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Manbou
Estimated Health (After Scaling): 10000
Introduction
While in possession of a rather odd toolkit, Manbou is surprisingly strong for a presumed joke character. Manbou has good normals, some interesting moves, and a lot of ways to control space. Playing this character may take some getting used to, but with one of the best BBMs in the game, you'll be drowning your opponent in no time.
Lore
Manbou is based on a generic enemy that shows up in Big Bang Age. The enemy that the playable Manbou is based on doesn't have a consistent name, but in Big Bang Beat -Revolve-, it simply uses the Japanese name of the mola mola (ocean sunfish), which it resembles.
General Strategy
Manbou has a lot of great normals and command normals to play with, as well as various spacing tools. Mid-range is where Manbou gets the most usage out of its specials, so the general strategy is to secure a knockdown in mid-to-long range, then start pressure with Manbou's pretty good buttons.
Normal Moves
Standing Normals
5A
5A![BBBR A Button.png](/images/thumb/6/6c/BBBR_A_Button.png/23px-BBBR_A_Button.png)
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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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Ground
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-
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8
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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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Standard jab. It's quick, has a decent hitbox, and is air unblockable. Pretty decent range, making for a good quick poke
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5B
5B![BBBR B Button.png](/images/thumb/2/25/BBBR_B_Button.png/23px-BBBR_B_Button.png)
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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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Mid
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-
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10
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-
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-
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-9
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J, N, Sp, Su
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A reasonably fast poke from Manbou's fin. Good in neutral, although it is a little slower than one might like, but it also moves you forward.
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5C
5C![BBBR C Button.png](/images/thumb/0/0f/BBBR_C_Button.png/23px-BBBR_C_Button.png)
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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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5C
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700*2 (1192)
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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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-4
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J, N, Sp, Su
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A downwards fin swing that hits twice. This is easily Manbou's best normal, and you can use it to bully your opponent whether it be in combo or catching a mash.
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Crouching Normals
2A
2A![BBBR Down.png](/images/thumb/9/9e/BBBR_Down.png/22px-BBBR_Down.png) ![BBBR A Button.png](/images/thumb/6/6c/BBBR_A_Button.png/23px-BBBR_A_Button.png)
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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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120
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Low
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-
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8
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-
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-
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+2
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N, Sp, Su
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A quick low poke. Has decent range for a low poke and is the only true low in Manbou's normals, so it's good for catching standing opponents.
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2B
2B![BBBR Down.png](/images/thumb/9/9e/BBBR_Down.png/22px-BBBR_Down.png) ![BBBR B Button.png](/images/thumb/2/25/BBBR_B_Button.png/23px-BBBR_B_Button.png)
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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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7
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-
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-
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+9
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J, N, Sp, Su
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Manbou does a poke similar to its 5B. It looks like it should be low, but it hits mid, and it's not a great button outside of poking while avoiding a higher attack.
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2C
2C![BBBR Down.png](/images/thumb/9/9e/BBBR_Down.png/22px-BBBR_Down.png) ![BBBR C Button.png](/images/thumb/0/0f/BBBR_C_Button.png/23px-BBBR_C_Button.png)
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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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11
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-
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-
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+4
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N, Sp, Su
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A large swipe from Manbou's fin. This is another mid, but it's a strong tool, especially for combos.
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Air Normals
jA
jAjump ![BBBR A Button.png](/images/thumb/6/6c/BBBR_A_Button.png/23px-BBBR_A_Button.png)
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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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High
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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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N, Sp, Su
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Shares the same animation as Manbou's 5A, and has similar properties. Not a very useful button overall.
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jB
jBjump ![BBBR B Button.png](/images/thumb/2/25/BBBR_B_Button.png/23px-BBBR_B_Button.png)
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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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10
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-
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-
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-
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N, Sp, Su
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Uses the same animation as Manbou's 5B. It also maintains the property of moving you forward, which allows this to be a pretty decent air stall to trip up your opponent's anti-air game.
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jC
jCjump ![BBBR C Button.png](/images/thumb/0/0f/BBBR_C_Button.png/23px-BBBR_C_Button.png)
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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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510
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High
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-
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10
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-
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-
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-
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N, Sp, Su
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Emulates the appearance of Manbou's 5C. This is a great jump-in button, if a bit slow. Like the other air normals, this one keeps a lot of the properties of its grounded counterpart.
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Command Normals
6A
6ADorsal Fin Blade![BBBR Right.png](/images/thumb/0/07/BBBR_Right.png/22px-BBBR_Right.png) ![BBBR A Button.png](/images/thumb/6/6c/BBBR_A_Button.png/23px-BBBR_A_Button.png)
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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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18
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-
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-
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-6
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J, N, Sp, Su
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Good damage is about all this command normal has going for it. Overall, it's a rather slow button that also has deceptive range, needing to be surprisingly close for it to even hit.
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6B
6B Slip
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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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22
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-
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-
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-12
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N, Sp, Su
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Manbou goes flat and slides. This is a pretty decent slide to trip up your opponent, and the startup can avoid some moves the opponent throws out. However, the long recovery time means you should be careful when using it. The low profile is very belligerent, allowing it to even anti-air if Manbou reads it.
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Universal Mechanics
5/2D
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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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5D Egg Lay (Ground)
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400
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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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-
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Manbou drops an egg that hatches into a small Manbou, who shoots a drop of water horizontally. This works similarly to Manbou's own special, but having it be a separate entity allows for pressure and setup potential, making it fairly strong.
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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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2D Egg Lay (Air)
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400
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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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-
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Essentially the same, only the water drop is shot upwards instead. This can be useful for setups or just to make your opponent squirm a bit.
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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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700
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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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Manbou makes a surprised face and the opponent just kinda... gets grabbed? It's good for mixing block-happy opponents.
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Big Bang Mode
They love reusing sprites with this fish... They love reusing sprites with this fish...
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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. During Big Bang Mode, Manbou fills the stage with water, slowing the opponent down. This allows for combos not previously possible and makes it one of the strongest BBMs in the game.
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Special Moves
236X
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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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600
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Mid
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-
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26
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-
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-
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-5
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J, Su
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Manbou puffs up and shoots a water drop horizontally. This can be a strong poke tool.
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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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600
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Mid
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-
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26
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-
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-
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-5
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J, Su
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Manbou puffs up and shoots a water drop slightly upwards. This can be used as a setup or to trip up the opponent.
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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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600
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Mid
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-
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26
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-
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-
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-5
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J, Su
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Manbou puffs up and shoots a water drop upwards. This is the highest arc, and can trip up the opponent if they're not watching for it, as well as allow you to keep them blocking.
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214X
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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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400
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Mid
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-
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20
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-
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-
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-3
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NC
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Manbou creates a column of water right next to it. Useful anti-air tool potentially, as well as a way to get out of sticky situations.
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B
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400
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Mid
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-
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26
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-
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-
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+3
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NC
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Manbou creates a column of water a little further away. Also an useful anti-air, and a good way to check an opponent's approach.
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C
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400
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Mid
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-
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26
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-
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-
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+3
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NC
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Manbou creates a column of water far away from it. A good way to keep your opponent on their toes, no matter where they are.
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B-Power Arts
214D
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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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2080
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Mid
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-
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5+21
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-
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-
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+56
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NC
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Manbou creats a water column around itself. Pretty good but far from Manbou's best use of meter. It can still be used as a solid get-off-me tool, though.
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Big Bang Break
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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3825
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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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NC
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Manbou traps the opponent in a bubble and summons a school of other Manbou, ending with a giant Manbou crashing into the opponent. Good as a combo ender when in Big Bang Mode, especially if you're aiming to kill. Ends Big Bang Mode instantly.
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Combos
Combo Legend
Numpad Notation
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=
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=
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up-back |
up |
up-forward
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back |
neutral |
forward
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down-back |
down |
down-forward
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- Light Attack:
![BBBR A Button.png](/images/6/6c/BBBR_A_Button.png)
- Medium Attack:
![BBBR B Button.png](/images/2/25/BBBR_B_Button.png)
- Heavy Attack:
![BBBR C Button.png](/images/0/0f/BBBR_C_Button.png)
- Special:
![BBBR D Button.png](/images/0/07/BBBR_D_Button.png)
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- Micro Dash = 66
![BBBR Right.png](/images/thumb/0/07/BBBR_Right.png/25px-BBBR_Right.png) ![BBBR Right.png](/images/thumb/0/07/BBBR_Right.png/25px-BBBR_Right.png)
- j = Jump
/ / ![BBBR Up-Right.png](/images/thumb/4/4e/BBBR_Up-Right.png/25px-BBBR_Up-Right.png)
- Dash Jump = 669 jX
![BBBR Right.png](/images/thumb/0/07/BBBR_Right.png/25px-BBBR_Right.png) ![BBBR Right.png](/images/thumb/0/07/BBBR_Right.png/25px-BBBR_Right.png) ![BBBR Up-Right.png](/images/thumb/4/4e/BBBR_Up-Right.png/25px-BBBR_Up-Right.png)
- jc = Jump Cancel
- dl. = Delay
- w. = Whiff
- xx = Special Cancel
- X = Any Attack Button
- [X] = Hold
- ]X[ = Release
- TK = Tiger Knee
- (N) = Multi-hit move hits only N times
- SKD = Sliding Knockdown
- HKD = Hard Knockdown
- BBM = Big Bang Mode
- BBB = Big Bang Break
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Character Abbrevations
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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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