Big Band/Move List

Normals= Normal Throws= Specials=

Team Moves=

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Playing as Big Band
A big character with a heavy moveset, Big Band is great for players who want to lay down their opponents with hard-hitting moves while playing smooth jazz tunes.

Don't let the big size of this character fool you: he has a moveset with some special properties that can effectively make good infinity combos or controlling the tide of the battle. The 'special properties' is that his attacks apply a Sound Stun, a slightly long stun that can help for hit confirms or chaining into combos.

Playing Big Band can be a bit weird at first for beginners, but after a little bit of practice, you'll be rockin' tunes with this lovable character.

First, I'll touch on some key Specials and normal Moves:

Beat Extend A good starter to go into neutral or extended air combos. The LP version is faster but deals the least damage, the MP version does moderate damage, and the HP version has a slow startup but does the most damage and has throw invincibility.

Brass Knuckles The reason why Big Band can really control the entire stage. The LP version is fast but has little travel distance, the MP in most cases is a safe version to use against experienced fighters, and the HP is a high risk, high reward  version that travels almost the entire screen. (Remember, holding any P or K button during the animation of Brass Knuckles will stop Big Band, allowing you to trick opponents. This move is called Emergency Brake).

Take the 'A' Train A nice grab that allows for some sick combos. The LP version is a slow two hitter and is the only version that hits horizontally. The MP and HP versions are meant as anti air, but with a difference. The MP grab "catches" an airborne enemy on its way immediately, has shorter range than the Heavy version, and is a three hitter. The HP will be the bread n' butter of the combo I have practiced, as it is a 4 hitter.

c.MK This move has sound coming out from the top and sides of Big Band. It pulls enemies to your direction - which includes "bouncing to other side" of you providing that they are airborne and are very close to you.

c.MP Press this twice to have trombones hitting your opponent twice. Safe for hit confirmation, and you can pull the second hit out a bit late to trick your opponent.

c.HP A big horn comes out and applies a Sound Stun. This attack is a good starter for ground to air or just BM'ing your opponent when they have less than 5% health left.

Giant Step This is an Overhead attack for Big Band, and the HK version of this is VERY useful, since it causes an unblockable quake that will pull foes near Big Band if the opponent is out of the mallet's range. Lighter versions can be used to trick or combined with low hits to open up a blocking opponent.

Bagpipe Blues By inputting forward, HP, MP, LP, forward, you will trigger Big Band's taunt, Bagpipe Blues. This will enhance his next Super-Sonic Jazz or Tympany Drive Blockbusters. Hold any P button to taunt for longer (only visual effect, does not enhance his Blockbuster further), but beware as his taunt only takes effect if the animation is fully finished.

Sound Parry The thing that makes Big Band a big ol' sack of bad manners. Pressing the direction of an incoming attack right as the move connects allows Big Band to do a parry that no other fighter can do. This allows a surpising turn of events in the heat of a fight, as it usually recovers Big Band from blockstun immediately and open up an opportunity to strike back.

Blockbuster Study

Super-Sonic Jazz: A Level 1 Blockbuster with 2 armor that costs 1 Tension meter. You will use this a whole lot at the end of your combos. It's fast and deals easy heavy damage, especially after being augmented by Bagpipe Blues. When augmented, Big Band gains 21 hits of hyper armor and will unleash a TUBA TUBA attack, dealing much more damage for this Level 1 Blockbuster.

Tympany Drive: A Level 1 Blockbuster that rains down drum beats on your opponents. This allows Big Band to fly and reposition if needed. While it does deal some relatively low damage, augmenting Tympany Drive with Bagpipe Blues will push that damage just a bit further and potentially allow for follow-ups. This super does NOT have hyper armor.

Strike Up the Band: A Level 3 Blockbuster that covers *almost* the entire screen. Use this to finish off an opponent or catch someone off guard when they are not paying attention to Tension meters. This causes Big Band to stomp the ground and make trumpets knock up and hit the opponent with devastating honks. Yeah.

Satchmo Solo: A Level 5 Blockbuster that whips out Big Band's trumpet and freezes time. During this whole time, you have around 7 seconds to perform meme solos or end a fight in style with Satchmo Death Blow.

Satchmo Death Blow: The reason why Big Band is a meme character. The commands can be inputted during Satchmo Solo to release a devastating flurry of Brass Knuckles. This is also where he shouts TUBA!

Important Combo to practice: This combo can be used after Satchmo Death Blow since it bounces your opponent around c.LK, c.MP, c.HP then Take the 'A' Train HK version=EZ damage.

Takeaway: If opponents underestimate you, they're in for a surprise. Use your heavy hitting attacks and big hitboxes to your advantage. Sound Parry is very useful, but requires practice and timing.

And with that, you will be able to play jazz.

Playing Against Big Band
Big Band is a large character, so it becomes precisely difficult to counter hit him. His attacks create a huge and effective damage.