Big Bang Beat Revolve/Nakanishi: Difference between revisions

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  |cancel=J, N, Sp, Su
  |cancel=J, N, Sp, Su
  |description=Standard jab. It's quick, has a decent hitbox, and is air unblockable. Will combo into 5B, 2B, or 2C if cancelled as soon as possible.
  |description=Standard jab. It's quick, has a decent hitbox, and is air unblockable. Will combo into 2A, 5B, or 2B if cancelled as soon as possible.
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====== <font style="visibility:hidden" size="0">jB</font> ======
====== <font style="visibility:hidden" size="0">jB</font> ======
{{MoveData
{{MoveData
|image=BBBR_Senna_jB.png
|image=BBBR_Nakanishi_jB.png
|caption=
|caption=
|name=jB
|name=jB
|data=
|data=
  {{AttackData-BBBR
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  |cancel=N, Sp, Su
  |cancel=N, Sp, Su
  |description= Fast horizontal slash in the air. A suitable airborne counterpart to 5B that's great at controlling the space in front of Senna. It recovers so fast that if you whiff it early enough, you actually have enough time to do a second one before you hit the ground. Can be cancelled into jA, not just jC. Vertical hitbox leaves something to be desired, but it's still a great part of Senna's kit.
  |description= Fast horizontal stab in the air. This is superior to j.A in almost every way, and is both a good air poke and a decent air-to-air.
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{{MoveData
{{MoveData
|image=BBBR_Senna_jC_1.png
|image=BBBR_Nakanishi_jC.png
|image2=BBBR_Senna_jC_2.png
|caption=1st hit
|caption2=2nd hit
|name=jC
|name=jC
|data=
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Revision as of 14:43, 29 May 2024

Nakanishi Sisters

Estimated Health (After Scaling): 11672
Guts Rating: 3

Introduction

Nakanishi is a puppet character where the ability to control both characters will be essential to utilizing this character well. This is a very difficult character to use well, but has some strong options should you get it right.

The Nakanishi sisters are a pair of students that have a strong sense of justice. Annoyed by the way Seijou Academy is being run, they team up with Rouga Zanma in order to fight against Agito of the Dark. Kendou is the more outspoken of the two sisters, and is always looking for a good challenge, while Kyuudou is extremely soft-spoken and hesitant. However, as a team, they are all but unstoppable.

General Strategy

Using the Nakanishi sisters effectively is much like using Carl Clover from Blazblue--because you're controlling two characters at once, being able to coordinate their movements is key to winning matches. Unlike Carl, Kendou can take care of herself without Kyuudou's help, but like Carl, her overall flexibility and playability will suffer if Kyuudou is not involved in the fight.

Most of the time, Kyuudou's arrows can be used as situational pokes from long range, disrupting an enemy's attacks. That in turn enables Kendou to get in close and do some damage. Especially conducive to this strategy is the fact that Kendou and Kyuudou can use super moves separately, allowing either twin to open up the enemy for an attack from the other one.

Kendou's shinai give her a much longer range for some of her pokes, and once she gets a combo started it's usually child's play to set up for a special, usually 236C or 214C. 41236A/B is also an option if you still need to close the distance, but whatever attack you use after the charge has to be spot on, or the combo will drop and Kendou will be left open.

Kendou's supers are usually used in tandem with Kyuudou's due to their poor horizontal range and semi-long startup, though they can be part of a Kendou-only combo if the opponent is relatively close. 22D can be used to stop dash-ins if timed correctly, and 623D is a fairly workable anti-air in its own right.

Normal Moves

Standing Normals

5A
5A
BBBR Nakanishi 5A.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
- Mid - - - - - J, N, Sp, Su

Standard jab. It's quick, has a decent hitbox, and is air unblockable. Will combo into 2A, 5B, or 2B if cancelled as soon as possible.

5B
5B
BBBR Nakanishi 5B.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
- All - - - - - J, N, Sp, Su

A fast long range swipe. Good as a poke tool without kyuudou

5C
5C
BBBR Nakanishi 5C.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
- All - - - - - J, N, Sp, Su

A forward moving downward slash. A strong poke due to its deceptive range, but the slow startup means you should be careful when using it.

Crouching Normals

2A
2A
BBBR Nakanishi 2A.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
- Low - - - - - N, Sp, Su

A quick low poke. very fast and a good low poke, with deceptive range.

2B
2B
BBBR Nakanishi 2B.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
450 All - - - - - J, N, Sp, Su

A quick long poke while crouching. This hits mid and is relatively slow, so it's not a great move to use. It does have decent range but most of the time it's not worth it.

2C
2C
BBBR Nakanishi 2C.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
- Ground - - - - - N, Sp, Su

A sweeping sword strike. Decently fast and air unblockable, making it a great anti air tool.

Air Normals

jA
jA
BBBR Nakanishi jA.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
150 High - - - - - N, Sp, Su

A fast air jab without much range. Can be a decent air-to-air, but its stubby nature means you have to be pretty close.

jB
jB
BBBR Nakanishi jB.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
- High - - - - - N, Sp, Su

Fast horizontal stab in the air. This is superior to j.A in almost every way, and is both a good air poke and a decent air-to-air.

jC
jC
BBBR Nakanishi jC.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
300*2 (445) High - - - - - N, Sp, Su

Senna swings her sword upwards and then downwards quickly. Hits twice, covering a good amount of space close to and below her. It's a great jump-in because of the angle it covers, and it has a large amount of active frames due to consisting of two separate slashes. Can be cancelled into jA or jB, which is unusual for a C normal.

Command Normals

6A
6A
BBBR Senna 6A.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
700 Mid - - - - - J, N, Sp, Su

A quick horizontal stab. Similar range to 5B and air unblockable, but it's slightly slower and has worse recovery on whiff. Hitbox is higher, making it a better anti-air, but it can whiff on crouchers. Causes a knockdown on air opponents. All of Senna's ground normals can cancel into this, and it can cancel into 5B, 5C, or 2C, allowing for pseudo-rebeats. High base damage makes it useful near the start of combos, although it doesn't combo directly from 5A/2A so its pushback can make it hard to use.

6B
6B
BBBR Senna 6B.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
300 Mid - - - - - N, Sp, Su

Senna does a small hop forward and then kicks upwards. Can be cancelled into from 5A, 2A, 5B, and 2C, but it's too slow to combo from any of them. Has low crush properties. The forward movement and hitbox are both better than 2B's, so it'd be a better choice for the same delay-cancel 2C strike-throw mix, but that still isn't the most reliable strategy. Situationally useful.

Universal Mechanics

5D
Choukaifuku
5D
BBBR Senna 5D.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
N/A N/A - - - - - NC

Senna takes a stance and starts recovering health. Restores 120 HP if used for the shortest amount of time possible, but it can be held to continue restoring health. Takes about 3 seconds to restore 1000 health, and about 24 seconds to go from 1 HP to 10000. Can only be used on the ground, and all of Senna's ground normals and specials, excluding 214A (but not excluding 214AC) can be cancelled into this on hit or block. Due to how long it takes to heal any significant amount of health, it's a better idea to use this occasionally to encourage your opponents to approach you rather than to make it the crux of your gameplan. You can also squeeze in some micro-heals after knockdowns if you want, but whether you use the move at all or not is up to you.

22D
Yusaikake
22D
BBBR Senna 5D.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
N/A N/A - - - - - -

Senna takes her 5D stance and quickly recovers 1026 health, at the cost of 1 bar of meter. Can be used in the same way as her 5D, and will heal her dramatically faster, but spending 1 bar in order to restore 10% of your max health might not be worth it. Can't be held like 5D can; you will always receive exactly 1026 health when you use this move. Most of the animation happens during the super flash, so you can act almost immediately. Decreases remaining duration of Big Bang Mode by about 40% if used during that.

Throw
Throw
4/6AB
BBBR Senna ThrowWhiff.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
1000 Unblockable - - - - - NC

Senna grabs the opponent, kicks off of them, and then performs her 214A~A slash. This creates a considerable distance from the opponent, so midscreen all you can really do for oki is dash/airdash and go for a meaty normal, but in the corner she can set up 41236C for meaty plus frames if you so choose.

Special Moves

236A
Nagikaze
236A
BBBR Senna 236A.png
Version Damage Guard Property Startup Active Recovery Block Adv Cancel
A 200*5 (972) Mid - - - - - J, Su

Senna swings her jacket upwards in a slow, wide arc. Hits 5 times, with the 5th hit launching the opponent, and can be jump cancelled for a small combo. It's air unblockable and has a solid hitbox so it can be used as an anti-air, but since it's slow it isn't that useful in general.

Version Damage Guard Property Startup Active Recovery Block Adv Cancel
D (B-Power Art)
Nagekaze Ran
120*18 (1563) Mid - - - - - NC

A second version of 236A that costs 1 bar of meter. Senna spins while swinging her jacket 4 times instead of just once, hitting the enemy several times. Not invincible and does notably less damage than 623D, making it a dubious choice to spend your meter on. You can link off of this with 5A for a small combo, although doing this is extremely hard and will still result in less damage than if you had just used 623D. It's air unblockable and pretty fast so you could use it as an anti-air, but you're probably better off using 623A or 623C depending on the situation. Not safe on block.

623X
Gekka
623A/B/C/D
BBBR Senna 623X.png
Version Damage Guard Property Startup Active Recovery Block Adv Cancel
A 900 Mid Invincible - - - - NC

Senna quickly jumps up while swinging her sword in a crescent moon arc around her. A standard DP with startup invincibility, making it a very valuable option for escaping pressure. It's also air unblockable and possesses a large hitbox, causing it to be an excellent anti-air. However, if it whiffs or a grounded opponent blocks it, you'll be extremely minus and in great danger.

B 900 Mid - - - - - Su

Senna crouches down, and then after a notable period of startup, jumps high into the air and swings her sword the same way she does in 623A. Likely intended to be a better anti-air due to its higher vertical hitbox, but the startup is just too long for its pitiful reward on hit, so it isn't usually useful. Does not retain 623A's startup invincibility. Less unsafe on whiff or block, but not enough to prevent you from receiving a full punish if used incorrectly. Can be cancelled into j623D for higher damage if it hits.

C 500*2 (910) All Invincible - - - - NC

Senna performs a jumping crescent slash similar to 623A, but creates a larger horizontal hitbox and moves herself backwards in the process. If the move connects, the first hit will groundbounce the opponent, and a followup hit will occur that wallbounces them. You can combo off of this wallbounce near the corner, but the preceding groundbounce means that your options are limited. This version is an invincible DP like 623A, but it can be blocked in the air, so if used as an anti-air it's much riskier. The combo you can get off of this makes it a valuable alternative to 623A, but its inferior anti-air abilities mean it isn't an outright replacement. Even more unsafe on whiff or block.

D (B-Power Art)
Ouka Hishousen
1200*3 (2106) All, High/Air Invincible - - - - NC

An alternate version of Senna's DP that costs 1 bar of meter. After performing the same upwards crescent slash as 623A, she then swings her blade diagonally downwards two more times. If the first hit connects, the next two always will, regardless of distance. Invincibility on startup and solid damage means this can be used as a high-reward way to escape pressure, although since she has two other invincible DPs you might be better off saving the meter for something else. The main way you'll see this move is when the air version is used as a combo ender. The third hit is technically an overhead, but it's extremely telegraphed if the first hit is blocked and will whiff on most crouchers, so this doesn't matter.

j623X
Gekka (Air)
j623A/B/C/D
BBBR Senna 623X.png
Version Damage Guard Property Startup Active Recovery Block Adv Cancel
A/B 900 All - - - - - Su

Air version of Senna's 623X series. Unlike the ground version, j623A and j623b are functionally the same, and neither are invincible. Main use is to combo into j623D in order to end a combo.

C 500*2 (910) All Invincible - - - - NC

Air version of 623C, retaining the same hitbox, movement, and combo properties. Unlike j623A, j623C still has its ground version's invincibility. Can be used as a strong air-to-air as a result, but only if you're sure that the opponent won't dodge or block it.

D (B-Power Art)
Ouka Hishousen
1200*3 (2106) All, High/Air Invincible - - - - NC

Air version of 623D. Keeps the ground version's invincibility, but more importantly functions as a high damage combo ender.

214A
Shunpuu
214A
Senna 214A.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
450 Low/Air - - - - - U

Senna hops a small distance backwards and then slides along the ground with a foot extended. Travels around half screen and hits low, and has 3 different followups it can be cancelled into soon after the start of the move. Does not need to hit opponent to be cancelled.

214A~A
Sakura
214A~A
Senna 214AA.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
800 All - - - - - Sp, Su

Senna does an aerial slash, one of her follow-ups out of Shunpuu. Combos from 214A as long as it's slightly delayed after 214A hits. Can be cancelled into j623X, and will combo if done while close enough to the opponent. Causes a knockdown on hit, so it's a great combo ender.

214A~B
Shoubu
214A~B
BBBR Senna 214AB.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
950 High, Air - - - - - Su

Senna does a slow overhead slash, which ground bounces the opponent on the ground or slides the opponent in the air. Startup makes it a situational mixup tool, but it can catch the opponent unawares. It only combos from 214A if the opponent is airborne, and can cancel into j.623D.

214A~C
Botan
214A~C
BBBR Senna 214AC.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
800 Low - - - - - Su

Senna cancels into her 2C. This follow-up hits low and combos from 214A. Can also combo into 236D and 623D when timed properly. Can't be cancelled into other special moves, but can be cancelled into 5D.

41236C
Ibuki
214C
BBBR Senna 214C.png
2 hits
2 hits
Damage Guard Property Startup Active Recovery Block Adv Cancel
400*2 (728) Mid - - - - - Su

A quick slash upwards, followed by a quick slash downwards. 2nd hit will groundbounce an airborne opponent, making it an integral combo extender. Air unblockable, and theoretically your highest reward anti-air, but getting both hits to connect requires finicky spacing, and you're probably better off using 623A anyway. Neutral on block, allowing safe pressure resets. Both hits can be cancelled into 5D in addition to EX moves.

41236C
Tsubaki
41236C
BBBR Senna 41236C 1.png
Startup
Startup
BBBR Senna 41236C 2.png
Max travel distance
Max travel distance
Damage Guard Property Startup Active Recovery Block Adv Cancel
700 All - - - - - Su

Senna cuts towards the ground, forming a dust cloud at her feet that moves forward slowly. It has significant startup and travels a very short distance, so you won't be throwing this out in neutral as a projectile. The cloud's hitbox that will launch the opponent into the air on hit, giving a somewhat tight window to perform a combo. Very plus on block if there's any gap between the time Senna's animation ends and the time it reaches the opponent, so it can be very useful if used immediately after getting a knockdown. Recovery can be cancelled into 5D or EX moves.

Big Bang Break

41236ABC
Setsu Gekka
41236ABC
BBBR Senna 623X.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
- All - - - - - -

Senna executes a Gekka. If it connects, she disappears and slashes the enemy multiple times. When she lands and sheathes her sword, the enemy is cut by one final slash. Good as a combo ender when in Big Bang mode, especially if you're aiming to kill.

Combos

Combo damage varies from character to character, so no damage will be listed for now.

Universal

  • 5/2A > 5B > (5C) > 2C xx 214C > 2C xx 214C > 2C xx 214A~A
  • This is your standard universal knockdown combo that gives okizeme opportunities. You'll probably be using this one the most midscreen.
  • 5/2A > 5B > (5C) > 2C xx 214C > 2C xx 214C > 2C xx 214A > 5B > 5C (jump cancel) j.B > j.C xx j.623B xx j.623D
  • This is an iteration of the above combo that sacrifices okizeme for roughly 600~900 more damage. Only suggest using this for guaranteeing a KO.

Colors

BBBR Navigation

General
FAQ
Controls
HUD
System
Glossary
Characters
Burai
Miyazato
Heita
Kunagi
Rouga
Senna
Nakanishi
Kinako
Daigo
Hanny
Manbou
Sanzou
Ren
Agito
M. Heita
Devil
Kojirou
Kamui