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One man band.

Redandgreen43

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redandgreen43
Big Band
Hello there, I'm Redandgreen43. Some of you may have seen me online on Skullgirls as a solo Big Band. As you can see if you played me, I'm not too good at the game. I came over to this forum as I heard that I can learn how to learn a bit more how to do a sophisticated solo Big Band without sucking (as much). I also hope to learn just a bit more about the story of Skullgirls, as its plot is astounding and I want to learn as much about it as I can. Thank you.
 
If you're not quite sure what to do;
Try and get the training diary started with some of these!

- Sets of you playing. (FT5's?)
- Your current combos. [Ask for more if you need them!]
- Your mix ups. [Ask for some if you have none!]
- Neutral Problems.
- Match Up Issues.
- Input Problems.
- Things you want to work on that you have identified.

Whenever you get hit, just start mashing SSJ. This is called Absolute Guard, and it makes you immune to resets.
( ͡° ͜ʖ ͡°)
 
Big Band has a lot of large, heavy-hitting moves that you can use to keep distance between you and the opponent. Cymbals, c.HP, and L/M Brass are all moves with decent reach that are safe, or can be rendered safe.

Big Band also has a lot of reversal options, reversals being moves that you would want to use to get out of your opponent's pressure.
  • All strengths of Beat Extend have hit invulnerability up to the move's active frames (the frames where it can hit the opponent). H Beat Extend also has grab invulnerability. You can combo after Beat Extend, so many people consider it Big Band's go-to reversal.
  • M Brass is also a pretty good reversal; having two hits of armor and a fairly fast startup means that it will often win trades, and you can't be poked out of its active frames in one hit like you can be with Beat Extend. You can also combo off of M Brass if your opponent is in the corner, or cancel it into SSJ for more damage/armor. M Brass > SSJ gives you a whopping 4 hits of armor (17 with tauntboost) that not many things can contest.
  • Super Sonic Jazz (SSJ) is Big Band's LVL1 ground super. With a startup of only 2 frames, two hits of armor, huge damage, and an enormous hitbox, it's one of Big Band's most reliable reversals. If tauntboosted, it gains an additional 13 hits of armor, even more damage, and keeps your opponent in the same corner.
Take care not to overuse reversals, all of the above examples are punishable on block. They're there to scare your opponent into respecting you, not to get you out of every sticky situation ever!

H Brass hits almost fullscreen. If your opponent is just out of reach on the opposite end of the screen, try s.MK > H Brass, which gives you the boost you need to hit fullscreen.

H Brass and all strengths of A-Train give you hard knockdown. Take advantage of this to either taunt (to tauntboost SSJ/Timpani), or get in a mixup.
 
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Oh, it's not that I'm too new at the game, I got 13 hours under my belt with most of that time being spent on Big Band. Thanks for all the feedback on One man Band strategies, though. And I've been trying to do the absolute guard for a while, but I've never been able to get the hang of the timing of it. Maybe I just need to go into training and practice it for a small while. I also managed to get in a few really good combos, but it kinda requires a small bit of button mashing. My plan was to use Big Band's LK if the opponent is right next to me and they don't tech, and my other idea just in case the opponent didn't tech was to use the SSJ just about when they get back up so they don't have any time to block. As you can see, most of my strategiess have to do with the opponent not teching, so I'm trying to learn a few strategies in case the opponent does tech. I really think I should go in for the Giant Step right when they hit the ground from the tech, then go in and do some mixups, Take the A-train, and yeah. It's a work in progress, but it's not a bad start, right?
 
Absolute guard happens the second you switch your guard during a pushblock. Once the pushblock animation is over Absolute guard is also over and you must pushblock again to do absolute guard once more.

In training mode your character's hitboxes will will turn into a fuchsia(pinkish-purple-y) upon a successful absolute guard. You'll know it has ended when it(hitboxes) goes back into light blue(mid/high)/blue(low) depending on which way you were blocking by the end of the pushblock.
 
Wait, I think I meant beat extend, sorry. I don't know too many advanced strategies like advanced blocking, but I'm willing to try that kinda stuff out. Thanks.
 
@Redandgreen43
What do you mean by if they don't tech? Are you talking about if they tech when they're knocked down and roll left or right?
Or are you talking about throws?
 
@Skarmand I mean if instead of rolling off the ground, they just stop right on the ground motionless and have to be vulnerable while getting back up.
 
@Skarmand I mean if instead of rolling off the ground, they just stop right on the ground motionless and have to be vulnerable while getting back up.
Yeah, figured as much.

In the training mode their should be a roll/recovery/tech option. I can't remember the name.
But try and turn it on and do your combos.

Good, intermediate, and even most button masher beginners will tech left and right.
So do not get used to combos relying on them not teching. That's a really bad habit.

Also you're invulnerable while you're getting up on all rolls and stand-ups.
There's just a small period after you hit the floor where you can get hit again if you didn't roll left or right.
(That's the one where all players will roll out of the way though)

You're even open to being punished if you do a move with long recovery and they roll towards you.
 
Oh, it's not that I'm too new at the game, I got 13 hours under my belt
That's actually extremely new, a lot of the active players have been playing for literally years at this point. Fighting games are a little different from other games, a few hundred hours is next to nothing in terms of familiarity.
@Skarmand I mean if instead of rolling off the ground, they just stop right on the ground motionless and have to be vulnerable while getting back up.
You can block as you're getting up, there is no vulnerable period after being knocked down
 
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Oh, it's not that I'm too new at the game, I got 13 hours under my belt
Oh, that's so cute. I love when this happens.
 
Eh, don't get me started. I grew up with Smash Bros., not traditional fighting games. Plus, It's hard to get used to keyboard controls. I can't 360 with it or anything. I know that I should use a 360 controller or something, but the problem is I don't have an adapter for computers to use one on. I'm trying really hard to get into it, though, because trust me, if you faced me in a game of 1-on-1 glory smash, it would be over in a minute. And that also took a really long time to do, and I understand that. I really want to try to learn traditional fighting games a bit more to try to get in on how these work and all that and see if I could happen to bring my Smash skills over.. These mechanics are very new to me, and I'm probably putting logic I don't need in one fighting game from another. All in that said, I'm learning at least a little bit. I learned how to almost safely stop resets, (The only thing I need to learn now is how to stop getting into them over and over.) And I picked up some helpful hints from the tutorial and looked through and finished every character's story mode, arcade mode, and tutorial (Exept Cerebella's, because Ultimate Showstopper). So, as you can see, I picked up some stuff, and netted myself 2 quick match wins I'm sorta proud of. (It took a while to win the first, I don't want to talk about it.) So, I'm very happy to at least be seeing progress after about over half a day I'm playing this game. Also, @zarkingphoton, I'm looking for constructive criticism, not scoffing about my short time with this game, please.
 
Sorry, but it's just the frequency with which these things happen. These things that you're saying. They're giving me me deja vu, and a headrush.

But, uh, yeah. Big Bang. He punches things. Use J.LK for crossups. You can use J.MKMK to stall in the air or to approach, as it carries your momentum. Don't be afraid to just divebomb. Oh, and BB's throw has really good range. Make sure you're using it.
 
if you faced me in a game of 1-on-1 glory smash, it would be over in a minute. .
More than likely since I haven't played a smash game since around when melee was first released
 
More than likely since I haven't played a smash game since around when melee was first released
Well, let me use a better example. I have played over 1300 matches combined on both Wii U and 3DS versions. I won most of them. Better, right?
 
I don't play Big Band that much, but that doesn't mean I can't help in any way. Feel free to add me on Steam if you wanna play some matches. I could try to give you some general advice on some overall aspects of the game as well as Big Band related matchups. I'm sure others here would be more than happy to do the same.

There's nothing wrong with playing on keyboard btw. Besides playing on a fight stick, keyboard is my second preferred controller option. Also, I bet I could kick your ass in Smash :P
 
Oh really, now? Thanks, I think I could use a little firsthand experience. Would Saturday be good for you?
 
DID SOMEONE SAY KEYBOARD????

I too used keyboard for a long time, and still use it if I'm too lazy to grab my Hitbox.
Also if you want a good Keyboard set up, try

A = Left
S = Down
D = Right
SPACE = *Up*

Other keys, to the right, I use numpad = LP MP HP LK MK HK

If you set SPACE to Up, you get a big designated jump button that is far away from the other keys.
This also makes it so that no finger is responsible for more than one key.
If you use Arrow Keys or W A S D, your middle finger has to be in charge of both up, and down.

This set up mimics the 'Hitbox' set-up. You can see one of those here:
hitboxmk2011.png


N8_medium.jpg


This is a stickless arcade stick used by plenty of good players.

Hitbox set-up is also great because it lets you do... super jumps... easier, for example.
Doing a super jump to the right on a WASD set up looks like...
- Middle Finger Press (Hitting S)
- Index Finger Press (Hitting D)
- Middle Finger Move Upwards (To get to W)
- Middle Finger Press (Hitting W)

Hitbox is like
- Press (S) Press (D) Press (Space)

Oh, and Hitbox set up lets you do 360's.
Keyboard 360's are awkawrd because of the middle finger hitting two different keys (Again.)
360's on hitbox set up are just 1 2 3 4 rolling your fingers from left to right along the keyboard
A > S > D > Space

Also Skullgirls 360's don't care if you're facing left or right, you can choose to roll from left to right each time unlike other inputs, so it's really great to try and use Space for Up.

/salespitch
 
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Oh really, now? Thanks, I think I could use a little firsthand experience. Would Saturday be good for you?

Sure, though it depends on the time. I'm busy throughout the day, but I can probably find time to play some matches at some point. I work in the evening, and I was gonna do some online smash tourney shenanigans throughout the early afternoon. Just add me on Steam and we'll find some time to get in some matches at some point.