I feel like it's pretty easy to get this input quickly on demand, so I'm okay with it. Having said that I never played Big Band when he had any of the other inputs for taunt so I have no frame of reference.Well this thread is all but silent, I was hoping to spark it up again. So what do people think of the new taunt (forward HP, MP, LP, forward) I keep trying to master it, but its just so damned clunky. Maybe I keep pressing the analog stick the wrong places or something. Or maybe I even need to get the timing down. Either way I wish it would go back to the old fashioned (Forward 90 frames, Back, Punch)
Good, that's what taunts are supposed to be like.
Reasonable enough, but if the blockstun is reduced could we also reduce the recovery frames so it ends up having the same frame data?I haven't played much *as* BB, but from playing against him my feeling it the hp rush punch is slightly too strong. There are ways to deal with it since it's armor and not invincible, but it just feels like it has too much of everything. If possible could the blockstun be toned down so that it at least isn't also a lockdown assist?
I figure that is what makes Big Band a well balanced character, but still good at the same timeWhen people talk about Big Band's strengths (like his rush punches or parries) don't forget about his huge glaring weaknesses. That's the type of character he is. A giant hurtbox, slow movement, not very good air to airs, big recovery on a lot of his moves. Take all these things into consideration before thinking of weakening anything big band has.
I've been having an issue with consistency in regards to Beat Extend. It's pretty much become a staple in combos but sometimes it doesn't pick up the opponent high enough to follow up properly with it. Would it be possible for the attack to always place the opponent in a certain spot when it pulls them in? Would there be any reason against it?
If it's not as simple as having "this hitbox puts you here", maybe make the last hit before you mash for the extra hits be a hitgrab to make the positioning easier?
I'm not sure you full understand what I mean. My problem is that the height placement when it pulls them in can vary a lot, not that it doesn't pull them in at all. This causes the ability to combo after it without forcing an otg to be pretty inconsistent. I'm just asking for the attack to always place the oppont in a specific spot when it connects properly.
I guess I didn't really clarify the problem. Usually when I do a corner combo with him, I can get away with accidentally doing one OTG, but when I do midscreen stuff that uses a j.HK early on to actually do decent damage, I can't do a second OTG afterwards.
Hmm I think this MIGHT have to do with how far away you hit. I'm having a lot more trouble landing throw xx 623HP > 2LP on Double than 623HP > 2LP. Seems tighter in that situation as Double seems to fall from lower after the Beat Extend.