- Joined
- May 18, 2014
- Messages
- 104
- Reaction score
- 29
- Points
- 28
- Age
- 34
- Steam
- Yummy_Bubbles
So I dunno if I'm the only one here who thinks so, but honestly I think big band deserves some buffs. A lot of people I've seen running big band either run him solo so that his lack of combo potential without resets doesn't mean a total loss in damage, or run him anchor because of his supers raw damage. Eliza coming out as she is, even if her damage gets buffed is going to made big band as a big body character just look horrible. I love big band, but I'd like to see him be able to do so much more. So I came up with a few random ideas without breaking him as a character, and I'd like to hear some feedback.
1) L giant step wouldn't use sound stun, rather on hit it'd leave BB +9 so it can link to his lights, and +0 on block so it's not an unsafe mixup.
2) more armor on brass knuckles and A-train, lights get 1 hit, medium 2 hits, heavys 3 hit. this'll help prevent a-train and brass knuckles being easily blown up by most all multi-hit attacks, and it'd at least buff up his ground grab and poke so that they're usable for more than mind games.
3) emergency escape gets 1 hit of SA, as it is now, unless the other person is most of the screen away, with the almost 20 recovery frames, every time I use it at close-mid range it gets blown up.
4) L beat extends invincibility could stay as it is, M beat extend would get grab invuln until the first hitbox on the side and hit invuln until the complete hitbox, and L gets complete invuln until the completed hitbox. OR, just let add the shake at the end regardless of hit/block/whiff, it'd extend the attack enough that if someone went to punish you could cancel in SSJ (this idea came from napalm pillar into egrets roll out, into egret cancel), the idea is to make hit DP somewhat safe at the cost of a meter.
5) increase the hitbox on M and H A-train on the back end by adding 15-20(ish) pixels back and up.
and lastly probably the most possibly OP
6) make his H A-train unblockable, basically at that range you're guessing they're gonna stay in the air, if they just fall it'll whiff and they can punish.
I understand this is partially me wishing he was just better as a character and having more to work with, and that it's most likely that none of this will happen, but I'd like to hear your guys opinion nonetheless ^_^
1) L giant step wouldn't use sound stun, rather on hit it'd leave BB +9 so it can link to his lights, and +0 on block so it's not an unsafe mixup.
2) more armor on brass knuckles and A-train, lights get 1 hit, medium 2 hits, heavys 3 hit. this'll help prevent a-train and brass knuckles being easily blown up by most all multi-hit attacks, and it'd at least buff up his ground grab and poke so that they're usable for more than mind games.
3) emergency escape gets 1 hit of SA, as it is now, unless the other person is most of the screen away, with the almost 20 recovery frames, every time I use it at close-mid range it gets blown up.
4) L beat extends invincibility could stay as it is, M beat extend would get grab invuln until the first hitbox on the side and hit invuln until the complete hitbox, and L gets complete invuln until the completed hitbox. OR, just let add the shake at the end regardless of hit/block/whiff, it'd extend the attack enough that if someone went to punish you could cancel in SSJ (this idea came from napalm pillar into egrets roll out, into egret cancel), the idea is to make hit DP somewhat safe at the cost of a meter.
5) increase the hitbox on M and H A-train on the back end by adding 15-20(ish) pixels back and up.
and lastly probably the most possibly OP
6) make his H A-train unblockable, basically at that range you're guessing they're gonna stay in the air, if they just fall it'll whiff and they can punish.
I understand this is partially me wishing he was just better as a character and having more to work with, and that it's most likely that none of this will happen, but I'd like to hear your guys opinion nonetheless ^_^