Big Band throws his legs forward to kick the opponent.
Ground throw. Big Band traps the opponent in a bell. Causes Sound Stun.
Air throw. Big Band grabs the opponent and breaks a bell around them.
Big Band pulls the opponent up in a tambourine; the speed and duration of the attack varying with the button used; the version being throw invincible. Uses Sound Stun and can hit multiple times.
Big Band charges forward with a brass-knuckle punch; the button varying the distance and safety of the attack.
Big Band cancels the dash from "Brass Knuckles". Useful for safety and for faking the attack.
Take the 'A' Train
Big Band charges forward to catch the opponent and sends them flying cross the stage; the button varying the effects of the attack. The version grabs right in front of Big Band, catching ground opponents only. The and versions are anti-air grabs, the version tracking the opponent but having less range than the version.
Big Band cancels the dash from "Take The 'A' Train". Useful for safety and for faking the attack.
Big Band steps on a giant kick pedal to hit the opponent overhead. The version causes an unblockable earthquake that launches grounded opponents up and towards Big Band if the initial hit misses. Causes Sound Stun.
(In air) +
Big Band slams a pair of cymbals together to hit the opponent. Hits multiple times and uses Sound Stun.
+ + + +
Big Band's taunt. Big Band deploys and plays bagpipes. Performing this taunt successfully adds additional attacks to Big Band's Level 1 Blockbusters.
'A' Train Express
+ OR +
Level 1 Blockbuster. Big Band transforms into a French Horn and charges forward hitting multiple times, the last hit launching the opponent up and behind Big Band.
(After Bagpipe Blues)
Activates at the end of "Super-Sonic Jazz" if Big Band's Taunt was used beforehand. Big Band punches the opponent several times, ending with a final punch that knocks them back. Hold any to skip.
(In air) +
Level 1 Blockbuster. Big Band pulls out several timpani and bangs on them with mallets causing multiple sound blasts to shoot out of the bottom of each timpani. Big Band floats and can move around during the attack.
(After Bagpipe Blues)
Activates at the end of "Tympany Drive" if Big Band's Taunt was used beforehand. Big Band grabs the opponent's head and traps them in a bell which he violently rings seconds later, launching them up. Hold any to skip.
Strike Up the Band
Level 3 Blockbuster. Big Band stomps on the ground causing rows of trumpets to shoot up out of the ground. Each row knocks the opponent back until the final row knocks the opponent into the center of the trumpets to get a flurry of high-damage sound blasts shot at them.
(during ) , + , , OR (quickly) , + , ,
Level 5 Blockbuster. Big Band pulls out his trumpet and holds there for seven seconds, allowing the player to play a tune.
Satchmo Death Blow
At anytime during "Satchmo Solo", the player can input + to cancel into the actual attack, a flurry of dozens of punches, ending with a final punch that sends the opponent flying back into the wall and causing a wall bounce.
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 (assuming you have him).
First, I'll touch on some key Specials and normal Moves:
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.