Big Bang Beat Revolve/Kojirou: Difference between revisions
No edit summary |
No edit summary |
||
(3 intermediate revisions by the same user not shown) | |||
Line 1: | Line 1: | ||
{{WIP}} | {{WIP}} | ||
[[File:BBBR_Kojirou_Portrait.png|thumb|right|<center><font size="4"><b>Kojirou</b></font><br>'''Estimated Health (After Scaling): 12482'''</center>]] | |||
{{TOClimit|2}} | {{TOClimit|2}} | ||
==Introduction== | |||
An alternate version of {{NotationIcon-BBBR|Senna}}, possessed by the ghost '''Kojirou'''. While keeping her normal self's very strong pokes, this version of the character has a greater emphasis on mixups. Being able to detonate Kojirou independent of Senna's current action strengthens her pressure and conversions, but comes at the cost of losing her defensive options. | |||
== | ===Lore=== | ||
Kojirou was a swordsman in life, but his obsession with slaying people turned him into a vengeful spirit in the form of an old man. Through the cursed sword known as Shizunashi Murakumo, he instills madness in students all over the country, manipulating them for his own ends. | |||
== General Strategy == | ==General Strategy== | ||
Under Kojirou's possession, Senna loses all of her original special moves as well as the ability to heal herself. In exchange, Kojirou's ghost tracks the opponent and can be detonated for pressure and combo extensions. Senna's body retains all of her excellent normals, letting her run a very similar poke-focused gameplan. | Under Kojirou's possession, Senna loses all of her original special moves as well as the ability to heal herself. In exchange, Kojirou's ghost tracks the opponent and can be detonated for pressure and combo extensions. Senna's body retains all of her excellent normals, letting her run a very similar poke-focused gameplan. | ||
One of her new special moves (j623A/B/C) allows her to perform a lightning-fast overhead (in the same vein as Baiken's infamous TK-Youzansen from the Guilty Gear series) which, alongside her throw, can be comboed off of with proper use of the ghost. As a result, this version of Senna has better and deadlier mixups overall, but dealing with the finicky nature of the ghost's slow movement requires much higher situational awareness. The loss of Senna's special moves also means a lack of invincible reversals and anti-airs, so a more careful defense is needed. | One of her new special moves (j623A/B/C) allows her to perform a lightning-fast overhead (in the same vein as Baiken's infamous TK-Youzansen from the Guilty Gear series) which, alongside her throw, can be comboed off of with proper use of the ghost. As a result, this version of Senna has better and deadlier mixups overall, but dealing with the finicky nature of the ghost's slow movement requires much higher situational awareness. The loss of Senna's special moves also means a lack of invincible reversals and anti-airs, so a more careful defense is needed. | ||
== Normal Moves == | ==Normal Moves== | ||
:''All of Kojirou's normals, except for 6A, are the exact same as Senna's.'' | :''All of Kojirou's normals, except for 6A, are the exact same as Senna's.'' | ||
=== 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 30: | Line 32: | ||
|advBlock= | |advBlock= | ||
|cancel=J, N, Sp, Su | |cancel=J, N, Sp, Su | ||
|description=Standard jab. It's quick, has a decent hitbox, and is air unblockable. Will combo into 5B, 2B, or 2C if cancelled as soon as possible. | |description=Standard jab. It's quick, has a decent hitbox, and is air-unblockable. Will combo into 5B, 2B, or 2C if cancelled as soon as possible. | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">5B</font> ====== | ======<font style="visibility:hidden" size="0">5B</font>====== | ||
{{MoveData | {{MoveData | ||
|image=BBBR_Senna_5B.png | |image=BBBR_Senna_5B.png | ||
Line 54: | Line 56: | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">5C</font> ====== | ======<font style="visibility:hidden" size="0">5C</font>====== | ||
{{MoveData | {{MoveData | ||
|image=BBBR_Senna_5C.png | |image=BBBR_Senna_5C.png | ||
Line 83: | Line 85: | ||
|advBlock=- | |advBlock=- | ||
|cancel=J, N, Sp, Su | |cancel=J, N, Sp, Su | ||
|description=Charged version of 5C. Hits twice and does a bit more damage. This version is air unblockable, but its slow speed means you'll have a hard time using it as an anti-air (or anywhere else). | |description=Charged version of 5C. Hits twice and does a bit more damage. This version is air-unblockable, but its slow speed means you'll have a hard time using it as an anti-air (or anywhere else). | ||
}} | }} | ||
}} | }} | ||
=== Crouching Normals === | ===Crouching Normals=== | ||
====== <font style="visibility:hidden" size="0">2A</font> ====== | ======<font style="visibility:hidden" size="0">2A</font>====== | ||
{{MoveData | {{MoveData | ||
|image=BBBR_Senna_2A.png | |image=BBBR_Senna_2A.png | ||
Line 108: | Line 110: | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">2B</font> ====== | ======<font style="visibility:hidden" size="0">2B</font>====== | ||
{{MoveData | {{MoveData | ||
|image=BBBR_Senna_2B.png | |image=BBBR_Senna_2B.png | ||
Line 128: | Line 130: | ||
}} | }} | ||
====== <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 148: | Line 150: | ||
}} | }} | ||
=== Air Normals === | ===Air Normals=== | ||
====== <font style="visibility:hidden" size="0">jA</font> ====== | ======<font style="visibility:hidden" size="0">jA</font>====== | ||
{{MoveData | {{MoveData | ||
|image=BBBR_Senna_jA.png | |image=BBBR_Senna_jA.png | ||
Line 165: | Line 167: | ||
|advBlock= | |advBlock= | ||
|cancel=N, Sp, Su | |cancel=N, Sp, Su | ||
|description= Quick, downwards kick from the air. Hitbox is pretty large. Covers a pretty good angle even when done out of an instant air dash, so it's useful for high-low mixups. | |description=Quick, downwards kick from the air. Hitbox is pretty large. Covers a pretty good angle even when done out of an instant air dash, so it's useful for high-low mixups. | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">jB</font> ====== | ======<font style="visibility:hidden" size="0">jB</font>====== | ||
{{MoveData | {{MoveData | ||
|image=BBBR_Senna_jB.png | |image=BBBR_Senna_jB.png | ||
Line 185: | Line 187: | ||
|advBlock= | |advBlock= | ||
|cancel=N, Sp, Su | |cancel=N, Sp, Su | ||
|description= Fast horizontal slash in the air. A suitable airborne counterpart to 5B that's great at controlling the space in front of Senna. It recovers so fast that if you whiff it early enough, you actually have enough time to do a second one before you hit the ground. Can be cancelled into jA, not just jC. Vertical hitbox leaves something to be desired, but it's still a great part of Senna's kit. | |description=Fast horizontal slash in the air. A suitable airborne counterpart to 5B that's great at controlling the space in front of Senna. It recovers so fast that if you whiff it early enough, you actually have enough time to do a second one before you hit the ground. Can be cancelled into jA, not just jC. Vertical hitbox leaves something to be desired, but it's still a great part of Senna's kit. | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">jC</font> ====== | ======<font style="visibility:hidden" size="0">jC</font>====== | ||
{{MoveData | {{MoveData | ||
|image=BBBR_Senna_jC_1.png | |image=BBBR_Senna_jC_1.png | ||
Line 211: | Line 213: | ||
}} | }} | ||
== 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 233: | Line 235: | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">6B</font> ====== | ======<font style="visibility:hidden" size="0">6B</font>====== | ||
{{MoveData | {{MoveData | ||
|image=BBBR_Senna_6B.png | |image=BBBR_Senna_6B.png | ||
Line 254: | Line 256: | ||
}} | }} | ||
== Universal Mechanics == | ==Universal Mechanics== | ||
====== <font style="visibility:hidden" size="0">5D</font> ====== | ======<font style="visibility:hidden" size="0">5D</font>====== | ||
{{MoveData | {{MoveData | ||
|image=BBBR_Kojirou_Lurking.png | |image=BBBR_Kojirou_Lurking.png | ||
Line 281: | Line 283: | ||
}} | }} | ||
====== <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 301: | Line 303: | ||
}} | }} | ||
====== <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 321: | Line 323: | ||
}} | }} | ||
== Special Moves == | ==Special Moves== | ||
====== <font style="visibility:hidden" size="0"> | ======<font style="visibility:hidden" size="0">214C</font>====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=BBBR_Kojirou_214C.png | ||
|caption= | |caption=2 hits | ||
|name= | |name=Yoiyami | ||
|input= | |input={{NotationIcon-BBBR|214}}{{NotationIcon-BBBR|C}} | ||
|data= | |data= | ||
{{AttackData-BBBR | {{AttackData-BBBR | ||
|damage= | |damage=500, 800 (1156) | ||
|guard=High/Air | |guard=All, High/Air | ||
|property= | |property= | ||
|startup= | |startup= | ||
Line 338: | Line 340: | ||
|advBlock= | |advBlock= | ||
|cancel=Su | |cancel=Su | ||
|description=One of the possessed Senna's two special moves. | |description=One of the possessed Senna's two special moves. Her body leaps into the air, quickly performing a cut below her and following with a downward slash. While the second hit is an overhead, the first hit can be blocked in any way, resulting in an extremely telegraphed attack when used for this purpose. Because of this, you won't be opening anyone up with this that has any matchup experience; instead, this move serves as a solid combo ender, granting a good knockdown. | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0"> | ======<font style="visibility:hidden" size="0">j623X</font>====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=BBBR_Kojirou_j623X.png | ||
|caption= | |caption= | ||
|name= | |name=Tsukikage | ||
|input={{NotationIcon-BBBR| | |input=jump {{NotationIcon-BBBR|623}}{{NotationIcon-BBBR|A}}/{{NotationIcon-BBBR|B}}/{{NotationIcon-BBBR|C}} | ||
|data= | |data= | ||
{{AttackData-BBBR | {{AttackData-BBBR | ||
|damage= | |damage=900 | ||
|guard= | |guard=High/Air | ||
|property= | |property= | ||
|startup= | |startup= | ||
Line 358: | Line 360: | ||
|advBlock= | |advBlock= | ||
|cancel=Su | |cancel=Su | ||
|description=The possessed Senna's other special move. | |description=The possessed Senna's other special move. A large, spinning overhead that can only be done while airborne. If done as close to the ground as possible (TK'd), this move comes out at a speed that's impossible to react to, meaning at almost any time during your pressure your opponent needs to be guessing whether or not you're going to do it. This results in extremely potent high-low mixups, especially since Kojirou's ghost can combo off of this move if 5D is used preemptively or 22D is cancelled into, leading into high damage. Recovers in the air regardless of if it hit or not, allowing for another attack to be done before hitting the ground, so you can push j.B to stay safe and force your opponent to block another overhead, or combo without even using the ghost if you're in the corner. All three buttons result in the same version of this extremely strong move. | ||
}} | }} | ||
}} | }} | ||
== 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_Kojirou_22D.png | |image=BBBR_Kojirou_22D.png | ||
Line 385: | Line 387: | ||
}} | }} | ||
== 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= | |image=BBBR_Kojirou_j623X.png | ||
|name=Setsu Gekka | |name=Setsu Gekka | ||
|input={{NotationIcon-BBBR|BBB}} | |input={{NotationIcon-BBBR|BBB}} | ||
Line 401: | Line 403: | ||
|advBlock= | |advBlock= | ||
|cancel=NC | |cancel=NC | ||
|description=The same as the regular Senna's Big Bang Break. Senna | |description=The same as the regular Senna's Big Bang Break. Senna's body executes a rising Tsukikage. If it connects, she disappears and slashes the enemy multiple times. When she lands and sheathes her sword, the enemy is cut by one final slash. Good as a combo ender when in Big Bang Mode, especially if you're aiming to kill. Ends Big Bang Mode instantly. | ||
A properly timed 5D during this move will allow you to combo off of it, leading to even higher damage. | A properly timed 5D during this move will allow you to combo off of it, leading to even higher damage. | ||
Line 407: | Line 409: | ||
}} | }} | ||
== Combos == | ==Combos== | ||
{| class="mw-collapsible mw-collapsed" width="100%" | {| class="mw-collapsible mw-collapsed" width="100%" | ||
|+ style="white-space:nowrap; border:1px solid; padding:3px;" |'''Combo Legend''' | |+ style="white-space:nowrap; border:1px solid; padding:3px;" |'''Combo Legend''' | ||
Line 440: | Line 442: | ||
===<u>Corner</u>=== | ===<u>Corner</u>=== | ||
:* '''TK j.623X, j.B > j.623X, walk backwards > 6A > 2C > 214C''' (2161) | :* '''TK j.623X, j.B > j.623X, walk backwards > 6A > 2C > 214C''' (2161) | ||
::*Combo off of TK j.623X in the corner that doesn't use the ghost or meter. Difficult and almost certainly character specific, but it lets you get the 214C knockdown off of an unreactable overhead for free, which is a frankly criminal ability to have. | ::*Combo off of TK j.623X in the corner that doesn't use the ghost or meter. Difficult and almost certainly character-specific, but it lets you get the 214C knockdown off of an unreactable overhead for free, which is a frankly criminal ability to have. | ||
==Colors== | ==Colors== | ||
{{ColorGallery | filePrefix=BBBR_Kojirou_Color_ | colors= | {{ColorGallery | filePrefix=BBBR_Kojirou_Color_ | colors= | ||
{{ColorGallery/Color|1| text= A Color}} | {{ColorGallery/Color|1| text=A Color}} | ||
{{ColorGallery/Color|2| text= B Color}} | {{ColorGallery/Color|2| text=B Color}} | ||
{{ColorGallery/Color|3| text= C Color}} | {{ColorGallery/Color|3| text=C Color}} | ||
{{ColorGallery/Color|4| text= D Color}} | {{ColorGallery/Color|4| text=D Color}} | ||
}} | }} | ||
== BBBR Navigation == | ==BBBR Navigation== | ||
{{Navbox-BBBR}} | {{Navbox-BBBR}} | ||
[[Category:Kojirou]] | |||
[[Category:Big Bang Beat Revolve]] | [[Category:Big Bang Beat Revolve]] | ||
Latest revision as of 09:51, 27 June 2024
Under Construction
|
Introduction
An alternate version of Senna, possessed by the ghost Kojirou. While keeping her normal self's very strong pokes, this version of the character has a greater emphasis on mixups. Being able to detonate Kojirou independent of Senna's current action strengthens her pressure and conversions, but comes at the cost of losing her defensive options.
Lore
Kojirou was a swordsman in life, but his obsession with slaying people turned him into a vengeful spirit in the form of an old man. Through the cursed sword known as Shizunashi Murakumo, he instills madness in students all over the country, manipulating them for his own ends.
General Strategy
Under Kojirou's possession, Senna loses all of her original special moves as well as the ability to heal herself. In exchange, Kojirou's ghost tracks the opponent and can be detonated for pressure and combo extensions. Senna's body retains all of her excellent normals, letting her run a very similar poke-focused gameplan.
One of her new special moves (j623A/B/C) allows her to perform a lightning-fast overhead (in the same vein as Baiken's infamous TK-Youzansen from the Guilty Gear series) which, alongside her throw, can be comboed off of with proper use of the ghost. As a result, this version of Senna has better and deadlier mixups overall, but dealing with the finicky nature of the ghost's slow movement requires much higher situational awareness. The loss of Senna's special moves also means a lack of invincible reversals and anti-airs, so a more careful defense is needed.
Normal Moves
- All of Kojirou's normals, except for 6A, are the exact same as Senna's.
Standing Normals
5A
5A
|
---|
5B
5B
|
---|
5C
5C
|
---|
Crouching Normals
2A
2A
|
---|
2B
2B
|
---|
2C
2C
|
---|
Air Normals
jA
jA
jump |
---|
jB
jB
jump |
---|
jC
jC
jump |
---|
Command Normals
6A
6A
Kaeshi Renzan |
---|
6B
6B
Kakato Geri |
---|
Universal Mechanics
5D
Jubaku Satsu
(Air OK) |
---|
Throw
Throw
/ |
---|
Big Bang Mode
Big Bang Mode
|
---|
Special Moves
214C
Yoiyami
|
---|
j623X
Tsukikage
jump // |
---|
B-Power Arts
22D
Oni Onzan
(Air OK) |
---|
Big Bang Break
41236ABC
Setsu Gekka
|
---|
Combos
|
Combo Theory
- Combo damage varies from character to character, so all damage numbers come from testing on a full-health Rouga.
- Generally, you can do any normals you want before going into the 2C > 6A sequence, as long as you don't push them back too far.
- Kojirou's 6A is effectively a more finicky version of Senna's 214C for combo purposes, if you're familiar with her routing.
- 6A and 5D will each cause a groundbounce. 3 bounces in a combo will force it to drop.
- 214C causes a knockdown that gives good oki, so it's a standard combo ender.
- Optimizing with this character is difficult. If you find any good combos, feel free to put them in this section!
Midscreen
- 5/2A > 5B > (5C) > 2C dl. 6A > 2C dl. 6A > 2C > 214C (2485)
- Standard bread and butter combo that does not require the use of Kojirou's ghost or meter. Omit 5C if very far from the opponent. You want to do 2C immediately after each 6A, but then slightly delay cancelling that 2C into 6A. Requires some practice, but it's generally consistent. The first hit of the second 6A might whiff at certain ranges, but as long as the second one hits the combo will continue just fine. If done in the corner, this hit will not whiff and you will deal 2589 damage.
- 5/2A > 5B > (5C) > 2C dl. 6A > 2C dl. 6A > 2C > 22D, walk forward > 2C > 214C (2945)
- Metered version of the above combo. Spends 1 bar to get the same knockdown, but deals about 500 more damage. Since this uses 22D instead of 5D, it doesn't really matter where the ghost is when you start the combo. When done in the corner, deals 3054 damage due to one hit of 6A not whiffing.
- 5D > 6/4AB > (5D detonation), 2C dl. 6A, 2C > 214C (3210)
- Meterless combo off of throw using 5D. Requires 5D to be pressed with specific timing before the opponent is thrown, so it can be tricky. Can also do this off of j.623X instead of throw, but your 5D timing and spacing needs to be immaculate.
- 6/4AB > 22D, walk forward > 2C dl. 6A, 2C dl. 6A, 2C > 214C (3756)
- Metered throw combo that gives better damage and doesn't require preemptive usage of Kojirou before throwing the opponent. Can also do this off of j.623X.
- 5A > 5B > 5C > 6A(1) > 2C dl. 6A > 2C dl. 6A > 2C > ABC > 214C > 22D, dl. 2C > 214C > 22D, dl. 2C > 214C > 22D, dl. 2C > 41236ABC, dl. 5D (6155)
- Optimal combo using 3 bars and Big Bang Mode. This route works anywhere on the screen, but for consistency's sake you may want to skip the first 6A outside of the corner. Kojirou's starting position doesn't matter because of how 22D moves him. Due to its high cost, this should only be used if you're certain it will kill.
- Video demonstration: https://www.youtube.com/watch?v=_IJ2dvMa2xE
Corner
- TK j.623X, j.B > j.623X, walk backwards > 6A > 2C > 214C (2161)
- Combo off of TK j.623X in the corner that doesn't use the ghost or meter. Difficult and almost certainly character-specific, but it lets you get the 214C knockdown off of an unreactable overhead for free, which is a frankly criminal ability to have.