Big Bang Beat Revolve/Kojirou: Difference between revisions
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== Special Moves == | == Special Moves == | ||
====== <font style="visibility:hidden" size="0">j623X</font> ====== | ====== <font style="visibility:hidden" size="0">j623X</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=BBBR_Kojirou_623X.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
|input=j623A/B/C | |input=j623A/B/C | ||
|data= | |data= | ||
{{AttackData-BBBR | {{AttackData-BBBR | ||
|version=A/B | |version=A/B/C | ||
|damage=900 | |damage=900 | ||
|guard= | |guard=High/Air | ||
|property= | |property= | ||
|startup= | |startup= | ||
Line 484: | Line 325: | ||
|advBlock= | |advBlock= | ||
|cancel=Su | |cancel=Su | ||
|description=Senna | |description=One of the possessed Senna's two special moves. A large, spinning overhead that can only be done while airborne. If done as close to the ground as possible (TK'd), this move comes out at a speed that's impossible to react to, meaning at almost any time during your pressure your opponent needs to be guessing whether or not you're going to do it. This results in extremely potent high-low mixups, especially since Kojirou's ghost can combo off of this move if 5D is used preemptively or 22D is cancelled into, leading into high damage. Recovers in the air regardless of if it hit or not, allowing for another attack to be done before hitting the ground, so you can push j.B to stay safe and force your opponent to block another overhead, or combo without even using the ghost if you're in the corner. All three buttons result in the same version of this absurdly good move. | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0"> | ====== <font style="visibility:hidden" size="0">214C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=BBBR_Kojirou_214C.png | ||
|caption=2 hits | |caption=2 hits | ||
|name= | |name= | ||
|input=214C | |input=214C | ||
|data= | |data= | ||
{{AttackData-BBBR | {{AttackData-BBBR | ||
|damage= | |damage=500, 800 (1156) | ||
|guard= | |guard=All, High/Air | ||
|property= | |property= | ||
|startup= | |startup= | ||
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|advBlock= | |advBlock= | ||
|cancel=Su | |cancel=Su | ||
|description=Senna | |description=The possessed Senna's other special move. Her body leaps into the air, quickly performing a cut below her, and then an overhead slash. The first hit can be blocked any way, resulting in the second hit being extremely telegraphed, so you won't be opening anyone up with this that has any matchup experience. Instead, this move serves as a solid combo ender, granting a good knockdown. | ||
}} | }} | ||
}} | }} |
Revision as of 18:46, 29 May 2024
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Under Construction
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Introduction
An alternate version of Senna, possessed by the ghost Kojirou. This form of the character has much fewer special moves and loses her ability to heal herself, in exchange for access to Kojirou's ghost, which tracks the opponent and can be detonated for pressure and combo extensions. Senna's body retains all of her original self's excellent normals, letting her run a very similar and very strong poke-focused gameplan. Additionally, one of her new special moves allows her to perform a lightning-fast overhead in the same vein as Baiken's infamous TK-Youzansen from the Guilty Gear series, which, alongisde her throw, can be comboed off of with proper use of the ghost. This makes Kojirou's version of Senna have better and more deadly mixups overall, but dealing with the finicky nature of his slow-moving ghost requires much higher situational awareness.
General Strategy
WIP
Normal Moves
All of Kojirou's normals, except for 6A, are the exact same as Senna's.
Standing Normals
5A
5A
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5B
5B
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5C
5C
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Crouching Normals
2A
2A
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2B
2B
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2C
2C
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Air Normals
jA
jA
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jB
jB
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jC
jC 1st hit 1st hit 2nd hit 2nd hit
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Command Normals
6A
6A Different from Senna's version Different from Senna's version
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6B
6B
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Universal Mechanics
5D
5D 5D Kojirou's "following" state Kojirou's "following" state After 5D is pressed After 5D is pressed Interrupted during 5D Interrupted during 5D
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Throw
Throw
4/6AB |
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Big Bang Mode
Big Bang Mode
ABC |
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Special Moves
j623X
j623A/B/C
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214C
214C 2 hits 2 hits
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B-Power Arts
22D
Yusaikake
22D |
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236D
Nagikaze Ran
236D |
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623D
Ouka Hishousen
623D |
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j.623D
Ouka Hishousen (Air)
j623D |
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Big Bang Break
41236ABC
Setsu Gekka
41236ABC |
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Combo Theory
- Combo damage varies from character to character, so all damage numbers come from testing on a full-health Rouga.
- Generally, you can do any normals you want before going into the 2C > 214C sequence, as long as you don't push them back too far.
- 214C will cause a groundbounce on an aerial opponent, and 623C/j.623C will cause a groundbounce and then a wallbounce regardless of how they hit the opponent.
- Bouncing the opponent 3 times will force your combo to end, so you can only do 214C twice in the standard loop.
- This is also why 623C is a poor combo component, because if there's too many bounces the second hit won't land, and it can't be super cancelled.
Universal
- 5/2A > 5B > (5C) > 2C > 214C, 2C > 214C, 2C > 214AA (2112)
- This is your standard universal knockdown combo that gives okizeme opportunities. 5C can whiff if you're too far from the opponent, so omit it accordingly. If you're instead extremely close and fighting a large enough character, you can fit in a bonus 6A for 2311 damage. You'll probably be using this one the most midscreen.
- 5/2A > 5B > (5C) > 2C > 214C, 2C > 214C, 2C > 214A, 5B > 5C (jump cancel) j.B > j.C > j.623B > j.623D (2882)
- This is an iteration of the above combo that costs 1 bar and sacrifices okizeme for roughly 600~900 more damage. Only suggest using this for guaranteeing a KO. If you're having trouble landing the second 5B, you can instead go into 214AA > j.623B > j.623D for an incredibly minor damage loss.
Corner
- 5/2A > 5B > (5C) > 2C > 214AB, 2A > 214C, 2C > 214AA > j.623B > j.623D (3201)
- High-damage combo for when your opponent is close to the corner. The 2A link after 214AB is difficult at first and only possible if you land very close to the opponent (which is why this only works in the corner), but it gets easier if you focus on trying to 2A as soon as Senna touches the ground. Costs 1 bar, but you can omit the j.623B and j.623D to still get 2448 damage and a better knockdown.
- 623C/j.623C > j.B > j.C > j.623B > j.623D (2105)
- Followup to landing a raw 623C. Spends one bar and gives no oki, so only use if it'll kill.
- 5/2A > 5B > (5C) > 2C > 214AB, 2A > 214C, 2C > 214AA > j.623B > land > ABC > combo drops, opponent techs > 41236ABC (7587)
- A gimmicky reset for 3 bars that takes advantage of 41236ABC's air unblockable properties to land it outside of a combo, and therefore have it be completely unscaled. This loses to your opponent not teching or delaying their tech significantly, but if you catch someone with it they're pretty much dead. It's a fake option, but an option nonetheless.