Big Band

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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

What they want

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.


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

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Synergy:

Cerebella

Recommended Assists: 

H Lock 'n' Load, Excellebella, Cerecopter

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Synergy:

Double

Recommended Assists: 

H Hornet Bomber, Cilia Slide

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Synergy:

Eliza

Recommended Assists: 

Carpenter's Axe, Butcher's Blade, Throne of Isis

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Synergy:

Filia

Recommended Assists: 

H Hairball, H Updo

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Synergy:

Ms. Fortune

Recommended Assists: 

M/H Fiber Upper, Dash

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Synergy:

Fukua

Recommended Assists: 

L Forever a Clone, H Platonic Drillationship, L Love Dart

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Synergy:

Painwheel

Recommended Assists: 

H Pinion Dash

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Synergy:

Parasoul

Recommended Assists: 

L Napalm Shot, Napalm Pillar

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Synergy:

Peacock

Recommended Assists: 

George's Day Out (L George)

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Synergy:

Robo Fortune

Recommended Assists: 

H Theonite Beam

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Synergy:

Squigly

Recommended Assists: 

Drag 'n' Bite

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Synergy:

Valentine

Recommended Assists: 

H Savage Bypass

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Synergy:

Annie

Recommended Assists: 

H North Knuckle, H Crescent Cut, H Destruction Pillar, Luminous Supergiant (6HP)

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Synergy:

Umbrella

Recommended Assists: 

Cliff Hanger (6HP), Wish Maker

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Synergy:

Black Dahlia

Recommended Assists: 

Medici Mousetrap (2MK), L/M/H Order Up! (X Shot)

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Synergy:

Marie

Recommended Assists: 

[assists this character wants]

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