Big Bang Beat Revolve/Kojirou: Difference between revisions

From Mizuumi Wiki
Jump to navigation Jump to search
No edit summary
mNo edit summary
(40 intermediate revisions by 3 users not shown)
Line 1: Line 1:
{{WIP}}
{{WIP}}
{{TOClimit|2}}
{{TOClimit|2}}
[[File:BBBR_Kojirou_Portrait.png|thumb|right|
[[File:BBBR_Kojirou_Portrait.png|thumb|right|<center><font size="4"><b>Kojirou</b></font><br>'''Estimated Health (After Scaling): 12482'''</center>]]
<center><font size="4"><b>Kojirou</b></font></center><br>
'''Estimated Health (After Scaling): ???''' <br>
'''Guts Rating: ???'''
]]


== Introduction ==  
==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.
An alternate version of {{NotationIcon-BBBR|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 ==
 
WIP
Kojirou was a swordsman in life, but his obsession with slaying people turned him into a vengeful spirit in the form of an old man. Through the cursed sword known as Shizunashi Murakumo, he instills madness in students all over the country, manipulating them for his own ends.
== Normal Moves ==
 
All of Kojirou's normals, except for 6A, are the exact same as Senna's.
==General Strategy==
=== Standing Normals ===
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.
====== <font style="visibility:hidden" size="0">5A</font> ======
 
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===
======<font style="visibility:hidden" size="0">5A</font>======
{{MoveData
{{MoveData
|image=Senna's_5A.png
|image=BBBR_Senna_5A.png
|caption=
|caption=
|name=5A
|name=5A
|input={{NotationIcon-BBBR|A}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 29: Line 32:
  |advBlock=
  |advBlock=
  |cancel=J, N, Sp, Su
  |cancel=J, N, Sp, Su
  |description=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.
  |description=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.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">5B</font> ======
======<font style="visibility:hidden" size="0">5B</font>======
{{MoveData
{{MoveData
|image=BBBR_Senna_5B.png
|image=BBBR_Senna_5B.png
|caption=
|caption=
|name=5B
|name=5B
|input={{NotationIcon-BBBR|B}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 52: Line 56:
}}
}}


====== <font style="visibility:hidden" size="0">5C</font> ======
======<font style="visibility:hidden" size="0">5C</font>======
{{MoveData
{{MoveData
|image=BBBR_Senna_5C.png
|image=BBBR_Senna_5C.png
|caption=
|caption=
|name=5C
|name=5C
|input={{NotationIcon-BBBR|C}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 72: Line 77:
  {{AttackData-BBBR
  {{AttackData-BBBR
  |version=5[C]
  |version=5[C]
  |damage=800*2(1046)
  |damage=800*2 (1046)
  |guard=Mid
  |guard=Mid
  |property=
  |property=
Line 80: Line 85:
  |advBlock=-
  |advBlock=-
  |cancel=J, N, Sp, Su
  |cancel=J, N, Sp, Su
  |description=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).
  |description=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 ===
===Crouching Normals===
====== <font style="visibility:hidden" size="0">2A</font> ======
======<font style="visibility:hidden" size="0">2A</font>======
{{MoveData
{{MoveData
|image=BBBR_Senna_2A.png
|image=BBBR_Senna_2A.png
|caption=
|caption=
|name=2A
|name=2A
|input={{NotationIcon-BBBR|2}}{{NotationIcon-BBBR|A}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 104: Line 110:
}}
}}


====== <font style="visibility:hidden" size="0">2B</font> ======
======<font style="visibility:hidden" size="0">2B</font>======
{{MoveData
{{MoveData
|image=BBBR_Senna_2B.png
|image=BBBR_Senna_2B.png
|caption=
|caption=
|name=2B
|name=2B
|input={{NotationIcon-BBBR|2}}{{NotationIcon-BBBR|B}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 119: Line 126:
  |advBlock=
  |advBlock=
  |cancel=J, N, Sp, Su
  |cancel=J, N, Sp, Su
  |description=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.
  |description=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.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">2C</font> ======
======<font style="visibility:hidden" size="0">2C</font>======
{{MoveData
{{MoveData
|image=BBBR_Senna_2C.png
|image=BBBR_Senna_2C.png
|caption=
|caption=
|name=2C
|name=2C
|input={{NotationIcon-BBBR|2}}{{NotationIcon-BBBR|C}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 142: Line 150:
}}
}}


=== Air Normals ===
===Air Normals===
====== <font style="visibility:hidden" size="0">jA</font> ======
======<font style="visibility:hidden" size="0">jA</font>======
{{MoveData
{{MoveData
|image=BBBR_Senna_jA.png
|image=BBBR_Senna_jA.png
|caption=
|caption=
|name=jA
|name=jA
|input=jump {{NotationIcon-BBBR|A}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 158: Line 167:
  |advBlock=
  |advBlock=
  |cancel=N, Sp, Su
  |cancel=N, Sp, Su
  |description= 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.
  |description=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.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">jB</font> ======
======<font style="visibility:hidden" size="0">jB</font>======
{{MoveData
{{MoveData
|image=BBBR_Senna_jB.png
|image=BBBR_Senna_jB.png
|caption=
|caption=
|name=jB
|name=jB
|input=jump {{NotationIcon-BBBR|B}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 177: Line 187:
  |advBlock=
  |advBlock=
  |cancel=N, Sp, Su
  |cancel=N, Sp, Su
  |description= 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.
  |description=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.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">jC</font> ======
======<font style="visibility:hidden" size="0">jC</font>======
{{MoveData
{{MoveData
|image=BBBR_Senna_jC_1.png
|image=BBBR_Senna_jC_1.png
|caption=1st hit
|image2=BBBR_Senna_jC_2.png
|image2=BBBR_Senna_jC_2.png
|caption=1st hit
|caption2=2nd hit
|caption2=2nd hit
|name=jC
|name=jC
|input=jump {{NotationIcon-BBBR|C}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 198: Line 209:
  |advBlock=
  |advBlock=
  |cancel=N, Sp, Su
  |cancel=N, Sp, Su
  |description= Senna swings her sword upwards and then downwards quickly. Hits twice, covering a good amount of space close to and below her. 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.
  |description=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 ==
==Command Normals==
====== <font style="visibility:hidden" size="0">6A</font> ======
======<font style="visibility:hidden" size="0">6A</font>======
{{MoveData
{{MoveData
|image=BBBR_Senna_6A.png
|image=BBBR_Senna_6A.png
|caption=Different from Senna's version
|caption=Different from Senna's version
|name=6A
|name=6A
|input={{NotationIcon-BBBR|6}}{{NotationIcon-BBBR|A}}
|subtitle=Kaeshi Renzan
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=400*2(646)
  |damage=400*2 (646)
  |guard=Mid
  |guard=Mid
  |property=
  |property=
Line 222: Line 235:
}}
}}


====== <font style="visibility:hidden" size="0">6B</font> ======
======<font style="visibility:hidden" size="0">6B</font>======
{{MoveData
{{MoveData
|image=BBBR_Senna_6B.png
|image=BBBR_Senna_6B.png
|caption=
|caption=
|name=6B
|name=6B
|subtitle=Kakato Geri
|input={{NotationIcon-BBBR|6}}{{NotationIcon-BBBR|B}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 237: Line 252:
  |advBlock=
  |advBlock=
  |cancel=N, Sp, Su
  |cancel=N, Sp, Su
  |description=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. The forward movement and hitbox are both better than 2B's, so it'd be a better choice for the same delay-cancel 2C strike-throw mix, but that still isn't the most reliable strategy. Situationally useful.
  |description=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 ==
==Universal Mechanics==
====== <font style="visibility:hidden" size="0">5D</font> ======
======<font style="visibility:hidden" size="0">5D</font>======
{{MoveData
{{MoveData
|image=BBBR_Senna_5D.png
|image=BBBR_Kojirou_Lurking.png
|caption=
|caption=Kojirou's "following" state
|name=Choukaifuku
|image2=BBBR_Kojirou_5D_Activated.png
|input=5D
|caption2=After 5D is pressed
|image3=BBBR_Kojirou_5D_Interrupted.png
|caption3=Interrupted during 5D
|name=Jubaku Satsu
|input={{NotationIcon-BBBR|D}} (Air OK)
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=N/A
  |damage=1000
  |guard=N/A
  |guard=All
  |property=
  |property=
  |startup=
  |startup=
Line 258: Line 277:
  |advBlock=
  |advBlock=
  |cancel=NC
  |cancel=NC
  |description=Senna takes a stance and starts recovering health. Restores 120 HP if used for the shortest amount of time possible, but it can be held to continue restoring health. Takes about 3 seconds to restore 1000 health, and about 24 seconds to go from 1 HP to 10000. Can only be used on the ground, and all of Senna's ground normals and specials, excluding 214A (but not excluding 214AC) can be cancelled into this on hit or block. Due to how long it takes to heal any significant amount of health, it's a better idea to use this occasionally to encourage your opponents to approach you rather than to make it the crux of your gameplan. You can also squeeze in some micro-heals after knockdowns if you want, but whether you use the move at all or not is up to you.
  |description=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 {{NotationIcon-BBBR|KojirouFlame}} '''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.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">Throw</font> ======
======<font style="visibility:hidden" size="0">Throw</font>======
{{MoveData
{{MoveData
|image=BBBR_Senna_ThrowWhiff.png
|image=BBBR_Senna_ThrowWhiff.png
|caption=
|caption=
|name=Throw
|name=Throw
|input=4/6AB
|input={{NotationIcon-BBBR|5}}/{{NotationIcon-BBBR|4}}{{NotationIcon-BBBR|A}}{{NotationIcon-BBBR|B}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 278: Line 299:
  |advBlock=
  |advBlock=
  |cancel=NC
  |cancel=NC
  |description=Senna grabs the opponent, kicks off of them, and then performs her 214A~A slash. This creates a considerable distance from the opponent, so midscreen all you can really do for oki is dash/airdash and go for a meaty normal, but in the corner she can set up 41236C for meaty plus frames if you so choose.
  |description=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.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">Big Bang Mode</font> ======
======<font style="visibility:hidden" size="0">Big Bang Mode</font>======
{{MoveData
{{MoveData
|image=BBBR_Senna_BBM.png
|image=BBBR_Senna_BBM.png
|caption=
|caption=
|name=Big Bang Mode
|name=Big Bang Mode
|input=ABC
|input={{NotationIcon-BBBR|BBM}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 298: Line 319:
  |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. Senna has the unique trait of healing while in BBM, recovering about 1500 health before it ends. Using her 22D super will cut the duration by a bit less than 3 seconds.
  |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.
  }}
  }}
}}
}}


== Special Moves ==
==Special Moves==
====== <font style="visibility:hidden" size="0">236A</font> ======
======<font style="visibility:hidden" size="0">214C</font>======
{{MoveData
{{MoveData
|image=BBBR_Senna_236A.png
|image=BBBR_Kojirou_214C.png
|caption=
|caption=2 hits
|name=Nagikaze
|name=Yoiyami
|input=236A
|input={{NotationIcon-BBBR|214}}{{NotationIcon-BBBR|C}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=200*5 (972)
  |damage=500, 800 (1156)
  |guard=Mid
  |guard=All, High/Air
  |property=
  |property=
  |startup=
  |startup=
Line 318: Line 339:
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=
  |cancel=J, Su
  |cancel=Su
  |description=Senna swings her jacket upwards in a slow, wide arc. Hits 5 times, with the 5th hit launching the opponent, and can be jump cancelled for a small combo. It's air unblockable and has a solid hitbox so it can be used as an anti-air, but since it's slow it isn't that useful in general.
  |description=One of the possessed Senna's two special moves. Her body leaps into the air, quickly performing a cut below her and following with a downward slash. While the second hit is an overhead, the first hit can be blocked in any way, resulting in an extremely telegraphed attack when used for this purpose. Because of this, 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.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">623X</font> ======
======<font style="visibility:hidden" size="0">j623X</font>======
{{MoveData
{{MoveData
|image=BBBR_Senna_623X.png
|image=BBBR_Kojirou_j623X.png
|caption=
|caption=
|name=Gekka
|name=Tsukikage
|input=623A/B/C
|input=jump {{NotationIcon-BBBR|623}}{{NotationIcon-BBBR|A}}/{{NotationIcon-BBBR|B}}/{{NotationIcon-BBBR|C}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
|version=A
|damage=900
|guard=Mid
|property=Invincible
|startup=
|active=
|recovery=
|advBlock=
|cancel=NC
|description=Senna quickly jumps up while swinging her sword in a crescent moon arc around her. A standard DP with startup invincibility, making it a very valuable option for escaping pressure. It's also air unblockable and possesses a large hitbox, causing it to be an excellent anti-air. However, if it whiffs or a grounded opponent blocks it, you'll be extremely minus and in great danger.
}}
{{AttackData-BBBR
|header=no
|version=B
  |damage=900
  |damage=900
  |guard=Mid
  |guard=High/Air
  |property=
  |property=
  |startup=
  |startup=
Line 353: Line 360:
  |advBlock=
  |advBlock=
  |cancel=Su
  |cancel=Su
  |description=Senna crouches down, and then after a notable period of startup, jumps high into the air and swings her sword the same way she does in 623A. Likely intended to be a better anti-air due to its higher vertical hitbox, but the startup is usually too long for this purpose. Does not retain 623A's startup invincibility. Recovers in the air, allowing you to do an air normal or j623X before landing, which could allow it to be used as a pressure reset or knowledge check.
  |description=The possessed Senna's other special move. 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.
}}
{{AttackData-BBBR
|header=no
|version=C
|damage=500*2 (910)
|guard=All
|property=Invincible
|startup=
|active=
|recovery=
|advBlock=
|cancel=NC
|description=Senna performs a jumping crescent slash similar to 623A, but creates a larger horizontal hitbox and moves herself backwards in the process. If the move connects, the first hit will groundbounce the opponent, and a followup hit will occur that wallbounces them. You can combo off of this wallbounce near the corner, but the preceding groundbounce means that your options are limited. This version is an invincible DP like 623A, but it can be blocked in the air, so if used as an anti-air it's much riskier. The combo you can get off of this makes it a valuable alternative to 623A, but its inferior anti-air abilities mean it isn't an outright replacement. Even more unsafe on whiff or block.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">j623X</font> ======
==B-Power Arts==
======<font style="visibility:hidden" size="0">22D</font>======
{{MoveData
{{MoveData
|image=BBBR_Senna_623X.png
|image=BBBR_Kojirou_22D.png
|caption=
|caption=
|name=Gekka (Air)
|name=Oni Onzan
|input=j623A/B/C
|input={{NotationIcon-BBBR|22}}{{NotationIcon-BBBR|D}} (Air OK)
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
|version=A/B
  |damage=1300
  |damage=900
  |guard=All
  |guard=All
  |property=
  |property=
|startup=
|active=
|recovery=
|advBlock=
|cancel=Su
|description=Air version of Senna's 623X series. Unlike the ground version, j623A and j623b are functionally the same, and neither are invincible. Main use is to combo into j623D in order to end a combo.
}}
{{AttackData-BBBR
|header=no
|version=C
|damage=500*2 (910)
|guard=All
|property=Invincible
  |startup=
  |startup=
  |active=
  |active=
Line 400: Line 381:
  |advBlock=
  |advBlock=
  |cancel=NC
  |cancel=NC
  |description=Air version of 623C, retaining the same hitbox, movement, and combo properties. Unlike j623A, j623C still has its ground version's invincibility. Can be used as a strong air-to-air as a result, but only if you're sure that the opponent won't dodge or block it.
  |description=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.
}}
}}


====== <font style="visibility:hidden" size="0">214A</font> ======
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.
{{MoveData
|image=Senna_214A.png
|caption=
|name=Shunpuu
|input=214A
|data=
{{AttackData-BBBR
|damage=450
|guard=Low/Air
|property=
|startup=
|active=
|recovery=
|advBlock=
|cancel=U
|description=Senna hops a small distance backwards and then slides along the ground with a foot extended. Travels around half screen and hits low, and has 3 different followups it can be cancelled into soon after the start of the move. Does not need to hit opponent to be cancelled.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">214A~A</font> ======
==Big Bang Break==
======<font style="visibility:hidden" size="0">41236ABC</font>======
{{MoveData
{{MoveData
|image=Senna_214AA.png
|image=BBBR_Kojirou_j623X.png
|caption=
|name=Setsu Gekka
|name=Sakura
|input={{NotationIcon-BBBR|BBB}}
|input=214A~A
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=800
  |damage=5121
|guard=All
|property=
|startup=
|active=
|recovery=
|advBlock=
|cancel=Sp, Su
|description=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.
}}
}}
 
====== <font style="visibility:hidden" size="0">214A~B</font> ======
{{MoveData
|image=BBBR_Senna_214AB.png
|caption=
|name=Shoubu
|input=214A~B
|data=
{{AttackData-BBBR
|damage=950
|guard=High, Air
|property=
|startup=
|active=
|recovery=
|advBlock=
|cancel=Su
|description=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.
}}
}}
 
====== <font style="visibility:hidden" size="0">214A~C</font> ======
{{MoveData
|image=BBBR_Senna_214AC.png
|caption=
|name=Botan
|input=214A~C
|data=
{{AttackData-BBBR
|damage=800
|guard=Low
|property=
|startup=
|active=
|recovery=
|advBlock=
|cancel=Su
|description=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.
}}
}}
 
====== <font style="visibility:hidden" size="0">41236C</font> ======
{{MoveData
|image=BBBR_Senna_214C.png
|caption=2 hits
|name=Ibuki
|input=214C
|data=
{{AttackData-BBBR
|damage=400*2 (728)
  |guard=Mid
  |guard=Mid
  |property=
  |property=
Line 499: Line 402:
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=
  |cancel=Su
  |cancel=NC
  |description=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.
  |description=The same as the regular Senna's Big Bang Break. Senna's body executes a rising Tsukikage. 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.
}}
}}


====== <font style="visibility:hidden" size="0">41236C</font> ======
A properly timed 5D during this move will allow you to combo off of it, leading to even higher damage.
{{MoveData
|image=BBBR_Senna_41236C_1.png
|image2=BBBR_Senna_41236C_2.png
|caption=Startup
|caption2=Max travel distance
|name=Tsubaki
|input=41236C
|data=
{{AttackData-BBBR
|damage=700
|guard=All
|property=
|startup=
|active=
|recovery=
|advBlock=
|cancel=Su
|description=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 ==
==Combos==
====== <font style="visibility:hidden" size="0">22D</font> ======
{| class="mw-collapsible mw-collapsed" width="100%"
{{MoveData
|+ style="white-space:nowrap; border:1px solid; padding:3px;" |'''Combo Legend'''
|image=BBBR_Senna_5D.png
|-
|caption=
|{{ComboLegend-BBBR}}
|name=Yusaikake
|}
|input=22D
===<u>Combo Theory</u>===
|data=
:*Combo damage varies from character to character, so all damage numbers come from testing on a full-health Rouga.
{{AttackData-BBBR
:*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.
|damage=N/A
::*Kojirou's 6A is effectively a more finicky version of Senna's 214C for combo purposes, if you're familiar with her routing.
|guard=N/A
:*6A and 5D will each cause a groundbounce. 3 bounces in a combo will force it to drop.
|property=
:*214C causes a knockdown that gives good oki, so it's a standard combo ender.
|startup=
:*Optimizing with this character is difficult. If you find any good combos, feel free to put them in this section!
|active=
|recovery=
|advBlock=
|cancel=
|description=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.
}}
}}


====== <font style="visibility:hidden" size="0">236D</font> ======
===<u>Midscreen</u>===
{{MoveData
:* '''5/2A > 5B > (5C) > 2C dl. 6A > 2C dl. 6A > 2C > 214C''' (2485)
|image=BBBR_Senna_236A.png
::*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.
|caption=
|name=Nagikaze Ran
|input=236D
|data=
{{AttackData-BBBR
|damage=120*18 (1563)
|guard=Mid
|property=
|startup=
|active=
|recovery=
|advBlock=
|cancel=NC
|description=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.
}}
}}


====== <font style="visibility:hidden" size="0">623D</font> ======
:* '''5/2A > 5B > (5C) > 2C dl. 6A > 2C dl. 6A > 2C > 22D, walk forward > 2C > 214C''' (2945)
{{MoveData
::*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.
|image=BBBR_Senna_623X.png
|caption=
|name=Ouka Hishousen
|input=623D
|data=
{{AttackData-BBBR
|damage=1200*3 (2106)
|guard=All, High/Air
|property=Invincible
|startup=
|active=
|recovery=
|advBlock=
|cancel=NC
|description=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 on startup 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.
}}
}}


====== <font style="visibility:hidden" size="0">j.623D</font> ======
:* '''5D > 6/4AB > (5D detonation), 2C dl. 6A, 2C > 214C''' (3210)
{{MoveData
::*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.
|image=BBBR_Senna_623X.png
|caption=
|name=Ouka Hishousen (Air)
|input=j623D
|data=
{{AttackData-BBBR
|damage=1200*3 (2106)
|guard=All, High/Air
|property=Invincible
|startup=
|active=
|recovery=
|advBlock=
|cancel=NC
|description=Air version of 623D. Keeps the ground version's invincibility, but more importantly functions as a high damage combo ender.
}}
}}


== Big Bang Break ==
:* '''6/4AB > 22D, walk forward > 2C dl. 6A, 2C dl. 6A, 2C > 214C''' (3756)
====== <font style="visibility:hidden" size="0">41236ABC</font> ======
::*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.
{{MoveData
|image=BBBR_Senna_623X.png
|name=Setsu Gekka
|input=41236ABC
|data=
{{AttackData-BBBR
|damage=5121
|guard=Mid
|property=
|startup=
|active=
|recovery=
|advBlock=
|cancel=
|description=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.
}}
}}


== Combo Theory ==
:* '''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)
:*Combo damage varies from character to character, so all damage numbers come from testing on a full-health Rouga.
::*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.
:*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.
::*Video demonstration: https://www.youtube.com/watch?v=_IJ2dvMa2xE
:*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.
===<u>Universal</u>===
:* '''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.


===<u>Corner</u>===
===<u>Corner</u>===
:* '''5/2A > 5B > (5C) > 2C > 214AB, 2A > 214C, 2C > 214AA > j.623B > j.623D''' (3201)
:* '''TK j.623X, j.B > j.623X, walk backwards > 6A > 2C > 214C''' (2161)
::* 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.
::*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.
 
:* '''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==
==Colors==
{{ColorGallery | filePrefix=Senna- | colors=
{{ColorGallery | filePrefix=BBBR_Kojirou_Color_ | colors=
  {{ColorGallery/Color|1|  text= A Color}}
  {{ColorGallery/Color|1|  text=A Color}}
  {{ColorGallery/Color|2|  text= B Color}}
  {{ColorGallery/Color|2|  text=B Color}}
  {{ColorGallery/Color|3|  text= C Color}}
  {{ColorGallery/Color|3|  text=C Color}}
  {{ColorGallery/Color|4|  text= D Color}}
  {{ColorGallery/Color|4|  text=D Color}}
}}
}}
== BBBR Navigation ==
 
==BBBR Navigation==
{{Navbox-BBBR}}
{{Navbox-BBBR}}
 
[[Category:Kojirou]]
 
[[Category:Big Bang Beat Revolve]]
[[Category:Big Bang Beat Revolve]]

Revision as of 10:14, 23 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.

Kojirou was a swordsman in life, but his obsession with slaying people turned him into a vengeful spirit in the form of an old man. Through the cursed sword known as Shizunashi Murakumo, he instills madness in students all over the country, manipulating them for his own ends.

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 (Air OK)
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

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

One of the possessed Senna's two special moves. Her body leaps into the air, quickly performing a cut below her and following with a downward slash. While the second hit is an overhead, the first hit can be blocked in any way, resulting in an extremely telegraphed attack when used for this purpose. Because of this, 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.

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

The possessed Senna's other special move. 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.

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 Kojirou j623X.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
5121 Mid - - - - - NC

The same as the regular Senna's Big Bang Break. Senna's body executes a rising Tsukikage. 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 Legend
Numpad Notation
BBBR Up-Left.png BBBR Up.png BBBR Up-Right.png
BBBR Left.png BBBR Neutral.png BBBR Right.png
BBBR Down-Left.png BBBR Down.png BBBR Down-Right.png
 = 
7 8 9
4 5 6
1 2 3
 = 
up-back up up-forward
back neutral forward
down-back down down-forward
  • Light Attack: BBBR A Button.png
  • Medium Attack: BBBR B Button.png
  • Heavy Attack: BBBR C Button.png
  • Special: BBBR D Button.png
  • 236 = BBBR Down.pngBBBR Down-Right.pngBBBR Right.png
  • 214 = BBBR Down.pngBBBR Down-Left.pngBBBR Left.png
  • 623 = BBBR Right.pngBBBR Down.pngBBBR Down-Right.png
  • 421 = BBBR Left.pngBBBR Down.pngBBBR Down-Left.png


  • 41236 = BBBR Left.pngBBBR Down-Left.pngBBBR Down.pngBBBR Down-Right.pngBBBR Right.png
  • 63214 = BBBR Right.pngBBBR Down-Right.pngBBBR Down.pngBBBR Down-Left.pngBBBR Left.png
  • Micro Dash = 66 BBBR Right.pngBBBR Right.png
  • j = Jump BBBR Up-Left.png / BBBR Up.png / BBBR Up-Right.png
  • Dash Jump = 669 jX BBBR Right.pngBBBR Right.pngBBBR Up-Right.png
  • jc = Jump Cancel
  • dl. = Delay
  • w. = Whiff
  • xx = Special Cancel
  • X = Any Attack Button
  • [X] = Hold
  • ]X[ = Release
  • TK = Tiger Knee
  • (N) = Multi-hit move hits only N times
  • SKD = Sliding Knockdown
  • HKD = Hard Knockdown
  • BBM = Big Bang Mode
  • BBB = Big Bang Break
Character Abbrevations

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

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