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One Big Night! One Big Show! One Big Man! One Big Band! General Discussion

Alright then, I'm going to post it there. Thanks for the information!
 
My inner Batman fanatic is freaking out over that cover.
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Is that a novel? Whatever it is I want it in my grubby hands.
 
HOLY HELL WHAT THE FUCK IS THIS? WHATEVER IT IS I WANT IT NOW!
I wonder if there's a lore aspect to this.

Maybe its a hint at his story mode? His hobby is writing detective novels?
 
it kind of looks like his movie poster deal, like the grills have
 
Was it ever explained what that book was? I don't care if it's a shitty fan fiction, I want it on my desk right now!
 
I feel like whiffed HK giant step could maybe use a tiny bit more recovery time. There's really nothing much you can do against on reaction except jump and it recovers by the time you hit the ground. Even trying to teleport punish with Peacock on reaction just gets her jabbed since the giant step recovery beats out the teleport's, apparently.
 
I feel like whiffed HK giant step could maybe use a tiny bit more recovery time. There's really nothing much you can do against on reaction except jump and it recovers by the time you hit the ground. Even trying to teleport punish with Peacock on reaction just gets her jabbed since the giant step recovery beats out the teleport's, apparently.

Its got 26f of startup. Just keep throwing stuff at him and he'll never be able to do it without some kind of Parry or something.
 
I feel like whiffed HK giant step could maybe use a tiny bit more recovery time. There's really nothing much you can do against on reaction except jump and it recovers by the time you hit the ground. Even trying to teleport punish with Peacock on reaction just gets her jabbed since the giant step recovery beats out the teleport's, apparently.

It's not like they can just keep spamming it forever, it's a situational move for Big Band. Like Jason said, it has tons of startup. If Peacock keeps throwing out H item drop, or using assist to put him in blockstun so they can throw out more projectiles, he'll almost never have an opportunity to do it.
 
Its got 26f of startup. Just keep throwing stuff at him and he'll never be able to do it without some kind of Parry or something.
It has 24 frames of startup according to the training mode frame data.

Peacock's projectiles all have over 30 frames of startup, which doesn't even count how long it takes for them to reach their target. Giant Step can counter all her projectiles on reaction and destroy all ground ones, the only remotely unsafe situation being airborne projectiles which won't keep him in hitstun longer than Peacock stays in sound stun if she gets hit, which is a net gain because it allows him to get closer to her and then either safely chase her on backdash or reaction brass any attempt she makes to zone him back out because brass also has less startup than her projectiles and can armor through any she gets out. If she has meter, she can beat it by canceling into argus on reaction unless he managed to get a taunt off at any point, then it's gg.

The only opportunity Peacock has to set up any zoning against him is if he jumps or tries to attack recklessly with anything other than H giant step.
 
I could easily turn that around and say that once Peacock has Big Band in blockstun he's screwed because his opportunity to giant step reaches very close to 0 if you are using optimized Peacock projectile blockstrings.

And realistically, you won't be punishing a 31 frame move (H item drop) with a 24 frame move too often... if at all. H item drop shuts down giant step pretty hard; if it hits you can bangbangbang into argus, if he blocks it you can let out an airplane to prevent him from doing it again, or call assist and put him in even more blockstun...
 
While we're on the subject, what can a fortune with her head off do against giant step spam?
 
While we're on the subject, what can a fortune with her head off do against giant step spam?
i think it absorbs the hit if the head is in front of fortune
 
While we're on the subject, what can a fortune with her head off do against giant step spam?

Air dash, double jump and go in. It forces Fortune to stop playing keepaway but doesn't really impact her rushdown at all.
 
Air dash, double jump and go in. It forces Fortune to stop playing keepaway but doesn't really impact her rushdown at all.
Okay, my friend and I were messing around in beta (we're both pretty amateur and don't play fortune often) and we were totally baffled at how to combat full screen giant step. Turns out if you have half a brain its not too bad.
 
Okay, my friend and I were messing around in beta (we're both pretty amateur and don't play fortune often) and we were totally baffled at how to combat full screen giant step. Turns out if you have half a brain its not too bad.

Just keep in mind, the 'earthquake' part of HK Giant Step acts a bit like a throw. It can't hit you if you're in the air, it can't hit you if you're in blockstun or hitstun, it can't hit you if you're in your pre-jump frames, so if you're trying to get off the ground it can't possibly hit you. If you're physically hit with the paddle it acts like a normal overhead.
 
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While checking Alex's Tumblr archive, I happened to spot our dear Mr Birdland who is always inconspicuous when it comes to the arts. (Well, he does have the one artwork that only a very very select few can boast of having.)

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And I was wondering if the commonly called "Suicide Scherzo" would make a good trumpet tune? I'm going to pretend his Smooth Criminal palette is a Alexander deLarge reference anyway. :3
"It had been a wonderful battle and what I needed now, to give it the perfect ending, was a little of the Ludwig Van."

I'll leave you gentlemen to your more technical discussions. (__)
 
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Am I the only one who thinks that MP Brass Knuckles should be a little safer on block? Just a few frames more blockstun or something? It shouldn't be completely safe, but I think it should be a little safe-r...

Also can we get the 'notes' on Bagpipe Blues to come out faster in the taunt? I feel bad when I land a super or brass knuckles or anything that causes a hard knockdown, go for the taunt, and they dash up and hit me right before the notes come out and get a combo... or is there some way around that I'm not aware of?
 
MP knuckle is fine. Throw out LP if you want to be safe. Mike purposely made the taunt hard to get out in the middle of a fight.
 
If you do s.mk(once or twice depending on the weight) then cr.hp into taunt it can be done safely. It is a bit difficult to hit the command quick enough though.
I do mainly get the taunt from just KOing characters however.
 
Would you ever sacrifice guaranteed damage and a reset for a taunt? That seems like an odd decision to me.
 
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Would you ever sacrifice guaranteed damage and a reset for a taunt? That seems like an odd decision to me.
the taunt would allow you to go into better versions of supers allowing for more resets and what not
 
Would you ever sacrifice guaranteed damage and a reset for a taunt? That seems like an odd decision to me.
BB's taunt can turn SSJ into a viable reversal and make either of his level 1s cause crazy high damage for their meter usage. It may turn out to be as essential to his gameplay as it was to Q.
 
SSJ is already a viable reversal without taunt. It's 2 frames.
 
I understand that it would give you a better reversal, but BB's other reversals aren't exactly bad anyway, the thing is you are sacrificing a potentially dead character. Usually you can taunt after killing a character anyway. I guess it might just be a playstyle thing, for me, I would never sacrifice momentum unless I thought it was HIGHLY LIKELY that I would gain more reward than what I would for keeping momentum.
 
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Honestly, out of the entire cast BB feels like he's the least dependent on maintaining momentum... which is nice since almost everything he has is minus on block.
 
I was playing 1v1s the whole day. So the whole dead character thing doesn't really apply there.
I wasn't really thinking about in a 2v2 or 3v3, where you can cover yourself with an assist. Plus just because you're hitting somebody doesn't guarantee a kill lol.
 
Question: how does one buffer the trumpet super as DHC or otherwise
 
Question: how does one buffer the trumpet super as DHC or otherwise
using the music notes while other super is going on usaullym works
 
using the music notes while other super is going on usaullym works
what do you mean by that? like pressing mp and then what would be notes?
 
LP,LK,LP,LPMP for Lv5. In other words, the first four notes of the main Skullgirls riff.