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  1. J

    Skullgirls Beta Aug 5th Patch Discussion

    Some beta jhk silliness: Two recordings set to random with different assist timings. WHEN DO I CHANGE THE DIRECTION I BLOCK Done as low to the ground as possible, jmk X 2 jhk is -5. If you only do the first hit of jmk into jhk, it's safe and sometimes not even minus.
  2. J

    Skullgirls Beta Aug 5th Patch Discussion

    Some initial training mode thoughts: Being able to parry projectiles with both down and forward lets Big Band OS parry Robo's beams. When Big Band sees the startup to a beam, he parries one direction. If it's H beam, he can react and parry the other direction. In fact, I think being able to...
  3. J

    Skullgirls Beta Aug 5th Patch Discussion

    Go figure, in retail when Big Band parries H Beam he already moves forward. Derrrrrp. The distance itself isn't particularly rewarding though. You do get a free super jump out of every ground parry though, which I don't think Robo Fortune can easily contest. Eh, the more I think about it the...
  4. J

    Skullgirls Beta Aug 5th Patch Discussion

    Re: BB vs Robo, how about on parrying one of Robo's beams, it moves BB forward, like with what happens when he parries Cat Cannon lv 1 and lv 3? It rewards Big Band for parrying a reactable full screen move by advancing him forward and also looks really cool.
  5. J

    Skullgirls Beta Aug 5th Patch Discussion

    I remember this comment from a while back. Seemed relevant to bring this up since the beta patch reworks the utility of Big Band's supers. Any chance of this getting looked at? It would add a lot of utility to that super if worrying about sound stun with it was never an issue. I think it...
  6. J

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

    Here's some stupid Big Band bullshit. Doing an H Brass or H A-Train crossunder is character-specific, so you'd have to learn a unique timing for each character. Fortunately some are pretty similar to each other, and the easiest ones to do also seem to be among the easiest to pull off. In the...
  7. J

    General Bug Report Thread

    Here's a training mode bug: Pick Big Band as player one and whoever as player two. Record the dummy's action to hold backwards for a little bit and set it to play as reversal. Hit the dummy with clp shk, or smp xx H Giant Step. clp shk and smp xx H Giant Step don't combo, but the dummy still...
  8. J

    General Bug Report Thread

    I don't get what you mean. If Big Band is getting hit outside of the parry window, then he shouldn't be able to parry once he hits the ground, but he can.
  9. J

    The Big Bando Husbando Combo Threadando

    Some optimal combos I've labbed out.
  10. J

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

    To make it even easier, beginning with the 2LK you don't have to release any buttons. After the first LP, you can hold down on the stick, then press and hold LK, LP, and MP in sequence to get the super. I think the notation would look like LP 2LK~2LP~2MP or something like that.
  11. J

    General Bug Report Thread

    Here's a parry bug. The action happens at 0:43 and at 1:11 in the video, where Big Band fails to parry just as he's about to land, despite parrying literally everywhere else.
  12. J

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

    Playing Robo Fortune sucks. Here's one way to deal with her full screen zoning: Jump, air block, PBGC jhk, tech forward Or if you're brave: Jump, parry, jhk, tech forward After a push block or a parry jhk can be done pretty low to the ground and you can still get the ground tech. I've used...
  13. J

    Skullgirls Team Building Thread

    Hi, thread. I'm thinking of running a team with point Big Band. I'm thinking Big Band/Robo Fortune/Parasoul or Big Band/Parasoul/Robo Fortune, with H Brass, H Beam, and L Shot or Egret Charge for assists. Opinions? Suggestions? Recommended order? Better assist choices? I've labbed it out a...
  14. J

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

    Depending on the normal it may not be possible to dodge with M Beat Extend. If you're whiffing c.hk or the second hit of c.mp and Double is coming at you from the front, you're probably SOL. Another thing to try is to dodge partially with M Beat Extend and then cancel into SSJ, and hope and...
  15. J

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

    Some random tech tidbits you may or may not already know. These aren't significantly helpful or useful, but knowing stuff never hurts. 1. High parry and low parry have separate timers. That is, a low parry attempt can be immediately 'canceled' into a high parry attempt (assuming it's off...
  16. J

    The Big Bando Husbando Combo Threadando

    This combo does less damage than the one in the compendium, but this one is meterless. Whenever possible, do H brass or M brass after cymbal clash for more damage, replacing a cmp X 2 in the combo. This probably works against everybody except Big Band, but I haven't rigorously tested it against...
  17. J

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

    After every reversal SSJ when cornered by light characters, remember to claim your free hard knockdown. SSJ smk xx H Brass (microdash optional) SSJ microdash + smk xx H A-Train (microdash required) Against heavier characters H Brass OTGs, so you can still get damage by spending more meter but...
  18. J

    The Big Bando Husbando Combo Threadando

    Unfortunately there's a problem with that combo. IPS triggers on the grounded cmk hit. The combo you probably meant to post was this one: Air Grab, Timpani Drive j.lk c.mk, s.hp j.mp, j.mk s.lp, s.mk j.lp, j.lk, j.mk s.mp, HP Beat Extend c.lk, c.mp x2, s.hk, HK "A" Train That combo works...
  19. J

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

    A mildly useful thing to note about tk motions is that the jump direction can be changed, e.g., it doesn't have to be up back for qcb or up forward for qcf. Big Band can do qcb up forward to move forward during tk cymbal clash, which makes it ever so slightly easier for connecting and converting...
  20. J

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

    Unfortunately, no. It seems to be pretty negative. I'm testing it now, and on backwards tech there are characters and timings where it's safe from mashed jabs and things like that, but for the most part on crossing up the training dummy after a forward tech I get counterhit out of E-Brake.