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Big Band's Parry is Hype.

Do you think Big Band is hype or just for show?

  • Hype Dog!

    Votes: 73 77.7%
  • Puny Poser.

    Votes: 8 8.5%
  • Who's Big Band?

    Votes: 20 21.3%

  • Total voters
    94
Well, this looks like a good place to put this. Did you guys know that you can Pushblock Guard Cancel into parrying? I mean, Beat Extend is a thing, so this might not matter as much, but it's certainly more fun, in my opinion. You can avoid using Sound Stun with this, at the very least.

I hope this is news to some people. Nobody told me you could do this, so I'm going to pretend like it's news.
 
ProtagonistHero said:
I hope this is news to some peole.

Yup already knew this, but I just go for the beat extend and into a quick reset. But hey if you like to pbgc into parry go right ahead. Have fun with the hype.
 
Huh. I suppose a reset would get you Sound Stun back, and Beat Extend can set up some nice cross-up and/or Low/Throw shenanigans.

But parries are fun, so I'll probably still use it from time to time.
 
Huh. I suppose a reset would get you Sound Stun back, and Beat Extend can set up some nice cross-up and/or Low/Throw shenanigans.

But parries are fun, so I'll probably still use it from time to time.
of course. just don't go fishing for them, it can get you killed sometimes. Bait them out. Jump in on Parasouls so they can reversal pillar you so you can parry that shit a smack that bitch with your long clarinet dick.

and now for something completely different. BITCHS NINJA OUT.

 
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Yup if you parry an assist it doesn't matter whether it is high or low it can still be hype. I'm glad you were able to parry Double's j hp it can be tricky parrying two different moves that have have different attack speeds.
 
Yup if you parry an assist it doesn't matter whether it is high or low it can still be hype. I'm glad you were able to parry Double's j hp it can be tricky parrying two different moves that have have different attack speeds.
It was totally dumb luck. Thanks 14-frame window
 
Some nice parry videos in here. I used, but never mastered the parry in the SF3 series. It helped a bit for BB.
I guess projectile parries can be safe. The most I've done is one of Fukua's, followed by the first few hits of the projectile super.
For SF3 vets, do you find the timing is about the same for normal, air & crouching? And how often do you parry?
 
We need a re-enactment of the Third Strike Daigo Parry comeback moment for Skullgirls via Big Band vs Cerebella LV.1 Blockbuster into Fukua LV.1 Blockbuster. Only then will I have lived.
 
So yeah... Robo Fortune's Lazor super is like hard to parry due to the fact that you have to input the frd input constantly for 30+ hits.

on the other hand when BB does parry her lvl 1 since you are doing so many frd inputs while parrying BB will actually SLIDE up to Robo Kitty. it also kinda happens to him during a lvl 3 but not so much. and lvl 5 is so powerful that BB doesn't move at all. like he is stuck in that place for the whole super. that is if you manage to pull it off.

Unfortunatly I do not have the video to show this junk off for Vegas loves to crash and randomly corrupt my raw footage. Also I've been feeling burnt out on this game so I am going to take a much MUCH need break from it. (don't worry two months shouldn't be a long time and it will give me time to relax and focus on other thing in my life, like spirit walking) I'll still be lurking on this here forum from time to time to make sure i don't miss picking up Beowulf for free when he hits retail.

But hey if any of you guys make a video of BB parrying all of Robo's Lazors then go ahead and post it here. Have Fun and Ta.
 
Upload the raw file, then.
 
yeah sure upload 30 gigs worth of raw video footage of me trying to get a full parry for more than 10 minutes. Sounds like a great plan that will totally work cause internet.

Just do it yourself in the beta and see what i mean. Come on.
 
So yeah... Robo Fortune's Lazor super is like hard to parry due to the fact that you have to input the frd input constantly for 30+ hits.

Did you conveniently forget that Argus/Inferno Brigade/Blown Kiss have been in the game since forever, all of which require you to do the exact same thing?

And FYI it's stupidly easy to parry that since you can react to the super's startup animation and begin the first parry before the superflash. After that, it's literally just mashing forward... although I suppose that'd be rapidly tapping forward on the analog/fight stick for someone else.
 
^Actual Parry starts around 1:00. Other is just me failing to parry.
 
I refuse to believe a super like robo's is difficult to parry when there's supers like death crawl and eliza's level three. The first is a million hits and will ambiguously cross you up when you parry it, the second will just ambiguously cross up at the will of the user and do a million billion damages.

Is there a particular trick to telling when something is gonna switch sides on you? cause against stuff like these supers it seems the best option is to block like a chump or try and jump out like a jackass.
 
I refuse to believe a super like robo's is difficult to parry when there's supers like death crawl and eliza's level three. The first is a million hits and will ambiguously cross you up when you parry it, the second will just ambiguously cross up at the will of the user and do a million billion damages.

Is there a particular trick to telling when something is gonna switch sides on you? cause against stuff like these supers it seems the best option is to block like a chump or try and jump out like a jackass.

I think EKG is probably the hardest one I've tried so far.
 
I think EKG is probably the hardest one I've tried so far.

I didn't consider EKG because at least halfway through the super it gets too fast to parry, and I think you'll either get hit or block it. The other reason I didn't consider it is because I'm pretty sure those other supers still beat ssj after a parry, not sure about khepri sun though.
 
You should use your parry to punish as quickly as possible. Too many people try to parry and entire super in situations where one to two parries canceled into dp or a normal will do just fine
 
I should learn these


forward, throw, then react accordingly

If you are parrying an attempted reset in the air while your opponent is on the ground, j.lp is a good thing to pop out and hit confirm into instead of whiffing throw on the way down and then doing your normal whatever
 
In the video you can see my inputs are always the exact same against the reset. The point of the throw is to defend against crossup/fake crossup/throw with the same input, that's why its an OS.
 
In the video you can see my inputs are always the exact same against the reset. The point of the throw is to defend against crossup/fake crossup/throw with the same input, that's why its an OS.
Towards the second sentence, that, I understand. I use parry airthrow fairly often as an air-to-air, but air-to-ground it's not as good because your options are more limited, you MUST reversal immediately, deciding what to do depending on whether you're still in the air or just landed on the ground.

That might work against that little reset, but not against like, well, most things. That throw would defend against Filia j.normal (parry) fall iadc airthrow, if you didn't land already, or tech Bella's Grab Bag if she ticked your parry into it. If you parried, you could take that ringing moment to confirm into something nearly gauranteed to hit and confirm with, with LP or Down.LP instead of "maybe airthrowing", which would be more punishable by super than LP anyways. It works in air-to-ground parry reversal, whether you're still in the air, or, just then restanded on the ground. Down/c.LP is a reversal meant to hit for low profiles such as Fortune, Painwheel, and Robo Fortune, so whether or not you're on the ground or above them at the moment, it'll hit. They are low enough to dodge parry s.lp if they land.

And if you whiff airthrow into the ground in a reset that leaves you not able to scoop up anything with that, that'd be extra recovery and grounds for eating a counterhit, if they pick and choose their resets such that. You don't want to risk eating a low or throw, either, and you can't really expect to read that in a good situation. For that reset that is an option select you have to react to, cause it's restand low, restand throw, overhead throw or s.hp command grab. It's unsafe and doesn't work in every situation and is more potentially punishable.
 


Now, I can finally die in peace... Ngh... Nggghhhhhhhhh.
 
All i need is a lvl5 and I'd be ok with shitting myself.
 
yall are the true big band mvps
 
Happy Holidays!
yes i know i'm late but let's be real it's christmas untill 7th janunary or something.
 
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