- Joined
- Jan 6, 2014
- Messages
- 179
- Reaction score
- 165
- Points
- 43
- Age
- 28
- Location
- United Kingdom
- Steam
- id/arekso
09/07/2014 Entry
Playing: Big band + Double
Assists: LP Beat extend + Cilia slide
Where am I at right now, in terms of progression...
300 hours in and I've played a bunch of characters and a few teams. I'm alright in intermediate lobbies, but do not fare well against top players (as far as online players go, anyway) It's worth noting I'm EU, and play on an arcade stick. I shall post things here that I should work on/ remember for later.
30/07/2014 Entry
Playing: Big band solo
After a while of using MK A train + cilia slide assist setup, I decided to switch to playing solo Big Band, as double felt tacked on for the sake of having a team. I have a fair amount of resets and one big combo for putting characters to sleep. I'm feeling brave, so I'm going to detail some matchups now. It's worth noting again that I am currently a solo player, so this may not be correct within the possibilities of assists with BB, which I am not really bothered about, since I feel BB is a pretty solid solo.
vs. Filia - J.LK stuffs a bunch of her IAD stuff, and really dissuades people from throwing j.HP out. For this reason filia players will often back away on round start to throw you off. Some won't, so round start is a question of whether they will attack or not. I find that dashing up and grabbing beats that. I've also tried using parries, as IAD j.HP and c.HK slide should be reactable. The main problem with this matchup, is, like most matchups are going to be with big band, is that the corner is 10x as dangerous to be in. Weirdly I haven't fought anyone who does IAD j.LP against my big hurtbox but I have a hard enough time already when it comes to getting the reversal right in the corner. (which is LP beat extend in most cases) Good matchup for big band if played right.
vs. Cerebella - This matchup really sucks for Big Band, in my opinion. For one, big band doesn't have many armour breaking options other than c.HK sweep and c.LP at close range, which I admittedly don't use much. This means CB doesn't have too much trouble getting in on you and tossing you around. What really sucks is that the main reversal tool I use, LP beat extend, is only hit invincible, meaning I have limited options against CB's command grabs other than jump. I will resort to playing keepaway, doing LP brass a whole bunch with s.MK kara for extra range if necessary. This forces CB players to armour or DP, due to her slow speed, which can be baited by successfully landing one or two LP knuckles and then feinting one.
vs. Painwheel - Not sure how to put this one... MK + HK a train assists get stuffed more often than not by j.HP and J.HK, but I have caught some players sleeping on flight. j.LK has also proved useful for breaking armour and shifting momentum. Otherwise this is pretty standard matchup.
vs. Peacock - Interesting matchup. On round start, it is a crucial guessing game of what peacock will do. You can predict a jump with MK a train, you can dash and grab if you think they are going to sit and call assist, you can predict a teleport (behind you) by doing jump back j.MK into combo, I like doing that, makes me feel smart. You can assume that most players unfamiliar with the matchup are going to jump back, though. In the case that peacock does manage to get fullscreen, you can do stuff like HK giant step into HP knuckle to cover ground. But I feel that all versions of brass knuckle are important for keeping peacock down. You can armour through some patterns with MP and HP knuckle, s.MK kara MP knuckle has a bunch of range and can be safe at the right distance. I capitalise on knockdowns as much as I can with j.MK overheads, baiting QCF MP reversal, etc. Once you are hitting peacock a lot, you can expect a teleport which is solved by overhead/crossover j.mk by doing jump j.mk and jump back/over j.mk respectively. Overall, pretty good matchup for Big Band (so far)
vs. Parasoul - This could maybe be BB's worst matchup. Parasoul's pokey normals and mixup options make for a grim matchup for BB. Maybe I haven't played this matchup enough, but from what I've experienced, BB is forced to gamble on A train + giant step + DP to prevent himself from pushed into the corner. Once you're in the corner, it's mixup hell. (if the parasoul player is good)
vs. Fortune - Good matchup for BB. It is much easier to grab fortune with MK + HK a train than another character like painwheel. This dissuades jump ins and allows you to control space a lot better. When fortune takes her head off, SSJ (QCF PP level 1) becomes extremely powerful, as the lower part of the hitbox will hit the head without fail. With a charge, it can even kill in 1v3. I like to use j.MK to hit the head with fortune players that turtle at the other end of the screen.
vs. Squigly - This matchup really depends on the skill of the Squigly player. As a lot of Squigly players will use divekick a lot to get in, you can assume control of the air space with MK+HK A train, with s.MK kara for added range. Squigly players that recognise this however, will be more cautious. Silver chord is very effective against BB's brass and a train, as it breaks armour and gives Squigly a free opening. You can dissuade them from throwing it out by doing emergency break block, HP knuckle + super for a bunch of damage. SBO is deadly against big band, as it will break armour. I have found that you can mash QCF PP super against raw SBO for a punish.
vs. Valentine - Weird matchup for BB. Valentine's multihit air normals, namely j.mp, will completely stuff MK + HK a train without fail, so jumps must be predicted rather than reacted to. BB has a few answers to valentine's air normals, like DP (all versions, really) or cymbal clash - TK'able? One thing to note is that you are less vulnerable to valentine's crossup crap since you are so big. So enjoy that.
vs. Big Band - Weirdest matchup ever. I'm going to need more experience in this matchup before I detail it here, but for now I'm just going to say that it is strange.
31/07/2014 update - After playing a bunch of big band mirror, I can say that when the threat of parries is known by both players, the matchup turns into a strange guessing game of parry fishing and grabbing (when you think they are fishing for parries) Probably my favourite matchup, for the parry opportunities alone. Obviously it's not favourable either way, as it depends on the players fighting.
vs. Double - Don't know this matchup enough to detail anything.
vs. Eliza - Don't know this matchup enough to detail anything.
vs. Fukua - Don't know this matchup enough to detail anything.
06/09/2014
I stopped playing solo big band somewhere in late august, played cerebella + double with H Lock and load + MK bomber assists (a la dekillsage evo finals) After a while of that team being a success, I found that it lacks in fullscreen options and is vulnerable to keepaway (learnt this via sets with zeknife playing squig + band) and I thought it would be a shame if all my big band experience were to dissipate, so I added him onto the team, on 2nd, with LP beat extend assist. Both previous assists for cerebella + double are the same, although I change to HK bomber vs peacock. So far the team has been a bit wonky, and I'm lacking in proper play which will hopefully improve in the future.
Playing: Big band + Double
Assists: LP Beat extend + Cilia slide
Where am I at right now, in terms of progression...
300 hours in and I've played a bunch of characters and a few teams. I'm alright in intermediate lobbies, but do not fare well against top players (as far as online players go, anyway) It's worth noting I'm EU, and play on an arcade stick. I shall post things here that I should work on/ remember for later.
30/07/2014 Entry
Playing: Big band solo
After a while of using MK A train + cilia slide assist setup, I decided to switch to playing solo Big Band, as double felt tacked on for the sake of having a team. I have a fair amount of resets and one big combo for putting characters to sleep. I'm feeling brave, so I'm going to detail some matchups now. It's worth noting again that I am currently a solo player, so this may not be correct within the possibilities of assists with BB, which I am not really bothered about, since I feel BB is a pretty solid solo.
vs. Filia - J.LK stuffs a bunch of her IAD stuff, and really dissuades people from throwing j.HP out. For this reason filia players will often back away on round start to throw you off. Some won't, so round start is a question of whether they will attack or not. I find that dashing up and grabbing beats that. I've also tried using parries, as IAD j.HP and c.HK slide should be reactable. The main problem with this matchup, is, like most matchups are going to be with big band, is that the corner is 10x as dangerous to be in. Weirdly I haven't fought anyone who does IAD j.LP against my big hurtbox but I have a hard enough time already when it comes to getting the reversal right in the corner. (which is LP beat extend in most cases) Good matchup for big band if played right.
vs. Cerebella - This matchup really sucks for Big Band, in my opinion. For one, big band doesn't have many armour breaking options other than c.HK sweep and c.LP at close range, which I admittedly don't use much. This means CB doesn't have too much trouble getting in on you and tossing you around. What really sucks is that the main reversal tool I use, LP beat extend, is only hit invincible, meaning I have limited options against CB's command grabs other than jump. I will resort to playing keepaway, doing LP brass a whole bunch with s.MK kara for extra range if necessary. This forces CB players to armour or DP, due to her slow speed, which can be baited by successfully landing one or two LP knuckles and then feinting one.
vs. Painwheel - Not sure how to put this one... MK + HK a train assists get stuffed more often than not by j.HP and J.HK, but I have caught some players sleeping on flight. j.LK has also proved useful for breaking armour and shifting momentum. Otherwise this is pretty standard matchup.
vs. Peacock - Interesting matchup. On round start, it is a crucial guessing game of what peacock will do. You can predict a jump with MK a train, you can dash and grab if you think they are going to sit and call assist, you can predict a teleport (behind you) by doing jump back j.MK into combo, I like doing that, makes me feel smart. You can assume that most players unfamiliar with the matchup are going to jump back, though. In the case that peacock does manage to get fullscreen, you can do stuff like HK giant step into HP knuckle to cover ground. But I feel that all versions of brass knuckle are important for keeping peacock down. You can armour through some patterns with MP and HP knuckle, s.MK kara MP knuckle has a bunch of range and can be safe at the right distance. I capitalise on knockdowns as much as I can with j.MK overheads, baiting QCF MP reversal, etc. Once you are hitting peacock a lot, you can expect a teleport which is solved by overhead/crossover j.mk by doing jump j.mk and jump back/over j.mk respectively. Overall, pretty good matchup for Big Band (so far)
vs. Parasoul - This could maybe be BB's worst matchup. Parasoul's pokey normals and mixup options make for a grim matchup for BB. Maybe I haven't played this matchup enough, but from what I've experienced, BB is forced to gamble on A train + giant step + DP to prevent himself from pushed into the corner. Once you're in the corner, it's mixup hell. (if the parasoul player is good)
vs. Fortune - Good matchup for BB. It is much easier to grab fortune with MK + HK a train than another character like painwheel. This dissuades jump ins and allows you to control space a lot better. When fortune takes her head off, SSJ (QCF PP level 1) becomes extremely powerful, as the lower part of the hitbox will hit the head without fail. With a charge, it can even kill in 1v3. I like to use j.MK to hit the head with fortune players that turtle at the other end of the screen.
vs. Squigly - This matchup really depends on the skill of the Squigly player. As a lot of Squigly players will use divekick a lot to get in, you can assume control of the air space with MK+HK A train, with s.MK kara for added range. Squigly players that recognise this however, will be more cautious. Silver chord is very effective against BB's brass and a train, as it breaks armour and gives Squigly a free opening. You can dissuade them from throwing it out by doing emergency break block, HP knuckle + super for a bunch of damage. SBO is deadly against big band, as it will break armour. I have found that you can mash QCF PP super against raw SBO for a punish.
vs. Valentine - Weird matchup for BB. Valentine's multihit air normals, namely j.mp, will completely stuff MK + HK a train without fail, so jumps must be predicted rather than reacted to. BB has a few answers to valentine's air normals, like DP (all versions, really) or cymbal clash - TK'able? One thing to note is that you are less vulnerable to valentine's crossup crap since you are so big. So enjoy that.
vs. Big Band - Weirdest matchup ever. I'm going to need more experience in this matchup before I detail it here, but for now I'm just going to say that it is strange.
31/07/2014 update - After playing a bunch of big band mirror, I can say that when the threat of parries is known by both players, the matchup turns into a strange guessing game of parry fishing and grabbing (when you think they are fishing for parries) Probably my favourite matchup, for the parry opportunities alone. Obviously it's not favourable either way, as it depends on the players fighting.
vs. Double - Don't know this matchup enough to detail anything.
vs. Eliza - Don't know this matchup enough to detail anything.
vs. Fukua - Don't know this matchup enough to detail anything.
06/09/2014
I stopped playing solo big band somewhere in late august, played cerebella + double with H Lock and load + MK bomber assists (a la dekillsage evo finals) After a while of that team being a success, I found that it lacks in fullscreen options and is vulnerable to keepaway (learnt this via sets with zeknife playing squig + band) and I thought it would be a shame if all my big band experience were to dissipate, so I added him onto the team, on 2nd, with LP beat extend assist. Both previous assists for cerebella + double are the same, although I change to HK bomber vs peacock. So far the team has been a bit wonky, and I'm lacking in proper play which will hopefully improve in the future.
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