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Ren
Estimated Health (After Scaling): 12788
Introduction
Ren Idagawa is a major antagonist in Big Bang Age, and a playable character in Big Bang Beat and Big Bang Beat Revolve. Ren is the banchou of 750 Academy, as well as the leader of Gokuren, a large biker gang. He plans to conquer Japan.
General Strategy
Ren has solid tools for zoning with his long normals and 236X series of specials, and can play a strong defensive neutral. He really shines once he has the opponent in the corner, and he can blow you up very quickly with his setplay and powerful command grab.
Normal Moves
Standing Normals
5A
5A
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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200
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Mid
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-
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6
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-
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-
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-1
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J, N, Sp, Su
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A fast, short range knee.
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5B
5B
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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400
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Mid
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-
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8
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-
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-
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0
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J, N, Sp, Su
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A straight, decently-sized kick.
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5C
5C
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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700
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Mid
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-
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17
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-
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-
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-5
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J, N, Sp, Su
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Ren steps forward and swings his sword down in a wide arc.
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Crouching Normals
2A
2A
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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130
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Low
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-
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6
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-
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-
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-1
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N, Sp, Su
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A quick low kick with decent reach.
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2B
2B
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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350
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All
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-
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7
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-
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-
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-3
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N, Sp, Su
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A low sword strike. The quick startup and long range make it an excellent poking tool.
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2C
2C
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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700
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All
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-
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10
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-
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-
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-12
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Sp, Su
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Ren stands up and swings his sword upward. Air blockable and only cancellable into specials, so be careful using this as an anti-air.
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Air Normals
jA
jA
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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150
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High
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-
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7
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-
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-
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-
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N
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A quick kick, very similar to his 2A.
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jB
jB
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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350
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High
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-
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11
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-
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-
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-
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N
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A horizontal kick with decent reach.
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jC
jC
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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800
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High
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-
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14
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-
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-
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-
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N
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Ren slashes downward in a wide arc.
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Command Normals
6C
Brawl Kick 6C
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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1100
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Mid
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-
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33
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-
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-
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-1
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J, Sp, Su
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Ren does a strong forward kick. Jump cancellable on block, leaving you +19 if jump cancelled as early as possible.
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j2C
Strike j2C
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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700
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High
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-
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23
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-
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-
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-
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N
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Ren slams his hilt down onto the opponent.
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Universal Mechanics
5D
Throw
Throw 4/5AB
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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300
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Unblockable
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-
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-
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-
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-
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-
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NC
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Ren grabs the opponent and tosses them up into the air. Does very little damage on its own, but leads into a combo anywhere on screen.
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Big Bang Mode
Big Bang Mode ABC
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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N/A
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N/A
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-
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-
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-
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-
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-
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-
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Universal Big Bang Mode activation. Requires 3 bars and can be done anytime you have control on the ground. Lasts for about 7 seconds.
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Special Moves
236A
Empty Can 236A
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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220/820
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All
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-
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8
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-
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-
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+10
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NC
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Ren tosses an empty can in a parabolic arc in front of him. 623C can be used to launch the can in a straight line, dealing greater damage. Can bounce off of the wall, making it take longer to fall down.
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236B
Molotov Cocktail 236B
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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300*3 (783)
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All
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-
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68
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-
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-
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-
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NC
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Ren tosses a Molotov cocktail in a parabolic arc in front of him. Like empty can, 623C can be used to launch the bottle forward. The bottle has no hitbox, and only the flames it creates on impact can hit the opponent. Will take longer to hit the ground if it bounces off of the wall first.
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236C
Concrete-block Wall 236C
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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800
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High
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-
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38
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-
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-
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-43
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NC
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Ren tosses a concrete block in a parabolic arc in front of him. 623C can be used to launch the block slightly further. Only gains a hitbox once it touches the ground. Hits overhead, and can be very strong on okizeme.
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623B
I Won't Let You Get Away! 623B
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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800
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Unblockable
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-
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9
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-
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-
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-
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-
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Ren sticks his sword into the air, catching airborne opponents before throwing them to the ground.
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623C
Fly Away! 623C
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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800
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All
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-
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16
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-
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-
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-3
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-
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Ren swings his sword upward, creating a red arc along the path of the swing. Can be used to launch the items he throws out with 236X.
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214A
Feint 214A
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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-
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-
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Invincible
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-
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-
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29
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-
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NC
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Ren dashes forward with a fake shoulder charge, stopping after a moment.
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214X
Tempering 214B/C
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Version
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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B
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850
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Mid
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Invincible
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12
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-
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-
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-9
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Su
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Ren dashes forward with a strong shoulder charge.
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Version
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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[B]
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850
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Mid
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Invincible
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19
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-
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-
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-9
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Su
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Ren dashes forward with a strong shoulder charge. Causes untechable wallbounce on hit.
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Version
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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C
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1000
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Mid
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Invincible
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16
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-
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-
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-25
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Su
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Ren dashes forward with a strong shoulder charge. Travels slightly further than the B version and launches on hit.
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B-Power Arts
236D
Dance! 236D
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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-
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-
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-
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5+4
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-
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-
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-
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NC
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Ren throws three empty cans, two Molotov cocktails, and one cinder block.
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63214D
Headbutt 63214D Headbutt Headbutt GO TO HELL!! GO TO HELL!!
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Version
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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63214D
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800
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Unblockable
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-
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5+0
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-
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-
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-
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NC
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Ren grabs his opponent and headbutts them.
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Version
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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63214D~C
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3000/2400
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-
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-
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-
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-
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-
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-
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NC
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Ren charges up his headbutt for a more powerful attack.
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623B~8D
Fly! 623B~8D
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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100, 1500 (1330)
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-
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-
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-
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-
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-
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-
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NC
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Ren swings his sword up to launch the opponent before punching them into the wall.
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Big Bang Break
41236ABC
You're Dead! 41236ABC
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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4187
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Unblockable
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-
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-
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-
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-
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-
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-
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Ren reaches out to grab the opponent. If he gets them, he launches into an autocombo that ends with an explosive j.2C.
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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
- 5/2A > 5B > 5C > 2C > dl 214B > 5A > 2C > dl j.2C > 5B > 2C > dl j.2C > 5B > 5C > 2C > 623B (3117)
- Your go-to midscreen BnB. Does good damage and gets you a hard knockdown.
- 5/2A > 5B > 5C > 2C > dl 214B > 5A > 2C > dl j.2C > 5B > 2C > dl j.2C > 5B > 5C > 2C > 623B~8D (3657)
- The same route as above, but spending a bar on 623B~8D to get 500 more damage and full-screen corner carry.
Corner
Colors
BBBR Navigation