Big Bang Beat Revolve/Manbou
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Under Construction
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Introduction
General Strategy
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 1st hit 1st hit 2nd hit 2nd hit
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Command Normals
6A
6A
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6B
6B
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Universal Mechanics
5D
Choukaifuku
5D |
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Throw
Throw
4/6AB |
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Big Bang Mode
Big Bang Mode
ABC |
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Special Moves
236A
Nagikaze
236A |
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623X
Gekka
623A/B/C |
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j623X
Gekka (Air)
j623A/B/C |
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214A
Shunpuu
214A |
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214A~A
Sakura
214A~A |
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214A~B
Shoubu
214A~B |
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214A~C
Botan
214A~C |
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41236C
Ibuki 214C 2 hits 2 hits
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41236C
Tsubaki 41236C Startup Startup Max travel distance Max travel distance
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B-Power Arts
22D
Yusaikake
22D |
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236D
Nagikaze Ran
236D |
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623D
Ouka Hishousen
623D |
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j.623D
Ouka Hishousen (Air)
j623D |
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Big Bang Break
41236ABC
Setsu Gekka
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.
- Generally, you can do any normals you want before going into the 2C > 214C sequence, as long as you don't push them back too far.
- 214C will cause a groundbounce on an aerial opponent, and 623C/j.623C will cause a groundbounce and then a wallbounce regardless of how they hit the opponent.
- Bouncing the opponent 3 times will force your combo to end, so you can only do 214C twice in the standard loop.
- This is also why 623C is a poor combo component, because if there's too many bounces the second hit won't land, and it can't be super cancelled.
Midscreen
- 5/2A > 5B > (5C) > 2C > 214C, 2C > 214C, 2C > 214AA (2112)
- This is your standard universal knockdown combo that gives okizeme opportunities. 5C can whiff if you're too far from the opponent, so omit it accordingly. If you're instead extremely close and fighting a large enough character, you can fit in a bonus 6A for 2311 damage. You'll probably be using this one the most midscreen.
- 5/2A > 5B > (5C) > 2C > 214C, 2C > 214C, 2C > 214A, 5B > 5C (jump cancel) j.B > j.C > j.623B > j.623D (2882)
- This is an iteration of the above combo that costs 1 bar and sacrifices okizeme for roughly 600~900 more damage. Only suggest using this for guaranteeing a KO. If you're having trouble landing the second 5B, you can instead go into 214AA > j.623B > j.623D for an incredibly minor damage loss.
Corner
- 5/2A > 5B > (5C) > 2C > 214AB, 2A > 214C, 2C > 214AA > j.623B > j.623D (3201)
- High-damage combo for when your opponent is close to the corner. The 2A link after 214AB is difficult at first and only possible if you land very close to the opponent (which is why this only works in the corner), but it gets easier if you focus on trying to 2A as soon as Senna touches the ground. Costs 1 bar, but you can omit the j.623B and j.623D to still get 2448 damage and a better knockdown.
- 623C/j.623C > j.B > j.C > j.623B > j.623D (2105)
- Followup to landing a raw 623C. Spends one bar and gives no oki, so only use if it'll kill.
- 5/2A > 5B > (5C) > 2C > 214AB, 2A > 214C, 2C > 214AA > j.623B > land > ABC > combo drops, opponent techs > 41236ABC (7587)
- A gimmicky reset for 3 bars that takes advantage of 41236ABC's air unblockable properties to land it outside of a combo, and therefore have it be completely unscaled. This loses to your opponent not teching or delaying their tech significantly, but if you catch someone with it they're pretty much dead. It's a fake option, but an option nonetheless.