Author Topic: NGBC - Mr. Big  (Read 2233 times)

jinxhand

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NGBC - Mr. Big
« on: July 19, 2011, 09:18:31 PM »
Normals

Close
* cl. ;a / ;b / ;c / ;d are cancel-able.

Standing
* Stand ;a is cancel-able.

Crouching
* ;dn ;a / ;b / ;d are cancel-able.
* ;dn ;b links with ;a.
* ;dn ;c causes KD.
* ;dn ;d is good for hit confirming combos, as it doesn't cause KD and it has range. This can also be used as a poke
in the right circumstances.

Jumping
* ;uf ;c can hit twice.
* ;uf ;d has a low hitbox.


Guard Cancel Tag Attack
Pressing the ;e button while blocking will allow Big to attack with his staff, and he will then tag out.


Throw
High Lift Throw - ;bk / ;fd + ;c / ;d
*Can be broken. Regular knockdown.


Command Moves
Chopstick: ;fd + ;a
* Big does an uppercut and an overhead attack with his batons. This move can hit twice if canceled into, otherwise
it will hit once.

Stab Stick: ;fd + ;c
* Big does an attack similar to his GCTA. This move hits mid, and can be canceled, but doesn't combo.

 
Special Moves
Ground Blaster: ;qcf + ;a / ;c
* Big swipes the ground with a baton to form a projectile that barely goes forward. Button strength allows Big to
execute the move fast (a) or attack with a slight delay (c). Using ;c allows Big to cancel into a special, but it
doesn't actually combo at all. The range is very short, so no Sagat-style spamming is to be expected. It does work
as a fairly decent poke when used with ;dn ;a and ;dn ;b . ;c causes KD.

Crazy Drum: ;qcf + ;b / ;d
* Big does a barrage of attacks with his batons, with a final KD causing blow to finish. Tapping the button used
increases the number of hits. Using ;d allows for more hits, and makes Big move a bit further. Both versions cause
KD.

Californian Romance: ;dp + ;a / ;c
* Big does a running charge, and his version of a shoryuken. This should not be used as an anti-air move, as the ;a
version has low priority, and the ;c version moves forward too much for it to actually work as one. Button strength
does determine the distance, and ultimately the number of hits done. ;a barely moves forward before the shoryuken,
whereas ;c does an all-out charging attack to a shoryuken. This moves shines in combos, as on the 3rd hit of his ;c
version, it can be canceled into any of his 3 supers.

Cross Diving: ;hcb + ;a / ;c
* Big performs his own version of a psycho crusher. The button strength determines the distance traveled. While this
move does avoid low attacks, and causes KD, it should be used cautiously, as there are many characters who can
punish this move, even if used at a safe distance.

Spinning Lancer: ;a + ;c OR ;b + ;d
* Big has a spinning lariat!!! This one doesn't avoid projectiles, but it has a serious amount of priority as an
anti-air, as only a few air attacks in the game can beat it out!!! Using both kicks makes Big spin longer, and
allows for more mobility. This move has invincibility at the initial frames of the move, and can hit twice if done
up close. Both versions cause KD.


Desperation Moves
Blaster Wave: ;qcf ;qcf + ;a / ;c
* Big throws those sticks forward, and lets sparks fly. This move is great in combos, and at times a long range
anti-air if Spinning Lancer can't reach. Doing this move up close will completely whiff, since his arms will stretch
behind the opponent. This move also eats projectiles, but that's not its main purpose.

Drum Shot Typhoon: ;qcb ;hcf + ;a / ;c
* Big's ranbu super. Nothing to special, just remember it can combo.

Raging Spear: ;qcf ;qcf + ;b / ;d (when meter stock is at level 2)
* This is the super to fear!!! Big's deadliest super is an unblockable grab attack that does a massive amount of
damage. What makes this move even deadlier is that it can combo. Just make sure that Big is really close, as the
range is fairly short, and whiffing is possible.


A/D Assault
Big has no A/D Assaults.


Strats and combos (once posted) will be found here http://dreamcancel.com/wiki/index.php?title=Mr._Big_(NGBC).

jinxhand

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Re: NGBC - Mr. Big
« Reply #1 on: October 05, 2011, 05:02:57 AM »
***Quick note: I know it was stated that ;qcf + ;c doesn't allow any combos, but in the corner you have these options:

;dp + ;a
st. ;a
;uf + ;c (first hit only)
;uf + ;a (good option for mixup opportunity)
;uf + ;b
lariat

Nothing really changes on CH either from what I remember. I might've been able to get a ;qcf ;qcf + ;a / ;c , but I can't remember. I'll test it out tonight...