Big Bang Beat Revolve/M. Heita: Difference between revisions
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|guard=Mid | |guard=Mid | ||
|property= | |property= | ||
|startup= | |startup=5 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advBlock= | |advBlock=+3 | ||
|cancel=J, N, Sp, Su | |cancel=J, N, Sp, Su | ||
|description=Standard jab. Decent range, fairly quick, and a good button overall. Pretty similar to Heita's 5A, but does more damage. | |description=Standard jab. Decent range, fairly quick, and a good button overall. Pretty similar to Heita's 5A, but does more damage. | ||
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|guard=All | |guard=All | ||
|property= | |property= | ||
|startup= | |startup=11 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advBlock= | |advBlock=0 | ||
|cancel=J, N, Sp, Su | |cancel=J, N, Sp, Su | ||
|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. | |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. | ||
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|guard=All | |guard=All | ||
|property= | |property= | ||
|startup= | |startup=8 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advBlock=- | |advBlock=-5 | ||
|cancel=J, N, Sp, Su | |cancel=J, N, Sp, Su | ||
|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. | |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. | ||
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|guard=Low | |guard=Low | ||
|property= | |property= | ||
|startup= | |startup=6 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advBlock= | |advBlock=+2 | ||
|cancel=N, Sp, Su | |cancel=N, Sp, Su | ||
|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. | |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. | ||
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|guard=Low | |guard=Low | ||
|property= | |property= | ||
|startup= | |startup=6 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advBlock= | |advBlock=-2 | ||
|cancel=J, N, Sp, Su | |cancel=J, N, Sp, Su | ||
|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. | |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. | ||
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|guard=Mid | |guard=Mid | ||
|property= | |property= | ||
|startup= | |startup=10 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advBlock= | |advBlock=-4 | ||
|cancel=N, Sp, Su | |cancel=N, Sp, Su | ||
|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 aside from less damage. | |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 aside from less damage. | ||
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|guard=High | |guard=High | ||
|property= | |property= | ||
|startup= | |startup=5 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 159: | Line 159: | ||
|guard=High | |guard=High | ||
|property= | |property= | ||
|startup= | |startup=10 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|guard=High | |guard=High | ||
|property= | |property= | ||
|startup= | |startup=11 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|guard=Mid | |guard=Mid | ||
|property= | |property= | ||
|startup= | |startup=15 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advBlock= | |advBlock=3 | ||
|cancel=J, N, Sp, Su | |cancel=J, N, Sp, Su | ||
|description=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. | |description=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. | ||
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|guard=Mid | |guard=Mid | ||
|property= | |property= | ||
|startup= | |startup=29 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advBlock= | |advBlock=-5 | ||
|cancel=J, N, Sp, Su | |cancel=J, N, Sp, Su | ||
|description=Now this is different. | |description=Now this is different. Heita has a charge version with knocks down the opponent and allows for combos after. A pretty useful tool, although the charge can take a while. | ||
}} | }} | ||
}} | }} | ||
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|guard=All | |guard=All | ||
|property= | |property= | ||
|startup= | |startup=14 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advBlock= | |advBlock=-42 | ||
|cancel= | |cancel= | ||
|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. | |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. | ||
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|guard=All | |guard=All | ||
|property= | |property= | ||
|startup= | |startup=24 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advBlock= | |advBlock=6 | ||
|cancel= | |cancel= | ||
|description=Mecha Heita poses and launches two missiles out of his back. One goes up high, and one goes low. These are very good space tools and have a pretty fast recovery, making it good midrange and long range to keep the opponent blocking. | |description=Mecha Heita poses and launches two missiles out of his back. One goes up high, and one goes low. These are very good space tools and have a pretty fast recovery, making it good midrange and long range to keep the opponent blocking. | ||
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|property= | |property= | ||
|startup= | |startup= | ||
|active= | |active=9 | ||
|recovery= | |recovery= | ||
|advBlock= | |advBlock=-17 | ||
|cancel= | |cancel= | ||
|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. | |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. | ||
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|guard=All | |guard=All | ||
|property= | |property= | ||
|startup= | |startup=15 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advBlock= | |advBlock=13 | ||
|cancel= | |cancel= | ||
|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. | |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. | ||
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|guard=All | |guard=All | ||
|property= | |property= | ||
|startup= | |startup=14 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advBlock= | |advBlock=-27 | ||
|cancel= | |cancel= | ||
|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. | |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. | ||
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|guard=All | |guard=All | ||
|property= | |property= | ||
|startup= | |startup=10+0 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advBlock= | |advBlock=16 | ||
|cancel= | |cancel= | ||
|description=Mecha Heita launches 6 missiles from his back. This is the easiest way to rack up the damage with Mecha Heita, and in Big Bang Mode you can easily build 6k combos with this as the damage base. | |description=Mecha Heita launches 6 missiles from his back. This is the easiest way to rack up the damage with Mecha Heita, and in Big Bang Mode you can easily build 6k combos with this as the damage base. |
Revision as of 08:39, 6 June 2024
Under Construction
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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.
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.
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
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jB
jB
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jC
jC
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Command Normals
6A
6A
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Universal Mechanics
Throw
Throw
4/5AB |
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Big Bang Mode
Big Bang Mode
ABC |
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Special Moves
236A
Heita Vulcan
214A |
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236C
Heita Missile
236C |
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623C
Heita Copter
(j)623C |
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421A
Heita Collider
421C |
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41236A
Heita Boost
41236A |
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B-Power Arts
236D
Full Fire!
236D |
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Big Bang Break
41236ABC
Bomber Attack!
41236ABC |
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Combos
Combo Theory
- Combo damage varies from character to character, so all damage numbers come from testing on a full-health Rouga.