Big Bang Beat Revolve/Senna: Difference between revisions
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[[File:BBBR_Senna_Portrait.png|thumb|right|<center><font size="4"><b>Senna</b></font><br>'''Estimated Health (After Scaling): 11091'''</center>]] | |||
{{TOClimit|2}} | {{TOClimit|2}} | ||
==Introduction== | |||
== Introduction == | |||
'''Senna''' is a neutral-based rushdown character who relies on her strong pokes to keep the opponent in check and land a punish, leading to oppressive pressure once she knocks them down. Her normals are some of the best in the game, allowing her to outplay almost any character in neutral. Once she lands a knockdown, she gets strong pressure that starts with an oki mix, which sets her back to neutral at worst if guessed on correctly. | '''Senna''' is a neutral-based rushdown character who relies on her strong pokes to keep the opponent in check and land a punish, leading to oppressive pressure once she knocks them down. Her normals are some of the best in the game, allowing her to outplay almost any character in neutral. Once she lands a knockdown, she gets strong pressure that starts with an oki mix, which sets her back to neutral at worst if guessed on correctly. | ||
Senna Kyoudou | ===Lore=== | ||
Senna Kyoudou met Rouga Zanma on a late night when she attacked him in a brainwashed haze; when she recovered, she had no memories of who she was or what she'd done and joined up with his group. Overall, Senna's personality is innocent and polite, with refined behavior and elegant manners. However, on the battlefield, she's extremely serious and uses powerful Iaido and sword techniques that are capable of matching Rouga in a head-on fight. | |||
== General Strategy == | ==General Strategy== | ||
Senna has a few mixup tools and some good moves to apply pressure with, but her biggest strengths are in her neutral. Her pokes (namely 5B and j.B) are fast and have plenty of reach. With these, she can play neutral better than a majority of the cast. While it's hard to get match experience in this game due to the small community, it's likely that with the tools she has, your strategy playing Senna in a match would ideally go: | Senna has a few mixup tools and some good moves to apply pressure with, but her biggest strengths are in her neutral. Her pokes (namely 5B and j.B) are fast and have plenty of reach. With these, she can play neutral better than a majority of the cast. While it's hard to get match experience in this game due to the small community, it's likely that with the tools she has, your strategy playing Senna in a match would ideally go: | ||
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:*On offense, enforce respect with 214A fakeouts and whiffs going to keep your opponent on their toes. Use 214A~B sparingly, wait for when they least expect it since it's such a slow overhead. | :*On offense, enforce respect with 214A fakeouts and whiffs going to keep your opponent on their toes. Use 214A~B sparingly, wait for when they least expect it since it's such a slow overhead. | ||
== 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=BBBR_Senna_5A.png | |image=BBBR_Senna_5A.png | ||
Line 39: | Line 38: | ||
}} | }} | ||
====== <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 | ||
Line 59: | Line 58: | ||
}} | }} | ||
====== <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 | ||
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|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=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 | ||
Line 113: | Line 112: | ||
}} | }} | ||
====== <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 | ||
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}} | }} | ||
====== <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 | ||
Line 153: | Line 152: | ||
}} | }} | ||
=== 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 | ||
Line 170: | Line 169: | ||
|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 | ||
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|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 | ||
Line 212: | Line 211: | ||
|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=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 | ||
Line 234: | Line 233: | ||
|advBlock=-9 | |advBlock=-9 | ||
|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=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. | ||
}} | }} | ||
}} | }} | ||
====== <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 | ||
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}} | }} | ||
== 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_Senna_5D.png | ||
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|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 | |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 and its follow-ups, but not excluding 214A~C) 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> ====== | ======<font style="visibility:hidden" size="0">Throw</font>====== | ||
{{MoveData | {{MoveData | ||
|image=BBBR_Senna_ThrowWhiff.png | |image=BBBR_Senna_ThrowWhiff.png | ||
Line 300: | Line 299: | ||
}} | }} | ||
====== <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 | ||
Line 316: | Line 315: | ||
|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. During Big Bang Mode, Senna | |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, Senna heals passively, recovering about 1500 health before it ends. Using her 22D super will cut the duration by a bit less than 3 seconds. | ||
}} | }} | ||
}} | }} | ||
== 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_Senna_236A.png | ||
Line 337: | Line 336: | ||
|advBlock=-4 | |advBlock=-4 | ||
|cancel=J, Su | |cancel=J, 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=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. | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">623X</font> ====== | ======<font style="visibility:hidden" size="0">623X</font>====== | ||
{{MoveData | {{MoveData | ||
|image=BBBR_Senna_623X.png | |image=BBBR_Senna_623X.png | ||
Line 358: | Line 357: | ||
|advBlock=-30 | |advBlock=-30 | ||
|cancel=NC | |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. | |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 | {{AttackData-BBBR | ||
Line 388: | Line 387: | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">j623X</font> ====== | ======<font style="visibility:hidden" size="0">j623X</font>====== | ||
{{MoveData | {{MoveData | ||
|image=BBBR_Senna_623X.png | |image=BBBR_Senna_623X.png | ||
Line 422: | Line 421: | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">214A</font> ====== | ======<font style="visibility:hidden" size="0">214A</font>====== | ||
{{MoveData | {{MoveData | ||
|image=Senna_214A.png | |image=Senna_214A.png | ||
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|active= | |active= | ||
|recovery= | |recovery= | ||
|advBlock=- | |advBlock=-10 | ||
|cancel=U | |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. Can also be cancelled into throw, but since this needs to be done before the kick hitbox connects and can't be done during a blockstring, it's almost impossible to land. Does not need to hit opponent to be cancelled. | |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. Can also be cancelled into throw, but since this needs to be done before the kick hitbox connects and can't be done during a blockstring, it's almost impossible to land. Does not need to hit opponent to be cancelled. | ||
Line 442: | Line 441: | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">214A~A</font> ====== | ======<font style="visibility:hidden" size="0">214A~A</font>====== | ||
{{MoveData | {{MoveData | ||
|image=Senna_214AA.png | |image=Senna_214AA.png | ||
Line 462: | Line 461: | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">214A~B</font> ====== | ======<font style="visibility:hidden" size="0">214A~B</font>====== | ||
{{MoveData | {{MoveData | ||
|image=BBBR_Senna_214AB.png | |image=BBBR_Senna_214AB.png | ||
Line 482: | Line 481: | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">214A~C</font> ====== | ======<font style="visibility:hidden" size="0">214A~C</font>====== | ||
{{MoveData | {{MoveData | ||
|image=BBBR_Senna_214AC.png | |image=BBBR_Senna_214AC.png | ||
Line 497: | Line 496: | ||
|recovery= | |recovery= | ||
|advBlock=-13 | |advBlock=-13 | ||
|cancel=Su | |cancel=U, 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. | |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> ====== | ======<font style="visibility:hidden" size="0">41236C</font>====== | ||
{{MoveData | {{MoveData | ||
|image=BBBR_Senna_214C.png | |image=BBBR_Senna_214C.png | ||
Line 517: | Line 516: | ||
|recovery= | |recovery= | ||
|advBlock=+1 | |advBlock=+1 | ||
|cancel=Su | |cancel=U, Su | ||
|description=A quick slash upwards, followed by a quick slash downwards. 2nd hit will groundbounce | |description=A quick slash upwards, followed by a quick slash downwards. The 2nd hit will inflict a groundbounce against airborne opponents, making it an integral combo extender. Air-unblockable, and theoretically your anti-air with the highest reward, 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 supers. | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">41236C</font> ====== | ======<font style="visibility:hidden" size="0">41236C</font>====== | ||
{{MoveData | {{MoveData | ||
|image=BBBR_Senna_41236C_1.png | |image=BBBR_Senna_41236C_1.png | ||
Line 544: | Line 543: | ||
}} | }} | ||
== B-Power Arts == | ==B-Power Arts== | ||
====== <font style="visibility:hidden" size="0">22D</font> ====== | ======<font style="visibility:hidden" size="0">22D</font>====== | ||
{{MoveData | {{MoveData | ||
|image=BBBR_Senna_5D.png | |image=BBBR_Senna_5D.png | ||
|caption= | |caption= | ||
|name= | |name=Yusaika | ||
|input={{NotationIcon-BBBR|22}}{{NotationIcon-BBBR|D}} | |input={{NotationIcon-BBBR|22}}{{NotationIcon-BBBR|D}} | ||
|data= | |data= | ||
Line 565: | Line 564: | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">236D</font> ====== | ======<font style="visibility:hidden" size="0">236D</font>====== | ||
{{MoveData | {{MoveData | ||
|image=BBBR_Senna_236A.png | |image=BBBR_Senna_236A.png | ||
|caption= | |caption= | ||
|name=Nagikaze Ran | |name=Nagikaze: Ran | ||
|input={{NotationIcon-BBBR|236}}{{NotationIcon-BBBR|D}} | |input={{NotationIcon-BBBR|236}}{{NotationIcon-BBBR|D}} | ||
|data= | |data= | ||
Line 581: | Line 580: | ||
|advBlock=-13 | |advBlock=-13 | ||
|cancel=NC | |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. | |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> ====== | ======<font style="visibility:hidden" size="0">623D</font>====== | ||
{{MoveData | {{MoveData | ||
|image=BBBR_Senna_623X.png | |image=BBBR_Senna_623X.png | ||
Line 605: | Line 604: | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">j.623D</font> ====== | ======<font style="visibility:hidden" size="0">j.623D</font>====== | ||
{{MoveData | {{MoveData | ||
|image=BBBR_Senna_623X.png | |image=BBBR_Senna_623X.png | ||
Line 625: | Line 624: | ||
}} | }} | ||
== 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_Senna_623X.png | |image=BBBR_Senna_623X.png | ||
Line 645: | Line 644: | ||
}} | }} | ||
== 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 654: | Line 658: | ||
===<u>Midscreen</u>=== | ===<u>Midscreen</u>=== | ||
:* '''5/2A > 5B > (5C) > 2C > 214C, 2C > 214C, 2C > | |||
{{EFZComboVideo | |||
|text=:* '''5/2A > 5B > (5C) > 2C > 214C, 2C > 214C, 2C > 214A~A''' (2112) | |||
|video={{#ev:youtube|j2hnCuqB_eY}} | |||
}} | |||
::* 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. | ::* 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) | :* '''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 | ::* 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 214A~A > j.623B > j.623D for an incredibly minor damage loss. | ||
{{EFZComboVideo | |||
|text=:* '''5/2A > 5B > (5C) > 2C > 214A > 5A > 214C > 2C > 214A > 5B > 214C > 2C > 214A~A''' (2420) | |||
|video={{#ev:youtube|iKgKHJpiVak}} | |||
}} | |||
::* An improved BNB that's a little less consistent. In order to get the second 5B, you have to hit the 2C as soon as possible, then cancel into 214A as fast as possible. It takes a bit of practice but the damage is often worth it. '''If the opponent is close to you after the second 214A (very common with Ren), do a 5A instead of a 5B.''' | |||
:* '''f.41236C > 214C > 2C > 214C > 2C > 214A~A''' (1841) | |||
::* A basic combo off a spaced projectile oki setup. This also works close range, as long as you've recovered from the 41236C by the time it hits the opponent. '''When close range if the opponent gets hit immediately, do a 5A before the first 214C.''' | |||
===<u>Corner</u>=== | ===<u>Corner</u>=== | ||
:* '''5/2A > 5B > (5C) > 2C > | :* '''5/2A > 5B > (5C) > 2C > 214A~B, 2A > 214C, 2C > 214A~A > j.623B > j.623D''' (3201) | ||
::* High-damage combo for when your opponent is close to the corner. The 2A link after | ::* High-damage combo for when your opponent is close to the corner. The 2A link after 214A~B is difficult at first and only possible if you land very close to the opponent (which is why this only works in the corner), but it gets easier if you focus on trying to 2A as soon as Senna touches the ground. Costs 1 bar, but you can omit the j.623B and j.623D to still get 2448 damage and a better knockdown. | ||
:* '''623C/j.623C > j.B > j.C > j.623B > j.623D''' (2105) | :* '''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. | ::* 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 > | :* '''5/2A > 5B > (5C) > 2C > 214A~B, 2A > 214C, 2C > 214A~A > 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. | ::* 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. | ||
:*'''5B > 5C > ABC > dash > 5B > 2B > 5C > 2C > 214A~B > 2A > 214C > 2C > 236A > 41236ABC (5103) | :*'''5B > 5C > ABC > dash > 5B > 2B > 5C > 2C > 214A~B > 2A > 214C > 2C > 236A > 41236ABC (5103) | ||
::*A stylish combo into Big Bang Break. The trickiest part of this combo is the dash after entering Big Bang Mode. The most consistent way to do it is buffer the dash right before the end of the Big Bang Mode animation. Keep in mind that if you hold forward for too long, the game will read it as a 6B command normal which you don't want. With enough practice, this becomes very consistent. | ::*A stylish combo into Big Bang Break. The trickiest part of this combo is the dash after entering Big Bang Mode. The most consistent way to do it is buffer the dash right before the end of the Big Bang Mode animation. Keep in mind that if you hold forward for too long, the game will read it as a 6B command normal which you don't want. With enough practice, this becomes very consistent. | ||
:* '''41236C > 5C > 214C > 2C > 214A > 2B > 214C > 2C > 214A~A''' (2249) | |||
::*This combo works on most characters, excluding Burai and Hanny. It can be a bit awkward based on distance, and come characters require delaying some of the moves. | |||
==Colors== | ==Colors== | ||
{{ColorGallery | filePrefix=BBBR_Senna_Color_ | colors= | {{ColorGallery | filePrefix=BBBR_Senna_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:Senna]] | |||
[[Category:Big Bang Beat Revolve]] | [[Category:Big Bang Beat Revolve]] | ||
Latest revision as of 19:41, 28 June 2024
Introduction
Senna is a neutral-based rushdown character who relies on her strong pokes to keep the opponent in check and land a punish, leading to oppressive pressure once she knocks them down. Her normals are some of the best in the game, allowing her to outplay almost any character in neutral. Once she lands a knockdown, she gets strong pressure that starts with an oki mix, which sets her back to neutral at worst if guessed on correctly.
Lore
Senna Kyoudou met Rouga Zanma on a late night when she attacked him in a brainwashed haze; when she recovered, she had no memories of who she was or what she'd done and joined up with his group. Overall, Senna's personality is innocent and polite, with refined behavior and elegant manners. However, on the battlefield, she's extremely serious and uses powerful Iaido and sword techniques that are capable of matching Rouga in a head-on fight.
General Strategy
Senna has a few mixup tools and some good moves to apply pressure with, but her biggest strengths are in her neutral. Her pokes (namely 5B and j.B) are fast and have plenty of reach. With these, she can play neutral better than a majority of the cast. While it's hard to get match experience in this game due to the small community, it's likely that with the tools she has, your strategy playing Senna in a match would ideally go:
- At neutral, space with 5B and j.B. Punish whiffed pokes with 5B into the universal BnB combo.
- On knockdown from the universal BnB or some other cause, follow up with forward super jump okizeme. If your opponent guesses right and blocks your oki, then the worst-case scenario is that you're back at neutral again.
- On offense, enforce respect with 214A fakeouts and whiffs going to keep your opponent on their toes. Use 214A~B sparingly, wait for when they least expect it since it's such a slow overhead.
Normal Moves
Standing Normals
5A
5A
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5B
5B
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5C
5C
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Crouching Normals
2A
2A
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2B
2B
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2C
2C
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Air Normals
jA
jA
jump ![]() |
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jB
jB
jump ![]() |
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jC
jC jump ![]() 1st hit 1st hit 2nd hit 2nd hit
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Command Normals
6A
6A
Kiri Otoshi ![]() ![]() |
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6B
6B
Kakato Geri ![]() ![]() |
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Universal Mechanics
5D
Choukaifuku
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Throw
Throw
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Big Bang Mode
Big Bang Mode
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Special Moves
236A
Nagikaze
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623X
Gekka
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j623X
Gekka (Air)
jump ![]() ![]() ![]() ![]() ![]() ![]() |
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214A
Shunpuu
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214A~A
Sakura
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214A~B
Shoubu
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214A~C
Botan
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41236C
Ibuki ![]() ![]() ![]() ![]() 2 hits 2 hits
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41236C
Tsubaki ![]() ![]() ![]() ![]() ![]() ![]() Startup Startup Max travel distance Max travel distance
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B-Power Arts
22D
Yusaika
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236D
Nagikaze: Ran
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623D
Ouka Hishousen
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j.623D
Ouka Hishousen (Air)
jump ![]() ![]() ![]() ![]() |
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Big Bang Break
41236ABC
Setsu Gekka
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Combos
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Combo Theory
- Combo damage varies from character to character, so all damage numbers come from testing on a full-health Rouga.
- Generally, you can do any normals you want before going into the 2C > 214C sequence, as long as you don't push them back too far.
- 214C will cause a groundbounce on an aerial opponent, and 623C/j.623C will cause a groundbounce and then a wallbounce regardless of how they hit the opponent.
- Bouncing the opponent 3 times will force your combo to end, so you can only do 214C twice in the standard loop.
- This is also why 623C is a poor combo component, because if there's too many bounces the second hit won't land, and it can't be super-canceled.
Midscreen
- 5/2A > 5B > (5C) > 2C > 214C, 2C > 214C, 2C > 214A~A (2112)
- 5/2A > 5B > (5C) > 2C > 214C, 2C > 214C, 2C > 214A~A (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 214A~A > j.623B > j.623D for an incredibly minor damage loss.
- 5/2A > 5B > (5C) > 2C > 214A > 5A > 214C > 2C > 214A > 5B > 214C > 2C > 214A~A (2420)
- 5/2A > 5B > (5C) > 2C > 214A > 5A > 214C > 2C > 214A > 5B > 214C > 2C > 214A~A (2420)
- An improved BNB that's a little less consistent. In order to get the second 5B, you have to hit the 2C as soon as possible, then cancel into 214A as fast as possible. It takes a bit of practice but the damage is often worth it. If the opponent is close to you after the second 214A (very common with Ren), do a 5A instead of a 5B.
- f.41236C > 214C > 2C > 214C > 2C > 214A~A (1841)
- A basic combo off a spaced projectile oki setup. This also works close range, as long as you've recovered from the 41236C by the time it hits the opponent. When close range if the opponent gets hit immediately, do a 5A before the first 214C.
Corner
- 5/2A > 5B > (5C) > 2C > 214A~B, 2A > 214C, 2C > 214A~A > j.623B > j.623D (3201)
- High-damage combo for when your opponent is close to the corner. The 2A link after 214A~B is difficult at first and only possible if you land very close to the opponent (which is why this only works in the corner), but it gets easier if you focus on trying to 2A as soon as Senna touches the ground. Costs 1 bar, but you can omit the j.623B and j.623D to still get 2448 damage and a better knockdown.
- 623C/j.623C > j.B > j.C > j.623B > j.623D (2105)
- Followup to landing a raw 623C. Spends one bar and gives no oki, so only use if it'll kill.
- 5/2A > 5B > (5C) > 2C > 214A~B, 2A > 214C, 2C > 214A~A > 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.
- 5B > 5C > ABC > dash > 5B > 2B > 5C > 2C > 214A~B > 2A > 214C > 2C > 236A > 41236ABC (5103)
- A stylish combo into Big Bang Break. The trickiest part of this combo is the dash after entering Big Bang Mode. The most consistent way to do it is buffer the dash right before the end of the Big Bang Mode animation. Keep in mind that if you hold forward for too long, the game will read it as a 6B command normal which you don't want. With enough practice, this becomes very consistent.
- 41236C > 5C > 214C > 2C > 214A > 2B > 214C > 2C > 214A~A (2249)
- This combo works on most characters, excluding Burai and Hanny. It can be a bit awkward based on distance, and come characters require delaying some of the moves.