Big Band
Team Value
The ultimate wingman. It is no exaggeration to say that Big Band's assists can cover any glaring weakness your team has, having three of the best assists in the game for offensive, defensive, and combo usage. His DHCs are the most damaging in the game, with his level 3 and level 5 enabling a lot of Touch of Death routes with the right starters and ratio. Also offers terrifying Alpha Counter options.
What they bring
Top level Neutral, DP, and Combo assists that are easy to switch between from a matchup-to-matchup basis
Flexible team position
One of the game's scariest anchors
Explosive DHCs
Great Alpha Counters
What they want
Neutral assists to get in when forced to approach
Lockdown assists to cover his high-committal options
Partner that deals well with zoners, if forced to tag out
Safe DHC in case your reversal supers (which you'll probably be using a lot) get blocked
Position - Any, but best at anchor or mid
His support value is too good to not make use of. You'll typically see him in the anchor slot in a trio for several reasons: to help out both characters, his damage potential with meter is some of the highest in the game, he doesn't have a safe or level 1 combo DHC that the better mid characters have, and his most troublesome matchups are against characters that typically play on point with assists to back them up. That said, putting him mid (or even point, if you're feeling rebellious) is still a great option if you have a good partner to assist him and you actually like Big Band beyond just his team value.
Most Common Assists
Beat Extend (623P) -
Anti-Air DP
Fast, large, DP assist that holds the opponent in place for easy conversions (that will likely save OTG unlike with the other good DP assists). Excellent for punishing an opponent’s assist calls if Big Band is in range.
L Beat Extend is the tallest version, and thus better for snatching characters out of the air. Tied for being the fastest of the commonly seen DP assists.
M Beat Extend is wider and better for dealing with crossups and using for combo conversions. Especially recommended if you play Cerebella in front of Band on your team.
H Beat Extend is a slower version of M, but has less frames of assist vulnerability, whereas L and M both have added vulnerability before going invincible. L and M Beat Extend have 2 hits while H has 3, having it function as an invincible(!) lockdown assist. Very nice for rushdown characters.
H Brass Knuckles ([4]6HP) -
Armored Neutral, Anti-Zoning
Armored, takes up half of the screen, and deals a brick of damage on hit. Very much a, “Go forward and hold down the neutral” assist, and one of the best in game for dealing with zoning and counter-calling opposing assists. Expect the opponent to tag Big Band a lot and increase assist lockout if you don’t chase with your point character, though. Very easy to fit into corner combos.
H Take the A Train ([4]6HK) -
Anti-Air, Combo Tool
Unblockable while the opponent is rising during a jump. Blockable while they fall. Gives a TON of time to convert, which makes it great for the resource building characters and allows all others to setup for what’s probably going to be a nasty reset. Good for combos for the same reason, as it also has good damage AND meter gain on its own while letting the point character go for heavy hitting strings or loop into a reset. Do not underestimate this assist's usefulness in neutral; simply having it on your team should make the opponent wary of carelessly jumping.
Partners
Beowulf
Recommended Assists:
L/H Hurting Hurl
L Chair - Projectile Sweep
As a low, it does well to complement Big Band's mixup with Giant Step and j.MK, also good for combo usage
H Chair - Projectile DP
Being a DP assist is always nice even if Big Band already has great defense
Doubles as a projectile that opponents trying to keep-away from Band have to keep in mind, along with covering him with Brass Knuckles + assist
Also a great combo assist
Pros:
Beo's assists work out pretty nicely for Big Band
Amazing assist support for Beo for neutral, damage, and taunt support
High damage shell through both assists and DHCs
Super-Sonic Jazz into Airwulf DHC is safe
Beowulf builds a lot of lot of meter for Band to spend on upping his damage output
Some fierce momentum once you get your game started
Cons:
Zoning teams are annoying to deal with, so you have to rely on H Brass to do some heavy lifting
Synergy:
Good for Big Band, Favorite for Beowulf
While things quickly fall apart if Big Band dies first, Beowulf is so enabled by Big Band that this could still be considered a strong duo with its ridiculous damage output. This duo can be counter-picked pretty hard in a way that may force Big Band to give up H Train for Brass Knuckles, but in all other matchups you are a supreme threat.
Fairly easy to fit in a third character, but you'll likely want someone with a good neutral assist
Cerebella
Recommended Assists:
H Lock 'n' Load, Excellebella, Cerecopter
Lock 'n' Load - Armored Neutral, Pressure
Helps Big Band approach by armoring projectiles and taking hits from assists that would otherwise impede his progress, it's also great for upping his already high combo damage and covering his unsafe options
Excellebella - Anti-Air, Combo Tool
Lets Big Band taunt mid-combo to power up his supers, though you can't get a taunted super in the same combo
Builds a lot of meter
Cerecopter - Lockdown, Anti-Armor
Probably the choice if you're in a trio and that third wants a lockdown assist, not that it's a bad choice for Big Band
Pros:
Band and Bella give each other overall amazing assist support for neutral, pressure, and combos
This shell has enough damage to share with the whole class, can easily 2-touch for little meter in 3v3
High damage DHCs that allow combo extensions
Bella builds good meter both on point and even through her assists for Big Band to burn
Cons:
None
Synergy:
Good for Big Band, Favorite for Cerebella
Very strong duo, and though they share bad matchups, both help each other deal with them through their assists
Extremely flexible, fit in any third character and change your assists/character order from match-to-match as you see fit
Double
Recommended Assists:
H Hornet Bomber, Cilia Slide
H Bomber - Neutral
Helps bulldog your way in with Brass Knuckles + assist, Bomber covering Big Band's recovery
Cranks up your corner combo damage
Good for midscreen crossunder resets utilizing E-brake
DP + assist with Bomber can be hard to punish, requires that your opponent pushblock in anticipation to have time to punish Band
M Bomber is also useful, but you're trading screen coverage for reliable lockdown, with neutral being a bigger priority for Band
Cilia Slide - Sweep, Combo Tool
As a sweep complements Band's overhead options in Giant Step and j.MK
Uncool 3v3 3 Bar Band/H Bomber & Cilia Slide Corner ToD - YouTube
Pros:
Both characters give each other a variety of good assists to cover several needs and matchups
Both enable easy two-touches in 3v3s for one meter
Super-Sonic Jazz into Catheads DHC is safe on block, and an Alpha Counter punish requires either the right assist or an additional bar spent on a super
Double can play point for Big Band's more unfavorable matchups and easily tag him in to a more advantageous position
If Big Band needs to tag out, he can easily combo into Double's tag-in with 2HP's Sound Stun and continue the combo
Cons:
None? None.
Synergy:
Favorite for Big Band, Favorite for Double
Incredibly strong duo in either order
Impossible to make a bad trio with this shell on it
Eliza
Recommended Assists:
Carpenter's Axe, Butcher's Blade, Throne of Isis
Carpenter's Axe - Armored Overhead
On top of being an armored high to help in mixups (Big Band's standing low on top of him hiding Sekhmet coming in with a high), also gives Big Band extremely high combo damage (10k meterless)
Butcher's Blade - Armored Lockdown, Space-Control, Anti-Armor
If the opponent blocks Butcher's, it's Big Band's turn
Covers your unsafe options such as Brass Knuckles by placing an armored skeleton in front of the opponent
Makes DP + assist safe, and even the opponent tries to Alpha Counter to punish then you can just SSJ in return
Throne of Isis - Anti-Zoning Projectile
Goes fullscreen and straight through projectiles, making zoners have to stop what they're doing and watch the throne
Particularly good alongside using H Brass Knuckles to punch your way in, having the throne make you harder to punish
Do note that Throne only passes through projectiles instead of negating them, so Big Band still has to deal with them (probably through Brass Knuckles or parrying)
Pros:
Band gets generally good assist value from Eliza
Eliza gets great assist options for approaching, defense, or upping her damage and meter gain
Big Band is one of the few characters who can easily level 1 DHC after the final hit of Eliza's Lady of Slaughter
Easy to tag into Eliza mid-combo and continue if you need to tag out for whatever reason
Cons:
They share some troublesome matchups against zoners
Synergy:
Good for Big Band, Favorite for Eliza
Strong duo, works in either order, and they help each other decently well in their mutual hate for zoning characters. Prepare yourself to get instant overheaded a lot.
Any character can be added for a good trio
Filia
Recommended Assists:
H Hairball, H Updo
Hairball - Lockdown, Neutral, Anti-Armor
Good blockstring ender and very nice for a hard-to-punish DP + assist call
Aids your approach in neutral with M Brass
Updo - Anti-Air DP
Isn't really needed for Band, but you can never go wrong with a DP assist
Pros:
Filia gives a good lockdown and a good DP assist
For both approaching and mixing, Big Band offers Filia great support
Gregor DHC is nice for getting Big Band out and continuing the combo, or putting Filia in the opponent's face with Big Band Backup
Filia can act as a good battery for Band
Cons:
Nothing in particular
Synergy:
Good for Big Band, Favorite for Filia
Very good duo, works in either order though you will clearly want Filia on point
Throw in any character you want for a trio
Ms. Fortune
Recommended Assists:
M/H Fiber Upper, Dash
Fiber Upper - Anti-Air DP, Meter Build
Band can easily convert off of 2/3 hits of H Fiber with M Take the 'A' Train, and sometimes rising normals into j.HK
...but if it hits shallow as an anti-air or your positioning isn't ideal and you can't convert, the opponent is sent away, which is what Band doesn't want
M Fiber is easier to combo off of, but opens itself up to losing to jump-ins which may not be great for the character who gets instant overheaded
Dash - Alpha Counter options
Lets you Alpha Counter into Fortune and have her choose any option, including a 5 frame jab, a fast DP, super, jump, or just block. You get to steal your turn out of some pressure strings or get punishes that no other Alpha Counter will safely allow.
Pros:
Fortune gets top level assist support to help her dominate neutral
Band appreciates having a lot of meter for his high damaging supers, which Fortune can provide as a battery
Fortune can take point and deal with Big Band's unfavorable matchups before he has to come in
Cons:
Fortune's assists aren't helping Big Band much in neutral, which is where he needs the most help
DHC'ing from Super-Sonic Jazz to Fortune's Cat Scratch Fever on an airborne opponent may require you to skip the final, most damaging hit, otherwise Fortune whiffs (Ex: H Brass or H Train > SSJ (all hits) > Cat Scratch Fever doesn't work, which is pretty important)
Synergy:
Poor for Big Band, Favorite for Fortune
Put Band as the anchor and this duo is perfectly fine, if not super frustrating to fight against. If the opponent snaps in Band to mess up your team order, Fortune still has one of the game's safest tags, and if Band gets a hit he can easily get a sliding knockdown and bring Fortune back in.
Pick a good mid or anchor and you're golden for a trio, Fortune is likely gonna hog the point slot.
Fukua
Recommended Assists:
L Forever a Clone, H Platonic Drillationship, L Love Dart
L Clone - Sweep
Makes Big Band's mixup game scarier, complementing his overhead options
Good for Brass + assist once you've closed in on the mid-range
Nice combo addition, especially in the corner
H Drill - Lockdown, Neutral, Anti-Armor
Good for providing lockdown and mid-range control, helping Band's pressure
L Dart - Persistent Projectile
A lingering ground threat that the opponent is forced to block, shoot, or jump over if you hide behind it, or can cover your approach and act as a combo breaker if you get ahead of the bomb. You can still call another L Dart while one is still on the screen.
Good choice if on a trio and you already have your lockdown/combo needs fulfilled
Pros:
Fukua helps Band in neutral, pressure, and combos
Band supplies great assists to help out Fukua's pressure and keep-away game
Easy to DHC into Fukua and keep momentum going, Big Band's DHCs can combo after Drill super (level 1 if the opponent reaches the corner after Drill, level 3 midscreen only)
Fukua can fight off Big Band's bad matchups fairly well
Cons:
Nothing notable
Synergy:
Good for Big Band, Favorite for Fukua
Strong duo in either order
Any character works for a trio
Painwheel
Recommended Assists:
H Pinion Dash
H Pinion Dash - Neutral, Combo Tool
Lets Band convert into a combo off of Super-Sonic Jazz by doing H Giant Step + assist
While H Pinion has slow startup, once it's active it's hard to contest its hitbox; if your opponents avoids it by jumping, then they're more limited in stopping Big Band's approach or potentially open themselves up to your anti-air command grab, if they get hit, they're sent right toward Big Band
Brass Knuckles + H Pinion assist, having Pinion cover Band's recovery IF the opponent doesn't have invuln options to punish both characters
Pros:
H Pinion is great for Band's neutral, and helps with SSJ and Giant Step conversions like no other assist can
Band's assists are top class in controlling screen space for Painwheel
Hatred Install is a safe DHC for situations where your reversal Super-Sonic Jazz is blocked (!!!), on top of leading to a combo that explodes your opponent's health bar when you do hit
No problems getting a combo into Painwheel's tag-in to get Big Band out meterlessly
Cons:
N/A
Synergy:
Favorite for Big Band, Favorite for Painwheel
A strong duo, but you will very much want Painwheel to die first so she's not fighting alone.
Easy to work in any third character
Parasoul
Recommended Assists:
L Napalm Shot, Napalm Pillar
L Shot - Projectile, Pressure
Covers Big Band while he Brass Knuckles his way in, and forces the opponent to move unless they want to be stuck blocking in front of an approaching Big Band
Napalm Pillar - Anti-Air DP
Good DP assist, not necessary for Big Band, but it's never bad to have
Can easily be used in corner combo routes
Pros:
Parasoul's L Shot helps Band pretty well in neutral
Band gives great assists for controlling space and keeping Parasoul safe, useful for a rushdown or zoning playstyle
Parasoul can fight on point and bring Big Band, who has the game's most damaging supers, in with Sniper Shot unscaling to start off at an advantage while completely obliterating a character
Cons:
Nothing noteworthy
Synergy:
Favorite for Big Band, Favorite for Parasoul
Strong duo and works in either order
Throw in any character for a trio
Peacock
Recommended Assists:
George's Day Out (L George)
L George - Persistent Projectile
A lingering ground threat that the opponent is forced to block, shoot, or jump over if you hide behind it, or can cover your approach and act as a combo breaker if you get ahead of the bomb. If you have a second partner, you can still call them while George is out.
Little Band, basically
Pros:
L George assist is pretty damn good for Band
Big Band's assists are incredible for keeping opponents off of Peacock while also upping her damage output
Super-Sonic Jazz into Peacock's Lonesome Lenny DHC is safe, Super Sonic Jazz DHCs converts from Argus Agony even fullscreen
Peacock will shoot the spooky bad matchups for Band while building him a lot of meter in the process (if she doesn't spend it herself)
Cons:
Nothing, really
Synergy:
Good for Big Band, Favorite for Peacock
Great duo in either order
Any third wheels will do for a trio
Robo Fortune
Recommended Assists:
H Theonite Beam
Theonite Beam - Beam Projectile
Does everything you'd imagine a beam assist would do for a character who otherwise has trouble getting in
Do keep in mind that Brass Knuckles + Beam assist does not work as well as some other assists since the opponent can crouch under the beam, but you don't really need to toss out Brass in the first place as long as you cover Robo
The opponent crouching just opens them up to j.MK instant overhead, though
Pros:
Top level neutral support for Band with Beam assist
Band gives amazing assist support to cover many of Robo's needs
Super-Sonic Jazz into Robo Fortune's Magnet super is a safe DHC, and Robo can easily combo from SSJ on hit
Two characters with the hardest hitting supers in the game
Robo is a good anti-zoner character to combat Big Band's trouble with distance demons
Cons:
None
Synergy:
Favorite for Big Band, Favorite for Robo Fortune
An excellent shell, and a functionally strong duo thanks to the two-way synergy. This duo is in a better spot with Robo Fortune on point as she struggles when she's without a partner, but you are susceptible to being snapped and having Big Band die first. Big Band also cannot safely switch over to Robo without a DHC; even getting a sliding knockdown with Brass/'A' Train and then tagging to Robo leaves her open to being counterhit punished by some supers.
Any character will do for a trio
Squigly
Recommended Assists:
Drag 'n' Bite
Drag 'n' Bite - Lockdown, Neutral
Turns many of Big Band's unsafe options into being plus on block due to how long DnB lasts
DP + assist on defense is hard to punish
j.MK or Giant Step + assist for an overhead option, and if the opponent blocks you're still plus
The Yaya Special: jHK + assist, tech through the opponent to mess up their inputs
Pros:
Band gets great offensive support with Squigly's assists
Squigly gets great assists for neutral and building charges
High damaging DHCs, and Squigly Battle Opera into Big Band's Super-Sonic Jazz lets him continue the combo
Big Band's sheer size is good for a number of reasons:
Even after taunting from an assist call, he acts as a body block for Squigly to charge a stance in neutral.
Squigly's small stature combined with Big Band's big body messes up a lot of Happy Birthday combos
Cons:
None
Synergy:
Favorite for Big Band, Favorite for Squigly
Strong duo combination as while there is the threat of ending up with anchor Squigly if Big Band dies first, she does get enabled by him and the two-way support is very good. You also get safe DHCs in both directions thanks to Squigly Battle Opera.
Squig/Band is a very powerful shell with very strong assists and DHCs. Any point character would absolutely love to take advantage of this, but if you desire to give additional support to Squigly or Big Band, near any character who favors mid/anchor can be slotted in.
Valentine
Recommended Assists:
H Savage Bypass
Savage Bypass - Combo Tool
Gives conversions off of both H Giant Step and even Brass Knuckles
Adds a hefty chunk of damage to your already damaging combo routes
Pros:
Val's assist support for Band is good for combos and conversions from stray hits in neutral
Band's assists give Valentine good screen coverage and vial loading support
Valentine can fight off Big Band's bad matchups and bring him in to play on his terms
Cons:
If Super Sonic Jazz is done on an airborne opponent, Valentine either has to whiff most hits of her Scalpels level 1 super, or spend level 3 to combo
Synergy:
Good for Big Band, Favorite for Valentine
Very strong duo, can't go wrong as long as Big Band is the anchor
Any character works for a trio, even the more selfish characters (Fortune, Beowulf)
Annie
Recommended Assists:
H North Knuckle, H Crescent Cut, H Destruction Pillar, Luminous Supergiant (6HP)
H Knuckle - Neutral, Lockdown
Brass Knuckle + North Knuckle assist call is super ignorant option in neutral, being safe on block and providing good damage and a knockdown on hit
Good boost to combo damage
Lockdown is a good accompaniment to keeping Big Band on the opponent once he's in
H Cut - Projectile
Potentially a better neutral option over North Knuckle if the opponent does not have an easy way to erase the projectile
H Pillar - Anti-Air DP
Big Band already has great defensive options, but it never hurts to have another somewhat less-committal one
Supergiant (6HP) - Overhead, Projectile (Star Power)
Ludicrous damage output in corner combos, though not the easiest assist to incorporate into midscreen combos
Neutral threat and combo routes ramp up when Annie is in Star Power
Overhead option to help mix up the opponent
Pros:
Band gets amazing assist support from Annie for neutral
Annie gets top tier assist options for neutral and damage from Bang
The damage from Annie's assists alongside her Pillar of Creation DHC...
Cons:
Nope, nah
Synergy:
Favorite for Big Band, Favorite for Annie
Little Band and Big Band. Both characters support each other well and can still put up a good fight when alone. Robo Fortune and Peacock match ups will be a pain to deal with, however.
It is impossible to make a bad trio with this shell, put in any character in any slot
Umbrella
Recommended Assists:
Cliff Hanger (6HP), Wish Maker
Cliff Hanger - Anti-Air, Neutral
Think of it as another big neutral/anti-air button for Big Band, but with a lot less commitment on his part
H Brass + assist caaaaan work out against some characters to help Band close in, but can be heavily punished or easily escaped by others (Fortune/Band PBGC DP to punish one or both characters, Peacock PBGC Argus Agony punishes both)
Gives OTGless H Brass routes in the corner (EX: 2LK > 5MK > 5HK > H Brass + assist, H-Train does 5145, builds only 20 undizzy, and gives sliding knockdown -- an easy 2-touch scenario, 3-touch meterless)
Wish Maker - Projectile
Wish Maker not interacting with the opponent's projectiles is a blessing in this case, as it can continue forward to threaten zoners while Big Band (hopefully) trudges forward while parrying projectiles... if the bubble is in range
The above strategy is much more reliable if Umbrella is in Overstuffed state, as Wish Maker travels 70% of the screen in that state
Naturally, having a traveling hitgrab threat on the screen is very scary against a character like Big Band
Pros:
Big Band's assists are top-level for addressing Umbrella's biggest weaknesses and hardest matchups
Umbrella's Retina Reflector DHC makes Big Band's SSJ much safer on block
Several ways to continue the combo DHC'ing both into and out of Big Band's SSJ super midscreen and in the corner
Hungern Rush > Retina Reflector > SSJ - Credit to Hyggend for all 3
Very high damage shell that can run over a team if they gain momentum
Cons:
Umbrella's assists don't help much with Big Band's biggest weakness of getting in on his hardest matchups, but they are nice for bumping his damage even higher
Have to choose between a top tier armored assist and a top tier DP assist
Synergy:
Good for Big Band, Favorite for Umbrella
A great and powerful duo that's able to exert pressure, perform ambiguous mixups, and heavily revert a match's momentum once they get a hit.
Any character can be added to make a great trio. Big Band and Umbrella both complement each other's weaknesses and help shore up the rest of the cast's flaws.
Black Dahlia
Recommended Assists:
Medici Mousetrap (2MK), L/M/H Order Up! (X Shot)
Mousetrap - Ground Space Control, Low
Gives Band neat combo conversions (see the Dahlia/Band routes video linked below) and gives him a much less committal way to combo from instant overhead jMK
Good for corner pressure
X Shot - Projectile, Multipurpose*
*Slow projectile (all but shotgun and beam), combo (shotgun, ice, electric), lockdown (ice, electric, fire), long-range (beam, electric)
Normal bullets don't do much for him, special bullets likely insane for him, and as Band will typically be supporting Dahlia it can be a viable strategy to load up on special bullets then tag Band in
Pros:
Big Band gets more combo routes and enhanced mixups from Dahlia's assists
Dahlia gets great neutral, defense, and damage assistance from Big Band's assist kit, including strong Counter + assist measures
Last Call and Barrel DHCs
If Dahlia has a fire bullet ready, Barrel > SSJ works as a combo DHC - Credit to Xyned
Cons:
Both characters struggle to zoners, albeit Band does help Dahlia in this regard and Dahlia (if special bullets are loaded) can also help Band
Synergy:
Good for Big Band, Favorite for Dahlia
A strong duo
Any character will fit for a trio
Marie
Recommended Assists:
[assists this character wants]
[assist] - [function]
[what it's good for]
Pros:
[How does the supporting partner's assist kit help, if helpful]
[How does this page's character assist kit help their partner, if helpful]
[Any special notes: Is there high utility or damage in their DHCs, can they easily tag to each other for preserving health or upping combo damage, Is either partner a good battery that enables the other, Does either character help deal with the other's bad matchups, etc.]
Cons:
[If either character's assist kit is poor for their partner, note it here]
[Any special notes: Is it difficult to make use of this partner's DHCs, Do these characters compete for meter or a position, Do they share bad matchups, etc.]
Synergy:
[Fav/Good/Decent/Poor for this page's character, Fav/Good/Decent/Poor for this section's character]
[Does this shell work well as a duo, or are they incomplete? Even with duo health and damage, does either character suffer as the anchor?]
[How flexible is this shell for building a trio?]