Big Bang Beat Revolve/System: Difference between revisions

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You can also, in most cases, switch to a crouching normal if you're still going up through the "normals" section of the chain (e.g., 5A > 2B). This is integral for the mixup game, as crouching attacks are usually low attacks (though which normals are low attacks vary from character to character).
You can also, in most cases, switch to a crouching normal if you're still going up through the "normals" section of the chain (e.g., 5A > 2B). This is integral for the mixup game, as crouching attacks are usually low attacks (though which normals are low attacks vary from character to character).
== BBBR Navigation ==
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[[Category:Big Bang Beat Revolve]]

Revision as of 12:23, 29 May 2024

Basic Mechanics

Guarding

As is traditional in most fighting games, holding backward (4) will allow you to guard against incoming attacks. To guard against crouching attacks, hold down and backward at the same time (1).

Movement

Tap 6 twice and hold it the second time to dash/run and tap 4 twice to back-hop. Back-hops are not continuous motions, but the forward dash is so long as you hold 6, unless the character has a special dash. Additionally, dashes can be canceled into standing or crouching attacks.

Super jumps are executed with the command 22~7/8/9, and when performed successfully, the character is followed by a series of afterimages.

Air Techs

By pushing A, B, or C in midair you can tech at the end of the opponent's string or combo. The buttons move you forward, neutral, or back, depending on where you want to go. This is an extremely important tool to escape the opponent's reach, but if the opponent knows which direction you're going to tech in they can potentially put you right back into pressure or even a combo. Be careful of where you're teching.

Throws

Throws are done by pushing A and B, or holding back and pushing those buttons for a backwards throw. Like most fighters, the opponent can't block the throw, making it an important tool to mix up the opponent when they are focused on blocking.

B-Power Options

B-Counter

By pushing 6A+B while guarding, you'll perform a move that knocks the opponent off of you, at the cost of 1 meter. While the move itself doesn't do any damage, it is possible to combo in specific circumstances. Mainly used as pushblock is in other games, essentially a "get off me" tool.

B-Escape

For the cost of 3 meter, holding back or forward and pushing A+B+C while getting hit will allow you to tech immediately out of a combo, backwards or forwards depending on the direction you hold. You can then potentially punish the opponent if they pressed a button with a long recovery. A very strong tool, but will cost you all your meter in return.

B-Burst

Your standard Burst mechanic. While getting hit, pressing A+B+C will allow you to knock the opponent away, giving you room to breathe. It also costs 3 meter, and it very useful when you need a surefire way to get the opponent off of you.

B-Power Arts

These are EX moves, doable off 1 meter. These can vary in usage depending on the character, and characters will not have a EX version of every move, but since it costs so little to use these moves can be extremely useful in a variety of scenarios.

B-Steal

By pressing B+C you can immediately pick up all B-Power Stones in the stage. This is very useful for building meter, but can be punished if you're not careful when you use it.

Big Bang Mode

This is another mechanic that uses all 3 meter. By pushing A+B+C in neutral while at full meter, the screen will flash red and you will go into Big Bang Mode. The effects of Big Bang Mode differ depending on the character, but during the mode your meter will drain, and once it completely empties you will not be able to use meter for the rest of the round. In this mode characters also gain access to their Big Bang Breaks, powerful supers which can quickly end a round in the right scenarios. Be careful when using this powerful mechanic

Basic Combo Structure

Big Bang Beat Revolve, like its predecessor Big Bang Beat, follows a simple, standard system for setting up combos. The chain of cancels, assuming that all attacks make contact with the opponent, works as follows.

Normals (A > B > C) > Command Moves > Special Moves > Super Moves

Put into words, this means that in general, any A attack that hits can be canceled by a B attack. If the B attack hits, it can then be canceled by a C attack. If the C attack hits, it can be canceled by a Command Move, and so on. It is also possible to skip ahead in the hierarchy, so long as you're moving forward; for example, A > C > Special Move, or B > Command Move > Super Move is a completely valid option. The overall applicability of these rules may or may not differ between characters.

You can also, in most cases, switch to a crouching normal if you're still going up through the "normals" section of the chain (e.g., 5A > 2B). This is integral for the mixup game, as crouching attacks are usually low attacks (though which normals are low attacks vary from character to character).

BBBR Navigation

General
FAQ
Controls
HUD
System
Glossary
Characters
Burai
Miyazato
Heita
Kunagi
Rouga
Senna
Nakanishi
Kinako
Daigo
Hanny
Manbou
Sanzou
Ren
Agito
M. Heita
Devil
Kojirou
Kamui