Matchup details

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vs. Filia

vs. Cerebella

vs. Painwheel

vs. Peacock

This section will cover Big Band's matchups. These details are limited to my own knowledge, with added advice from other players. Matchups are tricky subjects, and I found them very difficult to cover at all.I have added my own knowledge of the matchups and their quirks. In reality matchups are extremely in-depth subjects and these passages do not cover all of the subtleties and kinks of the matchup. Please let me know if you have anything to add.You can add me on steam or PM me on Skullheart - my username is Alex12898. We can discuss the particular matchup(s) and ultimately change/leave the information for the betterment of the guide. There is also a skullheart thread for discussing Big Band's matchups , though is rather barren right now. Please share your thoughts.Filia's IAD's can be caught by j.LK, s.LP, MK A-Train and LP/MP Beat Extend. Big Band can also control air space well with j.LK and Cymbal Clash. This dissuades Filia from rushing down too much, or she can be easily caught. Big Band doesn't want to be next to filia however, as her IAD's become very hard to react to.Filia's sweep is actually a slide, so it is quite good for beating Brass/A-Train as it moves her forward. Her ringlet spike fireball is also decent at closer range when Big Band is less likely to do brass. Her j.MP beats all Brass/A-Train/Giant Step when IAD'd at close range, making close range extra dangerous for Big Band.Once Filia gets a hit, she can initiate extremely fast mixups using things like IAD delay crossup j.hk, jump instant j.LK j.HK overhead, c.LK low, ground throw, etc. She can also reset Big Band in the air, using air throw/burst bait/tech punish setups. Resetting Big Band in the air is preferable as he has no air reversals.Big Band has to reset Filia carefully also, as she can use gregor on the air or the ground. This mostly depends on whether the opponent is willing to spend a meter to escape. Using grab/burst 50/50s to bait out the gregor input would work.This match requires a bit of care from the Big Band player to stay out of Cerebella's grab range as he has few options against her command grabs, MGR in particular. He has a very large physical box (blue box, shown in image) allowing him to be grabbed from lengthy distances. Cerebella can actually grab Big Band with MGR at point blank range, allowing her to do easy low/throw resets in the corner.He has limited options against grabs in general, but you cannot tech command grabs, removing another option from his already sparse amount of options: He can use HP Beat Extend's invulnerability or level 3 super's invulnerability to beat it or he can jump over it and punish with j.MK. Otherwise a lot of his moves will be beat by MGR, including SSJ ground super. Cerebella can also followup her grabs into a combo and a low/throw reset afterwards, making it a huge threat.To avoid getting grabbed, you can use Brass Knuckles at a distance to keep her away, mixed with Emergency Brake to immediately close the gap, which surprises the opponent and lets you mix them up.Cerebella's armoured moves like her armoured run and Lock and Load rush punch are easily breakable using c.HK sweep.Resetting Cerebella in the air is preferable for the same reason resetting Big Band in the air is preferable. Cerebella has good ground reversal tools such as Diamond Dynamo level 1 ground super, Ultimate Showstopper level 1 grab super, Devil Horns (MP DP), Ram Horns (runstop->HP), Lock and Load (QCF LP/MP/HP), etc.MK/HK A-Train affects this matchup greatly. Painwheel can't space herself in the air as easily as MK/HK A-Train will catch her. Painwheel can't jump/fly at close/mid range without taking a big risk. She can start flying/jump safely at about fullscreen range and can then move in. j.MP will beat MK/HK A-Train as it will hit Big Band through armour and Painwheel can easily flight cancel to confirm off this. She can also use unfly and immediately block HK A-Train on reaction, then mix him up while he is at a disadvantage.Painwheel's sweep has excellent range for beating Brass + A-Train and can also be charged to soak up the initial hit of Brass. In this aspect her hatred guard moves are great for soaking Big Band's slower moves for large amounts of counterhit damage.Painwheel's Death Crawl level 1 ground super beats Big Band's SSJ level 1 ground super at close range, as it hits extremely fast. Her Buer Thresher air super will beat A-Train / Brass Knuckles also.Delicate matchup for both players. Big Band has a hard time getting in after Peacock gets her projectile patterns going, especially when Peacock has an assist to cover extra space. However, Peacock can have trouble getting started because of Brass/A-Train. This means the matchup is primarily about spacing. Big Band wants to be in MP/HP Brass range or closer, and Peacock wants Big Band at the other end of the screen. On round start, Peacock cannot use the standard jump and dash away without risking getting caught by A-Train, which gives Big Band oki and puts Peacock at a heavy disadvantage. Peacock can just walk backwards on round start and avoid having to commit to any risky decisions.MP/HP Brass is an excellent move vs. Peacock as it will armour through projectile patterns, move you forward and can be easily confirmed into super for extra damage. s.MK kara cancel should be used for extra range, albeit carefully, as it can be caught by a projectile before it is canceled. Peacock can use argus to beat Brass from a distance as it will rip through the armoured frames. She can also punish blocked MP/HP Brass with argus at any distance.Peacock can use her item drops - namely MP version - to punish blocked Brass/whiffed A-Train and get a full combo from the right distance - level 2 item drop has loads of hitstun for confirming. Item drop should be prioritised over other projectiles as it can be held, defensively, to dissuade Big Band from throwing out Brass. Peacock can teleport to avoid Brass, but this can be heavily punished by SSJ ground super as it will autocorrect towards Peacock and hit her as she reappears.Air parry can be used to approach Peacock in a safer way as it preserves air momentum whereas jumping + blocking projectiles will stop you in mid air.