Big Bang Beat Revolve/M. Heita: Difference between revisions

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(Created page with "{{WIP}} {{TOClimit|2}} thumb|right| <center><font size="4"><b>Mecha Heita</b></font></center><br> '''Estimated Health (After Scaling): 11974''' == Introduction == Mecha Heita is a tricky character with a lot of odd attacks. He has a lot of projectile options to space the opponent out with, as well as some decent pressure and oki tools. He's not a complicated character, but he can be an interesting robot when you get the hang of him....")
 
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[[File:BBBR_MHeita_Portrait.png|thumb|right|<center><font size="4"><b>Mecha Heita</b></font><br>'''Estimated Health (After Scaling): 11974'''</center>]]
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[[File:BBBR_MHeita_Portrait.png|thumb|right|
==Introduction==
<center><font size="4"><b>Mecha Heita</b></font></center><br>
A variant of {{NotationIcon-BBBR|Heita}} with a more mechanical spin, '''Mecha Heita''' is a tricky character with a lot of odd attacks. He has a lot of projectile options to space the opponent out with, as well as some decent pressure and oki tools. He's not a complicated character, but can be an interesting robot when you get the hang of him.
'''Estimated Health (After Scaling): 11974'''
]]


== Introduction ==  
===Lore===
Mecha Heita is a tricky character with a lot of odd attacks. He has a lot of projectile options to space the opponent out with, as well as some decent pressure and oki tools. He's not a complicated character, but he can be an interesting robot when you get the hang of him.
Mecha Heita is a robot who serves the group called Holy Flame. Created by Jeanne and Jaudeau, president and right-hand man of the organization respectively, he is part of the latter's plan to sow chaos through his own creation: the Black Wolf Brigade, a facsimile of the Wolf Fang Brigade.


== General Strategy ==
==General Strategy==
Mecha Heita is hit and run type character. His fast step dash and strong specials and buttons for up close make him a menace, but once the opponent starts getting the hang of it he can back off and use his projectile tools to keep the opponent right where he wants them, before securing a chance at more up close damage.
Mecha Heita is a hit-and-run-type character. His fast step dash, combined with strong specials and buttons for up close make him a menace, but once the opponent starts getting the hang of it, he can back off and use his projectile tools to keep the opponent right where he wants them, before securing a chance at more up close damage.


== Normal Moves ==
==Normal Moves==
=== Standing Normals ===
===Standing Normals===
====== <font style="visibility:hidden" size="0">5A</font> ======
======<font style="visibility:hidden" size="0">5A</font>======
{{MoveData
{{MoveData
|image=Senna's_5A.png
|image=BBBR_MHeita_5A.png
|caption=
|caption=
|name=5A
|name=5A
|input={{NotationIcon-BBBR|A}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 24: Line 24:
  |guard=Mid
  |guard=Mid
  |property=
  |property=
  |startup=6
  |startup=5
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=+3
  |advBlock=+3
  |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. Decent range, fairly quick, and a good button overall. Pretty similar to Heita's 5A, but does more damage.
  }}
  }}
}}
}}


====== <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_MHeita_5B.png
|caption=
|caption=
|name=5B
|name=5B
|input={{NotationIcon-BBBR|B}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=550
  |damage=300
  |guard=All
  |guard=All
  |property=
  |property=
  |startup=10
  |startup=11
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=0
  |advBlock=0
  |cancel=J, N, Sp, Su
  |cancel=J, N, Sp, Su
  |description=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.
  |description=A fairly fast jab down. decent range but nothing spectacular, as is true with most of his moves, although it works in combos. The same as Heita's, aside from less damage.
  }}
  }}
}}
}}


====== <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_MHeita_5C.png
|caption=
|caption=
|name=5C
|name=5C
|input={{NotationIcon-BBBR|C}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
|version=5C
  |damage=600
  |damage=800
  |guard=All
  |guard=All
  |property=
  |property=
  |startup=17
  |startup=8
|active=
|recovery=
|advBlock=-11
|cancel=J, N, Sp, Su
|description=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.
}}
{{AttackData-BBBR
|version=5[C]
|damage=800*2(1046)
|guard=Mid
|property=
|startup=28
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=-5
  |advBlock=-5
  |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=A powerful kick from Mecha Heita. It's once again just a pretty average normal, but it can be pretty strong in combos. This is again the same as Heita's, aside from less damage.
  }}
  }}
}}
}}


=== 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_MHeita_2A.png
|caption=
|caption=
|name=2A
|name=2A
|input={{NotationIcon-BBBR|2}}{{NotationIcon-BBBR|A}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=110
  |damage=100
  |guard=Low
  |guard=Low
  |property=
  |property=
  |startup=7
  |startup=6
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=+1
  |advBlock=+2
  |cancel=N, Sp, Su
  |cancel=N, Sp, Su
  |description=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.
  |description=A low jab similar to his standing jab. A pretty decent low, can stuff some of the opponent's buttons. This is literally the same as Heita's 2A.
  }}
  }}
}}
}}


====== <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_MHeita_2B.png
|caption=
|caption=
|name=2B
|name=2B
|input={{NotationIcon-BBBR|2}}{{NotationIcon-BBBR|B}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=450
  |damage=400
  |guard=All
  |guard=Low
  |property=
  |property=
  |startup=9
  |startup=6
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=-4
  |advBlock=-2
  |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=Mecha Heita performs a low kick. This is deceptively short, but it's still a pretty good low poke, definitely something to consider. Once again, this is the exact same as Heita's version.
  }}
  }}
}}
}}


====== <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_MHeita_2C.png
|caption=
|caption=
|name=2C
|name=2C
|input={{NotationIcon-BBBR|2}}{{NotationIcon-BBBR|C}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=700
  |damage=600
  |guard=Low/Air
  |guard=Mid
  |property=
  |property=
  |startup=11
  |startup=10
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=-27
  |advBlock=-4
  |cancel=N, Sp, Su
  |cancel=N, Sp, Su
  |description=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.
  |description=A pretty standard uppercut. Its air unblockable status makes it a very good anti air when you don't want to commit to a DP, and it's an all around great normal. This is the same as Heita's, aside from less damage.
  }}
  }}
}}
}}


=== 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_MHeita_jA.png
|caption=
|caption=
|name=jA
|name=jA
|input=jump {{NotationIcon-BBBR|A}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 153: Line 146:
  |guard=High
  |guard=High
  |property=
  |property=
  |startup=8
  |startup=5
  |active=
  |active=
  |recovery=
  |recovery=
  |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=A solid jumping kick. It's a decent jump-in button, but it is a bit slow for an A normal. The same as Heita's.
  }}
  }}
}}
}}


====== <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_MHeita_jB.png
|caption=
|caption=
|name=jB
|name=jB
|input=jump {{NotationIcon-BBBR|B}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 172: Line 166:
  |guard=High
  |guard=High
  |property=
  |property=
  |startup=8
  |startup=10
  |active=
  |active=
  |recovery=
  |recovery=
  |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=Mecha Heita does an upward swipe. This move has almost no utility outside of combos, but to be fair, it is good combo filler. The same as Heita's.
  }}
  }}
}}
}}


====== <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_MHeita_jC.png
|image2=BBBR_Senna_jC_2.png
|caption=1st hit
|caption2=2nd hit
|name=jC
|name=jC
|input=jump {{NotationIcon-BBBR|C}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=300*2 (445)
  |damage=600
  |guard=High
  |guard=High
  |property=
  |property=
  |startup=12
  |startup=11
  |active=
  |active=
  |recovery=
  |recovery=
  |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. 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.
  |description=Mecha Heita makes a downward swing. Another awkward hitbox to try to hit someone on the ground with. It is a decent air-to-air, but it's probably the weakest of his air normals. The same as Heita's.
  }}
  }}
}}
}}


== 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_MHeita_6A.png
|caption=
|caption=
|name=6A
|name=6A
|subtitle=ROUNDHOUSE KICK
|input={{NotationIcon-BBBR|6}}{{NotationIcon-BBBR|A}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
|version=6A
  |damage=700
  |damage=700
  |guard=Mid
  |guard=Mid
  |property=
  |property=
  |startup=14
  |startup=15
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=-9
  |advBlock=+3
  |cancel=J, N, Sp, Su
  |cancel=J, N, Sp, Su
  |description=A quick horizontal stab. Similar range to 5B and air unblockable, but it's slightly slower and has worse recovery on whiff. Hitbox is higher, making it a better anti-air, but it can whiff on crouchers. Causes a knockdown on air opponents. All of Senna's ground normals can cancel into this, and it can cancel into 5B, 5C, or 2C, allowing for pseudo-rebeats. High base damage makes it useful near the start of combos, although it doesn't combo directly from 5A/2A so its pushback can make it hard to use.
  |description=Mecha Heita does a kick up. This can launch the opponent, but it's not a high. It's pretty mediocre as far as command normals go. The same as Heita's.
  }}
  }}
}}
====== <font style="visibility:hidden" size="0">6B</font> ======
{{MoveData
|image=BBBR_Senna_6B.png
|caption=
|name=6B
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=300
|version=6[A]
  |damage=800
  |guard=Mid
  |guard=Mid
  |property=
  |property=
  |startup=20
  |startup=29
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=-4
  |advBlock=-5
  |cancel=N, Sp, Su
  |cancel=J, 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 during the hop, which let you counter hit your opponent if they attempt to mash out of your pressure with their 2A. Should generally only be used if you're confident the opponent will either block it or get counter hit by it, not in neutral.
  |description=Now this is different. Mecha Heita has a charge version with knocks the opponent down and allows for combos after. A pretty useful tool, although the charge can take a while.
  }}
  }}
}}
}}


== Universal Mechanics ==
==Universal Mechanics==
====== <font style="visibility:hidden" size="0">5D</font> ======
======<font style="visibility:hidden" size="0">Throw</font>======
{{MoveData
{{MoveData
|image=BBBR_Senna_5D.png
|image=BBBR_MHeita_5A.png
|caption=
|name=Choukaifuku
|input=5D
|data=
{{AttackData-BBBR
|damage=N/A
|guard=N/A
|property=
|startup=
|active=
|recovery=
|advBlock=
|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.
}}
}}
 
====== <font style="visibility:hidden" size="0">Throw</font> ======
{{MoveData
|image=BBBR_Senna_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
  |damage=1000
  |damage=1100
  |guard=Unblockable
  |guard=Unblockable
  |property=
  |property=
Line 278: Line 246:
  |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=Mecha Heita grabs the opponent and throws them to the ground. This is the same as Heita's grab with a little more damage.
  }}
  }}
}}
}}


====== <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_MHeita_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 266:
  |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, Mecha Heita gains a massive boost to his walk, dash, and air dash speeds, which is very powerful but very dangerous unless you have a good grasp of the new speed.
  }}
  }}
}}
}}


== Special Moves ==
==Special Moves==
====== <font style="visibility:hidden" size="0">236A</font> ======
======<font style="visibility:hidden" size="0">236A</font>======
{{MoveData
{{MoveData
|image=BBBR_Senna_236A.png
|image=BBBR_MHeita_214A.png
|caption=
|caption=
|name=Nagikaze
|name=Heita Vulcan
|input=236A
|input={{NotationIcon-BBBR|214}}{{NotationIcon-BBBR|A}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=200*5 (972)
  |damage=200*4 (646)
  |guard=Mid
  |guard=All
  |property=
  |property=
  |startup=18
  |startup=14
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=-4
  |advBlock=-42
  |cancel=J, Su
  |cancel=
  |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=Mecha Heita fires a series of bullets from his arm. This hits 4 times and is pretty terrible, as it is so minus that a lot of characters can fullscreen punish it.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">623X</font> ======
======<font style="visibility:hidden" size="0">236C</font>======
{{MoveData
{{MoveData
|image=BBBR_Senna_623X.png
|image=BBBR_MHeita_236C.png
|caption=
|caption=
|name=Gekka
|name=Heita Missile
|input=623A/B/C
|input={{NotationIcon-BBBR|236}}{{NotationIcon-BBBR|C}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
|version=A
  |damage=400 (High Missile)<br>600 (Low Missile)
|damage=900
  |guard=All
|guard=Mid
|property=Invincible
|startup=11
|active=
|recovery=
|advBlock=-30
|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
  |guard=Mid
  |property=
  |property=
  |startup=28
  |startup=24
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=-3
  |advBlock=+6
  |cancel=Su
  |cancel=
  |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=Mecha Heita poses and launches two missiles out of his back, one going up high and the other going low. These have a pretty fast recovery, making them good mid-to-long range options to control space and keep the opponent blocking.
}}
{{AttackData-BBBR
|header=no
|version=C
|damage=500*2 (910)
|guard=All
|property=Invincible
|startup=8
|active=
|recovery=
|advBlock=-43
|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> ======
======<font style="visibility:hidden" size="0">623C</font>======
{{MoveData
{{MoveData
|image=BBBR_Senna_623X.png
|image=BBBR_MHeita_623C.png
|caption=
|caption=
|name=Gekka (Air)
|name=Heita Copter
|input=j623A/B/C
|input={{NotationIcon-BBBR|623}}{{NotationIcon-BBBR|C}} (Air OK)
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
|version=A/B
  |damage=300+150*8
  |damage=900
  |guard=All
  |guard=All
  |property=
  |property=
  |startup=11
  |startup=9
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=-17
  |cancel=Su
  |cancel=
  |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.
  |description=Mecha Heita's basic DP. It's a pretty good DP overall, and decent as a combo ender although you don't get a knockdown. The first hit does the most damage but in total there are 9 hits.
}}
{{AttackData-BBBR
|header=no
|version=C
|damage=500*2 (910)
|guard=All
|property=
|startup=8
|active=
|recovery=
|advBlock=
|cancel=NC
|description=Air version of 623C, retaining the same hitbox, movement, and combo properties. Does not retain 623C's invincibility, but it yanks Senna's hurtbox back very quickly, letting her potentially dodge an attack. 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.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">214A</font> ======
======<font style="visibility:hidden" size="0">421C</font>======
{{MoveData
{{MoveData
|image=Senna_214A.png
|image=BBBR_MHeita_421C.png
|caption=
|caption=
|name=Shunpuu
|name=Heita Collider
|input=214A
|input={{NotationIcon-BBBR|421}}{{NotationIcon-BBBR|C}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=450
  |damage=200*N
  |guard=Low/Air
  |guard=All
  |property=
  |property=
  |startup=20
  |startup=15
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=-13
  |advBlock=+13
  |cancel=U
  |cancel=
  |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.
  |description=Mecha Heita strikes a pose and surrounds himself in an electric field. This can be held indefinitely, and does 200 damage each time it hits. It's not great but it does force the opponent to disjoint, so it has decent utility.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">214A~A</font> ======
======<font style="visibility:hidden" size="0">41236A</font>======
{{MoveData
{{MoveData
|image=Senna_214AA.png
|image=BBBR_MHeita_41236A.png
|caption=
|caption=
|name=Sakura
|name=Heita Boost
|input=214A~A
|input={{NotationIcon-BBBR|41236}}{{NotationIcon-BBBR|A}}<br>(Air OK)
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=800
|version=Ground
  |damage=700
  |guard=All
  |guard=All
|property=
|startup=16
|active=
|recovery=
|advBlock=-5
|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=27
|active=
|recovery=
|advBlock=-12
|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=
  |property=
  |startup=14
  |startup=14
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=-13
  |advBlock=-27
  |cancel=Su
  |cancel=
  |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.
  |description=Mecha Heita jets into the air. Oddly enough this is his best launcher, and allows for the start of rejump combos. It's not amazing but it has decent utility.
  }}
  }}
}}
====== <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
|property=
|startup=11
|active=
|recovery=
|advBlock=+1
|cancel=Su
|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. Slightly plus on block, allowing safe pressure resets. Both hits can be cancelled into 5D in addition to EX moves.
}}
}}
====== <font style="visibility:hidden" size="0">41236C</font> ======
{{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
  {{AttackData-BBBR
|version=Air
  |damage=700
  |damage=700
  |guard=All
  |guard=All
  |property=
  |property=
  |startup=27
  |startup=14
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=0
  |advBlock=-27
  |cancel=Su
  |cancel=
  |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.
  |description=Mecha Heita jets downwards. His flight path is altered by his momentum, so he can actually fly upwards when used for a super jump.
  }}
  }}
}}
}}


== B-Power Arts ==
==B-Power Arts==
====== <font style="visibility:hidden" size="0">22D</font> ======
======<font style="visibility:hidden" size="0">236D</font>======
{{MoveData
{{MoveData
|image=BBBR_Senna_5D.png
|image=BBBR_MHeita_236D.png
|caption=
|caption=
|name=Yusaikake
|name=Full Fire!
|input=22D
|input={{NotationIcon-BBBR|236}}{{NotationIcon-BBBR|D}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=N/A
  |damage=500*6
  |guard=N/A
  |guard=All
  |property=
  |property=
  |startup=
  |startup=10+0
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=+16
  |cancel=
  |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.
  |description=Mecha Heita launches 6 missiles from his back. This is the easiest way to rack up damage, and in Big Bang Mode you can easily build 6k combos with this as the damage base.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">236D</font> ======
==Big Bang Break==
======<font style="visibility:hidden" size="0">41236ABC</font>======
{{MoveData
{{MoveData
|image=BBBR_Senna_236A.png
|image=BBBR_MHeita_41236A.png
|caption=
|name=Bomber Attack!
|name=Nagikaze Ran
|input={{NotationIcon-BBBR|BBB}}
|input=236D
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=120*18 (1563)
  |damage=6020
|guard=Mid
  |guard=All
|property=
|startup=10+4
|active=
|recovery=
|advBlock=-13
|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> ======
{{MoveData
|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=6+5
|active=
|recovery=
|advBlock=-67
|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 shortly after the superflash (not frame 1) 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> ======
{{MoveData
|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 (delayed) invincibility, but more importantly functions as a high damage combo ender.
}}
}}
 
== Big Bang Break ==
====== <font style="visibility:hidden" size="0">41236ABC</font> ======
{{MoveData
|image=BBBR_Senna_623X.png
|name=Setsu Gekka
|input=41236ABC
|data=
{{AttackData-BBBR
|damage=5121
|guard=Mid
  |property=
  |property=
  |startup=
  |startup=
Line 623: Line 421:
  |advBlock=
  |advBlock=
  |cancel=
  |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.
  |description=Mecha Heita does a Heita Boost. If it lands, he launches into the air and explodes himself and the opponent. Good as a combo ender when in Big Bang Mode, but beware: '''''landing this move kills Mecha Heita, so be sure you're killing when using this!'''''
  }}
  }}
}}
}}


== 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 636: Line 439:


==Colors==
==Colors==
{{ColorGallery | filePrefix=MHeita- | colors=
{{ColorGallery | filePrefix=BBBR_MHeita_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:Mecha Heita]]
 
[[Category:Big Bang Beat Revolve]]
[[Category:Big Bang Beat Revolve]]

Latest revision as of 09:52, 27 June 2024

Mecha Heita
Estimated Health (After Scaling): 11974

Introduction

A variant of BBBR Heita Icon.png Heita with a more mechanical spin, Mecha Heita is a tricky character with a lot of odd attacks. He has a lot of projectile options to space the opponent out with, as well as some decent pressure and oki tools. He's not a complicated character, but can be an interesting robot when you get the hang of him.

Lore

Mecha Heita is a robot who serves the group called Holy Flame. Created by Jeanne and Jaudeau, president and right-hand man of the organization respectively, he is part of the latter's plan to sow chaos through his own creation: the Black Wolf Brigade, a facsimile of the Wolf Fang Brigade.

General Strategy

Mecha Heita is a hit-and-run-type character. His fast step dash, combined with strong specials and buttons for up close make him a menace, but once the opponent starts getting the hang of it, he can back off and use his projectile tools to keep the opponent right where he wants them, before securing a chance at more up close damage.

Normal Moves

Standing Normals

5A
5A
BBBR A Button.png
BBBR MHeita 5A.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
150 Mid - 5 - - +3 J, N, Sp, Su

Standard jab. Decent range, fairly quick, and a good button overall. Pretty similar to Heita's 5A, but does more damage.

5B
5B
BBBR B Button.png
BBBR MHeita 5B.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
300 All - 11 - - 0 J, N, Sp, Su

A fairly fast jab down. decent range but nothing spectacular, as is true with most of his moves, although it works in combos. The same as Heita's, aside from less damage.

5C
5C
BBBR C Button.png
BBBR MHeita 5C.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
600 All - 8 - - -5 J, N, Sp, Su

A powerful kick from Mecha Heita. It's once again just a pretty average normal, but it can be pretty strong in combos. This is again the same as Heita's, aside from less damage.

Crouching Normals

2A
2A
BBBR Down.pngBBBR A Button.png
BBBR MHeita 2A.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
100 Low - 6 - - +2 N, Sp, Su

A low jab similar to his standing jab. A pretty decent low, can stuff some of the opponent's buttons. This is literally the same as Heita's 2A.

2B
2B
BBBR Down.pngBBBR B Button.png
BBBR MHeita 2B.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
400 Low - 6 - - -2 J, N, Sp, Su

Mecha Heita performs a low kick. This is deceptively short, but it's still a pretty good low poke, definitely something to consider. Once again, this is the exact same as Heita's version.

2C
2C
BBBR Down.pngBBBR C Button.png
BBBR MHeita 2C.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
600 Mid - 10 - - -4 N, Sp, Su

A pretty standard uppercut. Its air unblockable status makes it a very good anti air when you don't want to commit to a DP, and it's an all around great normal. This is the same as Heita's, aside from less damage.

Air Normals

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

A solid jumping kick. It's a decent jump-in button, but it is a bit slow for an A normal. The same as Heita's.

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

Mecha Heita does an upward swipe. This move has almost no utility outside of combos, but to be fair, it is good combo filler. The same as Heita's.

jC
jC
jump BBBR C Button.png
BBBR MHeita jC.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
600 High - 11 - - - N, Sp, Su

Mecha Heita makes a downward swing. Another awkward hitbox to try to hit someone on the ground with. It is a decent air-to-air, but it's probably the weakest of his air normals. The same as Heita's.

Command Normals

6A
6A
ROUNDHOUSE KICK
BBBR Right.pngBBBR A Button.png
BBBR MHeita 6A.png
Version Damage Guard Property Startup Active Recovery Block Adv Cancel
6A 700 Mid - 15 - - +3 J, N, Sp, Su

Mecha Heita does a kick up. This can launch the opponent, but it's not a high. It's pretty mediocre as far as command normals go. The same as Heita's.

Version Damage Guard Property Startup Active Recovery Block Adv Cancel
6[A] 800 Mid - 29 - - -5 J, N, Sp, Su

Now this is different. Mecha Heita has a charge version with knocks the opponent down and allows for combos after. A pretty useful tool, although the charge can take a while.

Universal Mechanics

Throw
Throw
BBBR Neutral.png/BBBR Left.pngBBBR A Button.pngBBBR B Button.png
BBBR MHeita 5A.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
1100 Unblockable - - - - - NC

Mecha Heita grabs the opponent and throws them to the ground. This is the same as Heita's grab with a little more damage.

Big Bang Mode
Big Bang Mode
BBBR A Button.pngBBBR B Button.pngBBBR C Button.png
BBBR MHeita 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, Mecha Heita gains a massive boost to his walk, dash, and air dash speeds, which is very powerful but very dangerous unless you have a good grasp of the new speed.

Special Moves

236A
Heita Vulcan
BBBR Down.pngBBBR Down-Left.pngBBBR Left.pngBBBR A Button.png
BBBR MHeita 214A.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
200*4 (646) All - 14 - - -42 -

Mecha Heita fires a series of bullets from his arm. This hits 4 times and is pretty terrible, as it is so minus that a lot of characters can fullscreen punish it.

236C
Heita Missile
BBBR Down.pngBBBR Down-Right.pngBBBR Right.pngBBBR C Button.png
BBBR MHeita 236C.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
400 (High Missile)
600 (Low Missile)
All - 24 - - +6 -

Mecha Heita poses and launches two missiles out of his back, one going up high and the other going low. These have a pretty fast recovery, making them good mid-to-long range options to control space and keep the opponent blocking.

623C
Heita Copter
BBBR Right.pngBBBR Down.pngBBBR Down-Right.pngBBBR C Button.png (Air OK)
BBBR MHeita 623C.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
300+150*8 All - 9 - - -17 -

Mecha Heita's basic DP. It's a pretty good DP overall, and decent as a combo ender although you don't get a knockdown. The first hit does the most damage but in total there are 9 hits.

421C
Heita Collider
BBBR Left.pngBBBR Down.pngBBBR Down-Left.pngBBBR C Button.png
BBBR MHeita 421C.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
200*N All - 15 - - +13 -

Mecha Heita strikes a pose and surrounds himself in an electric field. This can be held indefinitely, and does 200 damage each time it hits. It's not great but it does force the opponent to disjoint, so it has decent utility.

41236A
Heita Boost
BBBR Left.pngBBBR Down-Left.pngBBBR Down.pngBBBR Down-Right.pngBBBR Right.pngBBBR A Button.png
(Air OK)
BBBR MHeita 41236A.png
Version Damage Guard Property Startup Active Recovery Block Adv Cancel
Ground 700 All - 14 - - -27 -

Mecha Heita jets into the air. Oddly enough this is his best launcher, and allows for the start of rejump combos. It's not amazing but it has decent utility.

Version Damage Guard Property Startup Active Recovery Block Adv Cancel
Air 700 All - 14 - - -27 -

Mecha Heita jets downwards. His flight path is altered by his momentum, so he can actually fly upwards when used for a super jump.

B-Power Arts

236D
Full Fire!
BBBR Down.pngBBBR Down-Right.pngBBBR Right.pngBBBR D Button.png
BBBR MHeita 236D.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
500*6 All - 10+0 - - +16 -

Mecha Heita launches 6 missiles from his back. This is the easiest way to rack up damage, and in Big Bang Mode you can easily build 6k combos with this as the damage base.

Big Bang Break

41236ABC
Bomber Attack!
BBBR Left.pngBBBR Down-Left.pngBBBR Down.pngBBBR Down-Right.pngBBBR Right.pngBBBR A Button.pngBBBR B Button.pngBBBR C Button.png
BBBR MHeita 41236A.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
6020 All - - - - - -

Mecha Heita does a Heita Boost. If it lands, he launches into the air and explodes himself and the opponent. Good as a combo ender when in Big Bang Mode, but beware: landing this move kills Mecha Heita, so be sure you're killing when using this!

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