Big Bang Beat Revolve/System
This page explains all the core mechanics featured in Big Bang Beat -Revolve-.
Basic Mechanics
Guarding
As is traditional in most fighting games, holding backward (4) will allow you to guard against incoming attacks. To guard against crouching attacks, hold down and backward at the same time (1).
Movement
Tap 6 twice and hold it the second time to dash/run and tap 4 twice to back-hop. Back-hops are not continuous motions, but the forward dash is so long as you hold 6, unless the character has a special dash. Additionally, dashes can be canceled into standing or crouching attacks.
Super jumps are executed with the command 22~7/8/9, and when performed successfully, the character is followed by a series of afterimages.
Air Techs
By pushing A, B, or C in midair you can tech at the end of the opponent's string or combo. The buttons move you forward, neutral, or back, depending on where you want to go. This is an extremely important tool to escape the opponent's reach, but if the opponent knows which direction you're going to tech in they can potentially put you right back into pressure or even a combo. Be careful of where you're teching.
Throws
Throws are done by pushing A and B, or holding back and pushing those buttons for a backwards throw. Like most fighters, the opponent can't block the throw, making it an important tool to mix up the opponent when they are focused on blocking.
B-Power Options
B-Counter
By pushing B+C while guarding, you'll perform an alpha-counter style invincible move that knocks the opponent away from you, at the cost of 1 meter. While the move itself doesn't do any damage, it is possible to combo in specific circumstances. A valuable option to escape pressure.
B-Escape
For the cost of 3 meter, holding back or forward and pushing A+B+C while getting hit will allow you to tech immediately out of a combo in the direction you held. In addition to preventing further damage from the combo, this may give you a chance to punish your opponent if they used a move with long recovery.
B-Burst
Your standard Burst mechanic. While getting hit, pressing A+B+C will create a shockwave to knock the opponent away, ending their combo. This comes at the cost of 3 meter, but it lets you avoid taking potentially fatal damage.
B-Power Arts
These are EX moves, usable by spending 1 meter. Many of them are strong tools for neutral, pressure, or combo damage.
B-Steal
By pressing B+C you can immediately pick up all B-Power Stones in the stage. This is very useful for building meter, but can be punished if you're not careful when you use it.
Big Bang Mode
This is another mechanic that uses all 3 meter. By pushing A+B+C in neutral or during your own attack while at full meter, the screen will flash red and you will go into Big Bang Mode. This turns your meter into a timer, and once it completely empties you will not be able to use meter for the rest of the round. Some characters gain unique passive benefits, but all of them are allowed to use their B-Power Arts repeatedly until the mode ends. Characters also gain access to their Big Bang Breaks, which are powerful supers that typically deal around half of an opponent's health, input with 41236ABC.
Basic Combo Structure
Big Bang Beat Revolve, like its predecessor Big Bang Beat, follows a simple, standard system for setting up combos. The chain of cancels, assuming that all attacks make contact with the opponent, works as follows.
Normals (A > B > C) > Command Moves > Special Moves > Super Moves
Put into words, this means that in general, any A attack that hits can be canceled by a B attack. If the B attack hits, it can then be canceled by a C attack. If the C attack hits, it can be canceled by a Command Move, and so on. It is also possible to skip ahead in the hierarchy, so long as you're moving forward; for example, A > C > Special Move, or B > Command Move > Super Move is a completely valid option. The overall applicability of these rules may or may not differ between characters.
You can also, in most cases, switch to a crouching normal if you're still going up through the "normals" section of the chain (e.g., 5A > 2B). This is integral for the mixup game, as crouching attacks are usually low attacks (though which normals are low attacks vary from character to character).