Big Bang Beat Revolve/M. Heita: Difference between revisions
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|advBlock=-2 | |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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|advBlock=-4 | |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's, aside from less damage. | ||
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|advBlock= | |advBlock= | ||
|cancel=N, Sp, Su | |cancel=N, Sp, Su | ||
|description= A solid jumping kick. It's a decent jump-in button, but it is a bit slow for an A normal. The same as Heita's | |description=A solid jumping kick. It's a decent jump-in button, but it is a bit slow for an A normal. The same as Heita's. | ||
}} | }} | ||
}} | }} | ||
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|advBlock= | |advBlock= | ||
|cancel=N, Sp, Su | |cancel=N, Sp, Su | ||
|description= Heita does an upward swipe. This move has almost no utility outside of combos, but to be fair, it is good combo filler. The same as Heita's. | |description=Mecha Heita does an upward swipe. This move has almost no utility outside of combos, but to be fair, it is good combo filler. The same as Heita's. | ||
}} | }} | ||
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|advBlock= | |advBlock= | ||
|cancel=N, Sp, Su | |cancel=N, Sp, Su | ||
|description= Heita makes a downward swing. Another awkward hitbox to try to hit someone on the ground with. It is a decent air to air, but it's probably the weakest of his air normals. The same as Heita's. | |description=Mecha Heita makes a downward swing. Another awkward hitbox to try to hit someone on the ground with. It is a decent air-to-air, but it's probably the weakest of his air normals. The same as Heita's. | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-BBBR | {{AttackData-BBBR | ||
|version=6A | |||
|damage=700 | |damage=700 | ||
|guard=Mid | |guard=Mid | ||
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|advBlock=+3 | |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=Mecha 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. | ||
}} | }} | ||
{{AttackData-BBBR | {{AttackData-BBBR | ||
|version=6[A] | |||
|damage=800 | |damage=800 | ||
|guard=Mid | |guard=Mid | ||
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|advBlock=-5 | |advBlock=-5 | ||
|cancel=J, N, Sp, Su | |cancel=J, N, Sp, Su | ||
|description=Now this is different. Heita has a charge version with knocks | |description=Now this is different. Mecha Heita has a charge version with knocks the opponent down and allows for combos after. A pretty useful tool, although the charge can take a while. | ||
}} | }} | ||
}} | }} | ||
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== B-Power Arts == | == B-Power Arts == | ||
====== <font style="visibility:hidden" size="0">236D</font> ====== | ====== <font style="visibility:hidden" size="0">236D</font> ====== | ||
{{MoveData | {{MoveData |
Revision as of 23:05, 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.