Senna

= Background =

Senna Kyoudou is a playable character in Big Bang Beat and Big Bang Beat Revolve. She met Rouga on a late night when she attacked him in a brainwashed haze; when she recovered, she had no memories of who she was or what she'd done.

Overall, Senna's personality is innocent and polite, with refined behavior and elegant manners. However, on the battlefield, she's extremely serious and uses powerful Iaido and sword techniques that are capable of matching Rouga in a head-on fight.

= Special Abilities =

Choukaifuku (Super Recovery) (press and hold D)
 * Senna sheathes her sword and stands still while green light circles her.
 * While the button is held down, she recovers health.
 * Very slow at first, but increases speed after a second.
 * Takes about seven to eight seconds to refill half of your life.
 * Continues to heal briefly while in its recovery frames after releasing the button.
 * Has a decent amount of recovery frames.

= Move List =

Normals
5A

damage - % fixed proration

Hits mid. Air unblockable. Mashable.

2A

damage - % fixed proration

Hits low. Fast startup. Not mashable.

j.A

damage - % fixed proration

Overhead. Can crossup tall characters. Can cancel into jB or jC or jC to jA.

5B

damage - % fixed proration

Hits mid. Jump cancel only on hit. Can cancel into 6A back into 5B. Good poke due to range.

2B

damage - % fixed proration

j.B

damage - % fixed proration

5C

damage - % fixed proration

2C

damage - % fixed proration

j.C

damage - % fixed proration

Command Normals
Kiriotoshi (Slash Drop) (6A)

 damage - % relative proration

A straight sword slash with good range. Can be chained into from any normal. Can combo from B/C normals. Can combo into 5B. 5C, 2C, Specials (except for Nagikaze), and Okahishousen super. If opponent is in the air, it causes a hard knockdown. Can be jump canceled (on hit).

Kakatokeri (Heel Kick) (6B)

 damage - % relative proration

Senna hops forward and kicks with her heel. Can be chained from A/B normals. Can combo into C normals, 6A, Specials, and Supers. Is invulnerable to small, low attacks (such as Senna's 2A). Launches on counter hit.

Specials
Shunpuu (Spring Breeze) (214A)

damage - % fixed proration


 * Travels half screen
 * Hits low
 * Can be canceled into A/B/C followups shortly after the dash begins

Sakura (Cherry Blossom) (During Shunpuu, press A)


 * Combos from 214A if slightly delayed after 214A hits
 * Causes knockdown
 * Can cancel into j623D, but doesn't reach unless A followup is further delayed after 214A

Shoubu (Iris) (During Shunpuu, press B)


 * Overhead
 * Does not combo from 214A unless opponent is airborne
 * Ground bounces if on ground, slides if in air (doesn't look like it can be followed up either way)
 * Can cancel into j623D

Botan (Peony) (During Shunpuu, press C)


 * Hits low
 * Combos from 214A
 * Combos into 236D and 623D if delayed after 214A hits

Ibuki (Breath) (214C)

damage - % fixed proration


 * Can be canceled and combos from all normals and command normals
 * Can be followed up after both hits with C
 * Cannot be canceled into other specials or supers
 * If opponent is in air, causes ground bounce
 * Can be looped three times before attacks become void

C: Shijusen (Heavy Violet Flash) (During Ibuki, press C)


 * Combos on both the ground and in the air, though it must be timed right if opponent is in the air
 * Can be followed up with a combo, though the timing is stricter if opponent started in the air

Nagikaze (Calm Wind) (236A)

damage - % fixed proration


 * Hits five times, the last hit being a launcher
 * All hits can be jump canceled
 * Can be canceled into from all normals, but only combos from C normals
 * Can combo in the air after, though the timing is stricter if the opponent started in the air

Tsubaki (Camellia) (41236C)

damage - % fixed proration


 * Travels a fifth of the screen
 * Hits as soon as it's placed if at point blank range
 * Knocks opponent into air
 * Can be followed up on in the air
 * Can be canceled from any normal, but does not combo from them

Gekka (Moon Flower) (j)(632A/B/C)

damage - % fixed proration


 * 623A comes out fast and knocks opponent into the air
 * 623B is slightly delayed and also knocks the opponent into the air
 * 623C comes out fast and includes a second hit that wall bounces
 * 623C can be looped two times before hits become void
 * Air versions are the same, though the B version travels higher in the air.

Supers
Oukahishousen (Flying Sakura Petal Flash) ((j)236D)


 * Senna performs a three hit combo made up of a Gekka and two powerful slashes.
 * Causes slide; cannot be followed up
 * Can be TK'ed
 * Can be canceled into from any normal, Gekka A/(j)B, Nagikaze, and Shunpuu followups

Nagikaze Ran (Calm Wind Uprising) (41236D)


 * Senna performs multiple Nagikaze in a row.
 * Hits 18 times, the last hit being a launcher
 * Can be canceled into from any normal, Nagikaze, and Shunpuu's Botan followup
 * Cannot be followed up

Big Bang Break
Setsu Gekka (Temple Moon Flower) (41236ABC during Big Bang Mode)
 * Senna executes a Gekka. If it connects, she disappears and slashes the enemy multiple times, summoning a shower of cherry blossoms and a kanji fixed on the enemy's position. When she lands and sheathes her sword, the kanji and the enemy are cut by one final slash.

= Tactics =

General Strategies
Senna has a few mixup tools and some goodies to apply pressure with, but she isn't a textbook rushdown character. Her pokes (namely 5B and j.B) are fast and have plenty of reach. With these, she can outfootsie a majority of the cast. While it's hard to get match experience in this game (due to no netplay feature still), it's likely that with the tools she has, your strategy playing Senna in a match would ideally go:

- At neutral, space with 5B and j.B. Punish whiffed pokes with 5B into the universal BnB combo.

- On knockdown from the universal BnB or some other cause, follow up with forward super jump okizeme (refer to the first video in the combos section for more info). If your opponent guesses right and blocks your oki, then the worst case scenario is that you're back at neutral again.

(still working on this, any contributions are greatly appreciated)

Combos
Combo damage varies from character to character, so no damage will be listed for now. "xx" denotes a special or super cancel of the previous move into the next move, ">" denotes a chain or link from the previous move to the next move, "*" denotes a required delay in the move to allow the full combo to land.

Most of these combos are just concepts to show you what is possible. Some of these are really useful BnB's while others are just to give you ideas on how the combo system works. The game's engine is pretty open in what it allows you to do, so feel free to experiment and see what happens.

Universal

5A > 5B > 2C xx 214C > 2C xx 214C > 2C xx 214A~A (5A can be replaced with a 2A, and the 5B with a 5C, for more options.)

Tall Characters

Big Bang Mode

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