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Fumako Upbacks Into the Time-out Corner

Fumako

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Big Band Peacock
IF YOU'RE IN THE ASIA AREA HIT ME UP FOR FUN TIMES;
I ALSO PLAY SOME GAMES ON FIGHTCADE BUT I'M SHIT AT 'EM



Hello, yes, hi, I play this game.
I reckon I'm about low intermediate.
I play Big Band (H-brass), Double (M Bomber).

Anyways
how the fuck am I supposed to fight chair j.hp with Double.
I bet this is some really simple thing that I'm just too incompetent to really figure out though.
Best I can do is harass with gun to keep them mid-range but they're gonna get in eventually and it's done and over.
I guess I could do raw tag to Band but assists screw that up and me being on Double pretty much means Band is out of the question.
I would run Double on point with A-train assist for the match-up but Brass is just too gooddddd. And, uh, most of my set-ups use Brass and I'm too lazy to figure out A-train stuffs.
"You could just zone them out with gun and use monster to deal with chairless cr.hk"
1 - Arm
2 - I lose if they've got the life lead.
"Make them desperate with gun then use slide or sweep once they start using chairless cr.hk/cr.hp"
My problem here is
it doesn't usually work for me because I'm an idiot with a response time of 3 days.
When it does work they know the jig's up and bait me into death.

tl;dr
Please remove Beowulf from the game, thanks ^^
 
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H Luger beats j.hp clean and even if you get hit it will trade and you can still get a full combo. Next I would be running BE against wolf to keep him out of the air. Slide breaks armor, j.hp breaks armor, don't jump in when beo has chair or meter. Monster can beat arm if your far enough away from puddle. Watch out for chair less c.hk it beats Luger so only zone if you are confident in your ability to car on reaction.
 
double/bb are actually 2 of my favorite characters to fight beowulf with
beowulf has basically nothing to fight band with and your questions were regarding double so I'll assume you know band vs beo is very much in BB's favor, and how to play that MU

for double:
j.hp and slide both break armor, j.hp doesn't break chairless sweep but if he does that he doesn't get a combo so that's pretty ok. Remember you can do slide -> monster which breaks armor and is safe vs beowulf as long as you do the monster fast enough.

as soon as beo presses j.hp you can hit him with H gun, the only thing he can cancel j.hp into is blitzer which still loses to h gun so he would have to do it backwards which gives you a chance to get in. Throwing out random lugers while he's on the ground is dangerous though for multiple reasons like you said so you don't really want to try to zone him. At close range j.hp is really good against him so you should be fine there.

edit: just read what josh said, only thing I disagree with him on is that you need BE vs beo; while I do think BE is a better assist for double in general and I would definitely consider using it, I think double wins the beo matchup even solo so if you have stuff that works with brass you can stick with it.
 
Ok, what I'm getting here is:
1 - H Luger j.hp
2 - BE assist vs Beo is great
3 - I still have no idea what to do against j.hp with an assist backing it up.

Sure, numbers 1 and 2 there are helpful but once I lose Band (which is every match that lasts longer than 25 seconds) I have no answer to assists.
I can't H Luger if I'm gonna get hit by LnL or something.
I usually have to resort to doing car on reaction. Problem is, my gameplan revolves around Band doing some preliminary damage and giving me momentum because I can't, for the life of me, get back any momentum as Double when I lose it.
I don't really think hitting with car shifts momentum back in my favour because I've always found that weird after-car moment this really weird moment where I can't really do anything. I hit buttons at that moment and I usually get hit with a light or a wake-up dp. Sometimes they do an instant overhead and how the hell was I supposed to see that coming.
Assist helps but remember, Band is either dead or has low-health that I can't risk losing to a wake-up dp/super.

edit:
oh wait, monster exists.
Having another bar after car is extremely rare though, I use monster more than resets >~<
 
So what it sounds like your having trouble with are teams like this:
Beo/Fukua (m.shadow)
Beo/Band (Brass)
Beo/double (m bomber)
Beo/Bella (LNL)

These are all really good teams and make it hard to see an opening so here are a few tips:

Counter call assist (if you use BE it can scoop both up and if you use brass it can smack the assist). Now that is if you don't kill BB

Solo is a bit more complicated you need to respect the assist and wait for an opportunity to attack( when beo jumps go for air grab this works quite a bit trust me). Try to c.hp this can sometimes smack him out of the air.

Your goal as double is to make them stop calling an assist doesn't matter how you do it.
 
how the fuck am I supposed to fight chair j.hp with Double.
Land cancel punish is also an option

 
I've known about land canceling for some time but I'm not confident enough in my ability to do it. :c
what's the best thing I can record on to practice this??
 
I've known about land canceling for some time but I'm not confident enough in my ability to do it. :c
what's the best thing I can record on to practice this??
Make beowulf dash from like 2/3 of screen into j.HP? Or Parasoul but try to do it in matches without even practicing it.
 
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ok, been playing regularly again.
Biggest problem is definitely compulsive jumping and forgetting that grabs exist.
Speaking of forgetting things I apparently don't realise that you can use beat extend outside of combos.

I've also had the pleasure of getting Brass from qcf on numerous occasions which should say a lot about my execution.
 
Ok so I've thought about it for a bit and I've come to the conclusion that there is no way that I'm getting rid of my compulsive jumping; it's practically engraved on my DNA at this point.
So, instead of fighting it I'll learn to live with it.
Benching Band / Double in favour of Band (L Beat Extend/H Brass) / Peacock (L George), which was the team I've worked with for 200~ hours.
Big problem with peacock though:
I can get in, but I don't know how to open people up.
Please help.
 
I've experienced her a little so don't trust me on everything. But from what I've seen, there are quite a few buttons that can help open people up when close to the enemy. I think M Item Drop is most helpful thing to help open people up. While holding M item drop, try crossing over or fake crossing over with j.hp then dropping it on them. Remember a fully charged item drop is an high. J.mk-> M item for confirm drop works quite well. Well timed projectiles into teleport->anything works ish. I dont know many details on it. IAD j.lk for the overhead or even j.mk-j.hp IAD. Grab to set up for item drop oki. Cr.hk into L bomb or M item drop. You can time the cr.hk to go under them. Hope this helps.
 
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Observations from playing:
A-train is bullshit.
Ok, hear me out: a-train seems to hit me up to my jump apex and sometimes even when I start to fall.
Which is bullshit because I'm blocking and not pressing buttons.

I'm at this point where I've hit a plateau and I have no idea how to progress from here.
I'm just so fucking frustrated at this point... I want to just... quit Skullgirls. But I don't want to stop playing because,at this point, Skullgirls is really the only thing I have a real passion for. I don't really want to take a break from the game either.
I just want to fight some people at my skill level but everyone I know is either better than me or worse than me to the point of unfun.
Please bring me to a country where people actually play fighting games TT^TT
Sorry for swearing. just... frustrated.
 
I just want to fight some people at my skill level but everyone I know is either better than me or worse than me to the point of unfun.
Please bring me to a country where people actually play fighting games TT^TT
What would you say your level is? Low intermediate, high beginner, or something else? I know you mentioned you were low intermediate in your OP, but that is different probably. One thing about SG is that small differences in skill level can mean a lot in a match, so keep that in mind.
My best suggestion is to find friends/people to play with, and to play in 2-slot intermediate lobbies where you can kick people who aren't near your level to find a good opponent. You're going to have a lot of trouble finding an opponent with good ping, though, sorry.
A-train is bullshit.
Ok, hear me out: a-train seems to hit me up to my jump apex and sometimes even when I start to fall.
Which is bullshit because I'm blocking and not pressing buttons.
Remember that until you start to fall you're vulnerable. You probably know this already, but anti-air grabs are unblockable on your way up, but blockable as you fall down.
 
What would you say your level is?
As I said in the OP I would reckon myself to be low intermediate.
My reasoning is that I'm aware of more advanced techniques and I'm aware of all my tools but use them infrequently to fall back to my safety zone.
My best suggestion is to find friends/people to play with
Yeah, that's what I do...
I normally just grind quick match and once I repeatedly fight someone who is better than me I send them a friend request.
I, uh, have trouble adding people my skill level because I compulsively only add people better than me or try to help those who I'm clearly better than.
>~<
Long sets with these guys are helpful, though, even if it's frustrating at times.
no good constructive criticism, though, 'cause the only thing that happens is jokes and trash talk... ^-^"
You probably know this already, but anti-air grabs are unblockable on your way up, but blockable as you fall down.
lmao, yeah, I know.
That's the problem though. I know. You don't know the frustration of having an a-train blocked as the opponent is mid-way through his jump while I get hit at that exact same moment,
There's probably an explanation for that, like lag, but I'm not making excuses because:
1 - This is something that, while frustrating, is actually beneficial for me in the long run. Learn to get a good ground game, sonnnnnnn.
2 - That match was sub-100 broccoli, as far as I'm concerned using lag as an excuse for anything 200 and under is just me being a scrub and making excuses.

Anyways, will probably play some long sets later on and share thoughts on my play.
Don't really feel comfortable with this training diary thing because I don't really think I need help, but it's proven quite cathartic... ^^
 
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I don't need more help to git gud
I have skullgirlsfanboy on my steam friend list.
:^)
 
I don't need more help to git gud
I have skullgirlsfanboy on my steam friend list.
:^)
lucky
 
Ok, fought a tonne of matches with the same guy who was giving me my A-Train woes.
I've practically fixed most of my problems by berating myself the entire day before playing and chanting "good ground game, good ground game" over and over under my breath.
Band (H-Brass/L BE) Double (Cillia Slide) feels REAL GOOD
Matches were pretty much even, got some games under my peacock too, starting to finally actually feel comfortable with zoning.
But, of course, it isn't a story about me playing if there wasn't some big problem.
One word: Squigly.
The problem isn't really that I don't know how to fight her. No, that would be too easy to fix.
The problem is more... psychological. It traces back to when I just grinded QM for hours, I kept running into these korean Squigly gods.
Long story short: I can't fight Squigly. At all.
She's easy to deal with but I'm permanently scarred; just seeing Squigly in the opponent's line-up causes me to tense up and before you know it I'm saying "fuck" over and over under my breath for no reason. I seriously don't know how to deal with this, it's like a phobia I can't get rid off.
If you're a Squigly player stay away from me because I'll probably-definitely punch you. Maybe hit you on the head with a bottle.

tl;dr: If I wasn't under-aged I'd be drinking everytime I fought a squigly and probably drink some more before crying myself to sleep.
 
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One word: Squigly.
The problem isn't really that I don't know how to fight her. No, that would be too easy to fix.
The problem is more... psychological. It traces back to when I just grinded QM for hours, I kept running into these korean Squigly gods.
Long story short: I can't fight Squigly. At all.
She's easy to deal with but I'm permanently scarred; just seeing Squigly in the opponent's line-up causes me to tense up and before you know it I'm saying "fuck" over and over under my breath for no reason. I seriously don't know how to deal with this, it's like a phobia I can't get rid off.
If you're a Squigly player stay away from me because I'll probably-definitely punch you. Maybe hit you on the head with a bottle.
That is going to be hard to get rid of. Really the only thing you can do is keep fighting Squigly to get used to fighting her. Maybe play some lower level ones, too, to help you get rid of your fear of them?
If you're a Squigly player stay away from me because I'll probably-definitely punch you. Maybe hit you on the head with a bottle.
:L
Am I allowed to punch you back, at least?
 
Maybe play some lower level ones, too, to help you get rid of your fear of them?
I've fought some Squiglys that are levels below my skill level and I still end up losing because THE MERE FACT THAT I SEE SQUIGLY CAUSES ME STRESS, YOU HAVE NO IDEA.
Once squeezed a controller so hard due to squigly related stress that it broke.
Am I allowed to punch you back, at least?
My irl defense is comparable to band's minus I don't have an SSJ to mash and I don't have a dp.
So, yes; as long as you're willing to pay for the hospital fees ^-^"
 
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just put peacock on point with h brass and squigly fucking dies
 
just put peacock on point with h brass and squigly fucking dies
Pretty much the only reason I'm still sane.
Though I prefer to use L BE because:
>Throw out L and H George
>Squigly Double Jumps
>Goes over H george
>Level 1 item drop whiffs
>Dive kicks behind L George and now she's less than half-screen away
>SBO
>I'm ded
 
well, if you see the divekick, can't you call brass and teleport? i know the teleport would be unsafe, but she will have to block the brass from the other side, so you could still be safe (i don't play peacock so i'm probably wrong)
 
well, if you see the divekick, can't you call brass and teleport?
I can't block 40 frame overheads so, yeah.
i know the teleport would be unsafe, but she will have to block the brass from the other side, so you could still be safe (i don't play peacock so i'm probably wrong)
I could probably be jabbed. It's something I really don't get punished enough for.
Then again, I would've had an L George out so it'd be safe. At best the L George would hit them mid combo and I could punish :^)
 
Current dilemma:
Robo-fortune.
I mean, she's fine I can deal with her pressure and it's easy to stay in.
But how do I deal with fullscreen robo? I can't really deal with her the same way I deal with other zoners aka slowly advance via jumping and walking with my L George assist.
This approach doesn't really work because, yay I've finally reached robo! Oh wait, all the H Beams I had to block on the way just chipped half my health off. I wish I could just H Brass and force my way in but H Beam usually breaks the armor before hit and it's too risky to really try to preemptively try to hit L and M Beam. H Step's outta the way for the same reason.
I've never really fought a robo that actually uses heads so I don't know about those, though.
My Peacock and Double assists are pretty much useless too, with the exception of H SoiD. The problem here, though, is that I have nothing to make stupid decisions safe-ish. It's fine and it helps a tonne with the robo problem but the moment I lose pressure on none-zoners it's practically over for me.
While we're on the topic of losing pressure, what's my best option on incoming as Peacock? As in, I'm the one who's entering.
 
Current dilemma:
Robo-fortune.
I mean, she's fine I can deal with her pressure and it's easy to stay in.
But how do I deal with fullscreen robo? I can't really deal with her the same way I deal with other zoners aka slowly advance via jumping and walking with my L George assist.
This approach doesn't really work because, yay I've finally reached robo! Oh wait, all the H Beams I had to block on the way just chipped half my health off. I wish I could just H Brass and force my way in but H Beam usually breaks the armor before hit and it's too risky to really try to preemptively try to hit L and M Beam. H Step's outta the way for the same reason.
I've never really fought a robo that actually uses heads so I don't know about those, though.
My Peacock and Double assists are pretty much useless too, with the exception of H SoiD. The problem here, though, is that I have nothing to make stupid decisions safe-ish. It's fine and it helps a tonne with the robo problem but the moment I lose pressure on none-zoners it's practically over for me.
This matchup sucks

One tip I have is sometimes you can notice that Robos are predictable in how they're using Beams. Like a lot of Robos will jump and do a low to the ground H Beam, then jump and do another low to the ground H Beam, then etc. When you notice that's the only thing they're ever doing, you have the frames to H Brass in between the beams. If you notice they use the single hit beams at predictable times, you can H Brass those.

Also, if you have 2 bars, you can always H Brass xx SSJ, giving you four hits of armor rather than 3, which is generally enough to hit Robo before the beam breaks your armor. If they block you can DHC to stay safe. You could also DHC to convert off the SSJ but it's hard.

In general though this matchup is hard and you just have to jump and block and accept that you're going to lose all your health in chip before you get close to her. She's gonna lose all her health in non-chip if you hit her so that makes it sort of managable.
While we're on the topic of losing pressure, what's my best option on incoming as Peacock? As in, I'm the one who's entering.
I would always try to block the first mixup and touch the ground. After that you have a few options. Your most obvious options are teleport and M gun. Teleport can get you out of the corner if they're overaggressive. M gun is strike invincible and gets them full screen away from you if you cancel into Argus. You can also try upbacking; if your opponent tries to grab you (because they expect M gun), you can react to the whiffed grab and punish it with a falling j.LK. c.HK xx bombs is pretty safe and can get you out of the corner if your opponent jumps at you (which they might do because jump ins are another way to beat M Gun). You can even try just throwing out two bombs, which can work if your opponent does nothing because they were expecting you to do one of these other things.

Your best option though is to try very hard to avoid an incoming situation with Peacock, because her incoming is not very good. Mash super and DHC to Lenny to get her in safely.
 
I would always try to block the first mixup and touch the ground. After that you have a few options. Your most obvious options are teleport and M gun. Teleport can get you out of the corner if they're overaggressive. M gun is strike invincible and gets them full screen away from you if you cancel into Argus. You can also try upbacking; if your opponent tries to grab you (because they expect M gun), you can react to the whiffed grab and punish it with a falling j.LK. c.HK xx bombs is pretty safe and can get you out of the corner if your opponent jumps at you (which they might do because jump ins are another way to beat M Gun). You can even try just throwing out two bombs, which can work if your opponent does nothing because they were expecting you to do one of these other things.
Block mix-up
M Bang
Wait to see if I hit
M Bang
I've been doing this for a while and it's ridiculously good?????
Thanks for the really good advice, too!
Your best option though is to try very hard to avoid an incoming situation with Peacock, because her incoming is not very good. Mash super and DHC to Lenny to get her in safely.
Other than blocking what's my best choice after a Lenny DHC?
Bombs get blocked by Lenny, at SSJ xx Lenny range my lights get punished more often than they can hit, M Bang is really what I go for most but I'm pretty sure that if I was playing better players I'd get punished everytime for that.
I could just take it like a man and block whatever's coming but that'd defeat the purpose.
I can probably just up-back and not even have to discuss this, but Squigly stancel resets have pretty much erased the term "up-back" from my vernacular.
 
Other than blocking what's my best choice after a Lenny DHC?
Bombs get blocked by Lenny, at SSJ xx Lenny range my lights get punished more often than they can hit, M Bang is really what I go for most but I'm pretty sure that if I was playing better players I'd get punished everytime for that.
I could just take it like a man and block whatever's coming but that'd defeat the purpose.
I can probably just up-back and not even have to discuss this, but Squigly stancel resets have pretty much erased the term "up-back" from my vernacular.
I mean you pretty much listed all the options. You can block or you can M Gun. Depends what you read they're going to do. I wouldn't try to push normals because while you're safe you're still negative, so if you push a button and they push a button, your button loses (unless they mistime it). fwiw after this DHC you're usually at a range where you can upback without getting tagged low.
 
Stuff.
Switched main teams to:
Big Band (M BE) / Double (H Bomber)
Big Band (M BE / H Brass) / Peacock (L George)
"Why H Bomber??"
I tend to back away into neutral whenever I feel like I'm about to lose pressure, and I spend a lot of time fullscreen anyways.

Finally fought a good peacock under good ping, and oh my god FUCK L George.
I can't even get near his peacock, but I barely fight good peacocks that this is really something that I can't really practice often.

Oh, also, trying to pick up Cerebella because she's fun.
300 hours in and I still can't do the j.lp(3) j.hk restand. Fiddling around with runstop combos to compensate.
cr.lk cr.mk (I usually runstop this on block)
9j.mp j.hk
cr.mp st.hp
xx Kanchou
[walk forward slightly] st.mk cr.hp
9j.lk j.mp j.hk
[otg] cr.lp cr.mp st.hk
xx that twirly thing
Dynamo
[does around 7000]

Maybe I can tag into Band during kanchou wall bounce? Is the st.mp stagger enough time to tag?
Currently don't have any resets, I only know how to do the cr.lk cr.mk xx runstop crossunder.


SOMEONE PLEASE make some sort of skullbats PC for the asia area.
A majority of players in this area probably don't go to skullheart though, but damn I want some sort of tourney to improve my skills. 90% of the time on quickmatch and lobby I pretty much win by a landslide; the times that I actually have trouble or can't win outright are so rare that I've completely stopped playing both QM and lobby. And everytime I meet someone of a similar skill level and I add them for funsies I usually either memorise their habits or get better within a few weeks that fighting them really ceases to get me better. I still play with them, though, they're gonna get better after a few pummelings, right??
 
Stuff.
Switched main teams to:
Big Band (M BE) / Double (H Bomber)
Big Band (M BE / H Brass) / Peacock (L George)
"Why H Bomber??"
I tend to back away into neutral whenever I feel like I'm about to lose pressure, and I spend a lot of time fullscreen anyways.
H Bomber is what I use too, more for Peacock, but sometimes Big Band gets to use it too. Anyways I have found that you can call it and then Brass, and the assist will keep your Brass safe (unless they both miss completely, then both characters die. don't do that lol)

300 hours in and I still can't do the j.lp(3) j.hk restand.
Did you mean j.LP (3) j.HP? Because you can't do j.HK there. Anyways Mr Peck's video helped me get it consistently (I'm starting to think I should just have this video in my signature for as often as I have to go looking for it):


Maybe I can tag into Band during kanchou wall bounce? Is the st.mp stagger enough time to tag?
I know for a fact the s.MP thing works. Dunno about Kanchou.
Currently don't have any resets, I only know how to do the cr.lk cr.mk xx runstop crossunder.
I don't think you necessarily need another reset tbh, s.MK crossunder/fake crossunder/air throw/c.LK/grab stuff is good enough and goes enough different ways that you don't need anything else. Watch Mocktopus play sometime, that's like the only reset he ever does but no one can block him lol

SOMEONE PLEASE make some sort of skullbats PC for the asia area.
Why don't you make one? :)
 
here is the bb/double tech that I know

With H bomber like peanuts said you can make heavier versions of brass safe (H too or just M?), but another thing you can do if you get a hit is do a ground chain into bomber and taunt while bomber is hitting them, you'll finish your taunt before they tech. Taunting after kills is also good; a lot of big band players are starting to taunt more because big band doesn't really have good safe mixups on opponents incoming so getting a taunt charge is often times more worth it, but taunt is ESPECIALLY useful for BB/double because without a taunt big band's DHC options into double are poor, but with taunt you can DHC out of ssj into anything.

Cilia slide is the assist I use for BB, I know you said you used to use it and I agree that it's a lot of fun. Halfscreen 50/50s with cymbals, absolutely crazy oki mixups, full combo off of H step shockwave, full combo off of L brass on hit (if it hits them on the ground at least). Very cool.

Another interesting idea that cloudking told me about that he's trying to do is use taunted ssj -> monster to punish assists; if your opponent calls assist and you do taunted SSJ, the opponent can't really contest the SSJ because it has so much armor (beware of hitgrabs though of course), SSJ w/ taunt does 50% of an assist's life in 1.0 ratio, and monster makes it safe

the other order, double/bb, I don't really have as much relevant knowledge since for the duo you'd want to use extend because double gets STUPID stuff off of extend but I use H brass for my trio, which as far as I know is only useful for neutral and really damaging corner combos. If you watch mcpeanuts or mocktopus play they have really good double/extend stuff
 
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What's the Asia area anyways. Like, Korea is in Asia. Israel is also in Asia. I don't think those two regions get good pings to one another. You may have to narrow it down more than that.
 
H Bomber is what I use too, more for Peacock, but sometimes Big Band gets to use it too. Anyways I have found that you can call it and then Brass, and the assist will keep your Brass safe (unless they both miss completely, then both characters die. don't do that lol)
Hello, new bad habit.
Did you mean j.LP (3) j.HP? Because you can't do j.HK there. Anyways Mr Peck's video helped me get it consistently (I'm starting to think I should just have this video in my signature for as often as I have to go looking for it):
Yeah, I meant j.hp >~<
And I've seen that video so many times I can recite it word-for-word.
I've been investing time into this link ever since I got the game when I wanted to pick up bella. Still can't.
It's just one of those things I can't learn, like BB's j.mk(2) j.hp fastfall
Why don't you make one? :)
I don't know anything about this sort of thing so I don't really know what to do or where to start.
Case in point:
What's the Asia area anyways. Like, Korea is in Asia. Israel is also in Asia. I don't think those two regions get good pings to one another. You may have to narrow it down more than that.
I don't really know. I just blurted out Asia Region.
I'm in SEA but for some reason my best ping are from Japan and my own country. ANY other SEA country, even though being nearer than Japan, pings worse than America.
Doing something like an organized tourny seems almost impossible for this area. And I don't know if there's even enough players in this country to justify trying to cobble together something.
brazil's also in asia
Shit economy != being in Asia.
:^)

Another interesting idea that cloudking told me about that he's trying to do is use taunted ssj -> monster to punish assists; if your opponent calls assist and you do taunted SSJ, the opponent can't really contest the SSJ because it has so much armor (beware of hitgrabs though of course), SSJ w/ taunt does 50% of an assist's life in 1.0 ratio, and monster makes it safe
Like, I'm probably the last BB who never uses taunt, but this might just do me in~
the other order, double/bb, I don't really have as much relevant knowledge since for the duo you'd want to use extend because double gets STUPID stuff off of extend but I use H brass for my trio, which as far as I know is only useful for neutral and really damaging corner combos. If you watch mcpeanuts or mocktopus play they have really good double/extend stuff
The fact that it's useful in neutral, is why I use it.
I just like the big meat shield presence of the thing, and the delayed coming out. It helps me both in neutral by controlling space (which I can't) and in offense because WOW no one techs grabs after blocking H Brass. If they do start teching dash up cr.lk is king.
I also like it because I have the worst habit of back dashing all the time, so this BIG THREAT to the enemy gives me confidence.

I thought I wrote down Brass in the post, turns out I wrote BE; I use both anyways.
Because I counter pick via assists, rather than via characters.


I also never use cymbals, because I've never been in a situation where I think "I should use cymbals here."
 
Yeah, I meant j.hp >~<
And I've seen that video so many times I can recite it word-for-word.
I've been investing time into this link ever since I got the game when I wanted to pick up bella. Still can't.
It's just one of those things I can't learn, like BB's j.mk(2) j.hp fastfall
Bella runstop stuff is less lenient than the j.LP j.HP restand. s.HP xx Kanchou is also more strict. If you can do stuff like that, you can definitely do this restand. Where are you usually dropping it?

I don't know anything about this sort of thing so I don't really know what to do or where to start.
Case in point:

I don't really know. I just blurted out Asia Region.
I'm in SEA but for some reason my best ping are from Japan and my own country. ANY other SEA country, even though being nearer than Japan, pings worse than America.
Doing something like an organized tourny seems almost impossible for this area. And I don't know if there's even enough players in this country to justify trying to cobble together something.
Hardest part of anything like this is getting started. After you get started, everything else is easy in comparison.

If there's not enough players in Southeast Asia by itself, maybe expand it to Japan since it sounds like you get good pings to that country. Maybe Korea too? Those countries aren't SEA but idk they're close enough, I mean EU Skullbats lets Russia enter. Speaking of which maybe talk to @Muro, he's been running a multi country online weekly for a while now and may have some helpful advice.

I also never use cymbals, because I've never been in a situation where I think "I should use cymbals here."
Man Cymbals is like the best neutral game tool Big Band has, or the second best (it's either that or j.LK). It's just a huge fuck off hitbox that beats anything they're doing if you space it right. You don't usually get a combo off it but you can always get sliding knockdown which is still pretty good.
 
Bella runstop stuff is less lenient than the j.LP j.HP restand. s.HP xx Kanchou is also more strict. If you can do stuff like that, you can definitely do this restand. Where are you usually dropping it?
I started doing runstop links consistently after less than half an hour, and I got st.hp kanchou first try...
My problem with the restand is the j.lp
I just... can't get that timing.
Either I press it too fast, or I hesitate and press too late.
Hardest part of anything like this is getting started. After you get started, everything else is easy in comparison.

If there's not enough players in Southeast Asia by itself, maybe expand it to Japan since it sounds like you get good pings to that country. Maybe Korea too? Those countries aren't SEA but idk they're close enough, I mean EU Skullbats lets Russia enter. Speaking of which maybe talk to @Muro, he's been running a multi country online weekly for a while now and may have some helpful advice.
I have someone who could maybe help me get Japan in on this; but I don't know.
Korea seems really good too. May talk with Muro, see how to get this ball rolling.
Biggest problem I see is how the hell do you run a online tourny and make sure everyone gets decent ping from everyone? Do you test this with everyone or do you just close your eyes and hope really hard
Man Cymbals is like the best neutral game tool Big Band has, or the second best (it's either that or j.LK). It's just a huge fuck off hitbox that beats anything they're doing if you space it right. You don't usually get a combo off it but you can always get sliding knockdown which is still pretty good.
L Brass seems to do all that for me already, though. Minus, of course, sliding knockdowns. But if I finally start using that slide assist conversion then I'm all set.
Cymbals doesn't really seem to fit my current style, but I'll start using it more and see if it sticks.