Wheeee here's some text.
(Damage is at 1.0)
Charge B,F P - Brass Knuckles
He rushes and punches.
-LP has 1 hit of armor, can hit 1/2 screen away. 900 Damage.
-MP has 2 hits of armor, can hit 3/4 screen away. 1300 Damage.
-HP has 3 hits of armor, can hit at full screen. 1750 Damage.
Charge B,F K - Take The A Train
Big Band rushes forward and grabs upwards.
-All versions are unblockable while opponent is rising during jump.
-LK has 1 hit of armor, can hit 1/2 screen away. 900 Damage.
-MK has 2 hits of armor, can hit 3/4 screen away. 1350 Damage
-HK has 3 hits of armor, can hit at full screen. 1850 Damage.
F, D, DF P -> B, F, B, F... or LP, HP, LP, HP... - Beat Extend
Big Band extends tambourines which clamp together above him.
-All versions are hit invincible.
-Following up with B,F,B,F or LP,HP,LP,HP shakes the tambourines for extra hits.
-LP can be shaked for 4 more hits. 1095 Damage*.
-MP can be shaked for 9 more hits. 1734 Damage*.
-HP can be shaked for 12 more hits. 2082 Damage*.
*Damage assumes maximum shakage
D, DB, B K - Giant Step
Big Band slams the ground with an oversized bass pedal.
-All versions hit overhead.
-All versions only have hitboxes active when the pedal hits the ground. So no anti airing with this even if it looks like it could!
-LK hits half screen in front of Big Band. 650 Damage.
-MK range is the same as LP, but slightly slower. 800 Damage.
-HK significantly slower startup, and bass pedal has the same range. However there is a secondary shockwave attack which covers the whole floor in front of Big Band and knocks opponent down. 950 Damage, shockwave deals 0 Damage.
-Shockwave must be blocked low and has absolutely no blockstun. Like really the character doesn't even do their block animation.
(in air) D, DB, B K - Cymbal Clash
Big Band slams cymbals diagonally downwards from him in the air.
-All versions have a large amount of hit stun allowing an easy combo afterwards.
-If used twice in a combo opponent will drop out of combo. (Crouching HP counts towards this total as well)
-LK starts fastest, 1 hit. 700 Damage.
-MK starts slower than LP, 2 hits. 900 Damage.
-HK starts slowest, 3 hits. 1200 Damage.
D, DF, F PP - Super Sonic Jazz
Big Band turns into a French Horn and rushes forward.
-Big Band moves forward until hitting the opponent or the edge of the screen.
-Has 1 hit of armor.
-4200 Damage.
-If Bagpipe Blues has completed then Super Sonic Jazz powers up.
-Invincibility throughout the entire super.
-The ORARARARRARARARARA followup attack. Increases damage to 5673 Damage.
Hold KK down for around 3 seconds and release - Bagpipe Blues
Big Band plays some bagpipes woah.
-It's a taunt.
-Also powers up Super Sonic Jazz, taunt has to fully complete to power up.
-The taunt only powers up one use of Super Sonic Jazz.