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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.
 
Here's a small tip. So Big Band's level 5, the input is LP 2LK LP LP+MP, right? The game will also accept LP 2LK 2LP 2LP+MP. I think it's a little easier to input if you don't have to let go of down after the second note.

Wow, that is much easier. That works for taunt too I think now that I'm trying it. It helps me press them in the right order if I make myself hold each button as I go..

So it becomes 6 [HP]~[MP]~[LP]~[6], I think.
 
Hey I hit Sonic Fox with this setup and he couldn't block it so I think it's pretty good. It's a variation of the H Brass xx SSJ crossunder (which Sonic did block the normal one).

Beat Extend (shake),
super jump j.LK j.MP, land,
H Brass xx SSJ

This only works on lights, as far as I can tell. If you have the right assist, you may be able to do Emergency Brake + assist for a safer meterless reset.
 
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Here's some stupid Big Band bullshit.


H Brass Crossunders
Beowulf - smk smk xx H Brass
Big Band - smk smk xx H Brass
Cerebella - smk smk (shk) xx H Brass
Double - smk smk (slight delay) xx H Brass
Eliza - smk (long delay) smk xx H Brass - hard
Filia/Fukua - smk smk (long delay) xx H Brass
Miss Fortune - smk smk (shk) (small delay) xx H Brass
Painwheel - smk smk (shp) xx H Brass
Parasoul - smk smk (delay) xx H Brass - but A-Train crossunder is easier
Peacock - smk smk (long delay) xx H Brass - but A-Train crossunder is easier
Robo Fortune - smk smk (shk) xx H Brass
Squigly - smk (delay) smk (shk) (delay) xx H Brass
Valentine - smk smk (shk) xx H Brass

H A-Train Crossunders
Beowulf - smk smk (small delay) xx H A-Train
Big Band - smk smk (shp) xx H A-Train - only a few frames of shp
Cerebella - smk smk (shp) (delay) xx H A-Train
Double - smk smk (small delay) xx H A-Train
Filia/Fukua - smk smk (long delay) xx H A-TrainMiss Fortune - smk (delay) smk (shk) (delay) xx H A-TrainPainwheel - smk smk (delay) (shp) xx H A-Train
Parasoul - smk smk (delay) xx H A-Train
Peacock - smk smk (shk) (long delay) xx H A-Train
Squigly - smk smk (long delay) xx H A-Train
Valentine - smk smk (long delay) (shk) xx H A-Train

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 video I do each crossunder five times in a row for each character, to show the character-specific timing, and also to show it's not some fluke of execution. In terms of reliability, here's how I would rate consistently pulling this off against various characters:

  • Completely Free
    • Big Band H Brass
    • Beowulf H Brass
    • Peacock H A-Train
  • Pretty Easy
    • Beowulf H A-Train
    • Big Band H A-Train
    • Cerebella H Brass
    • Double H Brass
    • Double A Train
    • Parasoul H A-Train
    • Robo Fortune H Brass
  • Doable
    • Cerebella H A-Train
    • Miss Fortune H Brass
    • Miss Fortune H A-Train
    • Parasoul H Brass
    • Painwheel H Brass
    • Painwheel H A-Train
    • Squigly H Brass
    • Squigly H A-Train
    • Valentine H Brass
  • Difficult to do reliably
    • Filia/Fukua H Brass
    • Filia/Fukua H A Train
    • Peacock H Brass
    • Valentine H A Train
  • Not Worth Trying
    • Eliza H Brass
  • Couldn't even find a setup for it
    • Eliza H A-Train
    • Robo Fortune H A-Train

I mean yeah some characters could double jump out of it or push a button to change their hurtbox or air reversal or something like that but whatever.

. . .

So if you have really good timing, you might be able to find a setup where no matter which way a character blocks, they get hit by H Brass because pre-block changes their horizontal velocity or something I'm sure Mike Z will correct me on. Extra special bonus bullshit clip. BRB gonna lab this out some more.
 
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.
Wow, that is much easier. That works for taunt too I think now that I'm trying it. It helps me press them in the right order if I make myself hold each button as I go..

So it becomes 6 [HP]~[MP]~[LP]~[6], I think.
You can do it fast enough where it's sort of like karathrowing in other games!
 
Fullscreen HStep > call Silver Chord > late HBrass/HStep

Works on everyone.
Painwheel: Both HStep and HBrass are tight, HStep feels better.
Cerebella: HStep is VERY tight, HBrass feels just fine.
Everyone else feels the same, pick what suits you.


I have more tech for band/chord, I'll try to make videos.
Demonstrated on the whole cast in alternating brass version > step version order.
Demonstrated on Robo in 3v2 if you want to see 1.0 damage, at the end of the video.

Things I need to show off but I'm still testing:
using charged chord assist to convert post SSJ
chord+hbrass throw conversion
chord+hbrass midscreen and corner combos (and higher damage invalid stagger throw version)
round start callout SSJ+chord and post hbrass link (Self explanatory, kinda. interrupts SSJ with chord, you recover far away)
ending combos in invalid stagger throw as a setup
ending combos in chord+hbrass > lk atrain as a setup
cHP into chord+taunt input midscreen and corner (forward HP MP LK LP forward as an example, idea stolen from Adelheid via Yaya)

EDIT: SSJ conversion with charged silver chord. I didn't study this as deeply outside universal-ness. I could have tried a few more times per char but it gets tiring. YMMV.

Not sure if screen spacing changes anything yet.
Does not work on Bella and Robo.
Highly impractical on Fortune/Filia/Fukua.
A little too tight for comfort on Valentine, but doable.
Works great on everyone else.


EDIT: Pretty sure this works on anyone, anywhere, but the input takes practice and it's not too hard to fudge it.

 
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In this order and each done first without invalid throw from stagger, then with

Midscreen Damage
Midscreen Knockdown
Corner Damage
Corner Knockdown
Throw

I didn't do every single route, just ones I use a lot or know about.
I'll jot out notation later, I'm tired. Have fun!
 
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Brass + Chord
Since Chord scales to 50%, wouldn't corner .... MBrass, OTG...HBrass+Chord be more damage than starting with Chord?
 
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Since Chord scales to 50%, wouldn't corner .... MBrass, OTG...HBrass+Chord be more damage than starting with Chord?

Thanks! I'm totally bad at remembering all the rules on scaling on various things in this game. I really need to compile a list.
I usually have Double and start all of my corner combos with HBrass+HBomber cMP2 sHK MBrass OTG, do you think that order is fine?
 
Thanks! I'm totally bad at remembering all the rules on scaling on various things in this game. I really need to compile a list.
I usually have Double and start all of my corner combos with HBrass+HBomber cMP2 sHK MBrass OTG, do you think that order is fine?
Untechable grabs and hitgrabs scale to 55%, throws scale to 50%.
 
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First time caller, long timer listener. So, I was playing against ambane the other day, and his peacock is freaking scary vs Big Band. The things he would do stay in front, or cross up with teleport after lenny was something I got hit by about 90% of the time. This made me think as the set went on...what can Big Band do now against peacock in beta? She's got alot more better in beta, and even with armor with BB it seems like the match up got alot worse for BB. So thoughts?

I present exhibit A:
https://clips.twitch.tv/skg_amabane/ShinyHippopotamusOSkomodo
 
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For dealing with lenny or bomb and teleport mixups, you can either Brass, SSJ, or both to armor right through those and punish peacock regardless of what side she goes on. M/H Brass have 2 hits of armor themselves, and if you needed any more armor then you can still cancel into SSj for more armor or for an autocorrect if crossup teleport.

The new bomb teleport change (which apparently might be going away for H teleport regardless) makes teleport game faster, but it doesn't change that if you just Brass peacock you can still just reaction SSJ against teleport for a punish all the same like before.

Just M Brass her, she can't deal with it very well.

EDIT: Note you do have to know how Brass and how to cancel later than normal to catch her, which maybe you aren't used to. But anywhere closer than fullscreen, your H brasses should hit peacock throwing any bomb before the teleport, and you can still get a late cancel SSJ. Actually, funnily enough, you kept getting hit by H Bang (on block, no PB), Bomb H teleport, which is always H Giant Steppable, so that works too
 
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For dealing with lenny or bomb and teleport mixups, you can either Brass, SSJ, or both to armor right through those and punish peacock regardless of what side she goes on. M/H Brass have 2 hits of armor themselves, and if you needed any more armor then you can still cancel into SSj for more armor or for an autocorrect if crossup teleport.

The new bomb teleport change (which apparently might be going away for H teleport regardless) makes teleport game faster, but it doesn't change that if you just Brass peacock you can still just reaction SSJ against teleport for a punish all the same like before.

Just M Brass her, she can't deal with it very well.

EDIT: Note you do have to know how Brass and how to cancel later than normal to catch her, which maybe you aren't used to. But anywhere closer than fullscreen, your H brasses should hit peacock throwing any bomb before the teleport, and you can still get a late cancel SSJ. Actually, funnily enough, you kept getting hit by H Bang (on block, no PB), Bomb H teleport, which is always H Giant Steppable, so that works too

Thanks for the tip bit. Been trying to get better with BB, since out of the two hes my weakest character on the team. So any advice and new info is very much welcomed :)
 

The first part shows a simple crossunder from BE + shake, s.mp. Do people use this already? It seems really obvious. I've never seen it used before.

The second part shows that you can do crossunders and maintain frame advantage if you use s.mp's notes, even solo. Doing crossunders after s.mp's notes is hard to do since it pulling it off requires wonky inputs. (Most reliable way to pull it off seems to be, [s.mp] + hold back, put the stick in neutral for a little bit, hit s.hk, push forward and negative edge HK E-Brake.)
 
What corner resets and burst baits do you guys do and why? I really need better stuff.
 
hello mister full bee xD

jump back j.LP/LK/MP usually works pretty well. even better if you havent used soundstun because you can combo into cymbal and its a burst safe hkd

midscreen sometimes on small characters i'll end an air combo with j.MP and then tap em with jab while they're not too far away, that can sometimes work, but usually i just corner carry and meaty

oh also this may still work (you'll know what im talking about), it will just need a newer setup
 
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Band is the Best character. You don't have to do this combo to get this result.
 
You didn't punish the burst

I might need to redo this video then. I have done it before though it works you just barely have enough time to punish.

EDIT: I put the AI into blocking everything and it still hits. It's a punish. The reason it's not counter hit is since it doesn't punish during the active frames of them falling.
 
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How fast is his jumping j.mk overhead? Is it 15 or 16 or something else?