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Under Construction
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Mecha Heita Estimated Health (After Scaling): 11974
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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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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Mid
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-
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-
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-
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-
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-
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J, N, Sp, Su
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Standard jab. Decent range, fairly quick, and a good button overall. Pretty similar to Heita's 5A, but does more damage.
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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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300
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All
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-
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-
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-
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-
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-
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J, N, Sp, Su
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A fairly fast jab down. decent range but nothing spectacular, as is true with most of his moves, although it works in combos. The same as Heita's, aside from less damage.
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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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600
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All
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-
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-
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-
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-
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-
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J, N, Sp, Su
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A powerful kick from Mecha Heita. It's once again just a pretty average normal, but it can be pretty strong in combos. This is again the same as Heita's, aside from less damage.
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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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100
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Low
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-
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-
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-
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-
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-
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N, Sp, Su
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A low jab similar to his standing jab. A pretty decent low, can stuff some of the opponent's buttons. This is literally the same as Heita's 2A.
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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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400
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Low
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-
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-
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-
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-
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-
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J, N, Sp, Su
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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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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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600
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Mid
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-
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-
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-
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-
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-
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N, Sp, Su
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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.
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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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-
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-
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-
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-
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N, Sp, Su
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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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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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400
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High
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-
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-
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-
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-
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-
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N, Sp, Su
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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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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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600
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High
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-
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-
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-
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-
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-
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N, Sp, Su
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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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Command Normals
6A
6A
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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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-
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-
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-
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-
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J, N, Sp, Su
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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.
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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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Mid
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-
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-
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-
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-
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-
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J, N, Sp, Su
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Now this is different. Mecha Heita has a charge version with knocks down the opponent and allows for combos after. A pretty useful tool, although the charge can take a while.
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Universal Mechanics
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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1100
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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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Mecha Heita grabs the opponent and throws them to the ground. This is the same as Heita's grab with a little more damage.
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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. When Mecha Heita activates this he suddenly gains insane speed, which is very powerful but very dangerous unless you have a good grasp of the new speed, which can feel like the game moving in fast motion.
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Special Moves
236A
Heita Vulcan 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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200*4 (646)
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All
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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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Mecha Heita fires a series of bullets from his arm. This hits 4 times and is pretty terrible, as it is so minus that a lot of characters can fullscreen punish it.
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236C
Heita Missile 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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400 (high missile) 600 (low missile)
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All
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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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Mecha Heita poses and launches two missiles out of his back. One goes up high, and one goes low. These are very good space tools and have a pretty fast recovery, making it good midrange and long range to keep the opponent blocking.
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623C
Heita Copter (j)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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300+150*8
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All
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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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Mecha Heita's basic DP. It's a pretty good DP overall, and decent as a combo ender although you don't get a knockdown. The first hit does the most damage but in total there are 9 hits.
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421A
Heita Collider 421C
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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*N
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All
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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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Mecha Heita strikes a pose and surrounds himself in an electric field. This can be held indefinitely, and does 200 damage each time it hits. It's not great but it does force the opponent to disjoint, so it has decent utility.
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41236A
Heita Boost 41236A
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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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-
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-
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-
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-
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-
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Mecha Heita jets into the air. Oddly enough this is his best launcher, and allows for the start of rejump combos. It's not amazing but it has decent utility.
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B-Power Arts
236D
Full Fire! 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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500*6
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All
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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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Mecha Heita launches 6 missiles from his back. This is the easiest way to rack up the damage with Mecha Heita, and in Big Bang Mode you can easily build 6k combos with this as the damage base.
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Big Bang Break
41236ABC
Bomber Attack! 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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6020
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All
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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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Mecha Heita does his Boost. If it lands, he launches into the air and explodes himself and the opponent. Good as a combo ender when in Big Bang mode, especially if you're aiming to kill. This kills Mecha Heita, so be sure you're killing when using this.
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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.
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