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

I made a quick video to demonstrate the concept. I really have no idea what you could be doing that would lead to what you're describing but I guess stop doing it and do this instead.


Most of the time I call Big Band and charge Center Stage at the same time to make the hit confirm easier. You don't have to, though, so I didn't do it in the video.

Thanks so much! I must have been messing up the timing. I wasn't cancelling into opera fast enough. The character would hit the ground, when I used uncharged sing, before my opera came out. Charging while calling H Brass, is also a gr8 tip I will definitely employ.
 
What are Band's supers on block? I want ensure I do an optimal punish for the mashing.
 
Bad. I believe all of them are very bad on block, except maybe Tympany Drive.
 
So how the farts do I do his taunt? :|
 
What are Band's supers on block? I want ensure I do an optimal punish for the mashing.
To be more specific from what Shoryu said...
  • Super Sonic Jazz is -27 on block. Tuba Tuba is -33 on block, and on top of that has a 1-frame reversal window before the last hit lands.
  • Tympani Drive is -10 on block, and Death Toll is -2. These do not count the fact that if *any* single hit of Tympani gets blocked, Big Band is unable to do air actions afterwards including blocking, which adds any time spent falling to the floor and 2 landing frames to your recovery. At best it's -12/-4 with some distance and at worst it's approximately -32/-24 after a failed last-minute crossup. All of the falling gets counterhit, but not the landing.
  • Strike Up The Band is somewhere around the realm of -50 at point blank, and even at maximum range groundblocking there's still a 1-3 frame window for Valentine to immediately run and catch Big Band with s.LP before he recovers.
  • Satchmo Death Blow is -23 on block, and has a 3-frame reversal window before the final hit. Letting the pause run out on it's own instead of triggering the Deathblow can make you much safer if you have any blockstun going, but it still has 12 frames of recovery and you just spent an entire 5 bars anyways.
Soooo basically what Shoryu said, yeah.
 
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So how the farts do I do his taunt? :|

Forward, HP, MP, LP, Forward

I just snap the stick forward, glide my fingers over the punch buttons as indictated and then press forward again. One mistake I made was pressing the second forward too early. I can do it about 95% of the time this way.
 
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Tympani Drive is -10 on block, and Death Toll is -2. These do not count the fact that if *any* single hit of Tympani gets blocked, Big Band is unable to do air actions afterwards including blocking, which adds any time spent falling to the floor and 2 landing frames to your recovery. At best it's -12/-4 with some distance and at worst it's approximately -32/-24 after a failed last-minute crossup. All of the falling gets counterhit, but not the landing.
Timpani Drive is the most safe if you move as close to the ground as possible and as far away from the opponent as possible (while still close enough to force them to block the super obv). I haven't had it punished if I do that (but maybe it's still punishable and everyone's just terrible :x )
 
Thanks for the reply. I'm guessing he doesn't have any lows outside of sweep, is that right? And is A-Train like Excellabella (unblock-able during jump, block-able while falling)? Also, Super Sonic Jazz is super armour\hyper armour\fully invincible? If it's armoured, can it be grabbed by Ultimate Showstopper or anything like that?
 
Thanks for the reply. I'm guessing he doesn't have any lows outside of sweep, is that right? And is A-Train like Excellabella (unblock-able during jump, block-able while falling)? Also, Super Sonic Jazz is super armour\hyper armour\fully invincible? If it's armoured, can it be grabbed by Ultimate Showstopper or anything like that?
Well c.LK and s.LK are lows, but if you're asking like "is there any reason to block low while he's doing a blockstring" then the answer is no.

A-Train does in fact work the same way as Excellabella. It's only unblockable if they're ascending from a jump.

Super Sonic Jazz is invincible before the flash and has 1 hit of armor after the flash, or hyper armor after the flash if Big Band taunted beforehand. Even though it looks airborne it is in fact vulnerable to throws.
 
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Well c.LK and s.LK are lows, but if you're asking like "is there any reason to block low while he's doing a blockstring" then the answer is no.

A-Train does in fact work the same way as Excellabella. It's only unblockable if they're ascending from a jump.

Super Sonic Jazz is invincible before the flash and has 1 hit of armor after the flash, or hyper armor after the flash if Big Band taunted beforehand. Even though it looks airborne it is in fact vulnerable to throws.

Yeah, this is what I meant. I got hit by Giant Step a few times, then figured I may as well just block mid during block-strings. Alright, I should have enough information to wreck him now, thanks! :)
 
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Timpani Drive is the most safe if you move as close to the ground as possible and as far away from the opponent as possible (while still close enough to force them to block the super obv). I haven't had it punished if I do that (but maybe it's still punishable and everyone's just terrible :x )
Most character seem to be able to punish this, perhaps not Painwheel, but most can, especially with meter.

EDIT:
Who wants to be the keeper of the Big Band reference thread?

Something like this: http://skullgirls.com/forums/index.php?threads/were-gonna-get-you-fukua-official-combo-thread.2438/

Just so people don't need to scroll through a lot of posts to find combos from the combo thread. They open the thread and viola, up to date combos!

There's no limit on characters in a post and you can even be informational with like suggested uses of moves or videos if you like!

I'm not sure these threads are necessary... especially because there is far less useful information in that thread than the other one. If there are going to be threads like that, I think they should be ran by a mod, honestly.
 
Why isn't Big Band SSJ airborne again? Or at least not "Daisy Pushable".
Looks weird for some reason...
 
Most character seem to be able to punish this, perhaps not Painwheel, but most can, especially with meter.

EDIT:


I'm not sure these threads are necessary... especially because there is far less useful information in that thread than the other one. If there are going to be threads like that, I think they should be ran by a mod, honestly.
They are needed because people will post duplicate or worse versions of already known routes or ask questions already answered because the answer is somewhere in a 10+ page thread with combos that were from when he was incomplete and outdated.

And what makes a mod better to run it than someone who actively plays the character? Posters can close their own threads and post and edit the post in threads they made (posts have no image, character or media limits FYI) and, because they play the character, they'll know the right combos and right tid bits of info to post in a compendium for said character.

The combo thread is for discussion, brain storming and the like. The compendium is for the fruits of that thread and other information relevant to playing the character (at the very least, a good starting point). It makes it easy for people looking to pick up the character or game to get the info they need to start playing.

How hard it was to find info or rather "working" info was one of the most frequent complaints I saw for people that wanted to dick around with Skullgirls and I would like to fix that so I'm asking people who play and are knowledgeable to help make Skullgirls character information more accessible.

It's a community resource, if you feel something is missing or is lacking, mention the thread creator and give them advice and feedback on what to add or remove to improve the thread instead of keeping it to yourself. Work together and make this site a great resource for learning to play the game it's dedicated to.
 
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The only way you're going to have threads with easily accessible information is to make it so ONLY the creator can add information. Then he updates it with whatever new information or tactics are found in a discussion thread. The general problem with this site IMO is how unorganized everything is (posters create individual threads for gameplay discussion instead of posting in gameplay discussion, players going off-topic and cluttering potentially useful threads often, etc).

So, who would be willing to do that for Big Band?
 
The only way you're going to have threads with easily accessible information is to make it so ONLY the creator can add information. Then he updates it with whatever new information or tactics are found in a discussion thread. The general problem with this site IMO is how unorganized everything is (posters create individual threads for gameplay discussion instead of posting in gameplay discussion, players going off-topic and cluttering potentially useful threads often, etc).

So, who would be willing to do that for Big Band?
Users can lock threads they create and continue posting in it or editing post in it.
 
Users can lock threads they create and continue posting in it or editing post in it.

I know, I'm just saying the creator would have to do this with the thread. You can't have a guide where everybody can post in it, it will get cluttered\off-topic pretty quickly. I think Squiggly and Bella already have threads like these (although Squiggly's could use some more work). If we could get an updated guide thread (calling it this) for each character, then we should be good.
 
I know, I'm just saying the creator would have to do this with the thread. You can't have a guide where everybody can post in it, it will get cluttered\off-topic pretty quickly. I think Squiggly and Bella already have threads like these (although Squiggly's could use some more work). If we could get an updated guide thread (calling it this) for each character, then we should be good.
Then we are in agreement.

Before the site went down, Fortune, Parasoul and Bella (off the top of my head) had really good compendiums by their players. They would be outdated now but that is what I was trying get every character forum to do. Double and PW had WIP threads as well.
 
The only way you're going to have threads with easily accessible information is to make it so ONLY the creator can add information. Then he updates it with whatever new information or tactics are found in a discussion thread. The general problem with this site IMO is how unorganized everything is (posters create individual threads for gameplay discussion instead of posting in gameplay discussion, players going off-topic and cluttering potentially useful threads often, etc).

So, who would be willing to do that for Big Band?
I could do something like that. I'm on these forums all the time anyways while pretending to do my job, so I feel I'd be able to keep it up to date. What kind of information would you like to see on there? Just combos or anything else? I could probably keep it up to date with resets too.
 
Just downloaded Big Band on PSN and loaded up his Story Mode. 1st opponent is Cerebella and she says "You can has cheeseburger". Why does she say this to Big Band? It makes sense to say it to Ms. Fortune, but telling it to Big Band is just weird. I know it's nitpicking, but doesn't Bella have specific lines when fighting Big Band?
 
I could do something like that. I'm on these forums all the time anyways while pretending to do my job, so I feel I'd be able to keep it up to date. What kind of information would you like to see on there? Just combos or anything else? I could probably keep it up to date with resets too.
At minimum his specials and supers movelist with important details (like giant step - hits overhead, hk has unblockable soundwave if opp not in blockstun, bag pipe blues - taunt that powers up SSJ and Timpani, Brass Knuckle - MP has x armor HP has x armor, his unique soundstun) and the bnbs.

Anything else you feel is important, go ahead. Format how you like, videos, images, etc. up to you.
 
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does anybody have any fuzzy guard setups at all.

first i started with j.LK (rejump) j.MK-HK which works on everybody but is hella unsafe if they block it.

then i started with j,LK (rejump) j.MK xx cymbal crash which is safer on block but that doesnt work on everybody. you can follow up with a cancelled H A train since if you mess up the cancel you at least still get the chance to follow up.
 
I could do something like that. I'm on these forums all the time anyways while pretending to do my job, so I feel I'd be able to keep it up to date. What kind of information would you like to see on there? Just combos or anything else? I could probably keep it up to date with resets too.

Something like Zid's Bella guide. That's a good format, presenting information on the play-style, normals, general match strategy and some starter combos. Also, I think players learning about a character should be more focused on how the tools work vs how to optimize combo damage, so you could probably focus on that.

I believe Fortune, Squiggly and Bella are the only characters with a guide at the moment (Khaos did the video thing). These threads should be cleared of anything not related to the original post, locked by the creators (to be updated as required) and made obvious to everyone. Maybe create a guides sub-forum or something? Going off-topic here, so I can message you with anything else.
 
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Something like Zid's Bella guide. That's a good format, presenting information on the play-style, normals, general match strategy and some starter combos. Also, I think players learning about a character should be more focused on how the tools work vs how to optimize combo damage, so you could probably focus on that.

I believe Fortune, Squiggly and Bella are the only characters with a guide at the moment (Khaos did the video thing). These threads should be cleared of anything not related to the original post, locked by the creators (to be updated as required) and made obvious to everyone. Maybe create a guides sub-forum or something? Going off-topic here, so I can message you with anything else.
Ah. If it's to be something like what Zid did for Bella it'll probably take more than an afternoon to finish. I'll get started on something and when I have a rough draft I'll PM it to you and @Mr. X to see what y'all think.
 
I made a Big Band beginner guide thing
The like alone doesn't suffice. I must express my thanks for this. Having gotten Big Band on this very day, this is a godsend.
Very accessible, entertaining and well structured. It also reminded me that I should boot up 3rd Strike's OST.
Now to take mental note of some "tricks" and on paper note of those combos...

While I'm here might as well ask - how crucial is Noise Cancel to play Big Band?
Like Squigly's Seria hit confirm RCs, it seems like one of those things that are way out of my league... <:3
 
While I'm here might as well ask - how crucial is Noise Cancel to play Big Band?
Like Squigly's Seria hit confirm RCs, it seems like one of those things that are way out of my league... <:3

In MOST situations where you could parry, you can also mash Super Sonic Jazz or Beat Extend to blow though a blockstring instead. It is easier to bait and does less damage than doing a parry into a full punish but it will still work in most of the same situations where Parry also works. You can certainly get by without using it though.

Personally I practice doing the parry on Argus because most of his other options don't really work against it, and not much else. There's plenty of other places for me to improve my Big Band game before I start learning parries.

And thanks for letting me know you found it useful. I really hope this video helps as many people as possible.
 
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I made a Big Band beginner guide thing

How did you forget to mention j.MK's strongest attribute, being able to instant overhead every crouching character?
 
How did you forget to mention j.MK's strongest attribute, being able to instant overhead every crouching character?

I guess I forgot about it. I don't really use it myself TBH.

My bad :(
 
I guess I forgot about it. I don't really use it myself TBH.

My bad :(
Whaaaaaaat that shit is like the only thing I do with Big Band after an untechable knockdown, it's so good
 
what do you guys do after it though?
 
I'm going to guess you do j.MKx2 > Cymbal Crash?
Hunh... actually, j.MK > Cymbal Crash and j.MK~MK > Cymbal Crash both whiff. The only thing I can get to connect so far is j.MK j.HK, but forward teching afterwards moves the screen and prevents the wall bounce. I guess you could always go for Timpani, but that seems like a waste.

EDIT: Just to clarify, I mean a rising j.MK as an instant overhead against a crouching character (currently using Filia as my punching bag).
 

I didn't set the cpu to crouch but this still works. If you have a different assist like Drag n Bite or LnL, you don't even need to do the j.HK. If you don't have an assist, you can just do j.MK, j.HK and use up an otg after to continue.
 
im gonna have to go back to the lab and test out that fuzzy guard setup i had. im certain it was hitting me crouching when i tried to switch block after the initial jump in. course its probably character specific too.

guess i could just use assist if i really need to.
 
j.MK j.HK > tech forward > 5LK OTG > stuff

thats what i figured i just want something thats gonna be real difficult to punish if they block it
 
thats what i figured i just want something thats gonna be real difficult to punish if they block it
You are probably going to need an assist for that.
 
j.MK j.HK > tech forward > 5LK OTG > stuff
This doesn't work. The j.HK wallbounce occurs so low to the ground that a forward tech prevents it.
 
This doesn't work. The j.HK wallbounce occurs so low to the ground that a forward tech prevents it.
You wait for the wall bounce first. It works haha ,I use it all the time.