Mr. Big(KOFXI): Unterschied zwischen den Versionen

(Frame data update (automated))
 
(24 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt)
Zeile 31: Zeile 31:
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! Move !! S!! A!! Hit!! Grd!! Note
! Move !! S!! A!! Hit!! Grd!! Note
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| '''Throw''' || 1 || 1 || <span style="color: blue;"> +37 </span> || / ||Hard knockdown.
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| 5A(c) || 7 || 4|| <span style="color: blue;">+1</span>|| <span style="color: blue;">+0</span> ||
| 5A(c) || 7 || 4|| <span style="color: blue;">+1</span>|| <span style="color: blue;">+0</span> ||
Zeile 42: Zeile 44:
| 5C(c)||7 || 3+3||<span style="color: red;">-3</span> ||<span style="color: red;">-4</span> ||
| 5C(c)||7 || 3+3||<span style="color: red;">-3</span> ||<span style="color: red;">-4</span> ||
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| 5C(f)||17/27 || 4+4||<span style="color: red;">-8</span> ||<span style="color: red;">-9</span> ||SC. Kara-cancel from 2nd active frame (F18). Overhead, but can be crouched by many characters (unblockable against tall characters).
| 5C(f)||17/27 || 4+4||<span style="color: red;">-8</span> ||<span style="color: red;">-9</span> ||SC. Kara-cancel from 2nd active frame (F18). 2nd hit is unblockable if done meaty.
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| 5D(c)||4 || 3||<span style="color: red;">-1</span> || <span style="color: red;">-2</span> ||
| 5D(c)||4 || 3||<span style="color: red;">-1</span> || <span style="color: red;">-2</span> ||
Zeile 50: Zeile 52:
| 5E||22 || 3||KD ||<span style="color: red;">-5</span> ||Kara-cancel from 2nd active frame (F23).
| 5E||22 || 3||KD ||<span style="color: red;">-5</span> ||Kara-cancel from 2nd active frame (F23).
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| 6A||10/23 || 3+2||<span style="color: red;">-9</span> ||<span style="color: red;">-23*</span>/<span style="color: red;">-10</span> ||2nd hit overhead. *=if only first hit connects.
| 6A||10/23 || 3+2||<span style="color: red;">-9</span> ||<span style="white-space: nowrap;"><span style="color: red;">-23*</span>/<span style="color: red;">-10</span></span> ||2nd hit overhead. *=if only first hit connects.
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| 6A(can)||7 || 3+2||<span style="color: red;">-9</span> ||<span style="color: red;">-10</span> ||SC. No overhead.
| 6A(can)||7 || 3+2||<span style="color: red;">-9</span> ||<span style="color: red;">-10</span> ||SC. No overhead.
Zeile 56: Zeile 58:
| GC||7 || 10||KD ||<span style="color: red;">-14</span> ||F1-16 invul.
| GC||7 || 10||KD ||<span style="color: red;">-14</span> ||F1-16 invul.
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| Saving Shift||? || n*||/ ||/||
| Saving Shift||0 || n*||/ ||/||Active until landing. 9F/10F recovery (hit/whiff).
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| Backdash|| / || 21 || / || / ||F4-17 invul on feet (3F startup). F18-21 recovery. 178px distance.
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| 2A||7 || 4||<span style="color: blue;">+2</span> || <span style="color: blue;">+1</span> ||
| 2A||7 || 4||<span style="color: blue;">+2</span> || <span style="color: blue;">+1</span> ||
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| 2B||6 || 4||<span style="color: red;">-1</span> || <span style="color: blue;">+0</span> ||
| 2B||6 || 4||<span style="color: red;">-1</span> || <span style="color: blue;">+0</span> ||Deals 9 Stun.
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| 2C||10 || 3||KD || <span style="color: red;">-2</span>||Knockdown
| 2C||10 || 3||KD || <span style="color: red;">-2</span>||Knockdown
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| 2D||9 || 4||<span style="color: blue;">+2</span> || <span style="color: blue;">+1</span> ||No Knockdown, Special Cancel.
| 2D||9 || 4||<span style="color: blue;">+2</span> || <span style="color: blue;">+1</span> ||SC. No Knockdown.
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| j.A|| ? || ? ||? ||? ||
| j.A|| ? || ? ||? ||? ||
Zeile 72: Zeile 76:
| j.C|| ? || ? ||? ||? ||
| j.C|| ? || ? ||? ||? ||
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| j.D|| ? || ? ||? ||? ||
| j.D|| ? || ? ||? ||? ||Can hit crossup.
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| j.E|| ? || ? ||? ||? ||
| j.E|| ? || ? ||? ||? ||
Zeile 79: Zeile 83:
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| ju.B|| ? || ? ||? ||? ||
| ju.B|| ? || ? ||? ||? ||
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| ju.C|| ? || ? ||? ||? ||
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| 236A ||16 || 11||KD ||<span style="color: red;">-1</span> ||
| 236A ||16 || 11||KD ||<span style="color: red;">-1</span> ||
Zeile 86: Zeile 88:
| 236C ||31 ||14 ||KD || <span style="color: blue;">+6</span> ||F1-28 Counter hit state.
| 236C ||31 ||14 ||KD || <span style="color: blue;">+6</span> ||F1-28 Counter hit state.
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| 623A ||7/13/ || 2+3+14||KD || <span style="color: red;">-5</span> ||F3-6 Guard Point. F1-29 Counter Hit State (until end of active time). 15F landing recovery. First two hits have QS.
| 623A ||7/13/X || 2+3+14||KD || <span style="color: red;">-5</span> ||F3-6 Guard Point. F1-29 Counter Hit State (until end of active time). 15F landing recovery. First two hits have QS.
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| 623C ||11/17/23<br>32/36 || 3+3+3<br>+4+18||KD || <span style="color: red;">-47</span> ||F11-19 Guard Point (last frame of 2nd hit active time). F11-22 low profile. F1-53 Counter Hit State (until end of active time). 22F landing recovery.
| 623C ||11/17/23<br>32/36 || 3+3+3<br>+4+18||KD || <span style="color: red;">-47</span> ||F11-19 Guard Point (last frame of 2nd hit active time). F11-22 low profile. F1-53 Counter Hit State (until end of active time). 22F landing recovery.
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| 236B ||7 || 2+2+4||KD ||<span style="color: red;">-14</span> ||Hard Knockdown.
| 63214A ||15 || 13||KD ||<span style="color: red;">-13*</span> ||F1-27 Counter Hit State (until end of active time). F9-12 feet invul. Airborne from F13. 17F landing recovery. *=point blank.
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| 63214C ||15 || 22||KD ||<span style="color: red;">-22*</span> ||F9-12 feet invul. Airborne from F13. 18F landing recovery. *=point blank.
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| 236K ||7 || 2+2+4||KD ||<span style="color: red;">-14</span> ||Hard Knockdown.
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| 236K(mash) ||7 || 5x2+4||KD ||<span style="color: red;">-24*</span> ||Hard Knockdown. Max. 6 hits. *Last hit whiffs on block.
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| 63214B ||13 || 4*3||KD ||<span style="color: red;">-11*</span> ||Can be steered with 4/6. F1-36 Counter Hit State. F13-36 legs invul. F37-47 recovery. *=Blocking one hit disables the hitboxes of all others.
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| 63214D ||13 || 8*3||KD ||<span style="color: red;">-35*</span> ||Can be steered with 4/6. F1-60 Counter Hit State. F13-60 above feet invul. F61-71 recovery. *=Blocking one hit disables the hitboxes of all others.
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| 236236A ||7 || 25||KD ||<span style="color: red;">-9</span> ||Projectile. F2-26 Counter Hit State.
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| 236236C ||7 || 25||KD ||<span style="color: red;">-12</span> ||Projectile. F1-8 invulnerable. F9-26 Counter Hit State.
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| 2141236A ||7 || 12||KD ||<span style="color: red;">-5</span> ||F1-3 invulnerable. F4-18 Counter Hit State (until end of active time). Juggle hit puts the opponent on their feet. Puts crouching opponents into standing position. Dream Cancel. QS. Shifting the first hit launches the opponent unless hitting them immediately.
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| 2141236C ||7 || 15||KD ||<span style="color: red;">-8</span> ||Travels further than 2141236A. F1-3 invulnerable. F4-18 Counter Hit State (until end of active time). Juggle hit puts the opponent on their feet. Puts crouching opponents into standing position. Dream Cancel. QS. Shifting the first hit launches the opponent unless hitting them immediately.
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| 236B(mash) ||7 || 5x2+4||KD ||<span style="color: red;">-24*</span> ||Hard Knockdown. Max. 6 hits. *Last hit whiffs on block.
| 63214,63214E ||1 || 1||KD ||/||Throw. F1+2 Counter Hit State.
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Zeile 98: Zeile 118:
==Special Attributes & Bugs==
==Special Attributes & Bugs==
*5C(f) 2nd hit is unblockable when done meaty.
*5C(f) 2nd hit is unblockable when done meaty.
*Just like Robert, Mr. Big's 2B has way more stun than normal: [https://twitter.com/rock_zack_ap1/status/1257535060460179456 Source: Rock]
*Just like Robert, Mr. Big's 2B deals way more stun than normal: [https://twitter.com/rock_zack_ap1/status/1257535060460179456 Source: Rock]
*Has 3F more invul than normal on the front roll: invul F1-26, 6F recovery.
*Has 3F more invul than normal on the front roll: invul F1-26, 6F recovery.
*Mr. Big's front roll goes further than normal (189px instead of 160px)
*Mr. Big's front roll goes further than normal (189px instead of 160px)
*Like all other console exclusive characters, Mr. Big's backdash starts moving back & loses its hurtbox on the legs from F4 instead of F5.
*Like all other console exclusive characters, Mr. Big's backdash starts moving back & loses its hurtbox on the legs from F4 instead of F5.
==Combos==
*2B,2A, then...
**623A
**236236P
**2141236P (>DC 63214,63214E or QS)
*5D>6A, then... (only against standing opponents)
**623C (> QS on 3rd hit)
*236236P
*2141236P (>DC 63214,63214E / >QS)
*j.D> 5D/2D, then...
**236K (> QS on 2rd hit)
**623C (> QS on 3rd hit)
*236236P
*2141236P (>DC 63214,63214E / >QS)


{{KOFXI_Navi}}
{{KOFXI_Navi}}

Aktuelle Version vom 1. August 2026, 12:37 Uhr

Mr. Big
Mr. ビッグ
KOFXI mr. big full.png
Tiers & Ranking
Tier: ???
Ratio Cost: N/A
Properties
Damage Modifier: ???
Stun Modifier: ???
Crouch height (Tier): ???

Colors

KOFXI Mrbig S.png KOFXI Mrbig X.png KOFXI Mrbig T.png KOFXI Mrbig C.png
BUTTON SQUARE A.png BUTTON CROSS A.png BUTTON TRIANGLE A.png BUTTON CIRCLE A.png
A B C D
KOFXI Mrbig R1S.png KOFXI Mrbig R1X.png KOFXI Mrbig R1T.png KOFXI Mrbig R1C.png
R1 + BUTTON SQUARE A.png R1 + BUTTON CROSS A.png R1 + BUTTON TRIANGLE A.png R1 + BUTTON CIRCLE A.png
E+A E+B E+C E+D
KOFXI Mrbig L1S.png KOFXI Mrbig L1X.png KOFXI Mrbig L1T.png KOFXI Mrbig L1C.png
L1 + BUTTON SQUARE A.png L1 + BUTTON CROSS A.png L1 + BUTTON TRIANGLE A.png L1 + BUTTON CIRCLE A.png
Start+A Start+B Start+C Start+D

Frame Data

Short List
Move S A Hit Grd Note
Throw 1 1 +37 / Hard knockdown.
5A(c) 7 4 +1 +0
5A(f) 6 4 +3 +2 SC
5B(c) 6 4 +4 +3
5B(f) 7 3 +2 +1
5C(c) 7 3+3 -3 -4
5C(f) 17/27 4+4 -8 -9 SC. Kara-cancel from 2nd active frame (F18). 2nd hit is unblockable if done meaty.
5D(c) 4 3 -1 -2
5D(f) 10 3 -2 -3
5E 22 3 KD -5 Kara-cancel from 2nd active frame (F23).
6A 10/23 3+2 -9 -23*/-10 2nd hit overhead. *=if only first hit connects.
6A(can) 7 3+2 -9 -10 SC. No overhead.
GC 7 10 KD -14 F1-16 invul.
Saving Shift 0 n* / / Active until landing. 9F/10F recovery (hit/whiff).
Backdash / 21 / / F4-17 invul on feet (3F startup). F18-21 recovery. 178px distance.
2A 7 4 +2 +1
2B 6 4 -1 +0 Deals 9 Stun.
2C 10 3 KD -2 Knockdown
2D 9 4 +2 +1 SC. No Knockdown.
j.A ? ? ? ?
j.B ? ? ? ?
j.C ? ? ? ?
j.D ? ? ? ? Can hit crossup.
j.E ? ? ? ?
ju.A ? ? ? ?
ju.B ? ? ? ?
236A 16 11 KD -1
236C 31 14 KD +6 F1-28 Counter hit state.
623A 7/13/X 2+3+14 KD -5 F3-6 Guard Point. F1-29 Counter Hit State (until end of active time). 15F landing recovery. First two hits have QS.
623C 11/17/23
32/36
3+3+3
+4+18
KD -47 F11-19 Guard Point (last frame of 2nd hit active time). F11-22 low profile. F1-53 Counter Hit State (until end of active time). 22F landing recovery.
63214A 15 13 KD -13* F1-27 Counter Hit State (until end of active time). F9-12 feet invul. Airborne from F13. 17F landing recovery. *=point blank.
63214C 15 22 KD -22* F9-12 feet invul. Airborne from F13. 18F landing recovery. *=point blank.
236K 7 2+2+4 KD -14 Hard Knockdown.
236K(mash) 7 5x2+4 KD -24* Hard Knockdown. Max. 6 hits. *Last hit whiffs on block.
63214B 13 4*3 KD -11* Can be steered with 4/6. F1-36 Counter Hit State. F13-36 legs invul. F37-47 recovery. *=Blocking one hit disables the hitboxes of all others.
63214D 13 8*3 KD -35* Can be steered with 4/6. F1-60 Counter Hit State. F13-60 above feet invul. F61-71 recovery. *=Blocking one hit disables the hitboxes of all others.
236236A 7 25 KD -9 Projectile. F2-26 Counter Hit State.
236236C 7 25 KD -12 Projectile. F1-8 invulnerable. F9-26 Counter Hit State.
2141236A 7 12 KD -5 F1-3 invulnerable. F4-18 Counter Hit State (until end of active time). Juggle hit puts the opponent on their feet. Puts crouching opponents into standing position. Dream Cancel. QS. Shifting the first hit launches the opponent unless hitting them immediately.
2141236C 7 15 KD -8 Travels further than 2141236A. F1-3 invulnerable. F4-18 Counter Hit State (until end of active time). Juggle hit puts the opponent on their feet. Puts crouching opponents into standing position. Dream Cancel. QS. Shifting the first hit launches the opponent unless hitting them immediately.
63214,63214E 1 1 KD / Throw. F1+2 Counter Hit State.

Special Attributes & Bugs

  • 5C(f) 2nd hit is unblockable when done meaty.
  • Just like Robert, Mr. Big's 2B deals way more stun than normal: Source: Rock
  • Has 3F more invul than normal on the front roll: invul F1-26, 6F recovery.
  • Mr. Big's front roll goes further than normal (189px instead of 160px)
  • Like all other console exclusive characters, Mr. Big's backdash starts moving back & loses its hurtbox on the legs from F4 instead of F5.

Combos

  • 2B,2A, then...
    • 623A
    • 236236P
    • 2141236P (>DC 63214,63214E or QS)
  • 5D>6A, then... (only against standing opponents)
    • 623C (> QS on 3rd hit)
  • 236236P
  • 2141236P (>DC 63214,63214E / >QS)


  • j.D> 5D/2D, then...
    • 236K (> QS on 2rd hit)
    • 623C (> QS on 3rd hit)
  • 236236P
  • 2141236P (>DC 63214,63214E / >QS)

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