Are the parry buffs that significant to Big Band? I thought that the buffs to Robo in the Beta would outweigh the buffs to Big Band by a longshot, considering jMK is different now. Though I don't actually know how the change to jMK affects Big Band aside from losing the jMK loops.
Yes they far outweigh the Robo buffs.
Mike thinks the Robo vs Band is the worst match up in the game so there's a ton of things to help.
I think it's extremely easy for Big Band now he just needs to make one good read.
jMK Loops / Spin doesn't matter vs Robo it was never a good tool to use in neutral and in combos there's plenty of other routes.
Like here's some buffs that help vs Robo:
- H Step is faster for disrupting any ground zoning tools.
- jHK has 8f less landing recovery any time it is not chained into and doesn't make contact with anything before landing. This lets him press jHK just before he lands so he can quickly invincibly tech forward into Robo's space (and then wake up with something invincible or armoured or just jab or do whatever he wants).
- M A-Train armor hits 1 -> 2; H A-Train armor hits 2 -> 3. (Blow through H Beam and then SSJ or Level 3)
- When parrying any projectile, Big Band moves forward a lot.
- You can now down parry projectiles and assists (even if they hit high), the window for releasing the stick for maximum parry duration went from 7F > 12F [MASSIVE]
- If you input down parry and then input forward parry after, you can extend you parry window to double it basically. (But it resets the first parry cooldown to the second one, while still giving you massive parry window as you move forward)
- L A Train followups in the corner gives him command grab mix up vs Robo once she's in the corner.
- You can choose not to spend the taunt you get from SSJ by holding P so that you can always keep the one that has infinite armour for when you need it to blow through H Beam or Beam Super / Missiles or something else. (Basically you can always combo with SSJ but never lose the armour bonus if you want it for neutral)
- Level 3 is invulnerable for longer so it doesn't get interrupted by projectiles or assists at the start, making it way more consistent for poking out Robo.