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 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.
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* 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.
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* Has very good assists to benefit the entire cast and any team, whatever their need is.
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* Super Sonic Jazz, his grounded level 1 super, is one of the most feared reversals in the game
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* Parrying allows him to deflect predictable pressure, gain meter, and punish his opponent afterwards. But over-zealousness will quickly put him in a bad position.
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* His '''Sound Stun''', a character unique form of [[Skullgirls/Mechanics/Attacks#Stagger| Stagger]], gives him different combos, conversions, and setups than other characters.
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+
 
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'''Important moves''':
+
 
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* Brass Knuckles ([4]6P) - A rush punch that has armor and gives Big Band some mobility while hitting what's in front of him.
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* Take the 'A' Train ([4]6K) - A command grab (L) or an anti-air hit grab (M and H) that has armor and gives Big Band some mobility.
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* Beat Extend (623P) - Big Band's meterless reversal that is invulnerable, can hit behind him, and is easy to convert from.
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* Cymbal Clash (j214K) - A disjointed special that allows Big Band to space his opponents while in the air.
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+
 
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{{SGBasicSystems‎
+
|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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|}}
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+
==Sound Stun==
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[[Image:SG_big_soundstun.png|frame]]
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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 note 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 [[Skullgirls/Mechanics/Attacks#Stagger| stagger]]. Additional <b>Sound Stun</b> attacks in the same combo have their diminished, normal properties.
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<br clear=all/>
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+
=Assists=
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+
;Default Assists
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* <b>L Beat Extend</b>: A fast [[Skullgirls/Mechanics/Team_Mechanics#Assist_Categories|invulnerable DP assist]] with good range and easy conversion ability. The L and M versions have 2 extra frames of vulnerability during their startup. If the assist hits both characters, the assist will "drop" 12 frames before the point. The blockstun for each version is also decreased; 5f for L, 7f for M and H.
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* <b>H Brass Knuckles</b>: An [[Skullgirls/Mechanics/Team_Mechanics#Assist_Categories|armored assist]] that has a lot of vertical coverage that deals a lot of damage on counterhit. Unlike the normal version of this move, the assist version does not cause a sliding knockdown on hit and has less blockstun.
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+
;Noteworthy Custom Assists
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* <b>M / H Take the A Train</b> ([4]6K): Anti-air grab (unblockable while rising) and [[Skullgirls/Mechanics/Team_Mechanics#Assist_Categories|setup assist]]. On hit, the lengthy animation allows time for the point character to build resources. The H version travels further and has more time to build resources
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* <b>Giant Step</b> (214K): While all versions of this attack must be blocked high, the HK version stands out as the best for an assist; when not in range for the direct hit, the earthquake effect forces the opponent to jump and can allow the point character to approach or convert.
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* <b>Taunt</b> (START button on custom assist select): Big Band taunts, powering up his next level 1 super (either Super Sonic Jazz or Tympany Drive).
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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
+
|pic=[[File:SG_big_slp.png]]
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| caption=Honky Tonk
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|hitbox=[http://wiki.shoryuken.com/images/1/16/SG_big_slp_hb.png View hitbox]
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|{{SGMoveHeader_NoCaption |
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| name=s.LP
+
| input='''Standing''' {{SG_LP}}}}
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|{{SGMoveData_2 |
+
| version=x1
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Chains_Into_Self | '''Chains Into Self''']]
+
| dmg=300
+
| meter=2.5%
+
| startup=6
+
| active=2
+
| recovery=16
+
| hitstop=7
+
| hitstun=20
+
| blockstun=19
+
| onhit=+3
+
| onblock=+2
+
| framedata=[[File:SG_big_slp1_fd.png|left]]}}
+
|{{SGMoveData_2 |
+
| version=x2
+
| guard=Mid
+
| properties=-
+
| dmg=300
+
| meter=2.5%
+
| startup=5
+
| active=2
+
| recovery=16
+
| hitstop=7
+
| hitstun=20
+
| blockstun=19
+
| onhit=+3
+
| onblock=+2
+
| framedata=[[File:SG_big_slp2_fd.png|left]]}}
+
|
+
<br>
+
* Big Band uses a bike horn for a jab which chains twice, hits in front of Big Band, and can function as an anti-air against low air-dashes.
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<br>
+
|
+
|
+
|
+
|}}
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+
{{SGMove
+
|pic=[[File:SG_big_smp.png]]
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| caption=Free Form
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|hitbox=[http://wiki.shoryuken.com/images/b/b0/SG_big_smp_hb.png View hitbox]
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|{{SGMoveHeader_NoCaption |
+
| name=s.MP
+
| input='''Standing''' {{SG_MP}}}}
+
|{{SGMoveData_2 |
+
| version=x1
+
| guard=Mid
+
| properties=-
+
| dmg=700
+
| meter=7.5%
+
| startup=10
+
| active=2
+
| recovery=25
+
| hitstop=9
+
| hitstun=24
+
| blockstun=20
+
| onhit=-2
+
| onblock=-6
+
| framedata=[[File:SG_big_smp1_fd.png|left]]}}
+
|{{SGMoveData_2 |
+
| version=x2-5
+
| guard=Mid
+
| properties=-
+
| dmg=75
+
| meter=0%
+
| startup=11, 3, 3...
+
| active=2
+
| recovery=72
+
| hitstop=9
+
| hitstun=24
+
| blockstun=20
+
| onhit=-40
+
| onblock=-44
+
| 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]]
+
| caption=Air Mail Special
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|hitbox=[http://wiki.shoryuken.com/images/e/e1/SG_big_shp_hb.png View hitbox]
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|{{SGMoveHeader_NoCaption |
+
| name=s.HP
+
| input='''Standing''' {{SG_HP}}}}
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|{{SGMoveData_1 |
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Launchers | '''Launcher''']]
+
| dmg=950
+
| meter=10%
+
| startup=18
+
| active=4
+
| recovery=25
+
| hitstop=14
+
| hitstun=28
+
| blockstun=21
+
| onhit=±0
+
| onblock=-7
+
| framedata=[[File:SG_big_shp_fd.png|left]]}}
+
|
+
<br>
+
* 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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| caption=Hot Socks
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|hitbox=[http://wiki.shoryuken.com/images/6/60/SG_big_slk_hb.png View hitbox]
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|{{SGMoveHeader_NoCaption |
+
| name=s.LK
+
| input='''Standing''' {{SG_LK}}}}
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|{{SGMoveData_1 |
+
| guard=<span style="color:#ebcc3a">'''Low'''</span>
+
| properties=-  
+
| dmg=275, 325
+
| meter=2.5% x2
+
| startup=8
+
| active=2, (5), 2
+
| recovery=21
+
| hitstop=7 x2
+
| hitstun=22 x2
+
| blockstun=20 x2
+
| onhit=±0
+
| onblock=-2
+
| framedata=[[File:SG_big_slk_fd.png|left]]}}
+
|
+
<br>
+
* 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]]
+
| caption=Pneumatic Slide
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|hitbox=[http://wiki.shoryuken.com/images/c/c1/SG_big_smk_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=s.MK
+
| input='''Standing''' {{SG_MK}}}}
+
|{{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. Additionally, it is possible to jump cancel after the first hit and perform an air throw for a mix-up, and it works on every character (timing is somewhat strict).
+
<br>
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_big_shk.png]]
+
| caption=Kick Stand
+
|hitbox=[http://wiki.shoryuken.com/images/f/f1/SG_big_shk_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=s.HK
+
| input='''Standing''' {{SG_HK}}}}
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|{{SGMoveData_1 |
+
| guard=Mid
+
| properties=-
+
| dmg=950
+
| meter=10%
+
| startup=21
+
| active=4
+
| recovery=36
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| hitstop=12
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| hitstun=26
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| 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===
+
 
+
 
+
{{SGMove
+
|pic=[[File:SG_big_clp.png]]
+
| caption=Ring-a-Ding
+
|hitbox=[http://wiki.shoryuken.com/images/5/57/SG_big_clp_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=c.LP
+
| input='''Crouching''' {{SG_LP}}}}
+
|{{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. This button is very useful for breaking armor, as well as for performing meaty setups that cover reversal options that have a few vulnerable frames at the start, have armor, or both.
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
|pic=[[File:SG_big_cmp.png]]
+
| caption=Glissando
+
|hitbox=[http://wiki.shoryuken.com/images/f/fb/SG_big_cmp_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=c.MP
+
| input='''Crouching''' {{SG_MP}}}}
+
|{{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 horizontal poke. If you confirm the second hit at max range, you can follow up with c.HP, then cancel into H Train, E-Break, then s.LP. The timing on characters with smaller hitboxes (like Filia, for instance) will be tighter.
+
<br>
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_big_chp.png]]
+
| caption=Overblow
+
|hitbox=[http://wiki.shoryuken.com/images/c/cc/SG_big_chp_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=c.HP
+
| input='''Crouching''' {{SG_HP}}}}
+
|{{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. Like s.HK, it has some low-crush potential. It also has slight disjoint, making it a good poke at far ranges and its big hitbox allows for some anti-air potential. On block, it is possible to make yourself -5 if you immediately H Train into E-Break, which is safer than L Brass on block, being -6.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_big_clk.png]]
+
| caption=Sharp Note
+
|hitbox=[http://wiki.shoryuken.com/images/5/5c/SG_big_clk_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=c.LK
+
| input='''Crouching''' {{SG_LK}}}}
+
|{{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. The fact that it is +7 on hit makes it easy to set up low/throw mixups mid-combo. It has a pretty large vertical hitbox for a low, so it works conveniently in optimized combos.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_big_cmk.png]]
+
| caption=Bass Drop
+
|hitbox=[http://wiki.shoryuken.com/images/5/58/SG_big_cmk_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=c.MK
+
| input='''Crouching''' {{SG_MK}}}}
+
|{{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. After a fully shook beat extend, this move can be used to drop the enemy on the opposite side.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_big_chk.png]]
+
| caption=Low Rank
+
|hitbox=[http://wiki.shoryuken.com/images/6/61/SG_big_chk_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=c.HK
+
| input='''Crouching''' {{SG_HK}}}}
+
|{{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. On block, it is possible to immediately cancel into L 'A' Train and have it confirm (the opponent conveniently exits blockstun at around the same time L Train becomes active).
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
===Jumping Normals===
+
 
+
 
+
{{SGMove
+
| pic=[[File:SG_big_jlp.png]]
+
| caption=Tenor Blast
+
|hitbox=[http://wiki.shoryuken.com/images/4/4b/SG_big_jlp_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=j.LP
+
| input='''Jumping''' {{SG_LP}}}}
+
|{{SGMoveData_1 |
+
| guard=<span style="color:#3acceb">'''High'''</span>
+
| properties=[[Skullgirls/Mechanics/Attacks#Whiff_Cancel | '''Whiff Cancel''']]
+
| 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. It is common to use a "plink throw" after j.LP. This can be done by inputting j.LP, then "rolling" your hand over the LP and LK inputs (do not touch them at the same time; you must input them separately in a very quick succession).
+
* Big Band can whiff cancel this move into j.MP then j.HP or just into j.HP.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_big_jmp.png]]
+
| caption=Baritone Blast
+
|hitbox=[http://wiki.shoryuken.com/images/d/dd/SG_big_jmp_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=j.MP
+
| input='''Jumping''' {{SG_MP}}}}
+
|{{SGMoveData_1 |
+
| guard=<span style="color:#3acceb">'''High'''</span>
+
| properties=[[Skullgirls/Mechanics/Attacks#Whiff_Cancel | '''Whiff Cancel''']]
+
| 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. Usually the go-to button when performing an air string after a launcher.
+
*  Big Band can whiff cancel this move into j.HP.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_big_jhp.png]]
+
| caption=Bass Blast
+
|hitbox=[http://wiki.shoryuken.com/images/d/d6/SG_big_jhp_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=j.HP
+
| input='''Jumping''' {{SG_HP}}}}
+
|{{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]]
+
| caption=Jelly Roll
+
|hitbox=[http://wiki.shoryuken.com/images/1/14/SG_big_jlk_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=j.LK
+
| input='''Jumping''' {{SG_LK}}}}
+
|{{SGMoveData_1 |
+
| guard=<span style="color:#3acceb">'''High'''</span> (rising mid)
+
| 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. This attack does not hit overhead on the way up.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
|pic=[[File:SG_big_jmk.png]]
+
| caption=Sweet Clarinet
+
|hitbox=[http://wiki.shoryuken.com/images/6/65/SG_big_jmk_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=j.MK
+
| input='''Jumping''' {{SG_MK}}}}
+
|{{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.
+
** Each use of j.MK follow up in a combo will cause Big Band to fall increasingly faster.
+
* The first hit can be used at the start of a jump for a quick overhead.
+
** This can be converted into a combo with Tympany Drive when close enough to the corner, or with j.HK and teching forward when far enough from the corner.
+
** Cymbal Clash can be used to combo after an instant overhead j.MK against Big Band, or against any other standing character (such as during a fuzzy setup)
+
** j.HP can be used to combo against a crouching Big Band and some standing characters, but the timing is very tight.
+
<br>
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_big_jhk.png]]
+
| caption=5000lb Slam
+
|hitbox=[http://wiki.shoryuken.com/images/8/8e/SG_big_jhk_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=j.HK
+
| input='''Jumping''' {{SG_HK}}}}
+
|{{SGMoveData_1 |
+
| guard=<span style="color:#3acceb">'''High'''</span>
+
| properties=[[Skullgirls/Mechanics/Attacks#No_Cancel| '''No Cancel''']] *
+
| dmg=1200
+
| meter=10%
+
| startup=16
+
| active=(until ground)
+
| recovery=16, KD OR 19 **
+
| 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_tech_fd.png|left]]<br>[[File:SG_big_jhk_notech_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 its invulnerable frames to get across the screen.
+
<br>
+
:The first frame data graph shows the move with a ground recovery. The second shows without.
+
:<nowiki>*</nowiki> On hit, j.HK can't cancel to a special move, but it can still cancel to <b>Tympany Drive</b>.
+
:<nowiki>**</nowiki> 16 frames of recovery, then the opportunity to ground tech. There are 3 additional frames of vulnerable recovery if no ground tech is performed, and some additional invulnerable recovery.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
==Throws==
+
 
+
{{SGMove
+
| pic=[[File:SG_big_throw.png]]
+
| caption=Heavy Toll
+
|hitbox=[http://wiki.shoryuken.com/images/7/7b/SG_big_throw_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=Throw
+
| 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=N/A
+
| blockstun=N/A
+
| onhit=+27
+
| onblock=N/A
+
| framedata=[[File:SG_big_throw_fd.png|left]]}}
+
|
+
<br>
+
* The throw with the longest range in the game by far. Big Band extends a bell, shakes the opponent around, and leaves them standing. The generous frame advantage after the throw gives Big Band time to convert into a combo.
+
* Use c.MK to convert into a combo in the corner.
+
* When out of the corner, the opponent will be too far away to reach with most normals for a combo, so you have to close the distance first.
+
** A good conversion is H 'A' Train, E-Break, c.LK/c.MK. c.MK is a 6 frame link with the earliest possible E-Break (+18).
+
** L Giant Step, c.LK is a less optimal conversion that consumes Sound Stun, but is easy to execute.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_big_airthrow.png]]
+
| caption=High Toll
+
|hitbox=[http://wiki.shoryuken.com/images/d/d1/SG_big_airthrow_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=Air Throw
+
| 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=N/A
+
| 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_bfp.png]]
+
| caption='A' Train Express
+
|hitbox=[http://wiki.shoryuken.com/images/0/0a/SG_big_tag_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=Tag
+
| 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>
+
* Big Band enters the screen with an armored rush punch.
+
* This move is slowest when the opponent is cornered, since Big Band has to travel further from the edge of the screen.
+
* 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]]
+
| caption=Take Five
+
|hitbox=[http://wiki.shoryuken.com/images/6/6d/SG_big_snap_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=Snapback
+
| input=qcf + {{SG_MP}} + {{SG_MK}}  '''/''' qcf + {{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 a unique outtake that hits in front and behind him.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
==Specials==
+
 
+
{{SGMove
+
| pic=[[File:SG_big_dpp.png]]
+
| caption=
+
|hitbox=[https://i.imgur.com/hgb5SKH.jpg View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=Beat Extend
+
| input=dp + {{SG_P}}<br>→ b , f , b , f ...<br>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 {{SG_LP}}, {{SG_HP}}, ... 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.
+
* The L version is invulnerable one frame later than the other two versions and deals the least damage, but is the fastest and has the tallest initial hitbox, making it better as an anti-air.
+
* The M version is slightly slower, invulnerable on the first frame, and trades vertical range for slightly more horizontal range, as well as hitting both in front and behind.
+
* The H version is the slowest but is the only throw-invulnerable version and does the most damage. Its hitboxes are similar to the M version.
+
* '''Assist properties'''
+
** L and M versions have 2 additional frames of vulnerability.
+
** If it hits two characters, the assist will be released 12f before the point.
+
** Blockstun on L decreased by 5f, M and H by 7f.
+
<br>
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_big_bfp.png]]
+
| caption="Gimme a hit!"
+
|hitbox=[http://wiki.shoryuken.com/images/0/00/SG_big_bfp_hb.png 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>]] (2 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, is slower, 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 and a slide on hit respectively, and appropriate block disadvantage.
+
* When close enough to the corner, the MP version can be comboed into an OTG normal, such as c.MP.
+
** Otherwise, you can only convert by canceling into super.
+
** If your super won't kill or lead to a combo, it may be preferable to take the HP version's untechable knockdown for okizeme.
+
* '''Assist properties'''
+
** M and H versions apply an extra 87.5% damage scaling.
+
** All versions' hitstun and blockstun are 25f.
+
<br>
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_big_bfk.png]]
+
| caption="Hit me!"
+
|hitbox=[http://wiki.shoryuken.com/images/5/53/SG_big_bfk_hb.png 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''']]
+
| dmg=0, 350, 1000
+
| meter=(2.5%) 4%, 3%, 10%
+
| startup=18
+
| active=1
+
| recovery=33
+
| hitstop=N/A
+
| hitstun=N/A
+
| 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, either directly in front of him or an upwards angle.
+
* {{SG_LK}}
+
** A true command grab that moves forward very slightly and grabs directly in front of Big Band. Much slower than his normal throw, but has better range, is untechable, and can be performed as a cancel out of normals.
+
* {{SG_MK}}
+
** Moves forward and grabs above Big Band at an upwards angle. Big Band's forward momentum will track to grab even very close opponents.
+
* {{SG_HK}}
+
** Moves the furthest and grabs at the same angle as the MK version. Has no tracking, which effectively creates a deadzone. If the opponent is too close, Big Band will travel underneath them and whiff.
+
* In the corner, the LK version can be converted into a combo with an OTG normal like c.MP. The MK and HK versions move Big Band too far back for this to be possible, so the only conversion option is to super cancel.
+
* The MK and HK versions are unblockable by a rising airborne opponent, but blockable on the way down.
+
* Often performed in neutral off of a read that Big Band's opponent is going to jump.
+
* s.HK, HK 'A' Train is a very common combo ender that allows for okizeme if OTG has not been spent, or a super cancel for more damage.
+
* Ending a block string with either an LK grab, an MK 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_NoHB
+
| pic=[[File:SG_big_ebrake.png]]
+
| caption=
+
|{{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_brass_fd.png|left]]<br>[[File:SG_big_ebrake_train_fd.png|left]]}}
+
|
+
<br>
+
* Big Band loses the armor from either ''Brass Knuckles''' or '''Take the 'A' Train''' during the entire animation of this move.
+
* Any {{SG_K}} input during a <b>Brass Knuckles</b> or any {{SG_P}} 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 move an armored Big Band around without committing to the attack.
+
* Commonly abbreviated as "E-Break", or "ebrake".
+
<br>
+
:The first frame data graph shows the move done from the earliest possible frame of '''Brass'''. The second is '''A-Train'''. They were executed via holding a button for E-Break, then executing the move.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
 
+
{{SGMove
+
| pic=[[File:SG_big_qcbk.png]]
+
| caption="Impression"
+
|hitbox=[http://wiki.shoryuken.com/images/d/db/SG_big_qcbk_hb.png 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 oversized kick drum pedal that hits overhead.
+
** Although the HK version and its "earthquake" consume <b>Sound Stun</b>, the attack has the same properties without it.
+
* {{SG_LK}}
+
** Pulls the opponent closer to Big Band on hit.
+
* {{SG_MK}}
+
** Pulls the opponent even closer to Big Band and gives him slightly more time to link his normals.
+
* {{SG_HK}}
+
** 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. It's a projectile that only hits if you're "standing". Even things that look standing but are truly considered airborne or not standing will be ignored. There's also a special exception where Bella can't reflect it.
+
** Has the ability to destroy Robo-Fortune's mines anywhere on the screen, even when she is in the air.
+
** The earthquake can be armored through like a normal hit (eg. with Bella's Tumbling Run) 
+
** Does not generate an earthquake if the drum pedal hits an enemy assist, Ms. Fortune head, or <b>Lonesome Lenny</b>.
+
** If the opponent is hit fullscreen by the earthquake, Big Band can convert with H Brass Knuckles into super.
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_big_jqcbk.png]]
+
| caption="Riot!"
+
|hitbox=[http://wiki.shoryuken.com/images/6/64/SG_big_jqcbk_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=Cymbal Clash
+
| input='''(Air Only)''' 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 up and backwards. The large, disjointed hit box allows Big Band to space his opponent in the while in the air.
+
* 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_NoHB
+
| pic=[[File:SG_big_parry.png]]
+
| caption="Uh-huh."
+
|{{SGMoveHeader_NoCaption |
+
| name=Noise Cancel
+
| input=f '''/''' d immediately before Big Band gets hit}}
+
|{{SGMoveData_1_NoFD |
+
| 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}}
+
|
+
<br>
+
* Big Band uses a high hat cymbal to parry incoming attacks, allowing him to riposte with an attack afterwards.
+
* 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 hitgrabs can never get parried.
+
* Big Band can never parry both directions at the same time, but assist attacks can be parried either direction.
+
* Upon a successful <b>Noise Cancel</b>, Big Band takes 75% of the incoming attack's block damage as recoverable damage, and cannot die from damage taken during parry.
+
* The parried attack's hit stop and stun get replaced with a standardized 27f parry stop animation (29f for supers).
+
** The parry stop can cancel to another <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).
+
* Parrying projectiles will move Big Band forward while carrying over forward momentum. This effect is lessened if the projectile was created from a super.
+
* The recovery of a successful parry is dash cancelable (after the hitstop)
+
* ''Technical details''
+
** Tapping and holding the direction input gives a 13f window to <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>.
+
** <nowiki>"Inputting a ↓ parry during the cooldown from an → parry, or a → parry during the cooldown of a ↓ parry, resets the cooldown of the opposite parry. In other words, → parry -> ↓ parry = both recover at the same time, instead of → recovering earlier. Fixes →,↓,→,↓,→,↓… against projectiles. "</nowiki>
+
** " Time before joystick must be released or parry is invalid 7f→12f. "
+
** "Pressing other directions during a successful parry animation will not invalidate any existing parry inputs. "
+
* TODO: information about the training mode parry display
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
==Supers==
+
 
+
{{SGMove
+
| pic=[[File:SG_big_qcfpp.png]]
+
| caption="Ooohhh horn crush!"
+
|hitbox=[http://wiki.shoryuken.com/images/0/0a/SG_big_qcfpp_hb.png 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>
+
* With 2 frames of armored and throw invulnerable pre-flash startup, and enough hitstop to cover the rest of the invulnerable startup, this is one of the most feared reversals in the game. After the startup, this move is still covered with one hit of armor as Big Band charges forward. Use this move to get out of almost any mixup situation and to end combos.
+
* The final hit sends the opponent backwards, so a conversion is only possible with more meter (H Giant Step, Super Sonic Jazz/Strike Up The Band) or a specific assist like Painwheel's H Pinion Dash.
+
* Commonly abbreviated to "SSJ".
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_big_qcfpp_charge.png]]
+
| caption=
+
|hitbox=[http://wiki.shoryuken.com/images/b/ba/SG_big_qcfpp_charge_hb.png View hitbox]
+
|{{SGMoveHeader |
+
| name=TUBA TUBA!
+
| caption=Level 1
+
| input=After <b>Taunt</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.
+
* Holding a {{SG_P}} button will not consume the taunt, and will perform just Super-Sonic Jazz instead.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_big_jqcfkk.png]]
+
| caption="You're gonna get beat!"
+
|hitbox=[http://wiki.shoryuken.com/images/2/2c/SG_big_jqcfkk_hb.png View hitbox]
+
|{{SGMoveHeader |
+
| name=Tympany Drive
+
| caption=Level 1
+
| input='''(Air Only)''' 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 timpani drums, hitting below and around himself as he hovers. Holding a direction during the attack will control Big Band's hover, which lets him follow the opponent through the air and connect with all 16 hits. The opponent lands from the final hit's knockdown before Big Band lands, so he can continue a combo after the <b>Tympany Drive</b> if he's in range to OTG with an air normal on the way down.
+
* If any hit from this attacks is blocked, Big Band cannot block or perform any action on the way down.
+
* The first active frame is vulnerable. This will cause proper meaties to trade, often in Big Band's favor
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_big_jqcfkk_charge.png]]
+
| caption="You're in trouble now!"
+
|hitbox=[http://wiki.shoryuken.com/images/2/2c/SG_big_jqcfkk_hb.png View hitbox]
+
|{{SGMoveHeader |
+
| name=Death Toll
+
| caption=Level 1
+
| input=After <b>Taunt</b>,<br/> '''(Air Only)''' 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>No Scaling (last two hits),<br>[[Skullgirls/Mechanics/Attacks#Hit_Grab | '''Hit Grab''']] (last hit),<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 hit grab. 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.
+
* Holding a {{SG_K}} button at the end will not consume the taunt.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_big_qcbpp.png]]
+
| caption="Join the big band!"
+
|hitbox=[http://wiki.shoryuken.com/images/d/d5/SG_big_qcbpp_hb.png 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>45% Min. Scaling,<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. Upon a 7th successful hit, the podiums knock the opponent upwards to get bombarded by trumpet mute missiles.
+
* Because the bulk of the damage is dealt by the missiles, it's best to use this away from the corner so that more podiums are spawned which spawns more missiles.
+
** Does much more damage to Big Band in any scenario, due to his large hurtbox.
+
* 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]]
+
| caption="TUBA TUBA TUBA TUBA TUBA TUBA TUBA TUBA"
+
|hitbox=[http://wiki.shoryuken.com/images/b/ba/SG_big_qcfpp_charge_hb.png View hitbox]
+
|{{SGMoveHeader |
+
| name=Satchmo Solo /<br>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>]],<br>[[Skullgirls/Mechanics/Attacks#Sweeps | '''Sweep''']],<br>55% Min. Scaling
+
| 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>[[File:SG_big_lvl5_noattack_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.
+
* [https://youtu.be/H1uLNZf_HWg Skullgirls Tuestorials 08 - Big Band's Level 5]
+
<br>
+
:The second frame data graph shows the move when the 236PP follow up is not performed, leaving Big Band +1
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
==Taunt==
+
 
+
{{SGMove_NoHB
+
| pic=[[File:SG_big_taunt.png]]
+
| caption=
+
|{{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.
+
** A charged super cannot be done in the same combo Big Band gains a taunt boost.
+
* Big Band doesn't get the boost if he is interrupted from his taunt before the visual effect.
+
* Holding the input will continue to play <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. 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 [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)]
+
A corner combo for Big Band.
+
:c.LK > c.MK> s.HK xx M Brass Knuckles,
+
:(OTG) c.MPx2, s.HK xx H Beat Extend (shake),
+
:Jump, j.LK > j.MK,
+
:s.LK > s.MK,
+
:j.LP > j.LK > j.MK,
+
:c.LPx2 > s.HP,
+
:j.MP >j.MKx2 > j.HK xx Tympany Drive (hold 9)
+
 
+
 
+
;Double Snap combo
+
:Snapback
+
:(OTG) c.LK > c.MK > s.HP,
+
:s.LP > c.MK > s.HP,
+
:repeat
+
 
+
==Conversions==
+
 
+
''This section has not been started yet. If you'd like to see this section filled out, please consider [http://wiki.shoryuken.com/Special:RequestAccount creating an account] and [http://wiki.shoryuken.com/Skullgirls/Contribute contributing]!''
+
 
+
;Throw starter combo
+
;Air throw starter combo
+
;Any other moves where modifications on the usual BnBs are needed
+
 
+
=Setups=
+
 
+
''This section has not been started yet. If you'd like to see this section filled out, please consider [http://wiki.shoryuken.com/Special:RequestAccount creating an account] and [http://wiki.shoryuken.com/Skullgirls/Contribute contributing]!''
+
 
+
=Strategy=
+
 
+
Big Band's goals:
+
* Patiently observe his opponent's habits and wait for his time to punish.
+
* Condition his opponent so that they play into his hands.
+
* Use his high risk, high reward tools to control space in neutral, punish his opponent, or convert off stray hits.
+
 
+
 
+
Big Band is a defensive playstyle character that excels at punishing his opponents habits, although not without risks in doing so. Boasting the biggest hurtbox in the game, slow mobility, and relatively slow moves emphasize his need of patient, defensive play.
+
 
+
His mobility isn't as great as other characters but using '''Emergency Break''' during '''Brass Knuckles''' or '''Take the 'A' Train''', j.HK to use a ground recovery after landing, and the second part of j.MK (which uses his double jump), allows him to get around the screen at the cost of being vulnerable.
+
 
+
Big Band's neutral is a patient game of watching his opponent, using his specials to cover areas around him, and capitalizing on hard reads or an opponent's mistakes.
+
* '''Beat Extend''' covers the immediate space in front of Big Band, with the M and H variants covering behind him as well.
+
* '''Brass Knuckles''' covers the space in front of Big Band that the move suggests.
+
** Whereas '''Take the A-Train''' covers the upwards angle above Big Band except the L variant which covers the space in front of Big Band.
+
* '''Cymbal Clash''' covers the downward angle below of Big Band and changes his air momentum.
+
* '''Giant Step''' covers a medium space in front of Big Band, with the H variant causing an unblockable earthquake.
+
 
+
He can also use his normals to space and cover areas around Big Band with less commitment than his specials.
+
* s.LP is a fast jab that hits in front of Big Band that is useful against low air dashers and for confirming hits.
+
* c.MK is a good button because it vacuums his opponent, shrinks Big Band's hurtbox, '''AND''' puts a hitbox entirely around him.
+
* j.LP/MP/HP cover the area in front of Big Band, with each button strength affecting the height, LP being the lowest and HP being the highest.
+
* j.LK covers an downward angle below Big Band and has three hits.
+
* j.MK covers an angle directly below Big Band, has two parts to it, and can stop opponents from trying to run under him.
+
 
+
Keep these in mind as basic guidelines of Big Band's gameplay and his goals.
+
 
+
=Counterplay=
+
 
+
[https://youtu.be/gEmgEPGQnrk Skullgirls Tuestorials 06 - Dealing With Big Band]
+
 
+
=Resources=
+
 
+
* [http://tunawithbacon.com/?p1char1=BB Big Band match videos]
+
* [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 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 Adventure.<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]]}}
+
 
+
=Win Poses=
+
 
+
{| style="border:1px solid #262E32" cellpadding="5" cellspacing="0" width="1200"
+
|- style="vertical-align:top" align=left
+
| width="247" | [[File:SG_pose_big_1.png]]
+
| width="230" | <b>Winpose 1:<br/>Hold</b> {{#motion:{{SG_P}}}}
+
| width="170" | [[File:SG_pose_big_2.png]]
+
| width="230" | <b>Winpose 2:<br/>Hold</b> {{#motion:{{SG_K}}}}
+
|}
+
 
+
=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!