Skullgirls ∞Endless Beta∞

Skullgirls ∞Endless Beta∞

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Big Band - Info and Strategies to soothe your enemies to death!
By DEMOMAN
A guide to describe my recent findings on Big Band and how you can apply them. Comedy included.
   
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*IMPORTANT INFORMATION*
In case you haven't figured out, Big Band is still in BETA. I'm aware that he is not at his full potential, and still in development. Given that, I am also aware he is subject to change, and I will adjust the guide accordingly.

Also, I'm using some abbreviations that you may be unfamiliar with:

S.A. = Super Armor

J.F. = Jump Forward

L.V. = Light Version

M.V. = Medium Version

H.V. = Heavy Version.

Since that is out of the way, let the information begin!
What IS Big Band?
Big Band is the largest, newest, and by far the COOLEST character in the cast yet! Ready to pummel his foes with detective-brass-jazz-justice!

Big Band is well, obviously a large character, with a large hitbox. Big Band can be used as an offensive and defensive character, given the tools provided to him, so he never disappoints your play style. His moves have large range, capable of catching opponenets off-guard easily. Big Band is also capable of dealing Big Bandages, if you catch my drift. Though some moves are slow, they strive in damage and some of those slow moves have super-armor!

If this sounds pleasant enough to you, grab your detective coat and hat, and prepare yourself for a journey of exciting detective work! (After you brush up on him, first. Can't be a good detective without proper training, y'know.)
Normal Musical Potential!
Big Band's moves are loaded with jazzy action, and are large and in charge. Keep note of that while you read these!

So far, here is what each move's potential usage is (This contiues on in the next two sections):

s.LP: Honk honk! This move can be used twice in succession, and like all light punches, is a great combo starter. It actually has good range.

c.LP: Ting-a-ling-a-ling! Time to get hurt! A move to start combos and for a low mix-up. Pressing it more afterwards will cause it to do five additional hits.

j.LP: Whap! A move commonly used in air combos, best chained into j.MP.

s.LK: A one-two into the shins! Ouch! A move good for catching opponents off guard, for it hits low. Being close enough will result in two hits.

c.LK: Shin to shin contact! A move just generally good to throw into combos.

j.LK: Painwheel should be jealous! A move safe to jump in with. Good for starting a combo with a overhead.

s.MP: Bugle beat-up! A move used to chain into from s.LP, or c.LP. Decent range. In training mode, use it, then spam s.LP, s.MP, and s.LK to play different sounds. Make songs! PROFIT!

c.MP: Double jab! Extend! Double jab AGAIN! A move that will provide a second hit after inputing the command once more, and is good for simply comboing.

j.MP: Whap! Whap! A move commonly used in air combos. Best chained into j.HP.

s.MK: Whap! Extend! Right in the stomach! A move that is a launcher and can hit twice upon another press, sending them further into the air.

c.MK: All exhausts discharging! *SHWOOSH* A move great for comboing and keeping pressure off you. (Look how unamused he becomes. It's great.)

j.MK: Seriously, Painwheel must be FURIOUS with jealousy! A move less safer to go in with as opposed to j.LK, but still ok to use. Upon hit confirmation, a second press will result in a spin from the extension, causing more hits, and pushing you and your foes forwards.

s.HP: Wham-a-slam with some brass justice! A simple launcher that can be used from a combo, or rawly if you wish.

c.HP: Incoming disorientation! *BWWWAAAA!* A move great for comboing into, for it keeps enemies stunned in place right where you want them. With incredible amounts of range, this is one of Big Bands best moves.

j.HP: Whap! Whap! WHAP! A move commonly used in air combos. The final hit in the jumping punch combo.

s.HK: Look, I'm a music sheet! The notes play out as feet in your face! A move good for ending basic combos, but also good for wall-bounces.

c.HK: Fluted to the ground! A move that can be used at the end of simple combos, and also good for catching people off guard. Pretty damn good range.

j.HK: The classic drop-kick! A move best used in air combos to send opponenets far off, or for a wall bounce. It is also capable to cancel into specials with this move.

Grab: Ding-aling-a-ling! Concussions all-around! A simple grab. You can use H.V. Brass Knuckles afterwards for an extra 800 damage to the grab!
Special Musical Potential!
Beat Extend: Tamberine extensions jut out from Big Band's clips, rattling any foe unforunate enough to be caught in their musical wrath! A move for catching airbone opponents off guard, or to extend combos given it's name. It is possible to pick people off the ground with it, giving a reason to extend with it all the more.
L.V.: Allows one shake. M.V.: Allows multiple shakes. H.V.: Allows more shake than the M.V..
*Additional Notes: Randomly throwing this move out WILL most likely getcha comboed. Careful.

Brass Knuckles: Big Band lifts his coat up to show his arm, which is now a hulking musical monstrosity ready to blow through attacks and opponent's bones! A move for simply getting in there, or to use at the end of a combo. It's heavy version can be used to add about 800 more damage after a grab!
L.V.: One hit of S.A., short distance. M.V.: Two hits of S.A., covers more distance than L.V.. H.V.: Three hits of S.A., covers most distance.
*Additional Notes: L.V. = Safer, M.V. = Less safe, H.V.: Watch your behind throwing this out.

Take the 'A' Train: Much like Brass Knuckles, Big Band instead lifts his arm up a bit more to grab opponents in the air, trapping them in his arm to pack the musical mangling! A move used to grab unsuspecting airbone opponents, and also used to end some combos.
*Additional Notes: All versions do the same grabs, but the version does determine distance. Keep that in mind.

Giant Step: Big Band stomps the big drums, crushing foes with splendid results! A move that can be used in combos, or simply to catch your foe off guard. L.V.: Faster, ideal for throwing in or at the end of combos. M.V.: Slower, but better damage. H.V.: Slowest, most damage, capable of hitting anywhere as long as your opponent is on the ground, causes fast bounce.
*Additional Notes: Watch out when using the H.V., for if your opponent sees in coming, they may jump into the air and avoid it, and come down for a free combo.

Cymbal Clash: Big Band jumps up, a smashes his opponents inbetween two large cymbals the come from his back, disorienting them beyond belief! A move good for placing in air combos, or to keep pressure off of you. L.V: Comes out faster, one hit. M.V.: Slower, two hits. H.V.: Slowest, three hits.
*Additional Notes: Throwing this move out as a idle game is ok, just be careful not to be comboed out of the air!

Noise Cancel Cancel the noise of your enemies clashes! Use it right, and you'll send them packin'! A parry move that is not only easy to perform once you get the hang of it, but is without a doubt, one of Big Bang's most useful tools. Once you parry someone successfully; don't be afraid to get in there! But do be cautious of multi-hit moves and supers.

Bagpipe Blues: Big Band takes a load off, swaying to the beautiful piece he plays. This move does not hit, and does nothing damage wise. Though, using it before using some of his specials will add more damage! Use this when you know you can be safe from enemy attack!
Super Music Potential!
Super-Sonic Jazz [LVL 1 Super]: Big Band lifts up, rocket propelling himself at his foes, crashing and turning into them to buldgeon the poor sucker with pounds upon pounds of brass. It is best used to finish a combo. If you use Bagpipe Blues before using this, Big Band will add a barage of punches afterwards, adding more damage (info thanks to: Irion).
*Additional Notes: This super does loads of raw damage. If you're a fan of wake-up supers, this is for you.

Tympani Drive [LVL 1 Super]: When in the air, Big Band begins to bang the drums of severe justice, pummeling his foes with jet force! A super used in the air, it is implied you can use it for a super at the end of a air combo. When you perform it, the directional pad or analog stick can be used to move Big Band while he is doing this super, so it can be used for it's full damage, or even a combo extender! Though, catching air-dashers off-guard is fun as well. If you use Bagpipe Blues before activating this super, your opponents can expect a familiar ring... and some extra damage, of course.

Strike Up The Band [LVL 3 Super]: Here it is, the performance you've been waiting for! Big Band stomps, bringing out a barage of music stands, which have trumpets that fire rocket propelled projectiles at the person unlucky enough to be launched up and hit by this unsavory tune! I do not recommend throwing this out for damage, for a combo before hand greatly increases damage output with this move. It has a bit of range to it, but the farther away you are, the less damage it does. If you want to finish someone quickly, catch them off-guard with a Giant Step and then perform this move if they're in range.

Satchmo Solo [LVL 5 Super] Big Band brings out his trumpet and plays a chilling tune. Then... everything stops. There is one final performance... and then broken bones. As I have not found many applications to this move yet, performing it on opponents proves literally bone crushing. If you happen to have 5 meter stored up; this is more than a viable option. Make sure you are up close, though.
Soothing Strategies!
Big Band has many counters to the the cast currently, and here are what moves you can use to effectively exploit them!

Just let me in there, darnit!
A common thing in Skullgirls and other fighting games, is the play of keep away. There are a few moves excellent for getting in on these characters. M.V. or H.V. of Brass Knuckles is superb to close in distance and become invulerable to knockback from those pesky projectiles. If they're not terribly far away from you then after that, go for a L.V. or M.V. of giant step when safe. Of course, if you find a opening in the opponents projectile palooza, H.V. of Giant Step can completely throw them off kilter.

Get off me, pal!
Rush-down characters can give Big Band a hassle, but he has some excellent tricks up his coat sleeves. c.MK is a good way to keep you safe from all directions, given you time it right. For aerial attackers, catching them off guard with Take the 'A' Train is a good option, but be careful, because they may be trying to bait it out of you. Cymbal Clash in my personal opinion, is wonderful repelling offenders in any situation, given it's variations for certain timings, as well.

Tag along, detective!
Big Band has many extremely useful assists at his disposal. Cymbal Clash is good for catching opponents off guard for a free combo, and is also great for repelling. c.HP gives a nice time window to go in and combo if your opponent is caught off-guard by it (This is my personal favorite). Beat Extend is a excellent anti-air, and if properly timed, can be converted into a combo. Of course if you want to totally punish your opponents for projectiles, Brass Knuckles is the way to go, giving you plenty of time to move in. Giant Step is great for simply catching your opponents off-guard, though it can be hard to combo off of at times.

(Ask for any specifics against any characters, and I'll include them in here.)
Coat Combos!
Here are some combos I find effective, and provide good damage (Damage based off 1v1 fights):

s.LP->s.LP->s.MK->c.HP->H.V. Brass Knuckles (or Take the 'A' Train)->(Super-Sonic Jazz)
This combo provides about 3k damage, and requires a little bit of timing. In order to perform Super-Sonic Jazz, you must input it almost right after you hit with H.V. Brass Knuckles, and will cause a little of 5k damage (A little over 6.5k damage with the Bagpipe Blues charge). Without Super-Sonic Jazz afterwards, will send them flying in the direction you punched them, in sliding hard knock-down (oof). Using Take the 'A' Train is self-explanitory if you instead decide to use that, and will cause a bit over 3.5k if you use the H.V. of it.

(NO LONGER WORKS; but let us remember it's awesomeness.)
s.LP->s.LP->s.MK->c.HP-> H.V. Beat Extend (all shakes)->s.HP->H.V. Beat Extend (all shakes)->(c.LP all hits->c.MP both hits->Armstrong Guns)
This combo gives you about 4k damage, and is rather time consuming, so that you can maybe go for a time-out. Adding a assist, like fiber upper, can get them for just a tad longer. Be careful though, for they can gorund recover behind you and try to catch you off guard! Adding the c.LP, c.MP, and Armstrong Guns at the end is tricky, for it requires correct timing. But your efforts will not be fruitless, for it dishes out anywhere near 8.3k-8.8k damage, depending on how many shakes you get in!

s.LP->s.LP->s.MP->s.HP->J.F.->j.HK->(Tympani Drive)
This is a nice corner combo that gives a little under than 3k damage and sends the opponent flying in the direction you kicked them causing a wall-bounce. But in the corner, it will bounce them off the wall far away from you, if you were to want that. With Tympani Drive, it can work anywhere as lone as you float accordingly, and it will become a combo that does a little under 4.5k damage. If you manage to reach a corner with Tympani Drive, there is a chance you can pick them back up to do another combo! I recommend c.LP to get them off the ground.

s.LP->s.LP->s.MP->s.HP->j.LK->j.MK->j.MK
This is a basic combo that provides a little under 3k damage, and can work as a reset, for right after you press j.MK for the second time, it drops you and your opponent right next to another, so that you may go for a s.LP, s.LK, c.LP, or j.LK to pull off a wicked reset!

s.LP->s.LP->s.MP->s.HP->j.LK->j.MK->j.MK->j.HK->c.LP all hits->c. MP both hits->c.HP->H.V. Brass Knuckles->Super Sonic Jazz (Or use Strike Up The Band after both c.MPs)
This combo extends off the reset combo above, giving you more options to use your meter for more damage. The j.HK bounce will not work unless you are away from corners.

Ground Grab->M.V.Brass Knuckles->Whichever combo.
This will work in corners only. If you can grab your opponent in the corner and then hit them with M.V.Brass Knuckles, it will put them into hard konckdown long enough for you to combo off of. It simply plays out extra damage for you!
Credits
Maker: Sir Commander Pancakes!

I hope this guide has been useful to anyone who may want to learn the basics of Big Band. I will continue to edit the guide as needed when new updates come out for him. I'll also gladly take feedback, and other information I didn't know about to add into here. Seriously, if you have any discoveries you'd like to share, or I have said something completely wrong, say something about it. I very much would appreciate it.

Well, that's it! Go out there and make some music, pal!
7 Comments
The Necronomiconeconomist 8 May, 2014 @ 5:33am 
A thing I discovered about the third combo is that if you are having problems doing timpani drive after j.HK then just do j.MK->j.MK and then timpani drive. This gives you a little extra time to do the super.
DEMOMAN  [author] 3 Jan, 2014 @ 11:58am 
Anytime.
Rince 2 Jan, 2014 @ 1:11pm 
That actually works really well, thanks!
DEMOMAN  [author] 30 Dec, 2013 @ 4:42pm 
@Rince Wait until the ground bounce and then hit them with the H.P., which will put them in range for the 2nd Beat Extend. Sometimes it can be iffy, but it depends all in the timing. Really suiting, for music is all about being on the metronome! Haha! Let me know if that helped! :msfortune:
Rince 29 Dec, 2013 @ 11:32pm 
Hey, I'm having trouble getting the standing hard punch to combo into the second beat extend. Any pointers?
DEMOMAN  [author] 14 Nov, 2013 @ 10:08am 
@Irion Thanks bud! I probably would have never figured that out. I'll be crediting yah. :smile:
Irion 14 Nov, 2013 @ 1:02am 
For the Extra hits on Super-sonic jazz, you need first to get a charge from Bagpipe blues (K+K ) (5 secs) and the extra hits after super will come automatically :D