soft_Knockdown | <span style="color:#37ffff">'''Soft KD'''</span>]] (Sound Stun),<br>[[Skullgirls/Mechanics/Attacks#Invulnerable_Soft_Knockdown | <span style="color:#37ffff">'''Soft KD (Invuln.)'''</span>]]
+
| onblock=-12
+
| framedata=[[File:SG_big_chp_fd.png|left]]}}
+
|
+
<br>
+
* A slow blast from a massive tuba. On hit, the <b>Sound Stun</b> causes an extended hit stop on the opponent. Hitting without a <b>Sound Stun</b> gives the opponent invulnerability and allows an immediate Ground Recovery, similar to a sweep.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_big_clk.png]]
+
| hitbox=View hitbox
+
|{{SGMoveHeader |
+
| name=c.LK
+
| caption=Sharp Note
+
| input={{SG_LK}} '''(crouching)'''}}
+
|{{SGMoveData_1 |
+
| guard=<span style="color:#ebcc3a">'''Low'''</span>
+
| properties=-
+
| dmg=325
+
| meter=2.5%
+
| startup=8
+
| active=4
+
| recovery=12
+
| hitstop=7
+
| hitstun=22
+
| blockstun=20
+
| onhit=+7
+
| onblock=+5
+
| framedata=[[File:SG_big_clk_fd.png|left]]}}
+
|
+
<br>
+
* Big Band extends a tiny clarinet to hit his opponent as his main low attack.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_big_cmk.png]]
+
| hitbox=View hitbox
+
|{{SGMoveHeader |
+
| name=c.MK
+
| caption=Bass Drop
+
| input={{SG_MK}} '''(crouching)'''}}
+
|{{SGMoveData_1 |
+
| guard=Mid
+
| properties=-
+
| dmg=750
+
| meter=7.5%
+
| startup=12
+
| active=4
+
| recovery=21
+
| hitstop=10
+
| hitstun=25
+
| blockstun=21
+
| onhit=+1
+
| onblock=-3
+
| framedata=[[File:SG_big_cmk_fd.png|left]]}}
+
|
+
<br>
+
* Big Band drops to the ground, attacking above and around himself with air blasts. The low profile hurt boxes and large hit box make the attack a useful anti-air and make the tall Big Band less susceptible to instant overheads. Oh hit, the blasts draw defending characters closer to Big Band instead of pushing them away.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_big_chk.png]]
+
| hitbox=View hitbox
+
|{{SGMoveHeader |
+
| name=c.HK
+
| caption=Low Rank
+
| input={{SG_HK}} '''(crouching)'''}}
+
|{{SGMoveData_1 |
+
| guard=<span style="color:#ebcc3a">'''Low'''</span>
+
| properties=[[Skullgirls/Mechanics/Attacks#Sweeps | '''Sweep''']]
+
| dmg=1200
+
| meter=10%
+
| startup=19
+
| active=6
+
| recovery=28
+
| hitstop=10
+
| hitstun=14
+
| blockstun=17
+
| onhit=[[Skullgirls/Mechanics/Attacks#Invulnerable_Soft_Knockdown | <span style="color:#37ffff">'''Soft KD (Invuln.)'''</span>]]
+
| onblock=-16
+
| framedata=[[File:SG_big_chk_fd.png|left]]}}
+
|
+
<br>
+
* 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.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
===Jumping Normals===
+
 
+
 
+
{{SGMove
+
| pic=[[File:SG_big_jlp.png]]
+
| hitbox=View hitbox
+
|{{SGMoveHeader |
+
| name=j.LP
+
| caption=Tenor Blast
+
| input={{SG_LP}} '''(in air)'''}}
+
|{{SGMoveData_1 |
+
| guard=<span style="color:#3acceb">'''High'''</span>
+
| properties=-
+
| dmg=400
+
| meter=2.5%
+
| startup=10
+
| active=2
+
| recovery=26
+
| hitstop=8
+
| hitstun=22
+
| blockstun=18
+
| onhit=-5
+
| onblock=-3
+
| framedata=[[File:SG_big_jlp_fd.png|left]]}}
+
|
+
<br>
+
* 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.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_big_jmp.png]]
+
| hitbox=View hitbox
+
|{{SGMoveHeader |
+
| name=j.MP
+
| caption=Baritone Blast
+
| input={{SG_MP}} '''(in air)'''}}
+
|{{SGMoveData_1 |
+
| guard=<span style="color:#3acceb">'''High'''</span>
+
| properties=-
+
| dmg=650
+
| meter=7.5%
+
| startup=12
+
| active=2
+
| recovery=26
+
| hitstop=10
+
| hitstun=24
+
| blockstun=20
+
| onhit=-3
+
| onblock=-1
+
| framedata=[[File:SG_big_jmp_fd.png|left]]}}
+
|
+
<br>
+
* A single blast from Big Band's center side valve.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_big_jhp.png]]
+
| hitbox=View hitbox
+
|{{SGMoveHeader |
+
| name=j.HP
+
| caption=Bass Blast
+
| input={{SG_HP}} '''(in air)'''}}
+
|{{SGMoveData_1 |
+
| guard=<span style="color:#3acceb">'''High'''</span>
+
| properties=-
+
| dmg=1000
+
| meter=10%
+
| startup=16
+
| active=2
+
| recovery=30
+
| hitstop=12
+
| hitstun=26
+
| blockstun=22
+
| onhit=-3
+
| onblock=-6
+
| framedata=[[File:SG_big_jhp_fd.png|left]]}}
+
|
+
<br>
+
* A single blast from Big Band's highest side valve.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_big_jlk.png]]
+
| hitbox=View hitbox
+
|{{SGMoveHeader |
+
| name=j.LK
+
| caption=Jelly Roll
+
| input={{SG_LK}} '''(in air)'''}}
+
|{{SGMoveData_1 |
+
| guard=<span style="color:#3acceb">'''High'''</span>
+
| properties=-
+
| dmg=200 x3
+
| meter=0.9% x3
+
| startup=7
+
| active=18 (3, 3, 3...)
+
| recovery=11
+
| hitstop=6 x3
+
| hitstun=22 x3
+
| blockstun=18 x3
+
| onhit=+3
+
| onblock=+3
+
| framedata=[[File:SG_big_jlk_fd.png|left]]}}
+
|
+
<br>
+
* Big Band extends a tambourine for a 3-hit attack the hits below him and has generous active frames.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
|pic=[[File:SG_big_jmk.png]]
+
|hitbox=View hitbox
+
|{{SGMoveHeader |
+
| name=j.MK
+
| caption=Sweet Clarinet
+
| input={{SG_MK}} '''(in air)'''}}
+
|{{SGMoveData_2 |
+
| version=x1
+
| guard=<span style="color:#3acceb">'''High'''</span>
+
| properties=[[Skullgirls/Mechanics/Attacks#Chains_Into_Self | '''Chains Into Self''']]
+
| dmg=400
+
| meter=7.5%
+
| startup=11
+
| active=4
+
| recovery=18
+
| hitstop=9
+
| hitstun=28 OR 25 (vs air)
+
| blockstun=20
+
| onhit=+4
+
| onblock=±0
+
| framedata=[[File:SG_big_jmk1_fd.png|left]]}}
+
|{{SGMoveData_2 |
+
| version=x2
+
| guard=Mid
+
| properties=-
+
| dmg=220x3, 240
+
| meter=1.8% x4
+
| startup=16
+
| active=5 x4
+
| recovery=16
+
| hitstop=3, 3, 3, 7
+
| hitstun=25 x4
+
| blockstun=20 x4
+
| onhit=+5
+
| onblock=±0
+
| framedata=[[File:SG_big_jmk2_fd.png|left]]}}
+
|
+
<br>
+
* 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 <b>Cymbal Clash</b> for a combo.
+
<br>
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_big_jhk.png]]
+
| hitbox=View hitbox
+
|{{SGMoveHeader |
+
| name=j.HK
+
| caption=5000lb Slam
+
| input={{SG_HK}} '''(in air)'''}}
+
|{{SGMoveData_1 |
+
| guard=<span style="color:#3acceb">'''High'''</span>
+
| properties=[[Skullgirls/Mechanics/Attacks#No_Cancel| '''No Cancel''']] (Specials)
+
| dmg=1200
+
| meter=10%
+
| startup=16
+
| active=(until ground)
+
| recovery=19*, ''16''{{#motion:knockdown}}
+
| hitstop=14
+
| hitstun=37
+
| blockstun=18
+
| onhit=[[Skullgirls/Mechanics/Attacks#Wall_Bounce | <span style="color:#ffff35">'''Wall Bounce'''</span>]]
+
| onblock=N/A
+
| framedata=[[File:SG_big_jhk_fd.png|left]]}}
+
|
+
<br>
+
* 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 <b>Tympany Drive</b>.
+
:<nowiki>*</nowiki> Recovery time without using a ground recovery.
+
:<nowiki></nowiki> Italics represent recovery time before you're able to use a ground recovery.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
==Throws==
+
 
+
{{SGMove
+
| pic=[[File:SG_big_throw.png]]
+
| hitbox=View hitbox
+
|{{SGMoveHeader |
+
| name=Throw
+
| caption=Heavy Toll
+
| input={{SG_LP}} + {{SG_LK}}}}
+
|{{SGMoveData_1 |
+
| guard=[[Skullgirls/Mechanics/Attacks#Throws | <span style="color:#ff00ff">'''Throw'''</span>]]
+
| properties=[[Skullgirls/Mechanics/Combo_Mechanics#Damage_Scaling | '''50% Damage Scaling''']]
+
| dmg=0, 150 x8
+
| meter=5%, 1% x8
+
| startup=7
+
| active=1
+
| recovery=28
+
| hitstop=N/A
+
| hitstun={{#motion:throw}}
+
| blockstun=N/A
+
| onhit=+27
+
| onblock=N/A
+
| framedata=[[File:SG_big_throw_fd.png|left]]}}
+
|
+
<br>
+
* 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.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_big_airthrow.png]]
+
| hitbox=View hitbox
+
|{{SGMoveHeader |
+
| name=Air Throw
+
| caption=High Toll
+
| input={{SG_LP}} + {{SG_LK}} '''(in air)'''}}
+
|{{SGMoveData_1 |
+
| guard=[[Skullgirls/Mechanics/Attacks#Throws | <span style="color:#ff00ff">'''Air Throw'''</span>]]
+
| properties=[[Skullgirls/Mechanics/Combo_Mechanics#Damage_Scaling | '''50% Damage Scaling''']]
+
| dmg=0, 350, 1000
+
| meter=5%, 2%, 6%
+
| startup=7
+
| active=3
+
| recovery=18
+
| hitstop=N/A
+
| hitstun={{#motion:airthrow}}
+
| blockstun=N/A
+
| onhit=[[Skullgirls/Mechanics/Attacks#Knockdown | <span style="color:#ff51e6">'''KD'''</span>]]
+
| onblock=N/A
+
| framedata=[[File:SG_big_airthrow_fd.png|left]]}}
+
|
+
<br>
+
* 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.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
==Team Moves==
+
 
+
{{SGMove
+
| pic=[[File:SG_big_tag.png]]
+
| hitbox=View hitbox
+
|{{SGMoveHeader |
+
| name=Tag
+
| caption='A' Train Express
+
| input={{SG_MP}} + {{SG_MK}}  '''/''' {{SG_HP}} + {{SG_HK}}}}
+
|{{SGMoveData_1 |
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Armor | <span style="color:#bdbdd2">'''Armor'''</span>]] (1 hit),<br>[[Skullgirls/Mechanics/Team_Mechanics#Tagging | '''Tag''']]
+
| dmg=500
+
| meter=4.50%
+
| startup=29 to 49
+
| active=7
+
| recovery=41
+
| hitstop=15
+
| hitstun=26
+
| blockstun=29
+
| onhit=[[Skullgirls/Mechanics/Attacks#Knockdown | <span style="color:#ff51e6">'''KD'''</span>]]| onblock=-18
+
| framedata=[[File:SG_big_tag_fd.png|left]]}}
+
|
+
<br>
+
* Although the animation of Big Band's Tag In attack looks like <b>Brass Knuckles</b> it deals significantly less damage.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_big_snap.png]]
+
| hitbox=View hitbox
+
|{{SGMoveHeader |
+
| name=Snapback
+
| caption=Take Five
+
| input=qcf + {{SG_MP}} + {{SG_MK}}  '''/''' {{SG_HP}} + {{SG_HK}}}}
+
|{{SGMoveData_1 |
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Team_Mechanics#Snapbacks | '''Snapback''']]
+
| dmg=0
+
| meter=-100%
+
| startup=12 + 3
+
| active=3
+
| recovery=37
+
| hitstop=(9), 13
+
| hitstun=14
+
| blockstun=17
+
| onhit=N/A
+
| onblock=-22
+
| framedata=[[File:SG_big_snap_fd.png|left]]}}
+
|
+
<br>
+
* Big Band uses two saxophones for his outtake that hits in front and behind him.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
==Specials==
+
 
+
{{SGMove
+
| pic=[[File:SG_big_dpp.png]]
+
| hitbox=View hitbox
+
|{{SGMoveHeader_NoCaption |
+
| name=Beat Extend
+
| input=dp + {{SG_P}} → b , f , b , f ... OR → {{SG_LP}} , {{SG_HP}} , {{SG_LP}} , {{SG_HP}} ...}}
+
|{{SGMoveData_2 |
+
| version={{#motion: {{SG_LP}}}}
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Strike_Invulnerable | <span style="color:#00ffff">'''Invuln. (Strike)'''</span>]] (Frame 2),<br>[[Skullgirls/Mechanics/Attacks#Sound_Stun_.28Big_Band.29 | '''Sound Stun''']]
+
| dmg=350, 350, 150 x9 (100, 100, 50 x9)
+
| meter=(2.5) 5.5%, 3%, 1.5% x9
+
| startup=8
+
| active=1, (6), 1 [(2), 1, (2), 1...]
+
| recovery=34
+
| hitstop=2, 60, 35 x9 OR 2, 33, 12 x9 (4, 9, 35 x9 on block)
+
| hitstun=18 x2, (16 x9 Shake)
+
| blockstun=18, 13, (19 x9 Shake)
+
| onhit=[[Skullgirls/Mechanics/Attacks#Knockdown | <span style="color:#ff51e6">'''KD'''</span>]]
+
| onblock=-24
+
| framedata=[[File:SG_big_dplp_fd.png|left]]}}
+
|{{SGMoveData_2 |
+
| version={{#motion: {{SG_MP}}}}
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Strike_Invulnerable | <span style="color:#00ffff">'''Invuln. (Strike)'''</span>]],<br>[[Skullgirls/Mechanics/Attacks#Sound_Stun_.28Big_Band.29 | '''Sound Stun''']]
+
| dmg=350, 550, 150 x12 (100, 100, 50 x12)
+
| meter=(2.5%) 7%, 4.5%, 1.5% x12
+
| startup=10
+
| active=3, (3), 3 [(4), 1, (2), 1...]
+
| recovery=39
+
| hitstop=4, 60, 35 x12  OR 4, 33, 12 x12 (8, 9, 35 x12 on block)
+
| hitstun=18 x2, (16 x12 Shake)
+
| blockstun=21, 15, (19 x12 Shake)
+
| onhit=[[Skullgirls/Mechanics/Attacks#Knockdown | <span style="color:#ff51e6">'''KD'''</span>]]
+
| onblock=-29
+
| framedata=[[File:SG_big_dpmp_fd.png|left]]}}
+
|{{SGMoveData_2 |
+
| version={{#motion: {{SG_HP}}}}
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Fully_Invulnerable | <span style="color:#ffffff">'''Invuln. (Full)'''</span>]],<br>[[Skullgirls/Mechanics/Attacks#Sound_Stun_.28Big_Band.29 | '''Sound Stun''']]
+
| dmg=350 x2, 550, 150 x14 (100, 100, 100, 50 x14)
+
| meter=(2.5%) 7%, 4.5% x2, 1.5% x9
+
| startup=12
+
| active=3, (6), 3, (3), 3 [(4), 1, (2), 1...]
+
| recovery=36
+
| hitstop=4, 2, 60, 35 x14 OR 4, 2, 33, 12 x14 (4, 4, 8, 35 x14 on block)
+
| hitstun=18 x3, (16 x14 Shake)
+
| blockstun=18 x2, 15 (19 x14 Shake)
+
| onhit=[[Skullgirls/Mechanics/Attacks#Knockdown | <span style="color:#ff51e6">'''KD'''</span>]]
+
| onblock=-27
+
| framedata=[[File:SG_big_dphp_fd.png|left]]}}
+
|
+
<br>
+
* 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 <b>Sound Stun</b> 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 P and MP versions lose 2f of invulnerability at startup.
+
<br>
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_big_bfp.png]]
+
| hitbox=View hitbox
+
|{{SGMoveHeader_NoCaption |
+
| name=Brass Knuckles
+
| input=[ b ] , f + {{SG_P}}}}
+
|{{SGMoveData_2 |
+
| version={{#motion: {{SG_LP}}}}
+
| guard=Mid
+
| properties=-
+
| dmg=900 (100)
+
| meter=(2.5%) 4.5%
+
| startup=16
+
| active=3
+
| recovery=28
+
| hitstop=11
+
| hitstun=35 OR 21 (vs air)
+
| blockstun=24
+
| onhit=+5 OR [[Skullgirls/Mechanics/Attacks#Knockdown | <span style="color:#ff51e6">'''KD'''</span>]] (vs air)
+
| onblock=-6
+
| framedata=[[File:SG_big_bflp_fd.png|left]]}}
+
|{{SGMoveData_2 |
+
| version={{#motion: {{SG_MP}}}}
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Armor | <span style="color:#bdbdd2">'''Armor'''</span>]] (2 hits)
+
| dmg=1300 (175)
+
| meter=(2.5%) 4.5%
+
| startup=20
+
| active=5
+
| recovery=36
+
| hitstop=14 (12 on block)
+
| hitstun=21
+
| blockstun=24
+
| onhit=[[Skullgirls/Mechanics/Attacks#Knockdown | <span style="color:#ff51e6">'''KD'''</span>]]
+
| onblock=-16
+
| framedata=[[File:SG_big_bfmp_fd.png|left]]}}
+
|{{SGMoveData_2 |
+
| version={{#motion: {{SG_HP}}}}
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Armor | <span style="color:#bdbdd2">'''Armor'''</span>]] (3 hits)
+
| dmg=1750 (250)
+
| meter=(2.5%) 4.5%
+
| startup=24
+
| active=7
+
| recovery=48
+
| hitstop=17 (14 on block
+
| hitstun=25
+
| blockstun=29
+
| onhit=[[Skullgirls/Mechanics/Attacks#Sliding_Knockdown | <span style="color:#ff51e6">'''Sliding KD'''</span>]]
+
| onblock=-25
+
| framedata=[[File:SG_big_bfhp_fd.png|left]]}}
+
|
+
<br>
+
* 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 <b>Brass Knuckles</b> 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.
+
<br>
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_big_bfk.png]]
+
| hitbox=View hitbox
+
|{{SGMoveHeader_NoCaption |
+
| name=Take the 'A' Train
+
| input=[ b ], f + {{SG_K}} }}
+
|{{SGMoveData_2 |
+
| version={{#motion: {{SG_LK}}}}
+
| guard=[[Skullgirls/Mechanics/Attacks#Command_Grabs | <span style="color:#ff00ff">'''Command Grab'''</span>]]
+
| properties=[[Skullgirls/Mechanics/Combo_Mechanics#Damage_Scaling | '''50% Damage Scaling''']],<br>[[Skullgirls/Mechanics/Attacks#Throw_Invulnerable | <span style="color:#ffff00">'''Invuln. (Throw)'''</span>]] (during active)
+
| dmg=0, 350, 1000
+
| meter=(2.5%) 4%, 3%, 10%
+
| startup=18
+
| active=1
+
| recovery=33
+
| hitstop=N/A
+
| hitstun={{#motion:throw}}
+
| blockstun=N/A
+
| onhit=[[Skullgirls/Mechanics/Attacks#Sliding_Knockdown | <span style="color:#ff51e6">'''Sliding KD'''</span>]]
+
| onblock=N/A
+
| framedata=[[File:SG_big_bflk_fd.png|left]]}}
+
|{{SGMoveData_2 |
+
| version={{#motion: {{SG_MK}}}}
+
| guard=[[Skullgirls/Mechanics/Attacks#Anti-Air_Grabs | '''Anti-Air Grab''']]
+
| properties=[[Skullgirls/Mechanics/Attacks#Armor | <span style="color:#bdbdd2">'''Armor'''</span>]] (2 hits),<br>[[Skullgirls/Mechanics/Combo_Mechanics#Damage_Scaling | '''50% Damage Scaling''']]
+
| dmg=0, 350, 450, 1000 (100)
+
| meter=(2.5%) 3%, 14% x2
+
| startup=17
+
| active=2
+
| recovery=34
+
| hitstop=11
+
| hitstun=N/A
+
| blockstun=21
+
| onhit=[[Skullgirls/Mechanics/Attacks#Sliding_Knockdown | <span style="color:#ff51e6">'''Sliding KD'''</span>]]
+
| onblock=-14
+
| framedata=[[File:SG_big_bfmk_fd.png|left]]}}
+
|{{SGMoveData_2 |
+
| version={{#motion: {{SG_HK}}}}
+
| guard=[[Skullgirls/Mechanics/Attacks#Anti-Air_Grabs | '''Anti-Air Grab''']]
+
| properties=[[Skullgirls/Mechanics/Attacks#Armor | <span style="color:#bdbdd2">'''Armor'''</span>]] (3 hits),<br>[[Skullgirls/Mechanics/Combo_Mechanics#Damage_Scaling | '''50% Damage Scaling''']]
+
| dmg=0, 350, 450, 500, 1000 (100)
+
| meter=(2.5%) 4%, 3% x3, 10%
+
| startup=21
+
| active=2
+
| recovery=34
+
| hitstop=11
+
| hitstun=N/A
+
| blockstun=21
+
| onhit=[[Skullgirls/Mechanics/Attacks#Sliding_Knockdown | <span style="color:#ff51e6">'''Sliding KD'''</span>]]
+
| onblock=-14
+
| framedata=[[File:SG_big_bfhk_fd.png|left]]}}
+
|
+
<br>
+
* 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 <b>Take the 'A' Train</b> allows Big Band to cancel to a <b>Super Sonic Jazz</b> on the last hit, he can attempt a <b>Bagpipe Blues</b> as the opponent slides away. Ending a block string with either an LK grab, an anti-air grab, or a <b>Brass Knuckles</b> can force the defending player to guess against Big Band as he winds up one of 3 visually similar attacks.
+
<br>
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_big_ebrake.png]]
+
| hitbox=View hitbox
+
|{{SGMoveHeader_NoCaption |
+
| name=Emergency Break
+
| input=During <b>Brass Knuckles</b>:<br/> --- {{SG_K}} OR<br/> During <b>Take the 'A' Train</b>:<br/> --- {{SG_P}}}}
+
|{{SGMoveData_1 |
+
| guard=N/A
+
| properties=-
+
| dmg=N/A
+
| meter=0%
+
| startup=N/A
+
| active=N/A
+
| recovery=19
+
| hitstop=N/A
+
| hitstun=N/A
+
| blockstun=N/A
+
| onhit=N/A
+
| onblock=N/A
+
| framedata=[[File:SG_big_ebrake_fd.png|left]]}}
+
|
+
<br>
+
* Any kick input during a <b>Brass Knuckles</b> or any punch input during a <b>Take the 'A' Train</b> 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.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_big_qcbk.png]]
+
| hitbox=View hitbox
+
|{{SGMoveHeader_NoCaption |
+
| name=Giant Step
+
| input=qcb + {{SG_K}}}}
+
|{{SGMoveData_2 |
+
| version={{#motion: {{SG_LK}}}}
+
| guard=<span style="color:#3acceb">'''High'''</span>
+
| properties=[[Skullgirls/Mechanics/Attacks#Sound_Stun_.28Big_Band.29 | '''Sound Stun''']]
+
| dmg=650 (100)
+
| meter=(2.5%) 4.5%
+
| startup=18
+
| active=2
+
| recovery=31
+
| hitstop=28 OR 10 (14 on block)
+
| hitstun=28
+
| blockstun=18
+
| onhit=+14 OR -4 OR [[Skullgirls/Mechanics/Attacks#Knockdown | <span style="color:#ff51e6">'''KD'''</span>]] (vs air)
+
| onblock=-10
+
| framedata=[[File:SG_big_qcblk_fd.png|left]]}}
+
|{{SGMoveData_2 |
+
| version={{#motion: {{SG_MK}}}}
+
| guard=<span style="color:#3acceb">'''High'''</span>
+
| properties=[[Skullgirls/Mechanics/Attacks#Sound_Stun_.28Big_Band.29 | '''Sound Stun''']]
+
| dmg=800 (100)
+
| meter=(2.5%) 4.5%
+
| startup=20
+
| active=2
+
| recovery=34
+
| hitstop=30 OR 11 (14 on block)
+
| hitstun=33
+
| blockstun=18
+
| onhit=+17 OR -2 OR [[Skullgirls/Mechanics/Attacks#Knockdown | <span style="color:#ff51e6">'''KD'''</span>]] (vs air)
+
| onblock=-14
+
| framedata=[[File:SG_big_qcbmk_fd.png|left]]}}
+
|{{SGMoveData_2 |
+
| version={{#motion: {{SG_HK}}}}
+
| guard=<span style="color:#3acceb">'''High'''</span>
+
| properties=[[Skullgirls/Mechanics/Attacks#Sound_Stun_.28Big_Band.29 | '''Sound Stun''']]
+
| dmg=950 (100)
+
| meter=(2.5%) 4.5%
+
| startup=22
+
| active=4
+
| recovery=35
+
| hitstop=30 OR 12 (10 on block)
+
| hitstun=20 OR 2 (Shockwave)
+
| blockstun=18
+
| onhit=[[Skullgirls/Mechanics/Attacks#Knockdown | <span style="color:#ff51e6">'''KD'''</span>]]| onblock=-22
+
| framedata=[[File:SG_big_qcbhk_fd.png|left]]}}
+
|
+
<br>
+
* 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 <b>Sound Stun</b>, 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 its "earthquake" consume <b>Sound Stun</b>, the attack has the same properties without it.
+
<br>
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_big_jqcbk.png]]
+
| hitbox=View hitbox
+
|{{SGMoveHeader_NoCaption |
+
| name=Cymbal Clash
+
| input=aironly qcb + {{SG_K}}}}
+
|{{SGMoveData_2 |
+
| version={{#motion: {{SG_LK}}}}
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Sound_Stun_.28Big_Band.29 | '''Sound Stun''']]
+
| dmg=700 (100)
+
| meter=(2.5%) 7.5%
+
| startup=20
+
| active=2
+
| recovery=24
+
| hitstop=40 (10 on block)
+
| hitstun=18
+
| blockstun=21
+
| onhit=[[Skullgirls/Mechanics/Attacks#Knockdown | <span style="color:#ff51e6">'''KD'''</span>]] (Sound Stun),<br>[[Skullgirls/Mechanics/Attacks#Invulnerable_Soft_Knockdown | <span style="color:#37ffff">'''Soft KD (Invuln.)'''</span>]]
+
| onblock=-4
+
| framedata=[[File:SG_big_jqcblk_fd.png|left]]}}
+
|{{SGMoveData_2 |
+
| version={{#motion: {{SG_MK}}}}
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Sound_Stun_.28Big_Band.29 | '''Sound Stun''']]
+
| dmg=400, 500 (100, 100)
+
| meter=(2.5%) 4.5% x2
+
| startup=22
+
| active=2 x2
+
| recovery=25
+
| hitstop=5, 40 (5, 10 on block)
+
| hitstun=18, 19
+
| blockstun=21, 22
+
| onhit=[[Skullgirls/Mechanics/Attacks#Knockdown | <span style="color:#ff51e6">'''KD'''</span>]] (Sound Stun),<br>[[Skullgirls/Mechanics/Attacks#Invulnerable_Soft_Knockdown | <span style="color:#37ffff">'''Soft KD (Invuln.)'''</span>]]
+
| onblock=-1
+
| framedata=[[File:SG_big_jqcbmk_fd.png|left]]}}
+
|{{SGMoveData_2 |
+
| version={{#motion: {{SG_HK}}}}
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Sound_Stun_.28Big_Band.29 | '''Sound Stun''']]
+
| dmg=350, 400, 450 (100, 100, 100)
+
| meter=(2.5%) 3% x3
+
| startup=24
+
| active=2 x3
+
| recovery=28
+
| hitstop=5 x2, 42 (5 x2, 10 on block)
+
| hitstun=18 x2, 19
+
| blockstun=21 x2, 22
+
| onhit=[[Skullgirls/Mechanics/Attacks#Knockdown | <span style="color:#ff51e6">'''KD'''</span>]] (Sound Stun),<br>[[Skullgirls/Mechanics/Attacks#Invulnerable_Soft_Knockdown | <span style="color:#37ffff">'''Soft KD (Invuln.)'''</span>]]
+
| onblock=-1
+
| framedata=[[File:SG_big_jqcbhk_fd.png|left]]}}
+
|
+
<br>
+
* 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 <b>Cymbal Clash</b> 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 <b>Sound Stun</b> gives a full knockdown and relatively easy follow up combo to <b>Take the 'A' Train</b> once Big Band lands. Without <b>Sound Stun</b>, the opponent becomes invulnerable for the knockdown and can use an immediate Ground Recovery.
+
<br>
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_big_parry.png]]
+
| hitbox=View hitbox
+
|{{SGMoveHeader_NoCaption |
+
| name=Noise Cancel
+
| input=f '''/''' d immediately before Big Band gets hit}}
+
|{{SGMoveData_1 |
+
| guard=N/A
+
| properties=-
+
| dmg=N/A
+
| meter=N/A
+
| startup=N/A
+
| active=N/A
+
| recovery=N/A
+
| hitstop=N/A
+
| hitstun=N/A
+
| blockstun=N/A
+
| onhit=N/A
+
| onblock=N/A
+
| framedata=[[File:SG_big_parry_fd.png|left]]}}
+
|
+
<br>
+
* On the ground, a high (→) <b>Noise Cancel</b> 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 <b>Noise Cancel</b> an incoming attack, while tapping the direction and returning to neutral increases the window to 17f. Any <b>Noise Cancel</b> 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 <b>Noise Cancel</b>. 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 <b>Noise Cancel</b>, Big Band takes 75% of the incoming attack's block damage as recoverable damage. Big Band will not die from <b>Noise Cancel</b> 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 <b>Noise Cancel</b> immediately or cancel to an attack or block after 12f (14f for supers). Parrying a sequence of combo hits increases the active window for <b>Noise Cancel</b>s 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).
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
==Supers==
+
 
+
{{SGMove
+
| pic=[[File:SG_big_qcfpp.png]]
+
| hitbox=View hitbox
+
|{{SGMoveHeader |
+
| name=Super-Sonic Jazz
+
| caption=Level 1
+
| input=qcf + {{SG_P}} + {{SG_P}}}}
+
|{{SGMoveData_1 |
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Armor | <span style="color:#bdbdd2">'''Armor'''</span>]] (1 hit),<br>[[Skullgirls/Mechanics/Attacks#Throw_Invulnerable | <span style="color:#ffff00">'''Invuln. (Throw)'''</span>]] (Frames 1-2),<br>[[Skullgirls/Mechanics/Attacks#Fully_Invulnerable | <span style="color:#ffffff">'''Invuln. (Full)'''</span>]] (Frame 3 until active)
+
| dmg=600 x3, 2300 (100 x3, 300)
+
| meter=-100%
+
| startup=2 + 6
+
| active=7, 5, 6, 4
+
| recovery=47
+
| hitstop=(7), 8 x3, 13
+
| hitstun=35 x3, 20
+
| blockstun=23 x4
+
| onhit=[[Skullgirls/Mechanics/Attacks#Knockdown | <span style="color:#ff51e6">'''KD'''</span>]]
+
| onblock=-27
+
| framedata=[[File:SG_big_qcfpp_fd.png|left]]}}
+
|
+
<br>
+
* 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".
+
* oooOOOOH HORN CRUSH!
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_big_qcfpp_charge.png]]
+
| hitbox=View hitbox
+
|{{SGMoveHeader |
+
| name=TUBA TUBA!
+
| caption=Level 1
+
| input=After <b>Bagpipe Blues</b>:<br/> qcf + {{SG_P}} + {{SG_P}}}}
+
|{{SGMoveData_1 |
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Armor | <span style="color:#bdbdd2">'''Armor'''</span>]] (15 hits),<br>[[Skullgirls/Mechanics/Attacks#Throw_Invulnerable | <span style="color:#ffff00">'''Invuln. (Throw)'''</span>]] (Frames 1-2),<br>[[Skullgirls/Mechanics/Attacks#Fully_Invulnerable | <span style="color:#ffffff">'''Invuln. (Full)'''</span>]] (Frame 3, startup only)
+
| dmg=600 x4, 475 x12, 1600 (100 x3, 33x12, 200)
+
| meter=-100%
+
| startup=2 + 6
+
| active=7, 5, 6, 4, (11), 4 x11, 4, (24), 5
+
| recovery=52
+
| hitstop=(7), 8 x4, 5 x12, 28 (8 x3, 8 x4, 5 x12, 28 on block)
+
| hitstun=35 x16, 25
+
| blockstun=23 x3, 20 x21, 23
+
| onhit=[[Skullgirls/Mechanics/Attacks#Knockdown | <span style="color:#ff51e6">'''KD'''</span>]]
+
| onblock=-33
+
| framedata=[[File:SG_big_qcfpp_charge_fd.png|left]]}}
+
|
+
<br>
+
* After charging up a taunt, Big Band's <b>Super Sonic Jazz</b> charge has more hits of armor and adds the <b>TUBA TUBA!</b> 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.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_big_jqcfkk.png]]
+
| hitbox=View hitbox
+
|{{SGMoveHeader |
+
| name=Tympany Drive
+
| caption=Level 1
+
| input=aironly qcf + {{SG_K}} + {{SG_K}}}}
+
|{{SGMoveData_1 |
+
| guard=<span style="color:#3acceb">'''High'''</span>
+
| properties=[[Skullgirls/Mechanics/Attacks#Fully_Invulnerable | <span style="color:#ffffff">'''Invuln. (Full)'''</span>]] (startup only)
+
| dmg=275 x15, 1200 (50 x16)
+
| meter=-100%
+
| startup=8 + 7
+
| active=8 x2, 4, (4), 8 x4, 4, (4), 8 x4, 4, (4), 8 x2, 4
+
| recovery=30
+
| hitstop=(8), 2 x15, 8 (6 x15, 8 on block)
+
| hitstun=27 x15, 35
+
| blockstun=30 x15, 23
+
| onhit=[[Skullgirls/Mechanics/Attacks#Knockdown | <span style="color:#ff51e6">'''KD'''</span>]]
+
| onblock=-10
+
| framedata=[[File:SG_big_jqcfkk_fd.png|left]]}}
+
|
+
<br>
+
* 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 <b>Tympany Drive</b> if he's in range to OTG with an air normal on the way down.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_big_jqcfkk_charge.png]]
+
| hitbox=View hitbox
+
|{{SGMoveHeader |
+
| name=Death Toll
+
| caption=Level 1
+
| input=After <b>Bagpipe Blues</b><br/> aironly qcf + {{SG_K}} + {{SG_K}}}}
+
|{{SGMoveData_1 |
+
| guard=<span style="color:#3acceb">'''High'''</span>
+
| properties=[[Skullgirls/Mechanics/Attacks#Fully_Invulnerable | <span style="color:#ffffff">'''Invuln. (Full)'''</span>]] (startup only),<br>[[Skullgirls/Mechanics/Attacks#Hit_Grab | '''Hit Grab''']],<br>[[Skullgirls/Mechanics/Attacks#Sound_Stun_.28Big_Band.29 | '''Sound Stun''']]
+
| dmg=275 x15, 0, 250, 1400, 0 (50 x 16)
+
| meter=-100%
+
| startup=8 + 7
+
| active=8 x2, 4, (4), 8 x4, 4, (4), 8 x4, 4, (4), 8 x2, 4
+
| recovery=30
+
| hitstop=(8), 2 x15, N/A (6 x15, 8 on block)
+
| hitstun=27 x15, N/A
+
| blockstun=30 x15, 23
+
| onhit=[[Skullgirls/Mechanics/Attacks#Knockdown | <span style="color:#ff51e6">'''KD'''</span>]] (Sound Stun),<br>[[Skullgirls/Mechanics/Attacks#Invulnerable_Soft_Knockdown | <span style="color:#37ffff">'''Soft KD (Invuln.)'''</span>]]
+
| onblock=-2
+
| framedata=[[File:SG_big_jqcfkk_charge_fd.png|left]]}}
+
|
+
<br>
+
* When powered up with a taunt, the 16th hit of <b>Tympany Drive</b> becomes a throw on hit. The additional <b>Death Toll</b> resembles Big Band's regular air throw and deals damage free from any damage scaling effects. With <b>Sound Stun</b>, 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.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_big_qcbpp.png]]
+
| hitbox=View hitbox
+
|{{SGMoveHeader |
+
| name=Strike Up the Band
+
| caption=Level 3
+
| input=qcb + {{SG_P}} + {{SG_P}}}}
+
|{{SGMoveData_1 |
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Fully_Invulnerable | <span style="color:#ffffff">'''Invuln. (Full)'''</span>]],<br>[[Skullgirls/Mechanics/Attacks#Projectile | '''Projectile''']]
+
| dmg=550 x7, 110 x84 (100 x7, 33x84)
+
| meter=-300%
+
| startup=4 + 3
+
| active=5, (1), 5, (1), 5, (1), 5, (1), 5, (1), 5, (1), 5
+
| recovery=87
+
| hitstop=(7), 2 x6, 20 (2 x6, 10, 8 x84 on block)
+
| hitstun=35 x6, 20 x85
+
| blockstun=19 x6, 23, (23 x84)
+
| onhit=[[Skullgirls/Mechanics/Attacks#Knockdown | <span style="color:#ff51e6">'''KD'''</span>]]
+
| onblock=-76
+
| framedata=[[File:SG_big_qcbpp_fd.png|left]]}}
+
|
+
<br>
+
* 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.
+
* The full attack will only trigger after a successful 7th hit; damage shows complete attack, frame data shows attack on whiff or block.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_big_lvl5.png]]
+
| hitbox=View hitbox
+
|{{SGMoveHeader |
+
| name=Satchmo Solo / Satchmo Death Blow
+
| caption=Level 5
+
| input={{SG_LP}} , d + {{SG_LK}} , {{SG_LP}} , {{SG_LP}} + {{SG_MP}} ,<br> qcf + {{SG_P}} + {{SG_P}}}}
+
|{{SGMoveData_1 |
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Fully_Invulnerable | <span style="color:#ffffff">'''Invuln. (Full)'''</span>]],<br>[[Skullgirls/Mechanics/Attacks#Hyper_Armor | <span style="color:#bdbdd2">'''Hyper Armor'''</span>]]
+
| dmg=400 x20, 4500 (33x20, 200)
+
| meter=-500%
+
| startup=1 OR 2 + 0
+
| active=4 x20, (24), 5
+
| recovery=6 OR 50
+
| hitstop=(1) 2 x20, 30
+
| hitstun=35 x20, 25
+
| blockstun=23 x21
+
| onhit=[[Skullgirls/Mechanics/Attacks#Wall_Bounce | <span style="color:#ffff35">'''Wall Bounce'''</span>]]
+
| onblock=-21
+
| framedata=[[File:SG_big_lvl5_fd.png|left]]}}
+
|
+
<br>
+
* 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}} + {{SG_P}} during the extended super freeze will put Big Band in a brief and invulnerable recovery.
+
* Satchmo Deathblow ignores armor.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
==Taunt==
+
 
+
{{SGMove_NoHB
+
| pic=[[File:SG_big_taunt.png]]
+
|{{SGMoveHeader_NoCaption |
+
| name=Bagpipe Blues
+
| input=f , {{SG_HP}} , {{SG_MP}} , {{SG_LP}} , f }}
+
|{{SGMoveData_1_NoFD |
+
| guard=N/A
+
| properties=-
+
| dmg=N/A
+
| meter=0%
+
| startup=N/A
+
| active=N/A
+
| recovery=110
+
| hitstop=N/A
+
| hitstun=N/A
+
| blockstun=N/A
+
| onhit=N/A
+
| onblock=N/A}}
+
|
+
<br>
+
* Successfully taunting will trigger a visual effect over Big Band similar to the <b>Sound Stun</b> hit effect, signaling his next <b>Super-Sonic Jazz</b> or <b>Tympany Drive</b> 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 <b>Bagpipe Blues</b> for no additional benefits.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
=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. Holding down-back, or 1, let's you have the charge ready for Take the 'A' Train after c.HP.
+
;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 [https://www.youtube.com/watch?v=NGkoIopMQi4| (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 [https://www.youtube.com/watch?v=A3tQnQUZRKw| (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 [https://www.youtube.com/watch?v=g4HQ6jXCWaY| (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 [https://www.youtube.com/watch?v=og6d9RaMuaA| (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=
+
 
+
=Resources=
+
 
+
* [http://steamcommunity.com/sharedfiles/filedetails/?id=381822237 Big Band Guide by bigbandpro69]
+
* [http://skullheart.com/index.php?threads/big-band-compendium-read-this-for-combos.2853/ Big Band Compendium]
+
 
+
=Colors=
+
{{SGColors_BB |
+
| text1=Default color palette.
+
| text2=Based on [http://www.imdb.com/character/ch0025305/ Karl Kolchak] from Karl Kolchak: The Night Stalker.
+
| text3=Based on [http://wiki.shoryuken.com/Q_(3S)#Character_Colors Q's MK palette] from Street Fighter 3: Third Strike.
+
| text4=Based on Michael Jackson’s costume in the [https://www.youtube.com/watch?v=h_D3VFfhvs4 Smooth Criminal] music video.
+
| text5=Original alternate color palette.
+
| text6=Based on [http://gundam.wikia.com/wiki/MA-08_Big_Zam Big Zam] from Mobile Suit Gundam.
+
| text7=Original color palette based on the [http://en.wikipedia.org/wiki/Photographic_print_toning sepia tones] often associated with film noir.
+
| text8=Based on [http://en.wikipedia.org/wiki/Dick_Tracy_(1990_film) Dick Tracy].
+
| text9=Based on [http://advancewars.wikia.com/wiki/Sturm Sturm] from Advance Wars.
+
| text10=Based on [http://kill-la-kill.wikia.com/wiki/Nonon_Jakuzure Nonon Jakuzure's Symphony Regalia Grave uniform] from Kill la Kill.
+
| text11=Original color palette based on the Famicom.
+
| text12=Original color palette based on the Mega Drive.
+
| text13=Based on [http://dcanimated.wikia.com/wiki/Question The Question].
+
| text14=Based on [http://kirby.wikia.com/wiki/King_Dedede King Dedede] from the Kirby series.
+
| text15=Original alternate color palette.
+
| text16=Based on [http://en.wikipedia.org/wiki/RoboCop Robocop] from the original 1987 movie.
+
| text17=Based on [http://sonic.wikia.com/wiki/Big_the_Cat Big the Cat] from the Sonic series.
+
| text18=Based on [http://chrono.wikia.com/wiki/Gato Gato] from Chrono Trigger.
+
| text19=Based on the namesake mecha from [http://en.wikipedia.org/wiki/Big_O Big O].
+
| text20=Original alternate color palette.
+
| text21=Original alternate color palette.
+
| text22=Based on [http://darkwingduck.wikia.com/wiki/Negaduck Negaduck] from Darkwing Duck.
+
| text23=Based on [http://darkcloud.wikia.com/wiki/Metal_Flotsam Metal Flotsam] from Dark Cloud 2. Crowdfunding request.
+
| text24=Based on [http://www.maragos.org/?{{SG_P}}=60 Captain Spaceman] from Spaceman: Unarmed and Ready to Launch.
+
| text25=Based on [http://guilty-gear.wikia.com/wiki/Robo-Ky Robo-Ky] from Guilty Gear XX.
+
| text26=Based on [http://jojo.wikia.com/wiki/Jotaro_Kujo Jotaro Kujo] from Jojo's Bizarre Adventures.<br>(Unlocked by finishing 26 matches with '''Satchmo Death Blow''')
+
| color1=[[File:SG_big_color1.png]]
+
| color2=[[File:SG_big_color2.png]]
+
| color3=[[File:SG_big_color3.png]]
+
| color4=[[File:SG_big_color4.png]]
+
| color5=[[File:SG_big_color5.png]]
+
| color6=[[File:SG_big_color6.png]]
+
| color7=[[File:SG_big_color7.png]]
+
| color8=[[File:SG_big_color8.png]]
+
| color9=[[File:SG_big_color9.png]]
+
| color10=[[File:SG_big_color10.png]]
+
| color11=[[File:SG_big_color11.png]]
+
| color12=[[File:SG_big_color12.png]]
+
| color13=[[File:SG_big_color13.png]]
+
| color14=[[File:SG_big_color14.png]]
+
| color15=[[File:SG_big_color15.png]]
+
| color16=[[File:SG_big_color16.png]]
+
| color17=[[File:SG_big_color17.png]]
+
| color18=[[File:SG_big_color18.png]]
+
| color19=[[File:SG_big_color19.png]]
+
| color20=[[File:SG_big_color20.png]]
+
| color21=[[File:SG_big_color21.png]]
+
| color22=[[File:SG_big_color22.png]]
+
| color23=[[File:SG_big_color23.png]]
+
| color24=[[File:SG_big_color24.png]]
+
| color25=[[File:SG_big_color25.png]]
+
| color26=[[File:SG_big_color26.png]]}}
+
 
+
=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 [http://skullgirls.com/forums/index.php?threads/the-big-band-mp-song-thread.989/ Skullheart Forum] for listing the original scale.
+
 
+
{| style="border:1px solid #262E32" cellpadding="2" cellspacing="0" width=800px
+
|- style="background:#262E32; font-size:7pt; font-weight:bold; color:white; vertical-align:middle"
+
| style="padding-left:5px" width="40%" | Note
+
| width="60%" | Button Input
+
|-
+
| style="padding-left:5px" | C || {{#motion:{{SG_HP}}}}
+
|-
+
| style="padding-left:5px" | C# OR D♭ || {{#motion:{{SG_LP}} + {{SG_MP}} + {{SG_HP}}}}
+
|-
+
| style="padding-left:5px" | D || {{#motion:{{SG_LP}} + {{SG_HP}}}}
+
|-
+
| style="padding-left:5px" | D# OR E♭ || {{#motion:{{SG_MP}} + {{SG_HP}}}}
+
|-
+
| style="padding-left:5px" | E || {{#motion:{{SG_LP}} + {{SG_MP}}}}
+
|-
+
| style="padding-left:5px" | F || {{#motion:{{SG_LP}}}}
+
|-
+
| style="padding-left:5px" | F# OR G♭ || {{#motion:{{SG_MP}}}}
+
|-
+
| style="padding-left:5px" | G || {{#motion:{{SG_HK}}}}
+
|-
+
| style="padding-left:5px" | G# OR A♭ || {{#motion:{{SG_MK}} + {{SG_HK}}}}
+
|-
+
| style="padding-left:5px" | A || {{#motion:{{SG_LK}} + {{SG_MK}}}}
+
|-
+
| style="padding-left:5px" | A# OR B♭ || {{#motion:{{SG_LK}}}}
+
|-
+
| style="padding-left:5px" | B || {{#motion:{{SG_MK}}}}
+
|}
+
 
+
 
+
{{Skullgirls}}
+
 
+
[[Category: Skullgirls]]
+

Latest revision as of 06:44, 7 January 2020

The Skullgirls wiki has moved!