Big Bang Beat Revolve/Sanzou: Difference between revisions
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|guard=Mid | |guard=Mid | ||
|property= | |property= | ||
|startup= | |startup=8 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advBlock= | |advBlock=+2 | ||
|cancel=J, N, Sp, Su | |cancel=J, N, Sp, Su | ||
|description=A decently fast jab. It has a awkward animation, but it's pretty fast, so it's decent when close to the opponent. | |description=A decently fast jab. It has a awkward animation, but it's pretty fast, so it's decent when close to the opponent. | ||
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|guard=All | |guard=All | ||
|property= | |property= | ||
|startup= | |startup=8 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advBlock= | |advBlock=-10 | ||
|cancel= | |cancel= | ||
|description=A relatively slow but long range punch. Great in midrange but it can't convert very well in general. | |description=A relatively slow but long range punch. Great in midrange but it can't convert very well in general. | ||
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|guard=All | |guard=All | ||
|property= | |property= | ||
|startup= | |startup=14 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advBlock= | |advBlock=-9 | ||
|cancel= | |cancel= | ||
|description=A strong swipe down. Hits 2 times, and is very good overall, but pushes away the opponent to a point that makes it harder to do combos. | |description=A strong swipe down. Hits 2 times, and is very good overall, but pushes away the opponent to a point that makes it harder to do combos. | ||
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|guard=Mid | |guard=Mid | ||
|property= | |property= | ||
|startup= | |startup=8 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advBlock= | |advBlock=+2 | ||
|cancel=N, Sp, Su | |cancel=N, Sp, Su | ||
|description=A pretty far reaching jab, not a bad tool midrange and close range. | |description=A pretty far reaching jab, not a bad tool midrange and close range. | ||
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|guard=Mid | |guard=Mid | ||
|property= | |property= | ||
|startup= | |startup=11 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advBlock= | |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. It's pretty good in pressure since it hits twice. | |description=A crouching punch down. It's air unblockable, but it's got a short range. It's pretty good in pressure since it hits twice. | ||
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|guard=Mid | |guard=Mid | ||
|property= | |property= | ||
|startup= | |startup=21 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advBlock= | |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 a horribly short range, meaning even the usual chains won't work for this button. | |description=Sanzou's best and worst launcher. on hit it can lead to some high damage combos, but it has a horribly short range, meaning even the usual chains won't work for this button. | ||
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|guard=High | |guard=High | ||
|property= | |property= | ||
|startup= | |startup=5 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|guard=High | |guard=High | ||
|property= | |property= | ||
|startup= | |startup=8 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|damage=900 | |damage=900 | ||
|guard=High | |guard=High | ||
|property= | |property=15 | ||
|startup= | |startup= | ||
|active= | |active= | ||
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|guard=Mid | |guard=Mid | ||
|property= | |property= | ||
|startup= | |startup=15 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advBlock=- | |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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|guard=N/A | |guard=N/A | ||
|property= | |property= | ||
|startup= | |startup=8 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|guard=Mid | |guard=Mid | ||
|property= | |property= | ||
|startup= | |startup=16 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advBlock= | |advBlock=-1 | ||
|cancel=Sp, Su | |cancel=Sp, Su | ||
|description=Sanzou does a strong swinging punch. This is a great option with command dash, and can be used in combos off certain cancels. It does a ton of damage but it can kill combos in the corner, making it best in midscreen for a push to the corner. | |description=Sanzou does a strong swinging punch. This is a great option with command dash, and can be used in combos off certain cancels. It does a ton of damage but it can kill combos in the corner, making it best in midscreen for a push to the corner. | ||
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|guard=Mid | |guard=Mid | ||
|property= | |property= | ||
|startup= | |startup=30 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advBlock= | |advBlock=-8 | ||
|cancel= | |cancel= | ||
|description=A strong straight punch from Sanzou. This is a very good tool in combos, and wallbounces on hit allowing for extra combo potential, as well as being a high damage move in general. | |description=A strong straight punch from Sanzou. This is a very good tool in combos, and wallbounces on hit allowing for extra combo potential, as well as being a high damage move in general. | ||
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|guard=High | |guard=High | ||
|property= | |property= | ||
|startup= | |startup=28 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advBlock= | |advBlock=-5 | ||
|cancel= | |cancel= | ||
|description=Sanzou does a groundpound stomp. It groundbounces on hit, but is hard to combo into late in a combo, making it an inconsistent tool overall. | |description=Sanzou does a groundpound stomp. It groundbounces on hit, but is hard to combo into late in a combo, making it an inconsistent tool overall. | ||
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|version=A | |version=A | ||
|damage=NA | |damage=NA | ||
|guard= | |guard=All | ||
|property= | |property= | ||
|startup= | |startup=16 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advBlock= | |advBlock= | ||
|cancel=Su | |cancel=Su | ||
|description=Sanzou slams the ground, and if the opponent is on the ground within a short distance, they will be put in a knockdown state. This is a strong tool to | |description=Sanzou slams the ground, and if the opponent is on the ground within a short distance, they will be put in a knockdown state. This is a strong tool to end grounded combos at ranges where 2C would whiff. Strangely, if the opponent is blocking, 22A whiffs entirely. | ||
}} | }} | ||
{{AttackData-BBBR | {{AttackData-BBBR | ||
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|guard=All | |guard=All | ||
|property= | |property= | ||
|startup= | |startup=20 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advBlock= | |advBlock=-19 | ||
|cancel=Su | |cancel=Su | ||
|description=This version does damage but you have to be close to the opponent. It's not a very good option since you have to be so close for it, but it does groundbounce, allowing for combos. | |description=This version does damage but you have to be close to the opponent. It's not a very good option since you have to be so close for it, but it does groundbounce, allowing for combos. | ||
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|version=C | |version=C | ||
|damage=NA | |damage=NA | ||
|guard=Unblockable | |guard=Mid, Unblockable | ||
|property= | |property= | ||
|startup= | |startup=38 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advBlock= | |advBlock=-19 | ||
|cancel=Su | |cancel=Su | ||
|description=This version goes fullscreen, but has a long startup time. | |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. | ||
}} | }} | ||
}} | }} | ||
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|guard= | |guard= | ||
|property=Unblockable | |property=Unblockable | ||
|startup= | |startup=25 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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{{AttackData-BBBR | {{AttackData-BBBR | ||
|damage=300 | |damage=300 | ||
|guard= | |guard=Unblockable | ||
|property= | |property= | ||
|startup= | |startup=19 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|guard=All | |guard=All | ||
|property= | |property= | ||
|startup= | |startup=6+8 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advBlock= | |advBlock=-12 | ||
|cancel= | |cancel= | ||
|description=Sanzou does a groundslam into a hard punch. This is a decent super but suffers from the same problems 22B does in that you have to be basically point blank in order to do anything with it. On hit it wallbounces, allowing for some combo potential. | |description=Sanzou does a groundslam into a hard punch. This is a decent super but suffers from the same problems 22B does in that you have to be basically point blank in order to do anything with it. On hit it wallbounces, allowing for some combo potential. | ||
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|guard=All | |guard=All | ||
|property= | |property= | ||
|startup= | |startup=23+4 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advBlock= | |advBlock=+30 | ||
|cancel= | |cancel= | ||
|description=Sanzou does what is essentially an Aegis Reflector. This is an extremely useful move as it allows you to get some genuine mix on the opponent, which is something Sanzou sorely lacks. Very much worth the meter. | |description=Sanzou does what is essentially an Aegis Reflector. This is an extremely useful move as it allows you to get some genuine mix on the opponent, which is something Sanzou sorely lacks. Very much worth the meter. |
Revision as of 21:29, 9 June 2024
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Under Construction
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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
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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
6B
6B
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Universal Mechanics
5D
Steel Guard
5D |
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Throw
Throw
4/5AB |
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Big Bang Mode
Big Bang Mode
ABC |
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Special Moves
41236A
Nintai
41236A |
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41236A~A
Step Forward
41236A~A |
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214B
Shukusei
41236A~B/C |
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214C
Tekken
214C |
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623C
Tetsu Geta
623C |
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22X
Todoroki
22A/B/C |
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63214A
Gaban-gaeshi
63214A |
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63214C
Ironclad
63214C (in blockstun) |
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B-Power Arts
63214D
Super Tekken
63214D |
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41236D
Super Ironclad
41236D |
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Big Bang Break
41236ABC
Crushing Fang
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.
- 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.