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Big Band Tech Thread: Small/Big Tips & Strategy YOU Notice?

Nuuance

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Nuuance
Squigly Eliza
So just like I've done with Val & Squigs, I made some tech threads with all the really obscure and weird stufff you find out about the character that you really wouldn't know otherwise. I made this mainly because general discussion isn't really a great place for combos and such....since it's general discussion. I like tech stuff, so I'll let someone else handle the combo thread, but for now, what stuff are you all noticing right now??

P.S. I'll put up some stuff when more moves come out most likely, but i'll include some stuff later today too if i can
 
Once Big Band's in the corner you can loop him to death and he wont be able to get out safely.

So having DPs or so as assists help him out really well
 
I doubt it affects damage, but On Hit, pressing LP, LK, and/or MP will change s.MP's note. It's more of an audio thing.
 
Barrel loops don't work on Big Band. They're no longer universal!
 
If you super jump, then double jump, then use Timpani Buster to lift yourself into the sky higher, you can do a bomb-ass body slam.
ute4yqez.jpg
 
nice burst baits. only thing is the pink burst bait won't work in the final product.
on irc mike said Big Band's "s.LK, s.MP, s.MK, s.HP, s.HK, cr.LK, cr.HP, cr.HK will not have disjointed hitboxes."

In short, s.lp, c.lp, c.mp, & c.mk will keep the disjointed hitboxes. As well as every air normal except j.hk.
Also the air cymbals won't count as a projectile, so have fun coming up with a burst bait string with that.
 
Everyones been using Brass Knuckle as an assist (whether as H or L versions)

I've grown fond of Beat Extend as an assist because of the following benefits:
- Decent invincibility
- Great for Following up combos
- Takes the opponent out of the corner/puts them in the corner
- Vacuum Effect
- Huge as ass hit box

It does get beat out more than brass knuckle, but it's good for pressure game because it causes a lot of block stun. I feel more people should experiment with Beat Extend, to see if there is some more things that can be used with it.
 
If parry stays the same as it is now, it's going to be amazing.


As long it's special/super/tag cancelable, good things may come from it.
 
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I figured out a pretty simple way to do a corner combo into Super Sonic Jazz and have them end up back in the corner instead of flying out of it.

You can end your last combo string with MK, HK, (4)6HK xx 236PP

The opponent will bounce off the wall from the HK and HK A Train will put you on the opposite side of them, so SSJ will hit them back into the corner.
 
Couple of quick 1-meter combos.

I avoid using too many Beat Extends cuz it hurts my wrist after a while. But you can rearrange the damage around a little. You can also add a full taunt with Bella assist.

 
You can use both options of shaking the stick left and right and mashing LP+HP so you don't have to tire a single hand during Beat Extend.
 
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Against Squigly, Fortune, and Filia, you can side switch at the end of your corner combo by making them fly over your head with the wallbounce of s.hk. This is important because it means that if you finish your combo with super, you won't lose your corner position.

(rare footage of me using skullheart)
 
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If you wanna kill your wrists and practice this for hours (on heavier girls it's harder so you'll most likely practice that more than the one against lights) this is your video!

Will it work on Double? I dunno. Probably not since she's double.

IT DOES WORK ON DOUBLE TOO! It's just a pain to do.

EDIT: After being told that you can do the shake with buttons I found all three versions fairly easy so I updated the video to include Double since it DOES work on her too but you have to cr.lp once only otherwise the burst hits. (which is why that's also included in the video.)

EDIT again: Now that buffer exists it's incredibly easy.
 
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Has anyone messed around with using j.HK as a movement option? I was thinking about this the other day. It's sort of hard to approach with Big Band since he's kinda slow, but you can force yourself into a ground tech state by using j.HK, then ground tech forward to get in. If you call an assist at the right time, you could probably set it up so they're in hitstun/blockstun while Big Band's getting up, and then get your offense going. It's all theory fighting though, I have had no chance to try it out yet since no one's ever in the beta (RIP beta), so I was wondering if anyone uses this move like this and if so how has it been working out for them?
 
Couple of quick 1-meter combos.

I avoid using too many Beat Extends cuz it hurts my wrist after a while. But you can rearrange the damage around a little. You can also add a full taunt with Bella assist.


what soundtrack are you listening to in this video? I like it.
 
what soundtrack are you listening to in this video? I like it.

CVS1 - Capcom vs SNK 1

Sorry, my bad! It was SVC - Chaos!
 
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A burst bait set up that works on everyone except for the last hit which only works on Big band
 
thanks

it was actually svc chaos.
 
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thanks

it was actually svc chaos.

Sorry man, I got the two games mixed up.
 
I actually accidentally came across that while figuring out combos with the Beat Extend change
 
Is it even possible to successfully taunt in a Big Band mirror? My friend and I have been playing to learn him and it seems like everytime I go for the taunt after his rush super, fullscreen Giant Step's able to hit me before the taunt takes effect.
 
Is it even possible to successfully taunt in a Big Band mirror? My friend and I have been playing to learn him and it seems like everytime I go for the taunt after his rush super, fullscreen Giant Step's able to hit me before the taunt takes effect.

You can super out of taunt, so if you have one meter while taunting you are safe in more situations than without. You can super armor through the shockwave with his LVL1 and get a counterhit on him all the while. You won't get the taunt boost if you didn't finish the taunt, but you also didn't get punished.
 
You won't get the taunt boost if you didn't finish the taunt, but you also didn't get punished.

Should have been clearer in my original post but yeah, that's where I'm having trouble, finding a situation in a Big Band mirror where I can safely get the taunt boost.

most common scenario for me is combo into non taunt-booste Level 1 Super Sonic Jazz. They get sent to the other side of the screen, I taunt, but their wakeup Giant Step hits me before the taunt finishes.

Is there a safer situation to get the taunt boost?
 
You can always get it between KOs in 2 and 3-man matches, and I think Mike had a setup to guarantee enough time for a taunt but I've forgotten what it is...
 
You can always get it between KOs in 2 and 3-man matches, and I think Mike had a setup to guarantee enough time for a taunt but I've forgotten what it is...
c.hp cancelled immediately into taunt is -5, if that works for you, reversal super will still beat it, but it's something.

Alternatively you do it Q style and put them fullscreen with H rush punch and then taunt.
 
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s.MK->cr.HP xx taunt should be at least +0 on everyone. More if it is a character you can get s.MKx2->cr.HP on.
[edit] s.MKx2->cr.HP xx taunt is fullscreen -1 on BB, thas fine.
 
For completion's sake, the advantage of soundstun cr.HP to taunt after s.MK and s.MKMK respectively against the entire cast, factoring both forward and backward techs:

Code:
    Filia: +2 / +9 backtech,  0 / +7 forwardtech.    s.MKMK cr.HP whiffs midscreen past medium distance
Cerebella: -4 / +3 backtech, -5 / +2 forwardtech.    s.MKMK cr.HP whiffs midscreen past medium distance
  Peacock: +1 / +8 both techs.                       s.MKMK cr.HP whiffs midscreen.
 Parasoul: -2 / +4 backtech, -1 / +5 forwardtech.
  Fortune: -2 / +5 both techs.                       s.MKMK cr.HP whiffs midscreen.
Painwheel: +1 / +8 both techs.                       s.MKMK cr.HP whiffs midscreen.
Valentine: -2 / +5 both techs.                       s.MKMK cr.HP whiffs midscreen at max MK range.
   Double: -6 / +0 backtech, -8 / -2 forwardtech.    s.MKMK cr.HP whiffs midscreen at max MK range.
  Squigly: +1 / NA backtech,  0 / NA forwardtech.    s.MKMK cr.HP whiffs at all times, even in the corner.
 Big Band: -7 / -1 backtech, -8 / -2 forwardtech.    s.MKMK cr.HP whiffs midscreen past medium distance.

Midscreen in this scenario means if I combo s.MK j.LKMKMK (opponent lands inbetween MK hits) and land early with j.HP myself without continuing the combo, then doing a full cr.LPLP s.LKMKMK will cause the cr.HP to whiff. Anything less, including dropping the final hits of cr.LP or s.LK, lets it hit.
 
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Works well on parasoul, who cant jump or dash in the air. You have to back up a bit to hit with the unblockable part, I could do it easily by doing a reverse dp.
 
2 basic resets for Big band. Both of them can lead to too high, low, throw, and cross-under situations
This is just amazing, I had only just started testing 2MK as a reset tool, now I know exactly what to do without even testing thanks.
 
midscreen double snap

Big thanks @konkrete for finding this with parasoul and giving me the idea
 
Save your shit for tournaments, people. >_>
 
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"Assists don't wallbounce unless they hit the actual edge of the stage" or "assists don't wallbounce while the point character is in snapped out anim" come to mind...