Big Bang Beat Revolve/Manbou: Difference between revisions

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{{WIP}}
{{WIP}}
[[File:BBBR_Manbou_Portrait.png|thumb|right|<center><font size="4"><b>Manbou</b></font><br>'''Estimated Health (After Scaling): 10000'''</center>]]
{{TOClimit|2}}
{{TOClimit|2}}
[[File:BBBR_Manbou_Portrait.png|thumb|right|
==Introduction==
<center><font size="4"><b>Manbou</b></font></center><br>
While in possession of a rather odd toolkit, '''Manbou''' is surprisingly strong for a presumed joke character. Manbou has good normals, some interesting moves, and a lot of ways to control space. Playing this character may take some getting used to, but with one of the best BBMs in the game, you'll be drowning your opponent in no time.
'''Estimated Health (After Scaling): 10000'''
]]


== Introduction ==  
===Lore===
Manbou is an odd character, but surprisingly strong for a presumed joke character. Manbou has good normals, some interesting moves, and a lot of ways to control space. Playing this character may take some getting used to, but with on of the best BBMs in the game, you'll be drowning your opponent in no time.
Manbou is based on a generic enemy that shows up in ''Big Bang Age''. The enemy that the playable Manbou is based on doesn't have a consistent name, but in ''Big Bang Beat -Revolve-'', it simply uses the Japanese name of the mola mola (ocean sunfish), which it resembles.


Manbou is based on a generic enemy that shows up in Daibanchou. The enemy that the playable Manbou is based on doesn't have a consistent name, but in Big Bang Beat Revolve simply uses the Japanese name of the mola mola or ocean sunfish, which is the type of fish that it resembles.
==General Strategy==
Manbou has a lot of great normals and command normals to play with, as well as various spacing tools. Mid-range is where Manbou gets the most usage out of its specials, so the general strategy is to secure a knockdown in mid-to-long range, then start pressure with Manbou's pretty good buttons.


== General Strategy ==
==Normal Moves==
Manbou has a lot of great normals and command normals to play with, as well as various spacing tools. Midrange is where Manbou gets the most usage out of its specials, so the general strategy is to secure a knockdown in mid to long range, then start pressure with Manbou's pretty good buttons.
===Standing Normals===
 
======<font style="visibility:hidden" size="0">5A</font>======
== Normal Moves ==
=== Standing Normals ===
====== <font style="visibility:hidden" size="0">5A</font> ======
{{MoveData
{{MoveData
|image=BBBR_Manbou_5A.png
|image=BBBR_Manbou_5A.png
|caption=
|caption=
|name=5A
|name=5A
|input={{NotationIcon-BBBR|A}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 35: Line 33:
}}
}}


====== <font style="visibility:hidden" size="0">5B</font> ======
======<font style="visibility:hidden" size="0">5B</font>======
{{MoveData
{{MoveData
|image=BBBR_Manbou_5B.png
|image=BBBR_Manbou_5B.png
|caption=
|caption=
|name=5B
|name=5B
|input={{NotationIcon-BBBR|B}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 54: Line 53:
}}
}}


====== <font style="visibility:hidden" size="0">5C</font> ======
======<font style="visibility:hidden" size="0">5C</font>======
{{MoveData
{{MoveData
|image=BBBR_Manbou_5C.png
|image=BBBR_Manbou_5C.png
|caption=
|caption=
|name=5C
|name=5C
|input={{NotationIcon-BBBR|C}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 74: Line 74:
}}
}}


=== Crouching Normals ===
===Crouching Normals===
====== <font style="visibility:hidden" size="0">2A</font> ======
======<font style="visibility:hidden" size="0">2A</font>======
{{MoveData
{{MoveData
|image=BBBR_Manbou_2A.png
|image=BBBR_Manbou_2A.png
|caption=
|caption=
|name=2A
|name=2A
|input={{NotationIcon-BBBR|2}}{{NotationIcon-BBBR|A}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 94: Line 95:
}}
}}


====== <font style="visibility:hidden" size="0">2B</font> ======
======<font style="visibility:hidden" size="0">2B</font>======
{{MoveData
{{MoveData
|image=BBBR_Manbou_2B.png
|image=BBBR_Manbou_2B.png
|caption=
|caption=
|name=2B
|name=2B
|input={{NotationIcon-BBBR|2}}{{NotationIcon-BBBR|B}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 113: Line 115:
}}
}}


====== <font style="visibility:hidden" size="0">2C</font> ======
======<font style="visibility:hidden" size="0">2C</font>======
{{MoveData
{{MoveData
|image=BBBR_Manbou_2C.png
|image=BBBR_Manbou_2C.png
|caption=
|caption=
|name=2C
|name=2C
|input={{NotationIcon-BBBR|2}}{{NotationIcon-BBBR|C}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 132: Line 135:
}}
}}


=== Air Normals ===
===Air Normals===
====== <font style="visibility:hidden" size="0">jA</font> ======
======<font style="visibility:hidden" size="0">jA</font>======
{{MoveData
{{MoveData
|image=BBBR_Manbou_5A.png
|image=BBBR_Manbou_5A.png
|caption=
|caption=
|name=jA
|name=jA
|input=jump {{NotationIcon-BBBR|A}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 148: Line 152:
  |advBlock=
  |advBlock=
  |cancel=N, Sp, Su
  |cancel=N, Sp, Su
  |description= Shares the same animation as Manbou's 5A, and has similar properties. Not a very useful button overall.
  |description=Shares the same animation as Manbou's 5A, and has similar properties. Not a very useful button overall.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">jB</font> ======
======<font style="visibility:hidden" size="0">jB</font>======
{{MoveData
{{MoveData
|image=BBBR_Manbou_5B.png
|image=BBBR_Manbou_5B.png
|caption=
|caption=
|name=jB
|name=jB
|input=jump {{NotationIcon-BBBR|B}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 167: Line 172:
  |advBlock=
  |advBlock=
  |cancel=N, Sp, Su
  |cancel=N, Sp, Su
  |description= Once again, uses the same animation as Manbou's 5B. It also maintains the property of moving you forward, which allows this to be a pretty decent air stall to trip up your opponent's anti air game.
  |description=Uses the same animation as Manbou's 5B. It also maintains the property of moving you forward, which allows this to be a pretty decent air stall to trip up your opponent's anti-air game.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">jC</font> ======
======<font style="visibility:hidden" size="0">jC</font>======
{{MoveData
{{MoveData
|image=BBBR_Manbou_5C.png
|image=BBBR_Manbou_5C.png
|caption=
|name=jC
|name=jC
|input=jump {{NotationIcon-BBBR|C}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 185: Line 192:
  |advBlock=
  |advBlock=
  |cancel=N, Sp, Su
  |cancel=N, Sp, Su
  |description= I assume they reused all of the animations because Manbou is constantly floating above the ground regardless. Anyways, this is a great jump in button, if a bit slow, and, like the other moves, keeps a lot of the properties of the grounded move.
  |description=Emulates the appearance of Manbou's 5C. This is a great jump-in button, if a bit slow. Like the other air normals, this one keeps a lot of the properties of its grounded counterpart.
  }}
  }}
}}
}}


== Command Normals ==
==Command Normals==
====== <font style="visibility:hidden" size="0">6A</font> ======
======<font style="visibility:hidden" size="0">6A</font>======
{{MoveData
{{MoveData
|image=BBBR_Manbou_6A.png
|image=BBBR_Manbou_6A.png
|caption=
|caption=
|name=6A
|name=6A
|subtitle=Dorsal Fin Blade
|input={{NotationIcon-BBBR|6}}{{NotationIcon-BBBR|A}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 205: Line 214:
  |advBlock=-6
  |advBlock=-6
  |cancel=J, N, Sp, Su
  |cancel=J, N, Sp, Su
  |description=Good damage is about all this command normal has going for it. Overall it's a rather slow button and in addition you need to be surprisingly close for it to even hit.  
  |description=Good damage is about all this command normal has going for it. Overall, it's a rather slow button that also has deceptive range, needing to be surprisingly close for it to even hit.  
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">6B</font> ======
======<font style="visibility:hidden" size="0">6B</font>======
{{MoveData
{{MoveData
|image=BBBR_Manbou_6B.png
|image=BBBR_Manbou_6B.png
|caption=
|caption=
|name=6B
|name=6B
|subtitle=Slip
|input={{NotationIcon-BBBR|}}{{NotationIcon-BBBR|}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 224: Line 235:
  |advBlock=-12
  |advBlock=-12
  |cancel=N, Sp, Su
  |cancel=N, Sp, Su
  |description=Manbou goes flat and slides. This is a pretty decent slide to trip up your opponent, and the startup can avoid some moves the opponent throws out. However, the long recovery time means you should be careful when using it. The low profile is very belligerent, allowing it to even anti air if the Manbou reads it.
  |description=Manbou goes flat and slides. This is a pretty decent slide to trip up your opponent, and the startup can avoid some moves the opponent throws out. However, the long recovery time means you should be careful when using it. The low profile is very belligerent, allowing it to even anti-air if Manbou reads it.
  }}
  }}
}}
}}


== Universal Mechanics ==
==Universal Mechanics==
====== <font style="visibility:hidden" size="0">5/2D</font> ======
======<font style="visibility:hidden" size="0">5/2D</font>======
{{MoveData
{{MoveData
|image=BBBR_Manbou_Child.png
|image=BBBR_Manbou_Child.png
|name=Sanran Riku
|name=Egg Lay
|input=5/2D
|input={{NotationIcon-BBBR|5}}/{{NotationIcon-BBBR|2}}{{NotationIcon-BBBR|D}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |version=5D
  |version=5D
|damage=400
|subtitle=Egg Lay (Ground)
  |guard=All
|damage=400
  |guard=Mid
  |property=
  |property=
  |startup=
  |startup=
Line 245: Line 257:
  |advBlock=
  |advBlock=
  |cancel=
  |cancel=
  |description=Manbou drops an egg with hatches into a small Manbou, who shoots a drop of water horizontally. This works similarly to Manbou's own special, but having it be a separate entity allows for pressure and setup potential, making it fairly strong.
  |description=Manbou drops an egg that hatches into a small Manbou, who shoots a drop of water horizontally. This works similarly to Manbou's own special, but having it be a separate entity allows for pressure and setup potential, making it fairly strong.
  }}
  }}
  {{AttackData-BBBR
  {{AttackData-BBBR
  |version=2D
  |version=2D
|damage=400
|subtitle=Egg Lay (Air)
  |guard=All
|damage=400
  |guard=Mid
  |property=
  |property=
  |startup=
  |startup=
Line 261: Line 274:
}}
}}


====== <font style="visibility:hidden" size="0">Throw</font> ======
======<font style="visibility:hidden" size="0">Throw</font>======
{{MoveData
{{MoveData
|image=BBBR_Manbou_ThrowWhiff.png
|image=BBBR_Manbou_ThrowWhiff.png
|caption=
|caption=
|name=Throw
|name=Throw
|input=4/5AB
|input={{NotationIcon-BBBR|5}}/{{NotationIcon-BBBR|4}}{{NotationIcon-BBBR|A}}{{NotationIcon-BBBR|B}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 277: Line 290:
  |advBlock=
  |advBlock=
  |cancel=NC
  |cancel=NC
  |description=Manbou makes a surprised face and the opponent just kinda... gets grabbed? It's good for mixing block happy opponents.
  |description=Manbou makes a surprised face and the opponent just kinda... gets grabbed? It's good for mixing block-happy opponents.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">Big Bang Mode</font> ======
======<font style="visibility:hidden" size="0">Big Bang Mode</font>======
{{MoveData
{{MoveData
|image=BBBR_Manbou_ThrowWhiff.png
|image=BBBR_Manbou_ThrowWhiff.png
|caption=
|caption=They love reusing sprites with this fish...
|name=Big Bang Mode
|name=Big Bang Mode
|input=ABC
|input={{NotationIcon-BBBR|BBM}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 297: Line 310:
  |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. Manbou has the unique trait of slowing the opponent down, allowing for combos not previously possible and making it one of the strongest BBMs in the game.
  |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, Manbou fills the stage with water, slowing the opponent down. This allows for combos not previously possible and makes it one of the strongest BBMs in the game.
 
They love reusing sprites with this fish...
  }}
  }}
}}
}}


== Special Moves ==
==Special Moves==
====== <font style="visibility:hidden" size="0">236X</font> ======
======<font style="visibility:hidden" size="0">236X</font>======
{{MoveData
{{MoveData
|image=BBBR_Manbou_236A.png
|image=BBBR_Manbou_236A.png
|caption=
|caption=
|name=Mizudeppo
|name=Water Gun
|input=236A/B/C
|input={{NotationIcon-BBBR|236}}{{NotationIcon-BBBR|A}}/{{NotationIcon-BBBR|B}}/{{NotationIcon-BBBR|C}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |version=A
  |version=A
|damage=600
|damage=600
  |guard=Mid
  |guard=Mid
  |property=
  |property=
Line 325: Line 336:
  {{AttackData-BBBR
  {{AttackData-BBBR
  |version=B
  |version=B
|damage=600
|damage=600
  |guard=Mid
  |guard=Mid
  |property=
  |property=
Line 337: Line 348:
  {{AttackData-BBBR
  {{AttackData-BBBR
  |version=C
  |version=C
|damage=600
|damage=600
  |guard=Mid
  |guard=Mid
  |property=
  |property=
Line 349: Line 360:
}}
}}


====== <font style="visibility:hidden" size="0">214X</font> ======
======<font style="visibility:hidden" size="0">214X</font>======
{{MoveData
{{MoveData
|image=BBBR_Manbou_214X.png
|image=BBBR_Manbou_214X.png
|caption=
|caption=
|name=Suichu
|name=Waterspout
|input=214A/B/C
|input={{NotationIcon-BBBR|214}}{{NotationIcon-BBBR|A}}/{{NotationIcon-BBBR|B}}/{{NotationIcon-BBBR|C}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |version=A
  |version=A
  |damage=400
  |damage=400
  |guard=
  |guard=Mid
  |property=
  |property=
  |startup=20
  |startup=20
Line 365: Line 376:
  |recovery=
  |recovery=
  |advBlock=-3
  |advBlock=-3
  |cancel=
  |cancel=NC
  |description=Manbou creates a column of water the shoots up next to it. Useful anti air tools potentially, as well as a way to get out of sticky situations.
  |description=Manbou creates a column of water right next to it. Useful anti-air tool potentially, as well as a way to get out of sticky situations.
  }}
  }}
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 372: Line 383:
  |version=B
  |version=B
  |damage=400
  |damage=400
  |guard=
  |guard=Mid
  |property=
  |property=
  |startup=26
  |startup=26
Line 378: Line 389:
  |recovery=
  |recovery=
  |advBlock=+3
  |advBlock=+3
  |cancel=Su
  |cancel=NC
  |description=Manbou creates a column of water the shoots up a little ways it. Also useful anti air, and a good way to check an opponent's approach.
  |description=Manbou creates a column of water a little further away. Also an useful anti-air, and a good way to check an opponent's approach.
  }}
  }}
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 385: Line 396:
  |version=C
  |version=C
  |damage=400
  |damage=400
  |guard=
  |guard=Mid
  |property=
  |property=
  |startup=26
  |startup=26
Line 392: Line 403:
  |advBlock=+3
  |advBlock=+3
  |cancel=NC
  |cancel=NC
  |description=Manbou creates a column of water the shoots up far from it. A good way to keep your opponent on their toes no matter where they are.
  |description=Manbou creates a column of water far away from it. A good way to keep your opponent on their toes, no matter where they are.
  }}
  }}
}}
}}


== B-Power Arts ==
==B-Power Arts==
====== <font style="visibility:hidden" size="0">214D</font> ======
======<font style="visibility:hidden" size="0">214D</font>======
{{MoveData
{{MoveData
|image=BBBR_Manbou_214D.png
|image=BBBR_Manbou_214D.png
|caption=
|caption=
|name=Zessuichu
|name=Grand Waterspout
|input=214D
|input={{NotationIcon-BBBR|214}}{{NotationIcon-BBBR|D}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=2080
  |damage=2080
  |guard=
  |guard=Mid
  |property=
  |property=
  |startup=5+21
  |startup=5+21
Line 412: Line 423:
  |recovery=
  |recovery=
  |advBlock=+56
  |advBlock=+56
  |cancel=
  |cancel=NC
  |description=Manbou creats a water column around itself. Essentially an EX reversal, it's pretty good but far from Manbou's best use of meter. It can still be used as a solid get off me tool though.
  |description=Manbou creats a water column around itself. Pretty good but far from Manbou's best use of meter. It can still be used as a solid get-off-me tool, though.
  }}
  }}
}}
}}


== Big Bang Break ==
==Big Bang Break==
====== <font style="visibility:hidden" size="0">41236ABC</font> ======
======<font style="visibility:hidden" size="0">41236ABC</font>======
{{MoveData
{{MoveData
|image=BBBR_Manbou_BBB.png
|image=BBBR_Manbou_BBB.png
|name=Setsu Gekka
|name=Manbou and His Friends
|input=41236ABC
|input={{NotationIcon-BBBR|BBB}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 432: Line 443:
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=
  |cancel=
  |cancel=NC
  |description=Manbou traps the opponent in a bubble and summons a school of other Manbou, ending with a giant Manbou crashing into the opponent. Good as a combo ender when in Big Bang mode, especially if you're aiming to kill. Ends Big Bang Mode instantly.
  |description=Manbou traps the opponent in a bubble and summons a school of other Manbou, ending with a giant Manbou crashing into the opponent. Good as a combo ender when in Big Bang Mode, especially if you're aiming to kill. Ends Big Bang Mode instantly.
  }}
  }}
}}
}}


== Combos ==
==Combos==
{| class="mw-collapsible mw-collapsed" width="100%"
|+ style="white-space:nowrap; border:1px solid; padding:3px;" |'''Combo Legend'''
|-
|{{ComboLegend-BBBR}}
|}
===<u>Combo Theory</u>===
===<u>Combo Theory</u>===
:*Combo damage varies from character to character, so all damage numbers come from testing on a full-health Rouga.
:*Combo damage varies from character to character, so all damage numbers come from testing on a full-health Rouga.
Line 446: Line 462:


==Colors==
==Colors==
{{ColorGallery | filePrefix=Manbou- | colors=
{{ColorGallery | filePrefix=BBBR_Manbou_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:Manbou]]
 
[[Category:Big Bang Beat Revolve]]
[[Category:Big Bang Beat Revolve]]

Latest revision as of 09:52, 27 June 2024

Manbou
Estimated Health (After Scaling): 10000

Introduction

While in possession of a rather odd toolkit, Manbou is surprisingly strong for a presumed joke character. Manbou has good normals, some interesting moves, and a lot of ways to control space. Playing this character may take some getting used to, but with one of the best BBMs in the game, you'll be drowning your opponent in no time.

Lore

Manbou is based on a generic enemy that shows up in Big Bang Age. The enemy that the playable Manbou is based on doesn't have a consistent name, but in Big Bang Beat -Revolve-, it simply uses the Japanese name of the mola mola (ocean sunfish), which it resembles.

General Strategy

Manbou has a lot of great normals and command normals to play with, as well as various spacing tools. Mid-range is where Manbou gets the most usage out of its specials, so the general strategy is to secure a knockdown in mid-to-long range, then start pressure with Manbou's pretty good buttons.

Normal Moves

Standing Normals

5A
5A
BBBR A Button.png
BBBR Manbou 5A.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
150 Ground - 8 - - -1 J, N, Sp, Su

Standard jab. It's quick, has a decent hitbox, and is air unblockable. Pretty decent range, making for a good quick poke

5B
5B
BBBR B Button.png
BBBR Manbou 5B.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
300 Mid - 10 - - -9 J, N, Sp, Su

A reasonably fast poke from Manbou's fin. Good in neutral, although it is a little slower than one might like, but it also moves you forward.

5C
5C
BBBR C Button.png
BBBR Manbou 5C.png
Version Damage Guard Property Startup Active Recovery Block Adv Cancel
5C 700*2 (1192) All - 10 - - -4 J, N, Sp, Su

A downwards fin swing that hits twice. This is easily Manbou's best normal, and you can use it to bully your opponent whether it be in combo or catching a mash.

Crouching Normals

2A
2A
BBBR Down.pngBBBR A Button.png
BBBR Manbou 2A.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
120 Low - 8 - - +2 N, Sp, Su

A quick low poke. Has decent range for a low poke and is the only true low in Manbou's normals, so it's good for catching standing opponents.

2B
2B
BBBR Down.pngBBBR B Button.png
BBBR Manbou 2B.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
300 All - 7 - - +9 J, N, Sp, Su

Manbou does a poke similar to its 5B. It looks like it should be low, but it hits mid, and it's not a great button outside of poking while avoiding a higher attack.

2C
2C
BBBR Down.pngBBBR C Button.png
BBBR Manbou 2C.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
700 All - 11 - - +4 N, Sp, Su

A large swipe from Manbou's fin. This is another mid, but it's a strong tool, especially for combos.

Air Normals

jA
jA
jump BBBR A Button.png
BBBR Manbou 5A.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
100 High - 8 - - - N, Sp, Su

Shares the same animation as Manbou's 5A, and has similar properties. Not a very useful button overall.

jB
jB
jump BBBR B Button.png
BBBR Manbou 5B.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
400 High - 10 - - - N, Sp, Su

Uses the same animation as Manbou's 5B. It also maintains the property of moving you forward, which allows this to be a pretty decent air stall to trip up your opponent's anti-air game.

jC
jC
jump BBBR C Button.png
BBBR Manbou 5C.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
510 High - 10 - - - N, Sp, Su

Emulates the appearance of Manbou's 5C. This is a great jump-in button, if a bit slow. Like the other air normals, this one keeps a lot of the properties of its grounded counterpart.

Command Normals

6A
6A
Dorsal Fin Blade
BBBR Right.pngBBBR A Button.png
BBBR Manbou 6A.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
800 Mid - 18 - - -6 J, N, Sp, Su

Good damage is about all this command normal has going for it. Overall, it's a rather slow button that also has deceptive range, needing to be surprisingly close for it to even hit.

6B
6B
Slip
BBBR Manbou 6B.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
400 Low - 22 - - -12 N, Sp, Su

Manbou goes flat and slides. This is a pretty decent slide to trip up your opponent, and the startup can avoid some moves the opponent throws out. However, the long recovery time means you should be careful when using it. The low profile is very belligerent, allowing it to even anti-air if Manbou reads it.

Universal Mechanics

5/2D
Egg Lay
BBBR Neutral.png/BBBR Down.pngBBBR D Button.png
BBBR Manbou Child.png
Version Damage Guard Property Startup Active Recovery Block Adv Cancel
5D
Egg Lay (Ground)
400 Mid - - - - - -

Manbou drops an egg that hatches into a small Manbou, who shoots a drop of water horizontally. This works similarly to Manbou's own special, but having it be a separate entity allows for pressure and setup potential, making it fairly strong.

Version Damage Guard Property Startup Active Recovery Block Adv Cancel
2D
Egg Lay (Air)
400 Mid - - - - - -

Essentially the same, only the water drop is shot upwards instead. This can be useful for setups or just to make your opponent squirm a bit.

Throw
Throw
BBBR Neutral.png/BBBR Left.pngBBBR A Button.pngBBBR B Button.png
BBBR Manbou ThrowWhiff.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
700 Unblockable - - - - - NC

Manbou makes a surprised face and the opponent just kinda... gets grabbed? It's good for mixing block-happy opponents.

Big Bang Mode
Big Bang Mode
BBBR A Button.pngBBBR B Button.pngBBBR C Button.png
BBBR Manbou ThrowWhiff.png
They love reusing sprites with this fish...
They love reusing sprites with this fish...
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, Manbou fills the stage with water, slowing the opponent down. This allows for combos not previously possible and makes it one of the strongest BBMs in the game.

Special Moves

236X
Water Gun
BBBR Down.pngBBBR Down-Right.pngBBBR Right.pngBBBR A Button.png/BBBR B Button.png/BBBR C Button.png
BBBR Manbou 236A.png
Version Damage Guard Property Startup Active Recovery Block Adv Cancel
A 600 Mid - 26 - - -5 J, Su

Manbou puffs up and shoots a water drop horizontally. This can be a strong poke tool.

Version Damage Guard Property Startup Active Recovery Block Adv Cancel
B 600 Mid - 26 - - -5 J, Su

Manbou puffs up and shoots a water drop slightly upwards. This can be used as a setup or to trip up the opponent.

Version Damage Guard Property Startup Active Recovery Block Adv Cancel
C 600 Mid - 26 - - -5 J, Su

Manbou puffs up and shoots a water drop upwards. This is the highest arc, and can trip up the opponent if they're not watching for it, as well as allow you to keep them blocking.

214X
Waterspout
BBBR Down.pngBBBR Down-Left.pngBBBR Left.pngBBBR A Button.png/BBBR B Button.png/BBBR C Button.png
BBBR Manbou 214X.png
Version Damage Guard Property Startup Active Recovery Block Adv Cancel
A 400 Mid - 20 - - -3 NC

Manbou creates a column of water right next to it. Useful anti-air tool potentially, as well as a way to get out of sticky situations.

B 400 Mid - 26 - - +3 NC

Manbou creates a column of water a little further away. Also an useful anti-air, and a good way to check an opponent's approach.

C 400 Mid - 26 - - +3 NC

Manbou creates a column of water far away from it. A good way to keep your opponent on their toes, no matter where they are.

B-Power Arts

214D
Grand Waterspout
BBBR Down.pngBBBR Down-Left.pngBBBR Left.pngBBBR D Button.png
BBBR Manbou 214D.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
2080 Mid - 5+21 - - +56 NC

Manbou creats a water column around itself. Pretty good but far from Manbou's best use of meter. It can still be used as a solid get-off-me tool, though.

Big Bang Break

41236ABC
Manbou and His Friends
BBBR Left.pngBBBR Down-Left.pngBBBR Down.pngBBBR Down-Right.pngBBBR Right.pngBBBR A Button.pngBBBR B Button.pngBBBR C Button.png
BBBR Manbou BBB.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
3825 Mid - - - - - NC

Manbou traps the opponent in a bubble and summons a school of other Manbou, ending with a giant Manbou crashing into the opponent. Good as a combo ender when in Big Bang Mode, especially if you're aiming to kill. Ends Big Bang Mode instantly.

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.

Midscreen

Corner

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