Mr. Big(KOF96): Difference between revisions

From SuperCombo Wiki
(Mr. Big Frame Data)
(→‎Frame Data: Added Start Up frames)
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! scope="col"| Move Name
! scope="col"| Move Name
! scope="col"| Hitbox
! scope="col"| Hitbox
! scope="col"| Startup
! scope="col"| Advantage on Block
! scope="col"| Advantage on Block
! scope="col"| Advantage on Hit
! scope="col"| Advantage on Hit
|-
|-
! scope="row"|Far A
! scope="row"|Far A
|  
|
| 3
| 0
| 0
| +1
| +1
Line 68: Line 70:
! scope="row"| Close A
! scope="row"| Close A
|  
|  
| 3
| 0
| 0
| +1
| +1
|-
|-
! scope="row" |Far B
! scope="row" |Far B
|  
|
| 2
| -4
| -4
| -3
| -3
Line 78: Line 82:
! scope="row" |Close B
! scope="row" |Close B
|  
|  
| 2
| -1
| -1
| 0  
| 0  
|-
|-
! scope="row" |Far C(Both Hits)
! scope="row" |Far C(Both Hits)
|  
|
| 6
| -3
| -3
| -2
| -2
|-
|-
! scope="row" |Close C
! scope="row" |Close C
|  
|
| 2
| -5
| -5
| -4  
| -4  
|-
|-
! scope="row" |Far D
! scope="row" |Far D
|  
|
| 4
| -3
| -3
| -2
| -2
|-
|-
! scope="row"|Close D
! scope="row"|Close D
|  
|
| 3
| -3
| -3
| -2
| -2
|-
|-
!scope = "row"|Crouching A
!scope = "row"|Crouching A
|  
|
| 3
| 0
| 0
| +1  
| +1  
|-
|-
!scope = "row"|Crouching B
!scope = "row"|Crouching B
|  
|
| 3
| 0
| 0
| +1
| +1
|-
|-
!scope = "row"|Crouching C
!scope = "row"|Crouching C
|  
|
| 5
| -4
| -4
| KD
| KD
|-
|-
!scope = "row"|Crouching D
!scope = "row"|Crouching D
|  
|
| 5
| -3
| -3
| -2
| -2
|-
|-
!scope = "row"|Standing CD
!scope = "row"|Standing CD
|  
|
| 8
| -6
| -6
| KD
| KD
|-
|-
!scope = "row"|Ground Blaster A
!scope = "row"|Ground Blaster A
|  
|
| 6
| +4
| +4
| KD
| KD
|-
|-
!scope = "row"|Ground Blaster C  
!scope = "row"|Ground Blaster C  
|  
|
| 9
| +1
| +1
| KD
| KD
|-
|-
!scope = "row"|California Romance A
!scope = "row"|California Romance A
|  
|
| 2
| -10
| -10
| KD
| KD
|-
|-
!scope = "row"|California Romance C
!scope = "row"|California Romance C
|  
|
| 2
| -15
| -15
| KD
| KD
|-
|-
!scope = "row"|Cross Diving A
!scope = "row"|Cross Diving A
|  
|
| 9 
| -11
| -11
| KD
| KD
|-
|-
!scope = "row"|Cross Diving C
!scope = "row"|Cross Diving C
|  
|
| 10
| -17
| -17
| KD
| KD
|-
|-
!scope = "row"|Spinning Lancer B
!scope = "row"|Spinning Lancer B
|  
|
| 10
| -7
| -7
| -6
| -6
|-
|-
!scope = "row"|Spinning Lancer D
!scope = "row"|Spinning Lancer D
|  
|
| 12
| -13
| -13
| KD
| KD

Revision as of 04:54, 14 July 2016

Mrbig96win.gif

Introduction

Movelist

Throws

Special Moves

Move Name Motion Nickname Description
Crazy Drum Mash A or C
Ground Blaster qcf+P
California Romance dp+P
Cross Diving hcb+P
Spinning Lancer hcb+K

Super Moves

Move Name Motion Nickname Description
Blaster Wave qcf, qcf+P

Frame Data

Move Name Hitbox Startup Advantage on Block Advantage on Hit
Far A 3 0 +1
Close A 3 0 +1
Far B 2 -4 -3
Close B 2 -1 0
Far C(Both Hits) 6 -3 -2
Close C 2 -5 -4
Far D 4 -3 -2
Close D 3 -3 -2
Crouching A 3 0 +1
Crouching B 3 0 +1
Crouching C 5 -4 KD
Crouching D 5 -3 -2
Standing CD 8 -6 KD
Ground Blaster A 6 +4 KD
Ground Blaster C 9 +1 KD
California Romance A 2 -10 KD
California Romance C 2 -15 KD
Cross Diving A 9 -11 KD
Cross Diving C 10 -17 KD
Spinning Lancer B 10 -7 -6
Spinning Lancer D 12 -13 KD

Combos

cr.A, cr. A, cr.A, DP+C

st.A, St. A, DP+C

[J. C] St.C or Cl. D, DP+C

Cl.D, HCB+A

Infinite

Note: This is very hard to do, but if you can do it consistently by all means use it.

(During Max Mode)

(Corner Only) Hop C,C, Land[Repeat Until Stun]

Strategies

Basic Strategy

  • Due to having no comboable lows. You're going to want to focus on distance pressure with your Cr. A, St. A, and poking alot for hit confirms.Threatning with sweeps every now and then.
  • Your A version Blaster Wave is really safe on block but lacks distance and is good for Cl. C blockstrings if you have your opponent cornered, because they have limited options if they forward roll they get thrown easily or be setup for an attack, If they attack with something like st. A they get hit by the Blaster Wave, If they jump they get hit by the Blaster Wave. If they backroll they get hit by the Blaster Wave.

Advanced Strategy

Anywhere Stun

If you land both hits of Mr. Big's j. C and follow with St.C or St.D/Cr. D your next heavy attack will stun the opponent. Use this to your advantage if you want to carry your teammates to victory.