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"G.I. JAZZ" - Strategy and Discussion

Liam

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Band.png

This thread is for discussing Big Band's new Gold variant, "G.I. JAZZ".
General strategy, team position, character role, etc.
It all goes here!

* Please note that the fighter score shown in this image may not reflect the actual fighter score of the variant in game.
 
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moisterrific

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Bonus stats: +50% meter gain, +35% defence, +100% HP, +75% ATK

Best loadout:
  • Tuba Tuba BB3
  • Super-sonic Jazz BB1
  • Beat Extend BB1
  • Cymbal Clash
  • Noise Cancel
General strategy:
  • Start the match with ground combo and into a full launcher juggle
  • If the enemy blocks, then anticipate their counter attack and bait using Noise Cancel, then start with dash attack into full combo when they’re stunned
  • Force your opponent into their corner and full combo them, do not end the juggle with a trip attack
  • Instead, use Cymbal Clash and queue Super-sonic Jazz
  • After Jazz hits, use Beat Extend while they’re falling
  • Always try to use Noise Cancel to parry attacks instead of blocking
  • Use Noise Cancel when the next enemy tags in to stun them, works 99% of the time
  • Use Tuba Tuba at your own discretion, whether to shut down an opponent or to secure a kill
  • Tuba Tuba easily combos into Super-sonic Jazz and Beat Extend
Team position & role: Doesn’t matter, all Big Band variants (maybe except Bassline) are capable of solo carrying in most situations, and G.I. Jazz is no different.
 

cpumaniac

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Just got this guy in a 10 + 1 premier pack but I also have all of the bronze and silver big bands. Is it worth spending the points on GI or should I spend them on the other big bands first? (Have a fully upgraded resonant evil but nothing else)
 

Starsmore

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It's nice that after the updgrade he doesn't tag out while his special abilities starts, but it's not yet enough. Why don't add also immunity to the second sa? So at least he can be more useful, right now he only add seconds to his beating and any character with bleed or armor break simply ignore those few seconds.
 

igeduhoc

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It's nice that after the updgrade he doesn't tag out while his special abilities starts, but it's not yet enough. Why don't add also immunity to the second sa? So at least he can be more useful, right now he only add seconds to his beating and any character with bleed or armor break simply ignore those few seconds.