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Big Band safe jumps

mcpeanuts

Anchor Peacock is the future
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Double Big Band Peacock
I've been doing a lot of research on safe jumps after Brass and A-Train lately. It's not quite done yet but I wanted to post what I've found so far.

After one of Big Band's untechable knockdowns, you have time to dash up and do a meaty j.LK (if the opponent is already cornered you don't need to dash and have time to do j.MK instead). If you do this while holding back and the opponent does a reversal, the j.LK will whiff and you'll recover in time to block their reversal as long as it's 8 frames or slower. As it happens, every meterless reversal in the game has at least 8 frames of startup, so you can safe jump every meterless reversal. Reversal supers are weird, though. As far as I can tell, it doesn't matter how much startup they have, it only matters how many pre-flash frames they have. As it happens most invincible supers have 7 or fewer pre flash frames, so you can't safe jump them, but some of them you can.

As a quick reference, you can safe jump everyone in the game if they have no bar. If they have 3 bars, you can't safe jump anyone except for Peacock (buff Peacock). If they have 1 bar, you can safe jump the following characters:

-Peacock
-Parasoul
-Squigly
-Fukua
-Eliza

More detailed notes on each character:

Peacock
M Gun and fake teleport both have long startup and are easily safe jumped. Argus isn't invincible on startup, Lenny is punishable on whiff, and level 3 can't be done as a reversal. There's only one thing you need to keep in mind here, which is that Peacock can do reversal Lenny then DHC to a character with a real reversal super. If she has 2 bars, pay attention to who the second character is.

Parasoul
To properly punish Pillar xx Bikes midscreen after a safe jump, block the Pillar then parry the bikes. If Parasoul's back is to the corner, you need to parry both the Pillar and the bikes.

Squigly
Although you can't get hit by Seria Draugen Punch if you time the safe jump right, it is safe if canceled into Opera. Daisy Pusher has no hitstop post flash, so if you see it you can empty cancel into Cymbal Clash or Timpani Drive to avoid falling into the grave.

Fukua
It's possible to beat all Fukua's reversal options with a safe jump (aside from level 3) but you need to be ready to react to which reversal she does. If she does BFF, the startup of that move is actually so slow that you have time to whiff your jump in then whiff another attack and get punished, so make sure to actually confirm the jump in before pushing more buttons. If she does Inevitable Snuggle, neutral jump after the armor absorbs your jump in then punish with neutral jump j.MK. H Platonic Drillationship can be safe jumped, but to actually punish Drill xx Fireball you need to PBGC or parry. Drill super and fireball super have no invincibility and will get stuffed by your jump in.

Eliza
Easiest character to safe jump. Eliza's level 1 ground super has no invincibility and her DP has like 20 startup frames, lmao get bodied nerd

Valentine, Painwheel, Double, Big Band, Fortune, Beowulf
These characters don't have any meterless reversals that you can't safe jump or need to play around in a certain way. They all have level 1 supers that can't be safe jumped, but none of those supers can be combo'd off of on hit without an assist or DHC, so the risk reward is in Big Band's favor (unless they have an assist or DHC). Also worth noting, against these characters you can go for empty jump c.LK or empty jump throw. If the opponent does their invincible super with reversal timing, it will come out while you're still in the air and you'll be able to block. They can beat this by delaying the reversal, however, so watch out.

Filia
Gregor can't be safe jumped and leads to full combos on hit, so it's pretty risky to try to pressure Filia on her wakeup. L Updo can be safe jumped, but it's on the edge of what's safe to jump, so it's easy to mess up the timing.

Bella
Don't try to safe jump Bella.

Robo Fortune
idk

Other notes:
-Every tag in the game can be safe jumped (even Eliza's). Some of these are really slow though so the thing I said earlier about BFF applies, make sure you actually confirm your jump in before pushing more buttons.
-Every reversal that can be safe jumped can also be safe jumped if that move is called as an assist (as far as I know).
 
You forgot Headless Fortune which can combo after super.
Fuck! I did forget that. I also forgot about the head toss thing. I'm pretty sure you can safe jump that move but I should actually test it first.
 
Headroll would leave fortune safe instead if you tried a safe jump it's about 20ish frames of hit invuln so you can try throwing her because headroll takes a million years. 30f startup woo.
 
Headroll would leave fortune safe instead if you tried a safe jump it's about 20ish frame of hit invuln so you can try throwing her because headroll takes a million years. 30f startup woo.
Can you punish it if you parry?

e: Uhhhhh where did Stuff's first post go
 
Yes, it has a decent amount of recovery if it misses just know that headroll is two hits and the second hit does the stagger. I'm assuming these are up close where both hits of headroll will happen. The second you parry any hit she's no longer invuln.

Also I deleted that post 'cause I only wanted to tell you that you forgot a thing.