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Big Band plays as the archetypal “tank” character. With the highest base Health among all characters, Big Band is extremely durable in battle and most of his variants are best placed on defense. Many of Big Band's abilities grant him ARMOR, further bolstering his defensive capabilities.

However, he has very low Attack and his large body makes it easy for opponents to chain combos against him. To compensate, a lot of Big Band's moves can be chained together into long strings of combos. He also has several abilities that can inflict STUN, providing him with an easy way to start combos.

Click here to view his Prize Fight.

Biography

Ben Birdland has seen a lot in his time, including the worst of the Grand War. But nothing was worse than what he saw as a beat cop in New Meridian. When he ran afoul of his crooked unit he was given a violent early retirement, and his broken body was left to spend the rest of its days in an iron lung.

That would have been the end of Ben’s story if it hadn’t drawn the ears of the Anti-Skullgirl Labs. With little left to lose, he agreed to be rebuilt with their experimental procedures. Melded with the machinery that allows him to breathe and a powerful an array of pneumatic weaponry, he was reborn as “Big Band.”

Now a senior member of Lab 8, he’s become a father figure of sort to the younger ASG soldiers. A firm believer in their cause, he has stayed with the project through its controversies and still sees his place on the front lines against the Skullgirl. His technology may be dated, but he more than makes up for it with experience and fortissimo.

Abilities

Character Ability

CAN'T STOP THE BEAT
While dashing, Big Band can absorb ONE hit without being interrupted (but will take damage normally).


Marquee Ability: MAESTRO

SOLOIST
Gain HEAVY REGEN for 10 seconds and take 30/50% less damage when absorbing the first HIT while DASHING
FRONTMAN
Take 5/15% less damage and gain 30% RESISTANCE while Big Band has living teammates

Prestige Ability

BLAST BEAT
Big Band charges this ability when Big Band or the opponent uses a SPECIAL MOVE


CHARGE RATE: 17% per SPECIAL MOVE.

ACTIVATION EFFECT: Big Band's DASH ATTACKS gain a 25%/60% chance to be UNBLOCKABLE and grant ENRAGE for 5 seconds.


Variants

On mobile devices, tap on the variant text to navigate to their page, not their card.

Bronze:

Bassline
Bassline
Beatbox
Beat Box

Silver:

Robocopy
Robocopy
ResonantEvil
Resonant Evil
TrebleMaker
Treble Maker
VintageVirtuoso
Vintage Virtuoso

Gold:

EpicSax
Epic Sax
PrivateDick
Private Dick
G.I
G.I. Jazz
Megasonic
Megasonic

Diamond:

Heavy Metal
Heavy Metal
Dream Band
Dream Band
Brass Bandit
Brass Bandit


Special Moves

Icon
Name
Description
Bagpipe Blues
BAGPIPE BLUES
TAUNT your opponent to gain ARMOR for 10/15/20 seconds.
Brass Knuckles
BRASS KNUCKLES
50/100% chance on HIT to inflict BLEED for 4/6 seconds.
Burst
BURST
On HIT, inflict CRIPPLE for 5/7/10 seconds.
Cymbal Clash
CYMBAL CLASH
20/35% chance on HIT to STUN opponent for 3/4 seconds.
Giant Step
GIANT STEP
Removes all BUFFS from the opponent and disables their SPECIAL MOVES for 4/8/12 seconds on HIT.
Noise Cancel
NOISE CANCEL
If used to counter an attack, STUN opponent for 2/3/4 seconds.
Sweet Clarinet
SWEET CLARINET
Reduces the opponent's BLOCKBUSTER METER by 6/7/8% per landed HIT.
Take Five
TAKE FIVE
Forces the opponent to TAG OUT on HIT, removing all COMBAT EFFECTS.

Blockbusters

Icon
Name
Gear Points
Description
Beat Extend
BEAT EXTEND
3
Level 1 Blockbuster

Deals 2/5/8% bonus damage per COMBO HIT.

Super-Sonic Jazz
SUPER-SONIC JAZZ
4
Level 1 Blockbuster
15% chance on HIT to inflict HEAVY BLEED for 5/7/10 seconds.
Tympani Drive
TYMPANI DRIVE
5
Level 2 Blockbuster
25% chance on HIT to inflict ARMOR BREAK for 5/7/10 seconds.
Take The 'A' Train
TAKE THE 'A' TRAIN
6
Level 2 Blockbuster
On COMBO HITS higher than 10, reduces the opponent's BLOCKBUSTER METER by 8/10/12% per landed HIT.
Strike Up The Band
STRIKE UP THE BAND
7
Level 3 Blockbuster
Gain 3 stacks of REGEN for 8/10/12 seconds.
Tuba Tuba
TUBA TUBA
8
Level 3 Blockbuster
35% chance on HIT to remove 1 opponent BUFF. The final HIT has a 50/75/100% chance to inflict STUN for 6 seconds.

Combo

Notes

  • L5 means a chain of 5 normal ground attacks. (Usually by tapping 5 times on the screen)
  • Up or Launcher means the normal move that sends your opponent up in the air (Performed by swiping up)
  • A3 means a chain of 3 normal air attacks. (Usually by tapping once right after having launched your opponent)
  • Dash means a dash attack (Swipe right)
  • Trip or Sweep means a trip attack (Swipe down once)
  • Grab refers to throwing your opponent. (Swipe with 2 fingers)
  • Escape is how you escape a grab (Swipe with 2 fingers during enemy's grab animation)
  • Block is a defensive stance (press and hold with two fingers)
  • Charge is a powered attack (Press and hold with one finger for a few moments to charge then release)
  • CA is the character's special ability (Performed by pressing the characters' unique button on the bottom left of the screen)
  • Mid Screen means attacking an opponent when exactly in the middle of the fighting ring.
  • Right Corner means attacking an opponent when his back is touching the right wall.
  • 3/4 Screen means attacking an opponent when exactly between Mid Screen and Right Corner
  • Be aware that some combos may be character-specific due to character weights or hitboxes.

Standard combos

  • Dash > L5 > Up > A3
  • Dash > L5 > Up > Dash > L4 > Super Sonic Jazz > D2 (lights only)
  • Dash > L5 > Cymbal Clash > L5 > Up > L4 > Beat Extend > Dash > L3 > Trip
  • Dash > L5 > Giant Step > L4 > Beat Extend > Cymbal Clash > L3 > Trip
  • Dash > L5 > Giant Step > L4 > Super Sonic Jazz > Dash Dash > Dash > L3 > Brass Knuckles
  • Dash > L5 > Up > L4 > Super Sonic > Jazz > (delay if lightweight) Cymbal Clash > L3 > Beat Extend > Dash > L3 > Trip
  • Dash > L5 > Up > L3 > Sweet Clarinet > L3 > Super Sonic Jazz > (delay if lightweight) Cymbal Clash > L3 > Beat Extend
  • Dash > L5 > Up > Dash > L4 > Beat Extend > D1 > L4 > Super Sonic Jazz > Tympani Drive (Lights only)
  • Up > L3 > Super Sonic Jazz > (Squigly/Painwheel/[delay] Eliza) tag in
  • Tympani Drive > Super Sonic Jazz > Cymbal Clash > L4 > Beat Extend > Dash > L3 > Trip

Situational combos

  • (1/2 range) Dash > L5 > Up > Dash > L4 > Super Sonic Jazz > Dash Dash > Cymbal Clash > L4 > Beat Extend > Dash > L3 > Trip (lights only)
  • (1/2 range) Dash > L5 > Up > Dash > L4 > Beat Extend > Cymbal Clash > L3 > Super Sonic Jazz > Dash Dash
  • (3/4 range) L5 > Up > A3 > (Wall bounce) > L5 > Sweet Clarinet > Brass Knuckles (very character specific)
  • (3/4 range/corner) L5 > Up > A3 > (block cancel) L4 > Beat Extend > Dash > L3 > Trip
  • (3/4 range/corner) L5 > Up > A3 > (block cancel) L4 > Super Sonic Jazz > Tympani Drive > (dashup) L4 > Beat Extend > Cymbal Clash > L3 > Trip (lights only)
  • (3/4 range/corner) L5 > Up > A3 > (block cancel) L4 > Super Sonic Jazz > Dash Dash > Cymbal Clash > L4 > Beat Extend > Dash > L3 > Trip (lights only)
  • (3/4 range/corner) Tuba Tuba > Take the 'A' Train
  • (3/4 range)Charge > Dash > L3 > (any blockbuster except Timpani Drive)
  • (Right corner) Dash > L5 > Up > A3 > (block cancel)
  • (Right corner) Tuba-Tuba > (wall bounce) > Dash > L4 > Super-Sonic Jazz > Timpani Drive > (dashup) L3 > Beat Extend
  • (Right corner) Dash > L5 > Up > A3 > Dash > L4 > (Any block buster Except Timpani Drive)
  • (Right corner) Charge > Burst
  • (Right corner) Charge > L3 > Beat Extend > Dash > L4 > Super Sonic Jazz > Tympani Drive > (dashup) L3 > Trip
  • (Right corner)Dash > L5 > Up > A3 > Tympani Drive > Beat Extend > L3 > Super-Sonic Jazz > Dash Dash (very character specific)
  • (Right corner)Dash > L5 > Up > Dash > L4 > Super-Sonic Jazz > Tympani Drive > Dash > Take the 'A' Train (lights only)
  • (Right corner) Strike Up the Band > L3 > Super Sonic Jazz > (delay) L3 > Beat Extend

Gallery

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