Big Bang Beat Revolve/Miyazato: Difference between revisions
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== Introduction == | == Introduction == | ||
Miyazato has a lot of strange tools, including a set of assists, and in general she can be very hard to get a hang of at the beginning. Once you start understanding her tools, however, she has some of the best neutral in the game and a lot of strong tools to keep the opponent where you want them. | '''Miyazato''' has a lot of strange tools, including a set of assists, and in general she can be very hard to get a hang of at the beginning. Once you start understanding her tools, however, she has some of the best neutral in the game and a lot of strong tools to keep the opponent where you want them. | ||
== General Strategy == | == General Strategy == | ||
Miyazato's greatest strength lies in her pokes. Her C attacks have great range and do moderate damage on their own. Super jumps are more important for Miyazato than the rest of the cast as they extend the range that she can safely execute a j.C while jumping in on an opponent. | Miyazato's greatest strength lies in her pokes. Her C attacks have great range and do moderate damage on their own. Super jumps are more important for Miyazato than the rest of the cast as they extend the range that she can safely execute a j.C while jumping in on an opponent. | ||
She is the only character with assists, and one of their greatest strengths is that they can't be stopped. The instant Miyazato does the summoning animation, the assists will come out and attempt their attacks, no matter what. Saki is best used for pressuring your opponent when in close and even keeping them out or punishing their attacks. Shouko is great for numerous setups as she has delay, tracking, and will bounce your opponent up on hit. | She is the only character with assists, and one of their greatest strengths is that they can't be stopped. The instant Miyazato does the summoning animation, the assists will come out and attempt their attacks, no matter what. {{NotationIcon-BBBR|SakiAssist}} '''Saki''' is best used for pressuring your opponent when in close and even keeping them out or punishing their attacks. {{NotationIcon-BBBR|ShoukoAssist}} '''Shouko''' is great for numerous setups as she has delay, tracking, and will bounce your opponent up on hit. | ||
Miyazato's combos are rather "cookie cutter," and thanks to the game's scaling she has a hard time breaking into the 3k range for damage. This is somewhat negligible as long combos aren't really her thing and a lot of her short, simple combos are much more reliable and damaging. Her super, when used by itself, does more damage than most characters in the same situation. 41236C can be used in mixup for throw attempts if your opponent is expecting the kick, but use it sparingly because it's not safe. | Miyazato's combos are rather "cookie cutter," and thanks to the game's scaling she has a hard time breaking into the 3k range for damage. This is somewhat negligible as long combos aren't really her thing and a lot of her short, simple combos are much more reliable and damaging. Her super, when used by itself, does more damage than most characters in the same situation. 41236C can be used in mixup for throw attempts if your opponent is expecting the kick, but use it sparingly because it's not safe. |
Revision as of 21:56, 10 June 2024
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Introduction
Miyazato has a lot of strange tools, including a set of assists, and in general she can be very hard to get a hang of at the beginning. Once you start understanding her tools, however, she has some of the best neutral in the game and a lot of strong tools to keep the opponent where you want them.
General Strategy
Miyazato's greatest strength lies in her pokes. Her C attacks have great range and do moderate damage on their own. Super jumps are more important for Miyazato than the rest of the cast as they extend the range that she can safely execute a j.C while jumping in on an opponent.
She is the only character with assists, and one of their greatest strengths is that they can't be stopped. The instant Miyazato does the summoning animation, the assists will come out and attempt their attacks, no matter what. Saki is best used for pressuring your opponent when in close and even keeping them out or punishing their attacks.
Shouko is great for numerous setups as she has delay, tracking, and will bounce your opponent up on hit.
Miyazato's combos are rather "cookie cutter," and thanks to the game's scaling she has a hard time breaking into the 3k range for damage. This is somewhat negligible as long combos aren't really her thing and a lot of her short, simple combos are much more reliable and damaging. Her super, when used by itself, does more damage than most characters in the same situation. 41236C can be used in mixup for throw attempts if your opponent is expecting the kick, but use it sparingly because it's not safe.
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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6B
6B
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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
214A
Saki! 214A 1st hit 1st hit 2nd hit 2nd hit
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214B
Shouko!
214B |
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214C
I'll!
214C |
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41236X
Tight Chain
41236A/B(~4C) |
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63214C
Cyclone Chain
63214C |
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623X
Spiral Chain
623A/B/C |
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B-Power Arts
214D
Rumble Chain 63214D initial punches initial punches final chain whip final chain whip
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Big Bang Break
41236ABC
Miyazato Corps, Gather!
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.
Midscreen
- 214B > 2C > 6A > jC > 623C (2038)
- 5A > 5B > 5C > 2C > 5C > 6A > jC > j623C (2390)
- jC > 5C > 2C > 5C > 6A (2066)
- 214C > 5B > 6A > jC > jB > j623C (2442)
- If you cannot connect all 3 hits of j623C, j623B does more damage.
Corner
- 5A > 5B > 5C > 2C > 5C > 63214C > 2C > 41236A > 214A > 6A > 2C (1948)
- jC > 5C > 2C > 5C > 63214C > 214A > 63214C > 623C (2718)