Big Bang Beat Revolve/Sanzou: Difference between revisions
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|caption= | |caption= | ||
|name=5A | |name=5A | ||
|input={{NotationIcon-BBBR|A}} | |||
|data= | |data= | ||
{{AttackData-BBBR | {{AttackData-BBBR | ||
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|caption= | |caption= | ||
|name=5B | |name=5B | ||
|input={{NotationIcon-BBBR|B}} | |||
|data= | |data= | ||
{{AttackData-BBBR | {{AttackData-BBBR | ||
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|caption= | |caption= | ||
|name=5C | |name=5C | ||
|input={{NotationIcon-BBBR|C}} | |||
|data= | |data= | ||
{{AttackData-BBBR | {{AttackData-BBBR | ||
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|caption= | |caption= | ||
|name=2A | |name=2A | ||
|input={{NotationIcon-BBBR|2}}{{NotationIcon-BBBR|A}} | |||
|data= | |data= | ||
{{AttackData-BBBR | {{AttackData-BBBR | ||
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|advBlock=+2 | |advBlock=+2 | ||
|cancel=N, Sp, Su | |cancel=N, Sp, Su | ||
|description=A pretty far reaching jab | |description=A pretty far reaching jab. Not a bad tool at mid-to-close range. | ||
}} | }} | ||
}} | }} | ||
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|caption= | |caption= | ||
|name=2B | |name=2B | ||
|input={{NotationIcon-BBBR|2}}{{NotationIcon-BBBR|B}} | |||
|data= | |data= | ||
{{AttackData-BBBR | {{AttackData-BBBR | ||
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|advBlock=+3 | |advBlock=+3 | ||
|cancel=J, N, Sp, Su | |cancel=J, N, Sp, Su | ||
|description=A crouching punch down. It's air unblockable, but it's got a short range. | |description=A crouching punch down. It's air-unblockable, but it's got a short range. Pretty good in pressure since it hits twice. | ||
}} | }} | ||
}} | }} | ||
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|caption= | |caption= | ||
|name=2C | |name=2C | ||
|input={{NotationIcon-BBBR|2}}{{NotationIcon-BBBR|C}} | |||
|data= | |data= | ||
{{AttackData-BBBR | {{AttackData-BBBR | ||
Line 124: | Line 130: | ||
|advBlock=0 | |advBlock=0 | ||
|cancel=J, N, Sp, Su | |cancel=J, N, Sp, Su | ||
|description=Sanzou's best and worst launcher. on hit it can lead to some high damage combos, but it has | |description=Sanzou's best and worst launcher. on hit it can lead to some high damage combos, but it has horribly short range, meaning even the usual chains won't work for this button. | ||
}} | }} | ||
}} | }} | ||
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|caption= | |caption= | ||
|name=jA | |name=jA | ||
|input=jump {{NotationIcon-BBBR|A}} | |||
|data= | |data= | ||
{{AttackData-BBBR | {{AttackData-BBBR | ||
Line 144: | Line 151: | ||
|advBlock= | |advBlock= | ||
|cancel=N, Sp, Su | |cancel=N, Sp, Su | ||
|description= A solid air jab. This is best used as an air to air | |description= A solid air jab. This is best used as an air-to-air due to its good amount of range. | ||
}} | }} | ||
}} | }} | ||
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|caption= | |caption= | ||
|name=jB | |name=jB | ||
|input=jump {{NotationIcon-BBBR|B}} | |||
|data= | |data= | ||
{{AttackData-BBBR | {{AttackData-BBBR | ||
Line 163: | Line 171: | ||
|advBlock= | |advBlock= | ||
|cancel=N, Sp, Su | |cancel=N, Sp, Su | ||
|description= A bellyflop. This is a decent jump in with some combo potential but it's a pretty weak button overall. | |description= A bellyflop. This is a decent jump-in with some combo potential, but it's a pretty weak button overall. | ||
}} | }} | ||
}} | }} | ||
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|image=BBBR_Sanzou_jC.png | |image=BBBR_Sanzou_jC.png | ||
|name=jC | |name=jC | ||
|input=jump {{NotationIcon-BBBR|C}} | |||
|data= | |data= | ||
{{AttackData-BBBR | {{AttackData-BBBR | ||
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|caption= | |caption= | ||
|name=6B | |name=6B | ||
|subtitle=Tile Breaker | |||
|input={{NotationIcon-BBBR|6}}{{NotationIcon-BBBR|B}} | |||
|data= | |data= | ||
{{AttackData-BBBR | {{AttackData-BBBR | ||
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|advBlock=-2 | |advBlock=-2 | ||
|cancel=N, Sp, Su | |cancel=N, Sp, Su | ||
|description=This is the only move in Sanzou's entire tookit that makes landing 2C any more consistent. This is a great button, a forward moving punch, and is especially good in combos to get into that point blank range Sanzou needs. | |description=This is the only move in Sanzou's entire tookit that makes landing 2C any more consistent. This is a great button, a forward-moving punch, and is especially good in combos to get into that point-blank range Sanzou needs. | ||
}} | }} | ||
}} | }} | ||
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|caption= | |caption= | ||
|name=Steel Guard | |name=Steel Guard | ||
|input= | |input={{NotationIcon-BBBR|D}} | ||
|data= | |data= | ||
{{AttackData-BBBR | {{AttackData-BBBR | ||
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|recovery= | |recovery= | ||
|advBlock= | |advBlock= | ||
|cancel=N,Sp,Su | |cancel=J, N, Sp, Su | ||
|description=Sanzou | |description=Sanzou braces his arms and parries an attack. Can be canceled into any action if the parry is successful. This has situational uses to punish some things, but the opponent can cancel after hitting the parry, making it a risky tool to use whenever. | ||
}} | }} | ||
}} | }} | ||
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|caption= | |caption= | ||
|name=Throw | |name=Throw | ||
|input=5/ | |input={{NotationIcon-BBBR|5}}/{{NotationIcon-BBBR|4}}{{NotationIcon-BBBR|A}}{{NotationIcon-BBBR|B}} | ||
|data= | |data= | ||
{{AttackData-BBBR | {{AttackData-BBBR | ||
Line 251: | Line 262: | ||
|caption= | |caption= | ||
|name=Big Bang Mode | |name=Big Bang Mode | ||
|input= | |input={{NotationIcon-BBBR|BBM}} | ||
|data= | |data= | ||
{{AttackData-BBBR | {{AttackData-BBBR | ||
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{{MoveData | {{MoveData | ||
|image=BBBR_Sanzou_41236A.png | |image=BBBR_Sanzou_41236A.png | ||
|name= | |name=Endurance | ||
|input= | |input={{NotationIcon-BBBR|41236}}{{NotationIcon-BBBR|A}} | ||
|data= | |data= | ||
{{AttackData-BBBR | {{AttackData-BBBR | ||
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|description=Sanzou performs a command run, which can be cancelled into a few follow-ups. It can also be kara cancelled into throw to give a little more range. | |description=Sanzou performs a command run, which can be cancelled into a few follow-ups. It can also be kara cancelled into throw to give a little more range. | ||
}} | }} | ||
}} | |||
====== <font style="visibility:hidden" size="0">41236A~A</font> ====== | ====== <font style="visibility:hidden" size="0">41236A~A</font> ====== | ||
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|caption= | |caption= | ||
|name=Step Forward | |name=Step Forward | ||
|input= | |input={{NotationIcon-BBBR|41236}}{{NotationIcon-BBBR|A}}~{{NotationIcon-BBBR|A}} | ||
|data= | |data= | ||
{{AttackData-BBBR | {{AttackData-BBBR | ||
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|image=BBBR_Sanzou_41236AB.png | |image=BBBR_Sanzou_41236AB.png | ||
|caption= | |caption= | ||
|name= | |name=Purging | ||
|input= | |input={{NotationIcon-BBBR|41236}}{{NotationIcon-BBBR|A}}<br>~{{NotationIcon-BBBR|B}}/{{NotationIcon-BBBR|C}} | ||
|data= | |data= | ||
{{AttackData-BBBR | {{AttackData-BBBR | ||
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|image=BBBR_Sanzou_214C.png | |image=BBBR_Sanzou_214C.png | ||
|caption= | |caption= | ||
|name= | |name=Iron Fist | ||
|input= | |input={{NotationIcon-BBBR|214}}{{NotationIcon-BBBR|C}} | ||
|data= | |data= | ||
{{AttackData-BBBR | {{AttackData-BBBR | ||
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|image=BBBR_Sanzou_623C.png | |image=BBBR_Sanzou_623C.png | ||
|caption= | |caption= | ||
|name= | |name=Iron Stomp | ||
|input= | |input={{NotationIcon-BBBR|623}}{{NotationIcon-BBBR|C}} | ||
|data= | |data= | ||
{{AttackData-BBBR | {{AttackData-BBBR | ||
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|advBlock=-5 | |advBlock=-5 | ||
|cancel= | |cancel= | ||
|description=Sanzou does a groundpound stomp. | |description=Sanzou does a groundpound stomp. Groundbounces on hit, but is hard to implement into ongoing combos, making it an inconsistent tool overall. | ||
}} | }} | ||
}} | }} | ||
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|image=BBBR_Sanzou_22X.png | |image=BBBR_Sanzou_22X.png | ||
|caption= | |caption= | ||
|name= | |name=Rumble | ||
|input= | |input={{NotationIcon-BBBR|22}}{{NotationIcon-BBBR|A}}/{{NotationIcon-BBBR|B}}/{{NotationIcon-BBBR|C}} | ||
|data= | |data= | ||
{{AttackData-BBBR | {{AttackData-BBBR | ||
|version=A | |version=A | ||
|damage= | |damage=N/A | ||
|guard=All | |guard=All | ||
|property= | |property= | ||
Line 387: | Line 398: | ||
{{AttackData-BBBR | {{AttackData-BBBR | ||
|version=B | |version=B | ||
|damage=700 | |damage=700 | ||
|guard=All | |guard=All | ||
|property= | |property= | ||
Line 399: | Line 410: | ||
{{AttackData-BBBR | {{AttackData-BBBR | ||
|version=C | |version=C | ||
|damage= | |damage=700 | ||
|guard=Mid, Unblockable | |guard=Mid, Unblockable | ||
|property= | |property= | ||
Line 407: | Line 418: | ||
|advBlock=-19 | |advBlock=-19 | ||
|cancel=Su | |cancel=Su | ||
|description=This version goes fullscreen, but has a long startup time. This is useful when being zoned out to secure a knockdown and get the chance to approach the opponent. If used up close, this move becomes blockable. | |description=This version goes fullscreen, but has a long startup time. This is useful when being zoned out to secure a knockdown and get the chance to approach the opponent. If used up close, this move deals damage and becomes blockable. | ||
}} | }} | ||
}} | }} | ||
Line 414: | Line 425: | ||
{{MoveData | {{MoveData | ||
|image=BBBR_Sanzou_63214A.png | |image=BBBR_Sanzou_63214A.png | ||
|name= | |name=Bedrock Reverse | ||
|input= | |input={{NotationIcon-BBBR|63214}}{{NotationIcon-BBBR|A}} | ||
|data= | |data= | ||
{{AttackData-BBBR | {{AttackData-BBBR | ||
|damage= | |damage=200 | ||
|guard= | |guard=Unblockable | ||
|property= | |property= | ||
|startup=25 | |startup=25 | ||
|active= | |active= | ||
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|advBlock= | |advBlock= | ||
|cancel= | |cancel= | ||
|description=An unforgivably horrible command grab. It is reactable with how slow it is, it does no damage (literally), and it has no range. This is a truly terrible move, and the only positive is that you'll get a full combo if you somehow manage to land it. | |description=An unforgivably horrible command grab. It is reactable with how slow it is, it does next to no damage (literally), and it has no range. This is a truly terrible move, and the only positive is that you'll get a full combo if you somehow manage to land it. | ||
}} | }} | ||
}} | }} | ||
Line 434: | Line 445: | ||
|image=BBBR_Sanzou_63214C.png | |image=BBBR_Sanzou_63214C.png | ||
|name=Ironclad | |name=Ironclad | ||
|input= | |input={{NotationIcon-BBBR|63214}}{{NotationIcon-BBBR|C}}<br>(during blockstun) | ||
|data= | |data= | ||
{{AttackData-BBBR | {{AttackData-BBBR | ||
|damage=300 | |damage=300 | ||
|guard=Unblockable | |guard=Unblockable | ||
|property= | |property= | ||
Line 454: | Line 465: | ||
|image=BBBR_Sanzou_22X.png | |image=BBBR_Sanzou_22X.png | ||
|caption= | |caption= | ||
|name=Super | |name=Super Iron Fist | ||
|input= | |input={{NotationIcon-BBBR|63214}}{{NotationIcon-BBBR|D}} | ||
|data= | |data= | ||
{{AttackData-BBBR | {{AttackData-BBBR | ||
Line 475: | Line 486: | ||
|caption= | |caption= | ||
|name=Super Ironclad | |name=Super Ironclad | ||
|input= | |input={{NotationIcon-BBBR|41236}}{{NotationIcon-BBBR|D}} | ||
|data= | |data= | ||
{{AttackData-BBBR | {{AttackData-BBBR | ||
Line 494: | Line 505: | ||
{{MoveData | {{MoveData | ||
|image=BBBR_Sanzou_623C.png | |image=BBBR_Sanzou_623C.png | ||
|name=Crushing | |name=Crushing Fist | ||
|input= | |input={{NotationIcon-BBBR|BBB}} | ||
|data= | |data= | ||
{{AttackData-BBBR | {{AttackData-BBBR |
Revision as of 14:36, 12 June 2024
Under Construction
|
Introduction
Sanzou is the token grappler of the game, but he is also one of the worst characters in the game. With a reactable command grab, inconsistent damage, and slow movement, you have to work very hard to get what you want with him.
Sanzou Kongoumaru is the head supporter, as well as Gang Leader of Tokyo's Sensouji School. His fighting power is so great he's called "the Iron Wall of Kongoumaru". Except, he is extremely weak when it comes to his sister Aya. His buckle is a mobile phone.
General Strategy
This character is fairly undeveloped because of his weak abilities, but the gameplan is that of a standard grappler. His command grab isn't great but his normal throw can be used for some mix, and his Aegis Reflector super can be used for some crazy stuff. Overall the goal is to get in close, and use the command grab to set up combos and try to squeeze out as much damage while you're in as possible.
Normal Moves
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
6B
6B
Tile Breaker |
---|
Universal Mechanics
5D
Steel Guard
|
---|
Throw
Throw
/ |
---|
Big Bang Mode
Big Bang Mode
|
---|
Special Moves
41236A
Endurance
|
---|
41236A~A
Step Forward
~ |
---|
214B
Purging
~/ |
---|
214C
Iron Fist
|
---|
623C
Iron Stomp
|
---|
22X
Rumble
// |
---|
63214A
Bedrock Reverse
|
---|
63214C
Ironclad
(during blockstun) |
---|
B-Power Arts
63214D
Super Iron Fist
|
---|
41236D
Super Ironclad
|
---|
Big Bang Break
41236ABC
Crushing Fist
|
---|
Combos
Combo Theory
- Combo damage varies from character to character, so all damage numbers come from testing on a full-health Rouga.
- The main goal with Sanzou is to get close enough to the opponent either befor or during the combo to land 2C. If you can get a 2C you're golden, as it opens up his combos significantly
Midscreen
Corner
- 5B > 5C(1) > 6B > 2C > 214C > dl.5B > 5C > 2C > 623C (3360)
- A pretty strong meterless combo, but you have to be point blank for it to work. omit the dl.5B for more consistency, and let both hits of the first 5C hit with some characters, while it won't work for others.