Heita Kick
214A |
|
---|
Big Bang Beat Revolve/Heita: Difference between revisions
Jump to navigation
Jump to search
mNo edit summary |
No edit summary |
||
Line 4: | Line 4: | ||
== Introduction == | == 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, Heita forces the opponent into difficult situations. He can take a bit to get used to, but he's a force to be reckoned with in most situations once you do. | '''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, Heita forces the opponent into difficult situations. He can take a bit to get used to, but he's a force to be reckoned with in most situations once you do. | ||
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 Zinnai 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. | 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 Zinnai 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 == | == 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. | 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 == | == Normal Moves == | ||
Line 124: | Line 124: | ||
|advBlock= | |advBlock= | ||
|cancel=N, Sp, Su | |cancel=N, Sp, Su | ||
|description=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. | |description=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. | ||
}} | }} | ||
}} | }} | ||
Line 222: | Line 222: | ||
|advBlock= | |advBlock= | ||
|cancel=NC | |cancel=NC | ||
|description=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. | |description=Heita does a taunt of sorts, and adds a {{NotationIcon-BBBR|HeitaStar}} '''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. | ||
}} | }} | ||
}} | }} | ||
Line 625: | Line 625: | ||
:*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. | :*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. | :*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 | ::*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-canceled. | ||
===<u>Midscreen</u>=== | ===<u>Midscreen</u>=== | ||
:* '''5/2A > 5B > (5C) > 2C > 214C, 2C > 214C, 2C > 214AA''' (2112) | :* '''5/2A > 5B > (5C) > 2C > 214C, 2C > 214C, 2C > 214AA''' (2112) | ||
Line 640: | Line 641: | ||
::* Followup to landing a raw 623C. Spends one bar and gives no oki, so only use if it'll kill. | ::* 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) | :* '''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. | ::* 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== | ==Colors== |
Revision as of 21:59, 10 June 2024
![]() |
Under Construction
|
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, Heita forces the opponent into difficult situations. He can take a bit to get used to, but he's a force to be reckoned with in most situations once you do.
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 Zinnai 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
|
---|
5B
5B
|
---|
5C
5C
|
---|
Crouching Normals
2A
2A
|
---|
2B
2B
|
---|
2C
2C
|
---|
Air Normals
jA
jA
|
---|
jB
jB
|
---|
jC
jC
|
---|
Command Normals
6A
6A
|
---|
Universal Mechanics
5D
Aim to be a Man!
5D |
---|
Throw
Throw
4/5AB |
---|
Big Bang Mode
Big Bang Mode
ABC |
---|
Special Moves
236A
Otoko no Tamashii
236A |
---|
214A
j214A
41236C
623C
63214C
Zinnai-ryuu Nidan Mawashi 63214C 1st kick 1st kick 2nd kick 2nd kick
|
---|
Zinnai-ryuu Nidan Mawashi 63214C 1st kick 1st kick 2nd kick 2nd kick
|
---|
63214A
Konjou Hashire
63214A |
---|
B-Power Arts
214D
HEITA KIIICK
214D |
---|
j.214D
Zinnai-ryuu Tenkuukyaku
j.214D |
---|
623D
Big Bang Break
41236ABC
Decade Knuckle
41236ABC |
---|
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-canceled.
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.