Big Bang Beat Revolve/Heita: Difference between revisions

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Revision as of 21:50, 31 May 2024

Heita

Estimated Health (After Scaling): 12251

Introduction

Heita is a rushdown style shoto, the Ken to Rouga's Ryu if you will, having options for all situations but excelling at bullying his way in and keeping the pressure up, forcing the opponent into difficult situations. He can take a bit to get used to but once you do, he's a force to be reckoned with in most situations.

As "a man aiming to be a man" and one of the students seeking to fight against Agito of the Dark's reign of terror, Heita is one of the first students to join Rouga Zanma, becoming one of the Wolf Fang Brigade's founding members. Heita is excitable and determined to become stronger, and to win the heart of his and Rouga's class representative, Sanae Hibiki. His overall weakness makes it difficult for him to win in most fights he finds himself in; however, his determination to see his goal through is practically unmatched, and he will get up no matter how many times he's knocked down.

General Strategy

Heita is a strong character, but he takes some time to learn how to play effectively. His normals have average range, but he can go into combos as quickly as anyone else in the cast once he confirms a hit. His fireball has pretty bad recovery, but is OK for stopping an enemy cold at a moderate distance. 63214A is surprisingly one of Heita's best moves when used appropriately, as it has 1-hit autoguard to let him get in close. Once he's there, his options are based entirely on the situation but are generally flexible enough for him to do something good.

Normal Moves

Standing Normals

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

Standard jab. Decent range, fairly quick, and a good button overall.

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

A fairly fast jab down. decent range but nothing spectacular, as is true with most of his moves, although it works in combos.

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

A powerful kick from Heita. It's once again just a pretty average normal, but it can be pretty strong in combos.

Crouching Normals

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

A low jab similar to his standing jab. A pretty decent low, can stuff some of the opponent's buttons.

2B
2B
BBBR Heita 2B.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
400 Low - - - - - J, N, Sp, Su

Heita performs a low kick. This is deceptively short, but it's still a pretty good low poke, definitely something to consider.

2C
2C
BBBR Heita 2C.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
700 Mid - - - - - N, Sp, Su

A pretty standard uppercut. Its air unblockable status makes it a very good anti air when you don't want to commit to a DP, and it's an all around great normal.

Air Normals

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

A solid jumping kick. It's a decent jump-in button, but it is a bit slow for an A normal.

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

Heita does an upward swipe. This move has almost no utility outside of combos, but to be fair, it is good combo filler.

jC
jC
BBBR Heita jC.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
600 High - - - - - N, Sp, Su

Heita makes a downward swing. Another awkward hitbox to try to hit someone on the ground with. It is a decent air to air, but it's probably the weakest of his air normals.

Command Normals

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

Heita does a kick up. This can launch the opponent, but it's not a high. It's pretty mediocre as far as command normals go.

Universal Mechanics

5D
Aim to be a Man!
5D
BBBR Heita 5D.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
N/A N/A - - - - - NC

Heita does a taunt of sorts, and adds a star to the stock above his meter, capping out at three stars maximum. These star stocks are an essential part of his gameplan, as the more he has, the longer his Big Bang Mode lasts, which is the crux of his gameplan. You'll want to do this any chance you get, and stocking enough could be the difference between a win and a horrible loss.

Throw
Throw
4/5AB
BBBR Heita ThrowWhiff.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
800 Unblockable - - - - - NC

Heita grabs the opponent and throws them to the ground. A good option to mix opponents who are blocking too much.

Big Bang Mode
Big Bang Mode
ABC
BBBR Heita BBM.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
N/A N/A - - - - - -

Universal Big Bang Mode activation. Requires 3 bars and can be done anytime you have control on the ground. Lasts for about 7 seconds per Star. Heita has indisputably the best Big Bang Mode in the game, only compounded by his D skill, which gives him more time to be in this state. While in Big Bang Mode, Heita is Super Heita, an install which buffs most of his specials and supers. This is essentially his win condition, and if you have enough Star stocks, you basically win.

Special Moves

236A
Otoko no Tamashii
236A
BBBR Heita 236A.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
700 All - - - - - J, Su

Heita fires a hadouken type projectile. The terrible recovery means it's not usually worth doing close range, but it can trip up your opponent at longer range. All in all the decent neutral tool for longer ranges.

214A
Heita Kick
214A
BBBR Heita 214A.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
600 All - - - - - NC

Heita strikes a pose and does a flying kick. This isn't the best move since it can't be cancelled, and the recovery isn't great, but it can catch the opponent unawares.

Heita Kick (Super Heita)
214A
BBBR Heita 214A-2.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
900 Mid - - - - - Sp, Su

This is where this move shines. Super Heita's version is much faster and stronger, and it can cancel into other specials and supers. Truly powerful.

j214A
Heita Shoot
j214A
BBBR Heita j214A.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
700 All - - - - - Su

Heita does a divekick. Shockingly this is not a high, meaning it can be blocked from any position. That makes it not a great divekick, but it is a decent combo ender from the air and after divekicking Heita gets launched back, meaning it's not an easy move to punish.

Heita Shoot
j214A
BBBR Heita j214A-2.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
1000 All - - - - - Su

Much faster divekick, although still not a high. This isn't too much stronger, but it definitely is better and can catch certain things as well as good in combos.

623C
Otoko Taikuu
623C
BBBR Heita 623C.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
900 Mid - - - - - -

Heita does a rising uppercut. This is a pretty standard DP with all the positives and drawbacks. Its slow recovery means if you're wrong you'll get blown up, but conversely it's a great tool to stuff an opponent's air approach.

Otoko Taikuu
623C
BBBR Heita 623C-2.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
1200 Mid - - - - - -

This DP goes more diagonally, making it a stronger option for anti airing. It also does significantly more damage and is a lot faster, making it not remarkably better, but a solid upgrade.

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.

B-Power Arts

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.

236D
Nagikaze Ran
236D
BBBR Senna 236A.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
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.

623D
Ouka Hishousen
623D
BBBR Senna 623X.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
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 shortly after the superflash (not frame 1) 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.

j.623D
Ouka Hishousen (Air)
j623D
BBBR Senna 623X.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
1200*3 (2106) All, High/Air Invincible - - - - NC

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

Big Bang Break

41236ABC
Setsu Gekka
41236ABC
BBBR Senna 623X.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
5121 Mid - - - - - -

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. Ends Big Bang Mode instantly.

Combos

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.

Midscreen

  • 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.

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