Big Bang Beat Revolve/Glossary

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This page explains terms and definitions frequently used in the context of Big Bang Beat -Revolve-.

Mechanical Terms

These are terms named by the game.

Air Recovery

Best known as Air Tech. After getting launched by an attack, pressing BBBR A Button.png, BBBR B Button.png, or BBBR C Button.png (while holding BBBR Left.png or BBBR Right.png if desired) will allow the character to recover so long as they're not being hit.

For more information, see the System Page.

Cancel

Interrupting an attack before the animation ends by moving directly into another, keeping up the pressure without letting the opponent respond. Each move has its own window during which a cancel can be performed.

Normal Attack

Also known simply as "Normal". A basic attack usually activated by a single button press. The Normal Attacks available change depending on whether the character is standing on the ground, crouching, or jumping; in the latter case, a Normal Attack used while jumping at the opponent is often called a "jump-in".

Special Skill

Best known as a Command Normal. An additional Normal Attack that requires a direction alongside the button press, usually BBBR Right.png or BBBR Down-Right.png.

Throw

An offensive ability used by pressing BBBR A Button.png + BBBR B Button.png. Throws bypass the opponent's Block, come out quickly and deal moderate damage, but can only connect within close range. Throws cannot be chained from other attacks, and (with certain exceptions) cannot chain into further attacks either. Characters have access to both Forward Throws and Back Throws; the direction the opponent is thrown depends on the direction held while throwing, defaulting to forward with no additional input.

For more information, see the System Page.

Throw Break

The act of rejecting another character's Throw attempt, more commonly known as Throw Tech. To do so, the victim must press BBBR A Button.png + BBBR B Button.png within a small time window, resetting back to neutral if successful.

Special Moves

Also known simply as "Specials". Moves that require a joystick motion and a button press to execute (note the difference from a Command Normal), with most having alternate versions.

Chip Damage

The slight damage dealt when the opponent is guarding and blocks a Special Move.

Counter Hit

Hitting an opponent while they're in an attack animation will cause the screen to briefly flash red, increase the hitstop of the attack and (depending on the move) change its properties.

Combo

A sequence of hits that are unavoidable once the first attack connects. An attack will combo into another if the victim is still in hitstun from the previous attack when the new one lands.

Invalid Combo

A combo that could have been escaped by performing an Air Tech before an attack landed. A typical example of an invalid combo involves delaying an attack too much, yet the victim fails to perform an Air Tech once their hitstun runs out.

B-Power Gauge

Commonly referred to as meter or bar, this gauge allows characters to perform several special abilities. It is filled by dealing and receiving damage as well as through B-Stones; once a bar is filled, a B-Power Stock is stored and the gauge empties again. Up to a max of 3 B-Stocks can be accumulated at a time, and these are carried over between rounds.

For more information, see the System Page.

B-Counter

An attack that can only be used during blockstun by pressing BBBR Right.png along with BBBR B Button.png + BBBR C Button.png for the cost of 1 bar. These deal minimal damage, but can be used to interrupt the opponent's offensive.

For more information, see the System Page.

B-Escape

A maneuver that can only be used during hitstun by holding a direction and pressing BBBR A Button.pngBBBR B Button.pngBBBR C Button.png for the cost of 3 bars. This forces the user to perform an Air Tech (even if grounded), ending the combo immediately and potentially allowing them to retake the offensive.

For more information, see the System Page.

B-Burst

A maneuver that can only be used during hitstun by pressing BBBR A Button.pngBBBR B Button.pngBBBR C Button.png for the cost of 3 bars. Upon use, the character creates a shockwave around them that sends the opponent away if it hits.

For more information, see the System Page.

B-Stones

Gemstones that are dropped by characters upon getting hit by the opponent. These come in small and large sizes, each of which fills the B-Power Gauge slightly (with large B-Stones refilling a greater amount). B-Stones will disappear in a few seconds if not picked up. Some moves may not cause B-Stones to drop.

For more information, see the System Page.

B-Steal

A maneuver executed by pressing BBBR B Button.png + BBBR C Button.png that allows picking up all B-Stones on the stage instantaneously.

For more information, see the System Page.

B-Power Arts

Typically known as supers, these are powerful attacks that cost 1 bar to use. Every character has at least one, and some can only be performed in the air or during certain moves.

For more information, see the System Page.

Big Bang Mode

Abbreviated as BBM, this is a special mode that can only be activated while in a grounded, neutral state by pressing BBBR A Button.pngBBBR B Button.pngBBBR C Button.png with all 3 bars. Upon activation, the character accesses unlimited meter for a period of time; certain characters also gain passive benefits related to their unique mechanics. Once Big Bang Mode ends, the character's B-Power Gauge enters a broken state for the rest of the round.

For more information, see the System Page.

Big Bang Break

Called BBB for short. A character's most powerful move in terms of damage, it can only be used during Big Bang Mode. Regardless of success or failure, using it ends Big Bang Mode instantly.

For more information, see the System Page.

Character-Specific Terms

These are terms that refer to unique mechanics attached to certain characters.

Manliness Stocks

Better known as Stars, these stocks (BBBR Heita Star Icon.png) are used by BBBR Heita Icon.png Heita to extend his Big Bang Mode's duration.

Ghost Stocks

Also known as souls, these stocks (BBBR Kinako Soul Icon.png) are used by BBBR Kinako Icon.png Kinako to call upon her summons.

Dragon Stocks

These stocks (BBBR Daigo Stock Icon.png) are used by BBBR Daigo Icon.png Daigo, who gains them by landing his Special Moves and consumes them to perform enhanced versions.

Physical Gauge

Better known as Stamina, this special gauge (BBBR Burai Stamina Gauge.png) is used by BBBR Burai Icon.png Burai for his Dodge maneuvers.

B-Dash Gauge

This special gauge (BBBR Rouga Stock Icon.png) is used by BBBR Rouga Icon.png Rouga to perform his B-Dash ability.

Knives

Refers to the number of knives (BBBR Agito Knives Icon.png) currently planted by BBBR Agito Icon.png Agito across the stage.

Supports

Also known as Assists, these icons associated with BBBR Miyazato Icon.png Miyazato denote whether Saki and Shouko are available (BBBR Miyazato Saki Assist Icon.png / BBBR Miyazato Shouko Assist Icon.png) or in cooldown (BBBR Miyazato Saki Assist Disabled Icon.png / BBBR Miyazato Shouko Assist Disabled Icon.png).

Stance Change

The icons associated with BBBR Hanny Icon.png Hanny that denote his current stance: Sword (BBBR Hanny Sword Stance Icon.png) or Wand (BBBR Hanny Wand Stance Icon.png).

Spirit Gauge

Commonly called blue flame, this special gauge (BBBR Kojirou Flame Icon.png) determines if BBBR Kojirou Icon.png Kojirou's ghost is available.

Kyuudou

The passive, support-oriented member of the BBBR Nakanishi Icon.png Nakanishi Sisters, who assists the player-controlled Kendou.

Metagame Terms

These are terms coined by the community to describe the game.

Command Throw

A type of Special Move that is classified as a Throw attack. Alternatively known as Command Grabs, they have some advantages over the standard Throw (such as increased range and the inability to escape them) in exchange for executing in a slower manner (being easier to react to as a result).

Hitgrabs

Also known as "hit-throws". An attack (typically a super) that animates like a Throw if it hits, but is otherwise blockable like any attack.

Invincibility

Also called Invulnerability (or invul for short), this is a state where a character becomes impossible to hit, fully impervious to any kind of damage. Moves that feature invincibility often shine when used as reversals.

In certain cases, an attack with invincibility may instead protect the user against a specific property (for example, strike invulnerability defends the wielder from attacks considered to be physical, with projectile invulnerability doing the same against projectiles) or simply prevent damage on certain portions of the body (like upper-body invulnerability and lower-body invulnerability protecting the user's upper and lower body, respectively).

Blockstring

Strings (usually airtight) of attacks that get blocked.

Chain Combo

A sequence of attack cancels done by using the BBBR A Button.pngBBBR B Button.pngBBBR C Button.png normal attacks in order. The next stronger attack will only come out if the previous one hit or was blocked.

Cross-Up

Passing over the opponent and hitting their back while they are facing the wrong way. This can be used to mix up the opponent. Can sometimes be considered a "Left/Right".

Frame Trap

When chaining moves together, there are times where a gap will manifest between the blockstun of one move ending, and the next move being blocked. This window can be small enough where an opponent attempting to attack will be hit before their move starts.

Deliberately delaying cancels to create these windows is called Staggering, or Stagger Pressure.

True Blockstring

A gapless sequence of attacks where the defender is locked in blockstun and cannot act.

Meaty

Using an attack as an opponent is getting up after being knocked down. When timed correctly, the opponent is forced to block (or get hit by) the later active frames of the move, making it more advantageous. Characters can often use invincible reversals to prevent the situation and beat the technique.

Mixup

A technique used to make an opponent guess between two or more different actions that require different reactions, such a follow-up attack that could either be a low or an overhead.

Reversal

An attack that is launched on the first possible frame after a character recovers from a state where they weren't allowed to attack, such as being knocked down or trapped in blockstun.

Hitbox

A term used to describe the area of a given attack that can affect opponents while it is active.

Hurtbox

A term used to describe the areas of a given character that can be affected by the opponent's attacks.

Disjoint

A term used to describe two similar elements:

  1. A hitbox that is not accompanied by a hurtbox; i.e., a disjointed hitbox.
  2. The degree of separation between a hitbox and a hurtbox. In this case, depending on which is more prominent, the attack can be said to possess favourable or unfavourable disjoint.

Sliding Knockdown (SKD)

A type of knockdown that, as its name implies, causes the character to slide along the ground. Landing any attack against a character in this state will launch them, allowing the attacker to start (or continue) a combo.

Hard Knockdown (HKD)

A type of knockdown where the victim is launched towards the ground, entering an inactionable state that lasts until getting up automatically.

Okizeme (Oki)

Pressure and setups performed during an opponent's wakeup after a knockdown.

Option Select (OS)

A series of inputs that will perform a different action depending on what the opponent is doing. Most commonly used to shut down multiple options that an opponent may try to use to get out of certain situations.

Frame Kill

The act of whiffing an attack on purpose in order to very specifically time another move. Best used during knockdown scenarios in order to correctly time a future attack.

Hitstun

The amount of time a character is unable to act after being hit by the opponent's attack. On the ground, the affected character will return to a neutral state once hitstun ends; this will not happen in the air unless an Air Tech is used.

Blockstun

The amount of time a character is unable to act after blocking the opponent's attack. During blockstun, characters cannot be affected by Throws, and cannot do any action (aside from switching their current Block) even after letting go of the blocking direction. As long as the opponent attacks with a true blockstring, the defender's just stuck.

Safejump

Also formatted as Safe Jump. A jump-in attack used as a meaty. The technique is called so for being safe against reversal attacks as landing will cancel the attacker's recovery, letting them quickly block (or just out-space) attacks such as invulnerable DPs.

Tech

Used interchangeably for three terms:

  1. Breaking a Throw, also known as Throw Tech.
  2. "Teching", better known as Air Tech.
  3. General term for specific mechanical (and character) knowledge, used very broadly. For example, knowledge of a strategy or an obscure property of a certain character's abilities could be considered "tech".

Counterattacks

Best known as Counters, these are moves that put the user in a stance that automatically retaliates upon being hit while the move's in effect. Throws bypass these moves, and therefore cannot be countered.

Super Armor

Also known simply as Armor. Moves with this property allow an attack to continue uninterrupted, preventing the opponent's strikes from staggering the attacker; however, the user will still sustain the damage of the attack that hits them. Any attack can be taken except for Throws.

Fuzzy

A term that can describe two separate but related techniques, depending on the context:

  • Fuzzy Attack: an offensive technique that involves a character trying to block an attack while crouching, but the game still thinks they are standing up.
  • Fuzzy Guard: a defensive technique that involves switching between Standing Block and Crouching Block at very precise timings in order to cover multiple directions (like high/low, or left/right).

Tick Throw

A throw performed after getting a fast attack blocked, usually BBBR A Button.png or BBBR Down.pngBBBR A Button.png.

Dragon Punch (DP)

Used interchangeably for three terms:

  1. A powerful rising uppercut attack that is great for anti-airs and is usually invincible, making it great for reversal attacks.
  2. A big catch-all term for any special move (usually involving a DP motion, explained below) that sees the character attack towards the air with their fist, usually jumping during their execution (commonly abbreviated as "DP" in these instances).
  3. Any move presented in movelists as a graphic resembling the letter Z, which are performed by starting from a given horizontal direction (for example, BBBR Right.png), then moving to BBBR Down.png and finishing by pressing a diagonal direction with the same orientation as the horizontal direction (in this case, BBBR Down-Right.png). Depending on the direction marked, they can be referred to as Dragon Punch (BBBR Right.pngBBBR Down.pngBBBR Down-Right.png; abbreviated as DP) or Reverse Dragon Punch (BBBR Left.pngBBBR Down.pngBBBR Down-Left.png; abbreviated as RDP).

Tiger Knee (TK)

A legacy term used to denote when an aerial special move (such as j.236X, for example) is input on the ground before a jump (with 2369X/2367X/2368X) for use as close to the ground as possible. This can change the usage for some moves and may even change their recovery. May also be referred to as an Instant Air Special (IAS).

Install

A term used to describe a state where a character's abilities are powered up, usually under a limited duration.

Strike/Throw (S/T)

Classic mixup that commonly involves setting up a knockdown and then attacking the opponent as they wake up in such a way that it's hard to tell whether the attacker is going to hit or go for a throw.

High/Low (H/L)

Classic mixup that commonly involves setting up a knockdown and then attacking the opponent as they wake up in such a way that it's hard to tell whether the attacker is going to attack with an overhead or a low.

Left/Right (L/R)

Ambiguous mixup that commonly involves setting up a knockdown and then attacking the opponent as they wake up in such a way that it's extremely hard to tell whether the attacker is going to land on the left or the right. Some cross-ups are considered a Left/Right.

Reset

A term used for intentionally leaving gaps in a combo to 'reset' it and start a new one. Players can benefit from this because of the ability to mix up the opponent at unexpected timings and resetting damage scaling.

Infinite Prevention System (IPS)

The system used by the game to prevent infinite combos. Causing three wallbounces or groundbounces in a combo will activate it and make the opponent invincible, immediately ending the combo and allowing the victim to Air Tech.

Notations

These are terms used to express data about the game on the wiki.

Numpad Notation

Numpad Notation
BBBR Up-Left.png BBBR Up.png BBBR Up-Right.png
BBBR Left.png BBBR Neutral.png BBBR Right.png
BBBR Down-Left.png BBBR Down.png BBBR Down-Right.png
 = 
7 8 9
4 5 6
1 2 3
 = 
up-back up up-forward
back neutral forward
down-back down down-forward
  • Light Attack: BBBR A Button.png
  • Medium Attack: BBBR B Button.png
  • Heavy Attack: BBBR C Button.png
  • Special: BBBR D Button.png
  • 236 = BBBR Down.pngBBBR Down-Right.pngBBBR Right.png
  • 214 = BBBR Down.pngBBBR Down-Left.pngBBBR Left.png
  • 623 = BBBR Right.pngBBBR Down.pngBBBR Down-Right.png
  • 421 = BBBR Left.pngBBBR Down.pngBBBR Down-Left.png


  • 41236 = BBBR Left.pngBBBR Down-Left.pngBBBR Down.pngBBBR Down-Right.pngBBBR Right.png
  • 63214 = BBBR Right.pngBBBR Down-Right.pngBBBR Down.pngBBBR Down-Left.pngBBBR Left.png
  • Micro Dash = 66 BBBR Right.pngBBBR Right.png
  • j = Jump BBBR Up-Left.png / BBBR Up.png / BBBR Up-Right.png
  • Dash Jump = 669 jX BBBR Right.pngBBBR Right.pngBBBR 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
Character Abbrevations

Frame

A term used to describe one of the many still images which compose a complete moving picture. In fighting games, the term is used as a measure unit to describe the time a given action takes place in.

Frame Rate

The number of frames displayed on screen per unit of time, usually expressed in frames per second (FPS).

Startup

The amount of frames it takes for an attack to become active.

Active Frame

A term used to describe the amount of frames during which an attack is considered to be active. The first active frame of a given attack is often considered to be part of the move's startup, but this is not always the case.

Recovery

Refers to the period of time (measured in frames) an attacker takes to return to a neutral state after an attack's active frames have ended.

Frame Advantage

A term used to determine who recovers first when a move hits or is blocked. A positive value indicates that the attacker recovers first, while a negative value (also referred to as Frame Disadvantage) indicates that the victim recovers first.

Hitstop

A term used to describe the moment where the game pauses for dramatic effect whenever an attack successfully hits. While the amount of hitstop can be altered by external factors (such as a Counter Hit), a general rule is that, the stronger an attack is, the more hitstop it causes.

A similar phenomenon, referred to as Blockstop, takes place whenever a character blocks an attack.

Buffer

Also known as Buffer Window, this term defines the period of time where a fighting game will accept the input for an attack. If any move is input any time during that window, it will wait and apply it on the first possible frame after the window passes.

Option Selects mainly make use of buffer to work: for example, whiffing a normal attack and then inputting another attack as a cancel afterwards will perform the Buffered Attack if they connect, but nothing will happen if they don't.

BBBR Navigation

General
FAQ
Controls
HUD
System
Glossary
Characters
Burai
Miyazato
Heita
Kunagi
Rouga
Senna
Nakanishi
Kinako
Daigo
Hanny
Manbou
Sanzou
Ren
Agito
M. Heita
Devil
Kojirou
Kamui