Big Bang Beat Revolve/Heita: Difference between revisions

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|caption=
|caption=
|name=5A
|name=5A
|input={{NotationIcon-BBBR|A}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
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|caption=
|caption=
|name=5B
|name=5B
|input={{NotationIcon-BBBR|B}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
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|caption=
|caption=
|name=5C
|name=5C
|input={{NotationIcon-BBBR|C}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
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|caption=
|caption=
|name=2A
|name=2A
|input={{NotationIcon-BBBR|2}}{{NotationIcon-BBBR|A}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
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|caption=
|caption=
|name=2B
|name=2B
|input={{NotationIcon-BBBR|2}}{{NotationIcon-BBBR|B}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
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|caption=
|caption=
|name=2C
|name=2C
|input={{NotationIcon-BBBR|2}}{{NotationIcon-BBBR|C}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
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|caption=
|caption=
|name=jA
|name=jA
|input=jump {{NotationIcon-BBBR|A}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
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|caption=
|caption=
|name=jB
|name=jB
|input=jump {{NotationIcon-BBBR|B}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
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|image=BBBR_Heita_jC.png
|image=BBBR_Heita_jC.png
|name=jC
|name=jC
|input=jump {{NotationIcon-BBBR|C}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
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|caption=
|caption=
|name=6A
|name=6A
|subtitle=Roundhouse Kick
|input={{NotationIcon-BBBR|6}}{{NotationIcon-BBBR|A}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
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|caption=
|caption=
|name=Aim to be a Man!
|name=Aim to be a Man!
|input=5D
|input={{NotationIcon-BBBR|D}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 231: Line 242:
|caption=
|caption=
|name=Throw
|name=Throw
|input=5/4AB
|input={{NotationIcon-BBBR|5}}/{{NotationIcon-BBBR|4}}{{NotationIcon-BBBR|A}}{{NotationIcon-BBBR|B}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 251: Line 262:
|caption=
|caption=
|name=Big Bang Mode
|name=Big Bang Mode
|input=ABC
|input={{NotationIcon-BBBR|A}}{{NotationIcon-BBBR|B}}{{NotationIcon-BBBR|C}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
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  |advBlock=
  |advBlock=
  |cancel=
  |cancel=
  |description=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.
  |description=Universal Big Bang Mode activation. Requires 3 bars and can be done anytime you have control on the ground. Lasts for about 7 seconds. 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 (adding an extra 7 seconds per {{NotationIcon-BBBR|HeitaStar}} '''Star'''). While in Big Bang Mode, Heita becomes 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.
  }}
  }}
}}
}}
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|caption=
|caption=
|name=Otoko no Tamashii
|name=Otoko no Tamashii
|input=236A
|input={{NotationIcon-BBBR|2}}{{NotationIcon-BBBR|3}}{{NotationIcon-BBBR|6}}{{NotationIcon-BBBR|A}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
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|image=BBBR_Heita_214A.png
|image=BBBR_Heita_214A.png
|name=Heita Kick
|name=Heita Kick
|input=214A
|input={{NotationIcon-BBBR|2}}{{NotationIcon-BBBR|1}}{{NotationIcon-BBBR|4}}{{NotationIcon-BBBR|A}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
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  |advBlock=
  |advBlock=
  |cancel=NC
  |cancel=NC
  |description=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.
  |description=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.
  }}
  }}
}}
}}
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|image=BBBR_Heita_214A-2.png
|image=BBBR_Heita_214A-2.png
|caption=
|caption=
|name=Heita Kick (Super Heita)
|name=Heita Kick
|input=214A
|input={{NotationIcon-BBBR|2}}{{NotationIcon-BBBR|1}}{{NotationIcon-BBBR|4}}{{NotationIcon-BBBR|A}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
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|caption=
|caption=
|name=Heita Shoot
|name=Heita Shoot
|input=j214A
|input=jump {{NotationIcon-BBBR|2}}{{NotationIcon-BBBR|1}}{{NotationIcon-BBBR|4}}{{NotationIcon-BBBR|A}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
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|caption=
|caption=
|name=Heita Shoot
|name=Heita Shoot
|input=j214A
|input=jump {{NotationIcon-BBBR|2}}{{NotationIcon-BBBR|1}}{{NotationIcon-BBBR|4}}{{NotationIcon-BBBR|A}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
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|caption=
|caption=
|name=Otoko no Knuckle
|name=Otoko no Knuckle
|input=41236C
|input={{NotationIcon-BBBR|4}}{{NotationIcon-BBBR|1}}{{NotationIcon-BBBR|2}}{{NotationIcon-BBBR|3}}{{NotationIcon-BBBR|6}}{{NotationIcon-BBBR|C}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=500
  |damage=500
  |guard=Mid
  |guard=Mid
  |property=
  |property=Invincible (Projectile)
  |startup=
  |startup=
  |active=
  |active=
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  |advBlock=
  |advBlock=
  |cancel=Su
  |cancel=Su
  |description=Heita performs a dashing straight punch. It's super cancellable and has projectile invulnerability, and will wallbounce opponents that are in the air.
  |description=Heita performs a dashing straight punch. It's super-cancellable and has projectile invulnerability, and will wallbounce opponents that are in the air.
  }}
  }}
}}
}}
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|image=BBBR_Heita_41236C-2.png
|image=BBBR_Heita_41236C-2.png
|caption=
|caption=
|name=Otoko no Knuckle (Super Heita)
|name=Otoko no Knuckle
|input=41236C
|input={{NotationIcon-BBBR|4}}{{NotationIcon-BBBR|1}}{{NotationIcon-BBBR|2}}{{NotationIcon-BBBR|3}}{{NotationIcon-BBBR|6}}{{NotationIcon-BBBR|C}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
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  |advBlock=
  |advBlock=
  |cancel=Su
  |cancel=Su
  |description=This version is a lot faster and stronger, and allows for better combo routes too. All around this is the standard Super Heita special.
  |description=This version is a lot faster and stronger, and allows for better combo routes too. All around, this is the standard Super Heita special.
  }}
  }}
}}
}}
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|image=BBBR_Heita_623C.png
|image=BBBR_Heita_623C.png
|name=Otoko Taikuu
|name=Otoko Taikuu
|input=623C
|input={{NotationIcon-BBBR|6}}{{NotationIcon-BBBR|2}}{{NotationIcon-BBBR|3}}{{NotationIcon-BBBR|C}} (Air OK)
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
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  |advBlock=
  |advBlock=
  |cancel=
  |cancel=
  |description=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.
  |description=Heita does a rising uppercut. This is a pretty standard DP with all the positives and drawbacks. Its slow recovery means you'll get blown up if you're wrong, but conversely it's a great tool to stuff an opponent's air approach.
  }}
  }}
}}
}}
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|image=BBBR_Heita_623C-2.png
|image=BBBR_Heita_623C-2.png
|name=Otoko Taikuu
|name=Otoko Taikuu
|input=623C
|input={{NotationIcon-BBBR|6}}{{NotationIcon-BBBR|2}}{{NotationIcon-BBBR|3}}{{NotationIcon-BBBR|C}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
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  |advBlock=
  |advBlock=
  |cancel=
  |cancel=
  |description=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.
  |description=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.
  }}
  }}
}}
}}
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{{MoveData
{{MoveData
|image=BBBR_Heita_63214C1.png
|image=BBBR_Heita_63214C1.png
|caption=1st kick
|image2=BBBR_Heita_6A.png
|image2=BBBR_Heita_6A.png
|caption=1st kick
|caption2=2nd kick
|caption2=2nd kick
|name=Zinnai-ryuu Nidan Mawashi
|name=Zinnai-ryuu Nidan Mawashi
|input=63214C
|input={{NotationIcon-BBBR|6}}{{NotationIcon-BBBR|3}}{{NotationIcon-BBBR|2}}{{NotationIcon-BBBR|1}}{{NotationIcon-BBBR|4}}{{NotationIcon-BBBR|C}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=
  |damage=500*2
  |guard=
  |guard=Mid
  |property=
  |property=
  |startup=
  |startup=
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{{MoveData
{{MoveData
|image=BBBR_Heita_63214C-21.png
|image=BBBR_Heita_63214C-21.png
|caption=1st kick
|image2=BBBR_Heita_63214C-22.png
|image2=BBBR_Heita_63214C-22.png
|caption=1st kick
|caption2=2nd kick
|caption2=2nd kick
|name=Zinnai-ryuu Nidan Mawashi
|name=Zinnai-ryuu Nidan Mawashi
|input=63214C
|input={{NotationIcon-BBBR|6}}{{NotationIcon-BBBR|3}}{{NotationIcon-BBBR|2}}{{NotationIcon-BBBR|1}}{{NotationIcon-BBBR|4}}{{NotationIcon-BBBR|C}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=
  |damage=700*2
  |guard=
  |guard=Mid
  |property=
  |property=
  |startup=
  |startup=
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|caption=
|caption=
|name=Konjou Hashire
|name=Konjou Hashire
|input=63214A
|input={{NotationIcon-BBBR|6}}{{NotationIcon-BBBR|3}}{{NotationIcon-BBBR|2}}{{NotationIcon-BBBR|1}}{{NotationIcon-BBBR|4}}{{NotationIcon-BBBR|A}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=
  |damage=N/A
  |guard=
  |guard=N/A
  |property=
  |property=Armor (1 Hit)
  |startup=
  |startup=
  |active=
  |active=
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  |advBlock=
  |advBlock=
  |cancel=
  |cancel=
  |description=Heita does a command run, each with its own follow-up. A is a brake, B is Otoko Taikuu, C is Otoko Knuckle, and AB is throw. This is a very strong approach tool as Heita gets one armored hit. This means if the opponent isn't looking for it, they can easily get punished for trying to stop Heita. Once Heita closes in with the move it's basically a guessing game from the opponent as to what follow-up he'll do.
  |description=Heita does a command run, having access to several follow-ups. A is a backdash, B is Otoko Taikuu, C is Otoko Knuckle, and AB is throw. This is a very strong approach tool as Heita gets one hit of armor, so the opponent can easily get punished for trying to stop him if they aren't looking for it. Once Heita closes in with the move, it's basically a guessing game from the opponent as to what follow-up he'll do.
  }}
  }}
}}
}}
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|image=BBBR_Heita_214A.png
|image=BBBR_Heita_214A.png
|caption=
|caption=
|name=HEITA KIIICK
|name=HEITA KIIICK<nowiki>!!</nowiki>
|input=214D
|input={{NotationIcon-BBBR|2}}{{NotationIcon-BBBR|1}}{{NotationIcon-BBBR|4}}{{NotationIcon-BBBR|D}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
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  |advBlock=
  |advBlock=
  |cancel=
  |cancel=
  |description=Heita performs a longer ranged Heita Kick. With enough meter and proper timing, Heita can combo into j.214D afterwards.
  |description=Heita performs a longer-ranged Heita Kick. With enough meter and proper timing, Heita can combo into j.214D afterwards.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">j.214D</font> ======
====== <font style="visibility:hidden" size="0">j214D</font> ======
{{MoveData
{{MoveData
|image=BBBR_Heita_j214A.png
|image=BBBR_Heita_j214A.png
|caption=
|caption=
|name=Zinnai-ryuu Tenkuukyaku  
|name=Zinnai-ryuu Tenkuukyaku  
|input=j.214D
|input=jump {{NotationIcon-BBBR|2}}{{NotationIcon-BBBR|1}}{{NotationIcon-BBBR|4}}{{NotationIcon-BBBR|D}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
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|caption=
|caption=
|name=Zinnai-ryuu Rising Dragon
|name=Zinnai-ryuu Rising Dragon
|input=623D
|input={{NotationIcon-BBBR|6}}{{NotationIcon-BBBR|2}}{{NotationIcon-BBBR|3}}{{NotationIcon-BBBR|D}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 583: Line 594:
|caption=
|caption=
|name=Zinnai-ryuu Rising Dragon
|name=Zinnai-ryuu Rising Dragon
|input=623D
|input={{NotationIcon-BBBR|6}}{{NotationIcon-BBBR|2}}{{NotationIcon-BBBR|3}}{{NotationIcon-BBBR|D}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=
  |damage=2482
  |guard=All, High/Air
  |guard=All, High/Air
  |property=Invincible
  |property=Invincible
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|image=BBBR_Heita_BBM.png
|image=BBBR_Heita_BBM.png
|name=Decade Knuckle
|name=Decade Knuckle
|input=41236ABC
|input={{NotationIcon-BBBR|4}}{{NotationIcon-BBBR|1}}{{NotationIcon-BBBR|2}}{{NotationIcon-BBBR|3}}{{NotationIcon-BBBR|6}}{{NotationIcon-BBBR|A}}{{NotationIcon-BBBR|B}}{{NotationIcon-BBBR|C}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR

Revision as of 23:37, 11 June 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, 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
BBBR A Button.png
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 B Button.png
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 C Button.png
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 Down.pngBBBR A Button.png
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 Down.pngBBBR B Button.png
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 Down.pngBBBR C Button.png
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
jump BBBR A Button.png
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
jump BBBR B Button.png
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
jump BBBR C Button.png
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
Roundhouse Kick
BBBR Right.pngBBBR A Button.png
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!
BBBR D Button.png
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 BBBR Heita Star Icon.png 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
BBBR Neutral.png/BBBR Left.pngBBBR A Button.pngBBBR B Button.png
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
BBBR A Button.pngBBBR B Button.pngBBBR C Button.png
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. 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 (adding an extra 7 seconds per BBBR Heita Star Icon.png Star). While in Big Bang Mode, Heita becomes 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
BBBR Down.pngBBBR Down-Right.pngBBBR Right.pngBBBR A Button.png
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
BBBR Down.pngBBBR Down-Left.pngBBBR Left.pngBBBR A Button.png
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
BBBR Down.pngBBBR Down-Left.pngBBBR Left.pngBBBR A Button.png
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
jump BBBR Down.pngBBBR Down-Left.pngBBBR Left.pngBBBR A Button.png
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
jump BBBR Down.pngBBBR Down-Left.pngBBBR Left.pngBBBR A Button.png
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.

41236C
Otoko no Knuckle
BBBR Left.pngBBBR Down-Left.pngBBBR Down.pngBBBR Down-Right.pngBBBR Right.pngBBBR C Button.png
BBBR Heita 41236C.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
500 Mid Invincible (Projectile) - - - - Su

Heita performs a dashing straight punch. It's super-cancellable and has projectile invulnerability, and will wallbounce opponents that are in the air.

Otoko no Knuckle
BBBR Left.pngBBBR Down-Left.pngBBBR Down.pngBBBR Down-Right.pngBBBR Right.pngBBBR C Button.png
BBBR Heita 41236C-2.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
1000 Mid - - - - - Su

This version is a lot faster and stronger, and allows for better combo routes too. All around, this is the standard Super Heita special.

623C
Otoko Taikuu
BBBR Right.pngBBBR Down.pngBBBR Down-Right.pngBBBR C Button.png (Air OK)
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 you'll get blown up if you're wrong, but conversely it's a great tool to stuff an opponent's air approach.

Otoko Taikuu
BBBR Right.pngBBBR Down.pngBBBR Down-Right.pngBBBR C Button.png
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.

63214C
Zinnai-ryuu Nidan Mawashi
BBBR Right.pngBBBR Down-Right.pngBBBR Down.pngBBBR Down-Left.pngBBBR Left.pngBBBR C Button.png
BBBR Heita 63214C1.png
1st kick
1st kick
BBBR Heita 6A.png
2nd kick
2nd kick
Damage Guard Property Startup Active Recovery Block Adv Cancel
500*2 Mid - - - - - -

A short dash followed by two roundhouse kicks.

Zinnai-ryuu Nidan Mawashi
BBBR Right.pngBBBR Down-Right.pngBBBR Down.pngBBBR Down-Left.pngBBBR Left.pngBBBR C Button.png
BBBR Heita 63214C-21.png
1st kick
1st kick
BBBR Heita 63214C-22.png
2nd kick
2nd kick
Damage Guard Property Startup Active Recovery Block Adv Cancel
700*2 Mid - - - - - -

The powered up version of Zinnai-ryuu Nidan Mawashi can be canceled into Otoko no Knuckle.

63214A
Konjou Hashire
BBBR Right.pngBBBR Down-Right.pngBBBR Down.pngBBBR Down-Left.pngBBBR Left.pngBBBR A Button.png
BBBR Heita 63214A.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
N/A N/A Armor (1 Hit) - - - - -

Heita does a command run, having access to several follow-ups. A is a backdash, B is Otoko Taikuu, C is Otoko Knuckle, and AB is throw. This is a very strong approach tool as Heita gets one hit of armor, so the opponent can easily get punished for trying to stop him if they aren't looking for it. Once Heita closes in with the move, it's basically a guessing game from the opponent as to what follow-up he'll do.

B-Power Arts

214D
HEITA KIIICK!!
BBBR Down.pngBBBR Down-Left.pngBBBR Left.pngBBBR D Button.png
BBBR Heita 214A.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
1400 Mid - - - - - -

Heita performs a longer-ranged Heita Kick. With enough meter and proper timing, Heita can combo into j.214D afterwards.

j214D
Zinnai-ryuu Tenkuukyaku
jump BBBR Down.pngBBBR Down-Left.pngBBBR Left.pngBBBR D Button.png
BBBR Heita j214A.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
1300 Mid - - - - - NC

Heita performs a stronger Heita Shoot.

623D
Zinnai-ryuu Rising Dragon
BBBR Right.pngBBBR Down.pngBBBR Down-Right.pngBBBR D Button.png
BBBR Heita 623C.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
1460 All, High/Air Invincible - - - - NC

Heita performs a two-hit Otoko Taikuu.

Zinnai-ryuu Rising Dragon
BBBR Right.pngBBBR Down.pngBBBR Down-Right.pngBBBR D Button.png
BBBR Heita 623C-2.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
2482 All, High/Air Invincible - - - - NC

Super Heita's Rising Dragon does multiple hits as Heita rises up.

Big Bang Break

41236ABC
Decade Knuckle
BBBR Left.pngBBBR Down-Left.pngBBBR Down.pngBBBR Down-Right.pngBBBR Right.pngBBBR A Button.pngBBBR B Button.pngBBBR C Button.png
BBBR Heita BBM.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
6000 Mid - - - - - -

Super Heita does his Big Bang Mode pose and emits a short range shockwave. If it hits, it triggers a montage cinematic before Heita unleashes a powerful punch. Good as a combo ender when in Big Bang mode, especially if you're aiming to kill, but keep in mind that it will reduce Heita's HP to 1 after it hits, so do not use it unless you are absolutely sure it will 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-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.

Colors

A Color
B Color
C Color
D Color

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