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Senna Health: ???
Guts: ???
Introduction
Senna is a neutral based rushdown who relies on her strong pokes to keep the opponent in check and land a punish, leading to oppressive pressure once she knocks them down. Her normals are some of the best in the game, allowing her to outplay almost any character in neutral. Once she lands a knockdown she gets strong pressure that starts with an oki mix, which if guessed on correctly at worst sets her back to neutral.
Senna Kyoudou is one of the two main heroines in Big Bang Age, and a playable character in Big Bang Beat and Big Bang Beat Revolve. Senna met Rouga Zanma on a late night when she attacked him in a brainwashed haze; when she recovered, she had no memories of who she was or what she'd done and joined up with his group. Overall, Senna's personality is innocent and polite, with refined behavior and elegant manners. However, on the battlefield, she's extremely serious and uses powerful Iaido and sword techniques that are capable of matching Rouga in a head-on fight.
General Strategy
Senna has a few mixup tools and some good moves to apply pressure with, but her biggest strengths are in her neutral. Her pokes (namely 5B and j.B) are fast and have plenty of reach. With these, she can play neutral better than a majority of the cast. While it's hard to get match experience in this game due to the small community, it's likely that with the tools she has, your strategy playing Senna in a match would ideally go:
- At neutral, space with 5B and j.B. Punish whiffed pokes with 5B into the universal BnB combo.
- On knockdown from the universal BnB or some other cause, follow up with forward super jump okizeme. If your opponent guesses right and blocks your oki, then the worst-case scenario is that you're back at neutral again.
- On offense, enforce respect with 214A fakeouts and whiffs going to keep your opponent on their toes. Use 214A~B sparingly, wait for when they least expect it since it's such a slow overhead.
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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LH
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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. It's quick, has a decent hitbox, and is air unblockable. Will combo into 5B, 2B, or 2C if cancelled as soon as possible.
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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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550
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LHA
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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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Fast sword slash. Allows Senna to cover a very solid amount of space in front of her very quickly, with low recovery if whiffed. A character-defining great poke.
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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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800
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LHA
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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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Powerful downwards slash. Startup and recovery are notably worse than 5B's, meaning this should only be used within combos or as a guaranteed punish. It looks like it'd be a good anti-air, but it's air blockable and has poor untech time even on counter hit against airborne opponents. Can be charged to deal 2 hits for 1046 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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110
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L
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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 quick low kick. Horizontal range is a bit better than 5A's, and it can start combos the same way. A good button for high-low mixups or mashing out of pressure.
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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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450
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LHA
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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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Senna slides forward and slams the end of her sheathe into the opponent's knees. Despite how it looks, it hits mid, and can be blocked in the air too. Could potentially be used to get closer to throw range during a blockstring in order to do strike-throw mix with delay cancel 2C, but its forward movement isn't good enough to make that a go-to option, and it might whiff if used after 5B. You should probably just press 5B instead.
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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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LA
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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 long-range, low sword sweep. Goes even farther than 5B, can't be blocked standing, and is still pretty fast, making it another great poke. However, it has significant recovery on whiff and a short vertical hitbox, so it must be used carefully. An integral part of Senna's combos.
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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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LH
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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 quick horizontal stab. Similar range to 5B and air unblockable, but it's slightly slower and has worse recovery on whiff. Hitbox is higher, making it a better anti-air, but it can whiff on crouchers. Causes a knockdown on air opponents. All of Senna's ground normals can cancel into this, and it can cancel into 5B, 5C, or 2C, allowing for pseudo-rebeats. High base damage makes it useful near the start of combos, although it doesn't combo directly from 5A/2A so its pushback can make it hard to use.
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6B
6B
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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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LH
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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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Senna does a small hop forward and then kicks upwards. Can be cancelled into from 5A, 2A, 5B, and 2C, but it's too slow to combo from any of them. The forward movement and hitbox are both better than 2B's, so it'd be a better choice for the same delay-cancel 2C strike-throw mix, but that still isn't the most reliable strategy. Not too useful overall.
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Universal Mechanics
5D
5D
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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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NC
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Senna takes a stance and starts recovering health. Restores 120 HP if used for the shortest amount of time possible, but it can be held to continue restoring health. Takes about 3 seconds to restore 1000 health, and about 24 seconds to go from 1 HP to 10000. Can only be used on the ground, and all of Senna's ground normals and specials, excluding 214A (but not excluding 214AC) can be cancelled into this on hit or block. Due to how long it takes to heal any significant amount of health, it's a better idea to use this occasionally to encourage your opponents to approach you rather than to max it the crux of your gameplan. You can also squeeze in some micro-heals after knockdowns if you want, but whether you use the move at all or not is up to you.
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Throw
Throw
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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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1000
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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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NC
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Senna grabs the opponent, kicks off of them, and then performs her 214AA slash. This creates a considerable distance from the opponent, so midscreen all you can really do for oki is dash/airdash and go for a meaty normal, but in the corner she can set up 41236C if you so choose.
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Special Moves
214A
Nagikaze 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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972
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LH
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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, Su
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Senna swings her jacket upwards in a slow, wide arc. Hits 5 times, with the 5th hit launching the opponent, and can be jump cancelled for a small combo. It's air unblockable and has a solid hitbox so it can be used as an anti-air, but since it's slow it isn't that useful in general.
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214A
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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1300
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LH
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-
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14
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-
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-
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+3
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NC
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Kamui teleports before attempting to grab the opponent. This is a hitgrab, and the hit in question is very plus on block.
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22X
22X
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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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A
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1400
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LHA
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-
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22
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-
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-
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-6
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NC
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B
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1400
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LHA
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-
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23
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-
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-
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-6
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NC
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C
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1400
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LHA
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-
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24
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-
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-
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-7
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NC
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Kamui summons a single bolt of lightning. Each version summons the bolt at a different range, with A being right next to Kamui and B and C being further out.
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EX
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2088
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LHA
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-
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1+10
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-
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-
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-5
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NC
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Summons three bolts of lightning at the opponent's location.
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41236A
41236A
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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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41236A
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-
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-
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-
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8
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-
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-
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-
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NC
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41236A (Counter)
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400
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U
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-
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0
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-
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-
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-
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NC
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|
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41236C
41236C
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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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1368
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LHA
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-
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12
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-
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-
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-7 ~ +5
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NC
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Kamui fires a ball of light across the screen. Stops just short of reaching full screen.
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41236EX
41236EX
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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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2700
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LHA
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-
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6+10
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-
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-
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-12
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NC
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Kamui rises into the air and surrounds himself with lightning.
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j41236EX
j41236EX
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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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2700
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LHA
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-
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6+10
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-
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-
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-12
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NC
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Identical to the grounded version.
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