Big Bang Beat Revolve/Kojirou: Difference between revisions

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  |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. In addition to the normal BBM benefits of unlimited B-Power gauge and access to Big Bang Break, Kojirou's {{NotationIcon-BBBR|KojirouFlame}} '''blue flame''' will recover dramatically faster. This allows him to initiate his attack approximately one second after his previous one comes out, instead of 3 seconds afterwards. 22D does not trigger the blue flame cooldown in the same way and is thus unaffected, but unlimited super meter means that it can be used very frequently as well.
  |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. During Big Bang Mode, Kojirou's {{NotationIcon-BBBR|KojirouFlame}} '''blue flame''' will recover dramatically faster; this allows him to initiate his attack approximately one second after his previous one comes out, instead of 3 seconds afterwards. 22D does not trigger the blue flame cooldown in the same way and is thus unaffected, but unlimited meter means that it can be used very frequently as well.
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Revision as of 15:29, 15 June 2024

Kojirou
Estimated Health (After Scaling): 12482

Introduction

An alternate version of BBBR Senna Icon.png Senna, possessed by the ghost Kojirou. While keeping her normal self's very strong pokes, this version of the character has a greater emphasis on mixups. Being able to detonate Kojirou independent of Senna's current action strengthens her pressure and conversions, but comes at the cost of losing her defensive options.

General Strategy

Under Kojirou's possession, Senna loses all of her original special moves as well as the ability to heal herself. In exchange, Kojirou's ghost tracks the opponent and can be detonated for pressure and combo extensions. Senna's body retains all of her excellent normals, letting her run a very similar poke-focused gameplan.

One of her new special moves (j623A/B/C) allows her to perform a lightning-fast overhead (in the same vein as Baiken's infamous TK-Youzansen from the Guilty Gear series) which, alongside her throw, can be comboed off of with proper use of the ghost. As a result, this version of Senna has better and deadlier mixups overall, but dealing with the finicky nature of the ghost's slow movement requires much higher situational awareness. The loss of Senna's special moves also means a lack of invincible reversals and anti-airs, so a more careful defense is needed.

Normal Moves

All of Kojirou's normals, except for 6A, are the exact same as Senna's.

Standing Normals

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

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.

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

Fast sword slash. Allows Senna to cover a very solid amount of space in front of her very quickly, with low recovery if whiffed. A character-defining great poke.

5C
5C
BBBR C Button.png
BBBR Senna 5C.png
Version Damage Guard Property Startup Active Recovery Block Adv Cancel
5C 800 All - - - - - J, N, Sp, Su

Powerful downwards slash. Startup and recovery are notably worse than 5B's, meaning this should only be used within combos or as a guaranteed punish. It looks like it'd be a good anti-air, but it's air blockable and has poor untech time even on counter hit against airborne opponents.

Version Damage Guard Property Startup Active Recovery Block Adv Cancel
5[C] 800*2 (1046) Mid - - - - - J, N, Sp, Su

Charged version of 5C. Hits twice and does a bit more damage. This version is air unblockable, but its slow speed means you'll have a hard time using it as an anti-air (or anywhere else).

Crouching Normals

2A
2A
BBBR Down.pngBBBR A Button.png
BBBR Senna 2A.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
110 Low - - - - - N, Sp, Su

A quick low kick. Horizontal range is a bit better than 5A's, and it can start combos the same way. A good button for high-low mixups or mashing out of pressure.

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

Senna slides forward and slams the end of her sheathe into the opponent's knees. Despite how it looks, it hits mid, and can be blocked in the air too. Could potentially be used to get closer to throw range during a blockstring in order to do strike/throw mix with delay cancel 2C, but its forward movement isn't good enough to make that a go-to option, and it might whiff if used after 5B. You should probably just press 5B instead.

2C
2C
BBBR Down.pngBBBR C Button.png
BBBR Senna 2C.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
700 Low/Air - - - - - N, Sp, Su

A long-range, low sword sweep. Goes even farther than 5B, can't be blocked standing, and is still pretty fast, making it another great poke. However, it has significant recovery on whiff and a short vertical hitbox, so it must be used carefully. An integral part of Senna's combos.

Air Normals

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

Quick, downwards kick from the air. Hitbox is pretty large. Covers a pretty good angle even when done out of an instant air dash, so it's useful for high-low mixups.

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

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.

jC
jC
jump BBBR C Button.png
BBBR Senna jC 1.png
1st hit
1st hit
BBBR Senna jC 2.png
2nd hit
2nd hit
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. The second hit has a hitbox behind her, allowing for cross-ups. 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
Kaeshi Renzan
BBBR Right.pngBBBR A Button.png
BBBR Senna 6A.png
Different from Senna's version
Different from Senna's version
Damage Guard Property Startup Active Recovery Block Adv Cancel
400*2 (646) Mid - - - - - N, Sp, Su

A quick upwards slash, followed by the same horizontal stab as Senna's 6A. This is Kojirou's only normal that differs from Senna's version, and it trades her original 6A's speed and aerial knockdown for a groundbounce that forms a vital part of his combos. Very high reward anti-air, and still a decent poke, although you should probably just push 5B in neutral if your opponent's on the ground.

6B
6B
Kakato Geri
BBBR Right.pngBBBR B Button.png
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 during the hop, which let you counter hit your opponent if they attempt to mash out of your pressure with their 2A. Can be kara cancelled into throw before the kick hitbox is active, but the cancel won't happen during a blockstring unless you leave a massive gap before pressing 6B, so you're better off just dashing up if you want to throw them. Should generally only be used if you're confident the opponent will either block it or get counter hit by it, not in neutral.

Universal Mechanics

5D
Jubaku Satsu
BBBR D Button.png
BBBR Kojirou Lurking.png
Kojirou's "following" state
Kojirou's "following" state
BBBR Kojirou 5D Activated.png
After 5D is pressed
After 5D is pressed
BBBR Kojirou 5D Interrupted.png
Interrupted during 5D
Interrupted during 5D
Damage Guard Property Startup Active Recovery Block Adv Cancel
1000 All - - - - - NC

At all times during a match, Kojirou's ghost will slowly float towards the opponent, with the intention of staying right on top of them. He will only move horizontally, not vertically, and is rather slow. When 5D is pressed, after a brief delay Kojirou will inflate his head and laugh at the opponent, before exploding at his current location and disappearing. This explosion deals damage and groundbounces the opponent, allowing for a combo. Pressing 5D has no animation for Senna's body, meaning the ghost can be activated any time she's not in hitstun, blockstun, or knocked down. If Senna's body is hit prior to Kojirou exploding, he will fail to do the attack and disappear. Regardless of if Kojirou is successful in performing his attack, he will reappear in the location he was last at after about 2 seconds, and will be unable to attack again until the BBBR Kojirou Flame Icon.png blue flame icon above your B-Power Meter is full (about 3 seconds after his disappearance).

5D can be used in order to maintain pressure, or in order to convert into combos in situations where it would otherwise be impossible, such as after a throw or j.623X. However, Kojirou's slow movement speed and mediocre hitbox can make these things quite difficult, requiring great situational awareness to use effectively. The other move that uses Kojirou is 22D, which is dramatically easier to use and generally better, at the cost of 1 bar of meter. Note that 22D can not be performed if the blue flame is not full, so be careful when using 5D.

Throw
Throw
BBBR Neutral.png/BBBR Left.pngBBBR A Button.pngBBBR B Button.png
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 original version's 214A~A slash. If 5D is pressed shortly before throwing the opponent, and the opponent enters Kojirou's hitbox during the explosion, you can convert into a combo for very solid damage. However, the timing between when 5D is pressed and when the throw needs to connect is very strict, so you need to be absolutely certain that your throw will work before you even do it in order to take advantage of this. Additionally, Kojirou needs to be at the perfect spot to intercept the opponent while they're being thrown, which is difficult due to his meandering travel speed. Alternatively, you can use 22D after Senna slashes the opponent during the throw, which costs 1 bar, but leads to better damage and does not require any real spacing or preemptive timing.

Big Bang Mode
Big Bang Mode
BBBR A Button.pngBBBR B Button.pngBBBR C Button.png
BBBR Senna 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. During Big Bang Mode, Kojirou's BBBR Kojirou Flame Icon.png blue flame will recover dramatically faster; this allows him to initiate his attack approximately one second after his previous one comes out, instead of 3 seconds afterwards. 22D does not trigger the blue flame cooldown in the same way and is thus unaffected, but unlimited meter means that it can be used very frequently as well.

Special Moves

j623X
Tsukikage
jump BBBR Right.pngBBBR Down.pngBBBR Down-Right.pngBBBR A Button.png/BBBR B Button.png/BBBR C Button.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
900 High/Air - - - - - Su

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 extremely strong move.

214C
Yoiyami
BBBR Down.pngBBBR Down-Left.pngBBBR Left.pngBBBR C Button.png
BBBR Kojirou 214C.png
2 hits
2 hits
Damage Guard Property Startup Active Recovery Block Adv Cancel
500, 800 (1156) All, High/Air - - - - - Su

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.

B-Power Arts

22D
Oni Onzan
BBBR Down.pngBBBR Down.pngBBBR D Button.png (Air OK)
BBBR Kojirou 22D.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
1300 All - - - - - NC

Kojirou's ghost poses and then moves forward quickly, performing a slash that launches the opponent upwards. Does not cause Senna's body to perform an animation and can be used in all the same contexts that 5D can. Travels about 2/3rds of the screen from Kojirou's current position in the direction he's facing.

After the attack is complete, regardless of if it hit, Kojirou will be unable to act for about a second, but he will not disappear like when 5D is used and will instead resume floating from his new position. Comes out almost instantly after the super flash. Allows for conversions off of almost any hit, including throws and special moves, into high-damage combos, and can be used to extend combos as well. Also has a notable amount of blockstun, granting plus frames. A move that greatly benefits every aspect of this character in every situation.

Big Bang Break

41236ABC
Setsu Gekka
BBBR Left.pngBBBR Down-Left.pngBBBR Down.pngBBBR Down-Right.pngBBBR Right.pngBBBR A Button.pngBBBR B Button.pngBBBR C Button.png
BBBR Senna 623X.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
5121 Mid - - - - - NC

The same as the regular Senna's Big Bang Break. Senna executes her normal self's 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.

A properly timed 5D during this move will allow you to combo off of it, leading to even higher damage.

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 > 6A sequence, as long as you don't push them back too far.
  • Kojirou's 6A is effectively a more finicky version of Senna's 214C for combo purposes, if you're familiar with her routing.
  • 6A and 5D will each cause a groundbounce. 3 bounces in a combo will force it to drop.
  • 214C causes a knockdown that gives good oki, so it's a standard combo ender.
  • Optimizing with this character is difficult. If you find any good combos, feel free to put them in this section!

Midscreen

  • 5/2A > 5B > (5C) > 2C dl. 6A > 2C dl. 6A > 2C > 214C (2485)
  • Standard bread and butter combo that does not require the use of Kojirou's ghost or meter. Omit 5C if very far from the opponent. You want to do 2C immediately after each 6A, but then slightly delay cancelling that 2C into 6A. Requires some practice, but it's generally consistent. The first hit of the second 6A might whiff at certain ranges, but as long as the second one hits the combo will continue just fine. If done in the corner, this hit will not whiff and you will deal 2589 damage.
  • 5/2A > 5B > (5C) > 2C dl. 6A > 2C dl. 6A > 2C > 22D, walk forward > 2C > 214C (2945)
  • Metered version of the above combo. Spends 1 bar to get the same knockdown, but deals about 500 more damage. Since this uses 22D instead of 5D, it doesn't really matter where the ghost is when you start the combo. When done in the corner, deals 3054 damage due to one hit of 6A not whiffing.
  • 5D > 6/4AB > (5D detonation), 2C dl. 6A, 2C > 214C (3210)
  • Meterless combo off of throw using 5D. Requires 5D to be pressed with specific timing before the opponent is thrown, so it can be tricky. Can also do this off of j.623X instead of throw, but your 5D timing and spacing needs to be immaculate.
  • 6/4AB > 22D, walk forward > 2C dl. 6A, 2C dl. 6A, 2C > 214C (3756)
  • Metered throw combo that gives better damage and doesn't require preemptive usage of Kojirou before throwing the opponent. Can also do this off of j.623X.
  • 5A > 5B > 5C > 6A(1) > 2C dl. 6A > 2C dl. 6A > 2C > ABC > 214C > 22D, dl. 2C > 214C > 22D, dl. 2C > 214C > 22D, dl. 2C > 41236ABC, dl. 5D (6155)
  • Optimal combo using 3 bars and Big Bang Mode. This route works anywhere on the screen, but for consistency's sake you may want to skip the first 6A outside of the corner. Kojirou's starting position doesn't matter because of how 22D moves him. Due to its high cost, this should only be used if you're certain it will kill.
  • Video demonstration: https://www.youtube.com/watch?v=_IJ2dvMa2xE

Corner

  • TK j.623X, j.B > j.623X, walk backwards > 6A > 2C > 214C (2161)
  • Combo off of TK j.623X in the corner that doesn't use the ghost or meter. Difficult and almost certainly character specific, but it lets you get the 214C knockdown off of an unreactable overhead for free, which is a frankly criminal ability to have.

Colors

A Color
B Color
C Color
D Color

BBBR Navigation

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