Post by flagrantangles on Oct 20, 2016 19:26:19 GMT 1
This guide was written by Thelo and Aphotix. I saved it from the end of the FantasyStrike.com website and have done some very minor edits for clarity and stylistic consistency. If you are one of the authors and would prefer that I take this down, please let me know. Otherwise, partake of BBB's shop t
Life: 80
Max Combo: 2
Innate:
Long Range: When your [range] moves are blocked or win combat, set combat to ranged next turn. At range:
Non-[range] moves become Enders, can't be pumped, and don't deal damage or block damage.
Players can't play throws, except [range] throws.
Return the first face card you play each combat to your hand.
Your normal attacks are speed 1.0.
Lose range at the end of a turn in which both players blocked or you got hit by a non-[range] move.
(In 2v2 and 2v1, cancel range if there are no BBBs on the battlefield.)
Normal attacks: x damage, Speed x.8 (X is the rank of the card)
Normal throws: 7 damage, Speed x.4, 1 CP Starter
2: Attack 2 (2) dmg, speed 2.8, 1 CP normal [Range] // Block
3: Attack 3 (2) dmg, speed 3.8, 1 CP normal [Range] // Block
4: Attack 4 (2) dmg, speed 4.8, 1 CP normal [Range] // Block
5: Block // Dodge
6: Attack 6 (2) dmg, speed 6.8, 1 CP normal [Range] // Block
7: Robo Headbutt: Attack 10 (2) dmg, speed 2.8, 1 CP normal // Throw 7 dmg, speed 7.4, 1 CP Starter // *Robo Headbutt
Robo Headbutt: [During Combat] If you combat-reveal Robo Headbutt and it wins combat, you may play another full combo.
8: Block // Throw 7 dmg, speed 8.4, 1 CP Starter
9: Block // Throw 7 dmg, speed 9.4, 1 CP Starter // *Overdrive
Overdrive: [Draw Phase] This turn, your face cards deal +3 damage and your:
Long Arm (Jack) can't be interrupted except by knockdowns
Junkshot (Queen) is unblockable
Extensor Grab (King) sets range even if it hits after a dodge.
10: Dodge // Throw 7 dmg, speed 10.4, 1 CP Starter
Jack: Cog Shot: Attack (KD) 8 (2) dmg, speed 2.4, 1 CP Starter // Long Arm: Attack 7 (2) damage, speed 3.0, 1 CP Linker
Queen: Junkshot: Attack 13 (13) dmg, speed 2.2, Can't Combo. Requires range. // Gyro Spin: Close-only Attack 5+5 (+2 any) (3) dmg, speed 2.2, 1 CP Linker
King: Extensor Grab: Throw (KD) 8 dmg, speed 8.6, Can't Combo. [Range] [Gives range.]
Ace: Piston Hurricane: Close-only Attack 21+7 (+A+A) (3) dmg, speed 0.2, Can't Combo AA // Beta Thrust: Attack 11 (2) dmg, speed 1.4, 1 CP Ender
FAQ
Innate: Long Range: When your [range] moves are blocked or win combat, set combat to ranged next turn. At range:
- Non-[range] moves become Enders, can't be pumped, and don't deal damage or block damage.
- Players can't play throws, except [range] throws.
- Return the first face card you play each combat to your hand.
- Your normal attacks are speed 1.0.
Lose range at the end of a turn in which both players blocked or you got hit by a non-[range] move.
(In 2v2 and 2v1, cancel range if there are no BBBs on the battlefield.)
Q: Do BBB's Jack and Beta Thrust Ace give range when they are blocked or win combat? (They have crosshairs over their damage splotches.)
A: No. They don't have the [range] icon in their info bar, and do not give range. The crosshairs over their damage splotches mean that their damage is not negated by Long Range.
Q: Can I play Cog Shot (J), Long Arm (J), or Beta Thrust (A) at Long Range?
A: Yes, because they have crosshairs over their damage splotches.
Q: If I gain range by playing Extensor Grab, can I return it to hand?
A: No. You only gain range at the next turn, so you can't return the Extensor Grab to hand.
Q: If I lose range by getting my face card hit, can I return it to hand?
A: Yes. You only lose range at the end of the turn, so Long Range still applies for this combat and you can return the face card to your hand.
Q: If I dodge into a normal attack or Extensor Grab (without Overdrive active), do I gain range?
A: No, because you did not win combat with a [range] move. The exception is on turns where you played Overdrive: if you dodge into Extensor Grab on such a turn, you do gain range.
Q: Does hitting BBB with a Gold Burst joker end Long Range?
A: Yes. Gold Bursts can "hit".
Overdrive (9) : [Draw Phase] This turn, your face cards deal +3 damage and your:
- Long Arm (Jack) can't be interrupted except by knockdowns
- Junkshot (Queen) is unblockable
- Extensor Grab (King) sets range even if it hits after a dodge.
Q: Does the +3 damage also apply to pump damage?
A: No. It only applies to base damage.
Q: Can I play multiple Overdrives in a single turn, and have a bigger damage bonus to attacks?
A: Yes.
Q: What does "Long Arm can't be interrupted except by knockdowns" mean?
A: During Overdrive, if BBB's Long Arm is hit by a faster (non-knockdown) attack, the opponent can't combo. Long Arm hits afterwards and wins combat. BBB can continue his combo.
Robo Headbutt (7) : [During Combat] If you combat-reveal Robo Headbutt and it wins combat, you may play another full combo.
Q: After winning combat with a Robo Headbutt, can I trigger a second Robo Headbutt as part of my second combo?
A: You can play Robo Headbutt as a regular Can't Combo attack, but it will not trigger the Robo Headbutt ability, because you did not combat-reveal it.
Q: What happens when I hit with Robo Headbutt while Argagarg has Protective Ward active?
A: After hitting with Robo Headbutt, you may play another "combo" as usual, but that combo will be limited to a single hit that can't be pumped, because of Protective Ward.
Strategy
Introduction
Bal-Bas-Beta is a character who relies on low risk, low reward plays to slowly grind out his opponents. If you enjoy playing a complex character who gains temporary advantages, than BBB might be the robot for the job.
Innate Ability - Long Range
Long Range warps how the game is played, because it gives BBB immense advantages. You gain damage immunity on your next combat loss, you gain access to the extremely powerful Junkshot, your face cards return to hand when you play them, your normal attacks go from being slow to being 1.0 speed, and your opponent cannot throw you while you can. Your dodges are notable during Long Range because the opponent cannot hit you at all if you dodge at Long Range.
Your opponents don't want you to get to range, but trying to deny it from you can make them play predictably. BBB can gain Long Range from normal attacks (2, 3, 4, 6 ), as well as from Extensor Grab (K*), so your opponents will frequently play attacks faster than 3.0 speed in order to stop those cards. Figuring out when to try to gain range and when to play defensively is the key to being a successful BBB.
Gameplan At Close - Early Game
In the early game, BBB is not threatening at close range. His max damage is low, he does not have very damage efficient cards, and he has below average life. Because of these factors, his opponents can use their cards more aggressively than usual. This means that BBB's best way to not fall behind is to obtain range. However, BBB has very limited options for gaining range in the early game. Extensor Grab is a critical card for him to have while he is at range, due to it being the only throw that is legal to play. This means that he is usually left with using normal attacks to obtain range.
Because being put to range is so threatening, BBB's opponent will rarely block or throw, and will instead play fast attacks and dodges. To counter that strategy, you should block frequently. The normal attack or block mix-up is BBB's basic strategy at close range in the early game. Try not to ever dodge in the early game: dodges are much more valuable in other stages of the game.
If your opponent is playing a lot of fast attacks, you can also use Cog Shot (J) and Beta Thrust (A) as fast counter pokes.
Gameplan At Close - Late Game
In the late game, BBB relies on aces to threaten high damage, as well as using Overdrive (9*) to mix up the opponent. Piston Hurricane is extremely fast and damaging, so the opponent will usually have to block or dodge it to avoid taking damage. This allows you the opportunity to throw them, and follow up with either Beta Thrust, or Gyro Spin. In general, BBB does not want to dodge at close, but if the opponent has an attack that can outspeed Piston Hurricane, BBB has to add dodges into his repertoire. Using Overdrive is the other crucial component to the late game while at close range, and can give you good opportunities to gain Long Range. Once BBB activates it, he has a very deadly mix-up that covers every possible option. This mix-up becomes even deadlier if the opponent is knocked down (from an earlier Cog Shot). Overdrive's basic effect at close range is to discourage opponent attacks, especially fast ones. For attacks, he can Long Arm (J), which is uninterruptable: if the opponent played any attack or throw, BBB will be able to hit them and follow up with a Beta Thrust or damage-boosted Gyro Spin. He can also play Robo Headbutt (7*) if he is feeling confident that they will throw. Robo Headbutt leads into MASSIVE damage during Overdrive, and with a pair of Gyro Spins, he can do over 40 damage.
Dodging during Overdrive is powerful because it's BBB's only opportunity to gain range if the opponent played an attack faster than 3.0 speed. Due to the threat of attacking, and the safety of dodging, the opponent will often be tempted to dodge as well.
BBB has a couple of options to punish dodges with a throw. He can Extensor Grab, which will deal 11 damage due to the Overdrive damage boost, or he can play a normal throw into a combo. Deciding which option to use will vary based on how much life your opponent has left. If a throw combo will not kill the opponent, usually it is better to obtain range.
The opponent's basic counterplays to Overdrive are to play:
- A throw faster than Extensor Grab: this defeats BBB's Extensor Grab and dodges, but loses to Long Arm, Robo Headbutt, and normal attacks, or
- A block/dodge: this defeats BBB's Long Arm, Robo Headbutt, and dodges, but loses to a direct Extensor Grab (blocks also "lose" to normal attacks)
Gameplan At Range
BBB's entire strategy shifts whenever he enters range. Now he has repeated access to Extensor Grab, Junkshot, and 1.0 speed normal attacks . On top of that, the opponent cannot throw, which means that his Extensor Grab can never lose a throw clash, and his dodges are 100% risk free.
Your opponent's best option at range is to block. Not only does blocking end range if you also block, but it is safe against dodges, and 1.0 speed normals. This means that your most important cards at range are block punishers. Junkshot and Extensor Grab are your two means of accomplishing this. It is so important to hold on to at least one copy of these cards to maximize the effectiveness of range.
Extensor Grab will make the opponent want to attack, because they have no other way to deal with it. If it lands, it sets up a knockdown mix-up using a normal attack, or a Junkshot that the opponent cannot dodge. Due to these options, the opponent will often try to play an attack that is speed 1.0 or faster, to beat the mix-up and end range. This is a great opportunity to dodge, or, if you feel that you need more cards, block.
Blocking at range is sometimes necessary if you do not have the cards you need to mix up the opponent. It's also a reasonable move when you strongly expect the opponent to dodge. However, if both players block on the same turn, range ends. So it is vital that you force your opponent to do something other than block before you do.
Using Overdrive at Long Range to make Junkshot unblockable is not a common play. It's mostly used on knockdowns, especially against characters with slow attacks. Overdrive is typically more useful at close range, though.
Prioritizing Damage Vs Options
Two of the most important hand management decisions BBB has to make is when to dodge, and when to spend Queens. Due to the consistency and power of dodging at range, ideally BBB would never use them at close. However, some opponents will play fast attacks so frequently that you have no choice but to try and punish them with a dodge. In these cases, you should ideally be playing a Cog Shot, Beta Thrust, or Gyro Spin to follow up. While Gyro Spin is the most damaging of the three, it also costs a total of 4 cards to pull off: the dodge, the Queen, and 2 pumps. Because of this, you need to know which cards are worth spending. Typically, 3, 4, and 8 are BBB’s weakest card ranks. The best use for these cards is to power them up for aces, or spend them on Gyro Spin.
Cog Shot offers a knockdown, which can help you obtain range, since now the opponent cannot dodge your normal attacks. The knockdown also sets up Piston Hurricane very nicely, because the threat of those normal attacks will force your opponent to play an attack to outspeed them.
Card Breakdown
2 - This is your primary tool to obtain range throughout the game. While 2.8 speed is not too fast, it is BBB's best attack to get the job done. You should almost never use this card for any other reason.
3 - As mentioned, this is one of BBB's weakest cards, and is often fodder for powering up or pumping Gyro Spin. However, 3 is BBB's only odd normal attack at range, so it can be used as a mix-up normal against a knocked down opponent. Do not use 3 as a combo ender.
4 - This is BBB's weakest card, and should almost exclusively be used as fodder for powerups or Gyro Spin.
5 - This card should only be used to dodge. BBB only has a total of 8 dodges in his deck, and they are vital.
6 - This is the most damaging normal attack, so it can be used to try and beat a throw, or as a combat card at range. It is notably useful as a combat card against Rook and Troq, to beat their King throws. Don't feel bad about using it as fodder or combo ender though.
7 - This is an all-star card. 7.4 speed is very fast as a throw, and will usually be the fastest throw in the match up. On the other side, Robo Headbutt can lead to incredible damage, and one good read can completely flip the game in BBB's favor. Use this card when you have high damage options in your hand.
8 - BBB tends to not throw very often, because of the power of his attacks. This means that you usually do not need to rely on 8 throw very often. Its main use is to block, and often it's the only rank of card that BBB needs to block with.
9 - Overdrive is an excellent late game ability, and you should always keep 1 or 2 around for that purpose. It is fine to block with if you have multiples in the early game.
10 - These are BBB's other dodges, and serve absolutely no other purpose. Do not throw with 10.
J - Cog Shot is an early game defensive card, since it has competitive speed and damage. Long Arm is a combo tool that can return to hand at range, and is a powerful combat reveal when you activate Overdrive. It is often fine to use Long Arm as a combo ender, especially when you lack aces or have multiple Jacks in hand.
Q - Gyro Spin is a late game combo tool, and is BBB's most damaging 1 CP card. It is notable as a late game combo ender. Junkshot is an incredible threat at range, and will always return to your hand, so you get to use both sides of this card every single game.
K - Extensor Grab should only be used at close if you have multiples. While at range, it is absurdly hard to deal with, and sets up even more damaging mix-ups due to the knockdown.
A - Beta Thrust is a fantastic card all throughout the game. In the early game, it is a great card to beat out opponent's attacks for a solid 11 damage - it's often your main tool to discourage opponent attacks. In the late game, it can be used as a combo ender for very efficient damage. Piston Hurricane is a fantastic finishing move due to its speed, especially when coming back from Long Range.
Joker - Because BBB will save considerable life from Long Range's damage immunity, and because his opponents are less likely to block, he can afford to Gold Burst more than some other characters. If you find yourself with a Joker later on in the game, gold bursting can set you up with a huge Piston Hurricane.
Matchups
BBB vs Grave
Grave has a lot of attacks that beat all of your normals, so you will have to block more frequently than usual. However, you have faster throws than he does, so he has a hard time throwing without losing combat. Also remember that he has 2 attacks that beat or trade with your normals at range (Q, A )
BBB vs Jaina
Jaina has a lot of scary mix-ups in the early game. Her 2 attack in particular is hard to deal with, and you will have to Cog Shot and Beta Thrust more than usual. At range, she also has 2 attacks (Q, A ) that beat your normals, so your dodges will be in very high demand.
BBB vs Midori
This is one of BBB's most favorable match ups. Midori has very few cards to deal with BBB's normals, so he gets pushed to range easily. Also, Piston Hurricane is faster than anything Midori has, so BBB has an advantage in the late game as well.
BBB vs Setsuki
Setsuki has a ton of fast attacks, and can spend cards more efficiently than any other character. This forces you to rely on reading her throws, and taking any opportunity you get to deal max damage.
BBB vs Rook
This is another favorable matchup for BBB. Rook's Jack, Queen, King and Ace can all beat your normals and prevent you from gaining range, but his special blocks will notably not stop range. Beta Thrust, your single-ace attack, is unusually powerful as a counter to Rook's standard combat plays of J-Q-K, so use it in combat every chance you get and avoid spending it as a combo ender. Your 6-attack is also an important combat card that beats Rook's King.
At Long Range, spamming Junkshot is quite powerful - even if it meets a special block, you will not lose range. However, blocking at range is even more dangerous than usual, since his dodge-surrogate special blocks are really blocks, and will end range when played against your blocks. Rook's high life is also very laborious to go through, making this matchup a true test of endurance. Avoid blocking in general and try to stick to your dominating moves.
BBB vs DeGrey
DeGrey is very scary at close, but laughably weak at range. This matchup is dependent on momentum, and whoever makes the stronger reads. Try to prioritize knockdowns more than usual, since his biggest threat is Ghost Riposte. Remember to always keep at least one King during Long Range, to deal with DeGrey's repeated ace-dodging.
BBB vs Valerie
Valerie dominates combat throughout the game. The only advice I have is to learn your opponent's play style, and try to make better reads.
BBB vs Geiger
Time Spirals are very annoying, and often result in big damage from Geiger. However, you have tools at your disposal to counter poke them, so try your best to learn your specific opponent's patterns, and Beta Thrust and Cog Shot at the right times. Geiger does not have many good answers to range, so keeping a high life total early on will buy you enough time to grind him down.
BBB vs Lum
Lum has a lot of fast attacks, but has unimpressive throws. Alternating between blocking and throwing is surprisingly strong against Lum. You need to maximize your damage, or else he dominates the late game with Poker Flourish and aces.
BBB vs Argagarg
Argagarg has the strongest block in the game, so your usual plan of fishing for range is much more risky than usual. However, you dominate the throw game, so take advantage of it. Protective Ward is seldom a problem for you.
Avoid getting to range without a King in hand, and don't play them in combat lightly - there is little more frustrating than being at range and unable to throw a Bubble Shielded Argagarg. Junkshot is surprisingly powerful against Argagarg - remember that its block damage is never prevented by Bubble Shield.
BBB vs Quince
Quince has so few fast attacks that he cannot ever outspeed normal attacks at range, and can't even function well against Junkshot except by dodging. At close, he has a deadly mix-up game, so making a good read to bring him to range will give you an easy victory.
BBB vs Onimaru
Onimaru does a quarter of your life every time he hits you, meaning that you have little room for error. However, his Guard Crush ability is much weaker than normal, since his slow normals will lose harshly to yours. He also has two card ranks that deal with your normal attacks at range (Q, A), so you will need to make strong reads all game to stand a chance.
BBB vs Troq
BBB can push Troq to range very easily, and Junkshot is highly effective against him. Troq's only means of dealing enough damage to win is landing Beast Unleashed, so save your Jokers in case he dodges your attack and attempts the triple ace super. 6-attack is also very important for beating Troq's King.
BBB vs BBB
This mirror match is bizarre. Range occurs very easily but doesn't usually favor anyone, and normal attacks dominate ranged combat. Blocking a normal attack from the opponent BBB is actually good for you. The best thing to do is attempt a gold burst once you have built up a hand, then land a Piston Hurricane during your brief time at close range.
BBB vs Menelker
This match is unlike any other. BBB has an incredibly hard time gaining range, but Menelker's tiny life total means that BBB doesn't need to. Every time you win a combat, make sure to deal the maximum amount of damage and you can win very quickly.
BBB vs Persephone
Persephone has a hard time dealing with range except by dodging, so throwing more than usual (especially with your 7, which outspeeds all her throws) will net you a bunch of damage. Mistress's Command can make range much weaker, since she can take away your Qs and Ks.
BBB vs Gloria
Gloria loves slow paced games more than BBB does. She has a bunch of fast attacks, has incredible card advantage engines, and is less afraid of range than anyone else due to healing every turn. You need to be on your A game to stand a chance.
BBB vs Gwen
Gwen is very fast and is good against blocks, so Beta Thrust as much as you can. Also remember that she has a special block (10) that stops Junkshot from dealing 13 chip. If you manage to get to range, don't be afraid to spend all of your dodges. Even if she blocks, she still loses 2 life, and if you dodge a Shadow Slice, you gain a massive advantage. On range knockdowns, prefer using your odd normal,3, to avoid getting it 10-blocked.
BBB vs Vendetta
This is one of the only match ups where it is acceptable to use a dodge early game. Getting rid of his 2 attack is mandatory, so Beta Thrust or dodge are your only options. Vendetta is not very good at dealing with range, so play 2 attacks when he doesn't have a 2 of his own.
BBB vs Zane
Zane can loop you with knockdowns, due to his innate ability Meaty Attacks . If you knock him down at range, he has to Gold Burst or Crash Bomb in order to avoid your 3 attack, since he has no odd blocks. Since he normally relies on throwing to start his offense, playing risky normal attacks at close can pay off.
Life: 80
Max Combo: 2
Innate:
Long Range: When your [range] moves are blocked or win combat, set combat to ranged next turn. At range:
Non-[range] moves become Enders, can't be pumped, and don't deal damage or block damage.
Players can't play throws, except [range] throws.
Return the first face card you play each combat to your hand.
Your normal attacks are speed 1.0.
Lose range at the end of a turn in which both players blocked or you got hit by a non-[range] move.
(In 2v2 and 2v1, cancel range if there are no BBBs on the battlefield.)
Normal attacks: x damage, Speed x.8 (X is the rank of the card)
Normal throws: 7 damage, Speed x.4, 1 CP Starter
2: Attack 2 (2) dmg, speed 2.8, 1 CP normal [Range] // Block
3: Attack 3 (2) dmg, speed 3.8, 1 CP normal [Range] // Block
4: Attack 4 (2) dmg, speed 4.8, 1 CP normal [Range] // Block
5: Block // Dodge
6: Attack 6 (2) dmg, speed 6.8, 1 CP normal [Range] // Block
7: Robo Headbutt: Attack 10 (2) dmg, speed 2.8, 1 CP normal // Throw 7 dmg, speed 7.4, 1 CP Starter // *Robo Headbutt
Robo Headbutt: [During Combat] If you combat-reveal Robo Headbutt and it wins combat, you may play another full combo.
8: Block // Throw 7 dmg, speed 8.4, 1 CP Starter
9: Block // Throw 7 dmg, speed 9.4, 1 CP Starter // *Overdrive
Overdrive: [Draw Phase] This turn, your face cards deal +3 damage and your:
Long Arm (Jack) can't be interrupted except by knockdowns
Junkshot (Queen) is unblockable
Extensor Grab (King) sets range even if it hits after a dodge.
10: Dodge // Throw 7 dmg, speed 10.4, 1 CP Starter
Jack: Cog Shot: Attack (KD) 8 (2) dmg, speed 2.4, 1 CP Starter // Long Arm: Attack 7 (2) damage, speed 3.0, 1 CP Linker
Queen: Junkshot: Attack 13 (13) dmg, speed 2.2, Can't Combo. Requires range. // Gyro Spin: Close-only Attack 5+5 (+2 any) (3) dmg, speed 2.2, 1 CP Linker
King: Extensor Grab: Throw (KD) 8 dmg, speed 8.6, Can't Combo. [Range] [Gives range.]
Ace: Piston Hurricane: Close-only Attack 21+7 (+A+A) (3) dmg, speed 0.2, Can't Combo AA // Beta Thrust: Attack 11 (2) dmg, speed 1.4, 1 CP Ender
FAQ
Innate: Long Range: When your [range] moves are blocked or win combat, set combat to ranged next turn. At range:
- Non-[range] moves become Enders, can't be pumped, and don't deal damage or block damage.
- Players can't play throws, except [range] throws.
- Return the first face card you play each combat to your hand.
- Your normal attacks are speed 1.0.
Lose range at the end of a turn in which both players blocked or you got hit by a non-[range] move.
(In 2v2 and 2v1, cancel range if there are no BBBs on the battlefield.)
Q: Do BBB's Jack and Beta Thrust Ace give range when they are blocked or win combat? (They have crosshairs over their damage splotches.)
A: No. They don't have the [range] icon in their info bar, and do not give range. The crosshairs over their damage splotches mean that their damage is not negated by Long Range.
Q: Can I play Cog Shot (J), Long Arm (J), or Beta Thrust (A) at Long Range?
A: Yes, because they have crosshairs over their damage splotches.
Q: If I gain range by playing Extensor Grab, can I return it to hand?
A: No. You only gain range at the next turn, so you can't return the Extensor Grab to hand.
Q: If I lose range by getting my face card hit, can I return it to hand?
A: Yes. You only lose range at the end of the turn, so Long Range still applies for this combat and you can return the face card to your hand.
Q: If I dodge into a normal attack or Extensor Grab (without Overdrive active), do I gain range?
A: No, because you did not win combat with a [range] move. The exception is on turns where you played Overdrive: if you dodge into Extensor Grab on such a turn, you do gain range.
Q: Does hitting BBB with a Gold Burst joker end Long Range?
A: Yes. Gold Bursts can "hit".
Overdrive (9) : [Draw Phase] This turn, your face cards deal +3 damage and your:
- Long Arm (Jack) can't be interrupted except by knockdowns
- Junkshot (Queen) is unblockable
- Extensor Grab (King) sets range even if it hits after a dodge.
Q: Does the +3 damage also apply to pump damage?
A: No. It only applies to base damage.
Q: Can I play multiple Overdrives in a single turn, and have a bigger damage bonus to attacks?
A: Yes.
Q: What does "Long Arm can't be interrupted except by knockdowns" mean?
A: During Overdrive, if BBB's Long Arm is hit by a faster (non-knockdown) attack, the opponent can't combo. Long Arm hits afterwards and wins combat. BBB can continue his combo.
Robo Headbutt (7) : [During Combat] If you combat-reveal Robo Headbutt and it wins combat, you may play another full combo.
Q: After winning combat with a Robo Headbutt, can I trigger a second Robo Headbutt as part of my second combo?
A: You can play Robo Headbutt as a regular Can't Combo attack, but it will not trigger the Robo Headbutt ability, because you did not combat-reveal it.
Q: What happens when I hit with Robo Headbutt while Argagarg has Protective Ward active?
A: After hitting with Robo Headbutt, you may play another "combo" as usual, but that combo will be limited to a single hit that can't be pumped, because of Protective Ward.
Strategy
Introduction
Bal-Bas-Beta is a character who relies on low risk, low reward plays to slowly grind out his opponents. If you enjoy playing a complex character who gains temporary advantages, than BBB might be the robot for the job.
Innate Ability - Long Range
Long Range warps how the game is played, because it gives BBB immense advantages. You gain damage immunity on your next combat loss, you gain access to the extremely powerful Junkshot, your face cards return to hand when you play them, your normal attacks go from being slow to being 1.0 speed, and your opponent cannot throw you while you can. Your dodges are notable during Long Range because the opponent cannot hit you at all if you dodge at Long Range.
Your opponents don't want you to get to range, but trying to deny it from you can make them play predictably. BBB can gain Long Range from normal attacks (2, 3, 4, 6 ), as well as from Extensor Grab (K*), so your opponents will frequently play attacks faster than 3.0 speed in order to stop those cards. Figuring out when to try to gain range and when to play defensively is the key to being a successful BBB.
Gameplan At Close - Early Game
In the early game, BBB is not threatening at close range. His max damage is low, he does not have very damage efficient cards, and he has below average life. Because of these factors, his opponents can use their cards more aggressively than usual. This means that BBB's best way to not fall behind is to obtain range. However, BBB has very limited options for gaining range in the early game. Extensor Grab is a critical card for him to have while he is at range, due to it being the only throw that is legal to play. This means that he is usually left with using normal attacks to obtain range.
Because being put to range is so threatening, BBB's opponent will rarely block or throw, and will instead play fast attacks and dodges. To counter that strategy, you should block frequently. The normal attack or block mix-up is BBB's basic strategy at close range in the early game. Try not to ever dodge in the early game: dodges are much more valuable in other stages of the game.
If your opponent is playing a lot of fast attacks, you can also use Cog Shot (J) and Beta Thrust (A) as fast counter pokes.
Gameplan At Close - Late Game
In the late game, BBB relies on aces to threaten high damage, as well as using Overdrive (9*) to mix up the opponent. Piston Hurricane is extremely fast and damaging, so the opponent will usually have to block or dodge it to avoid taking damage. This allows you the opportunity to throw them, and follow up with either Beta Thrust, or Gyro Spin. In general, BBB does not want to dodge at close, but if the opponent has an attack that can outspeed Piston Hurricane, BBB has to add dodges into his repertoire. Using Overdrive is the other crucial component to the late game while at close range, and can give you good opportunities to gain Long Range. Once BBB activates it, he has a very deadly mix-up that covers every possible option. This mix-up becomes even deadlier if the opponent is knocked down (from an earlier Cog Shot). Overdrive's basic effect at close range is to discourage opponent attacks, especially fast ones. For attacks, he can Long Arm (J), which is uninterruptable: if the opponent played any attack or throw, BBB will be able to hit them and follow up with a Beta Thrust or damage-boosted Gyro Spin. He can also play Robo Headbutt (7*) if he is feeling confident that they will throw. Robo Headbutt leads into MASSIVE damage during Overdrive, and with a pair of Gyro Spins, he can do over 40 damage.
Dodging during Overdrive is powerful because it's BBB's only opportunity to gain range if the opponent played an attack faster than 3.0 speed. Due to the threat of attacking, and the safety of dodging, the opponent will often be tempted to dodge as well.
BBB has a couple of options to punish dodges with a throw. He can Extensor Grab, which will deal 11 damage due to the Overdrive damage boost, or he can play a normal throw into a combo. Deciding which option to use will vary based on how much life your opponent has left. If a throw combo will not kill the opponent, usually it is better to obtain range.
The opponent's basic counterplays to Overdrive are to play:
- A throw faster than Extensor Grab: this defeats BBB's Extensor Grab and dodges, but loses to Long Arm, Robo Headbutt, and normal attacks, or
- A block/dodge: this defeats BBB's Long Arm, Robo Headbutt, and dodges, but loses to a direct Extensor Grab (blocks also "lose" to normal attacks)
Gameplan At Range
BBB's entire strategy shifts whenever he enters range. Now he has repeated access to Extensor Grab, Junkshot, and 1.0 speed normal attacks . On top of that, the opponent cannot throw, which means that his Extensor Grab can never lose a throw clash, and his dodges are 100% risk free.
Your opponent's best option at range is to block. Not only does blocking end range if you also block, but it is safe against dodges, and 1.0 speed normals. This means that your most important cards at range are block punishers. Junkshot and Extensor Grab are your two means of accomplishing this. It is so important to hold on to at least one copy of these cards to maximize the effectiveness of range.
Extensor Grab will make the opponent want to attack, because they have no other way to deal with it. If it lands, it sets up a knockdown mix-up using a normal attack, or a Junkshot that the opponent cannot dodge. Due to these options, the opponent will often try to play an attack that is speed 1.0 or faster, to beat the mix-up and end range. This is a great opportunity to dodge, or, if you feel that you need more cards, block.
Blocking at range is sometimes necessary if you do not have the cards you need to mix up the opponent. It's also a reasonable move when you strongly expect the opponent to dodge. However, if both players block on the same turn, range ends. So it is vital that you force your opponent to do something other than block before you do.
Using Overdrive at Long Range to make Junkshot unblockable is not a common play. It's mostly used on knockdowns, especially against characters with slow attacks. Overdrive is typically more useful at close range, though.
Prioritizing Damage Vs Options
Two of the most important hand management decisions BBB has to make is when to dodge, and when to spend Queens. Due to the consistency and power of dodging at range, ideally BBB would never use them at close. However, some opponents will play fast attacks so frequently that you have no choice but to try and punish them with a dodge. In these cases, you should ideally be playing a Cog Shot, Beta Thrust, or Gyro Spin to follow up. While Gyro Spin is the most damaging of the three, it also costs a total of 4 cards to pull off: the dodge, the Queen, and 2 pumps. Because of this, you need to know which cards are worth spending. Typically, 3, 4, and 8 are BBB’s weakest card ranks. The best use for these cards is to power them up for aces, or spend them on Gyro Spin.
Cog Shot offers a knockdown, which can help you obtain range, since now the opponent cannot dodge your normal attacks. The knockdown also sets up Piston Hurricane very nicely, because the threat of those normal attacks will force your opponent to play an attack to outspeed them.
Card Breakdown
2 - This is your primary tool to obtain range throughout the game. While 2.8 speed is not too fast, it is BBB's best attack to get the job done. You should almost never use this card for any other reason.
3 - As mentioned, this is one of BBB's weakest cards, and is often fodder for powering up or pumping Gyro Spin. However, 3 is BBB's only odd normal attack at range, so it can be used as a mix-up normal against a knocked down opponent. Do not use 3 as a combo ender.
4 - This is BBB's weakest card, and should almost exclusively be used as fodder for powerups or Gyro Spin.
5 - This card should only be used to dodge. BBB only has a total of 8 dodges in his deck, and they are vital.
6 - This is the most damaging normal attack, so it can be used to try and beat a throw, or as a combat card at range. It is notably useful as a combat card against Rook and Troq, to beat their King throws. Don't feel bad about using it as fodder or combo ender though.
7 - This is an all-star card. 7.4 speed is very fast as a throw, and will usually be the fastest throw in the match up. On the other side, Robo Headbutt can lead to incredible damage, and one good read can completely flip the game in BBB's favor. Use this card when you have high damage options in your hand.
8 - BBB tends to not throw very often, because of the power of his attacks. This means that you usually do not need to rely on 8 throw very often. Its main use is to block, and often it's the only rank of card that BBB needs to block with.
9 - Overdrive is an excellent late game ability, and you should always keep 1 or 2 around for that purpose. It is fine to block with if you have multiples in the early game.
10 - These are BBB's other dodges, and serve absolutely no other purpose. Do not throw with 10.
J - Cog Shot is an early game defensive card, since it has competitive speed and damage. Long Arm is a combo tool that can return to hand at range, and is a powerful combat reveal when you activate Overdrive. It is often fine to use Long Arm as a combo ender, especially when you lack aces or have multiple Jacks in hand.
Q - Gyro Spin is a late game combo tool, and is BBB's most damaging 1 CP card. It is notable as a late game combo ender. Junkshot is an incredible threat at range, and will always return to your hand, so you get to use both sides of this card every single game.
K - Extensor Grab should only be used at close if you have multiples. While at range, it is absurdly hard to deal with, and sets up even more damaging mix-ups due to the knockdown.
A - Beta Thrust is a fantastic card all throughout the game. In the early game, it is a great card to beat out opponent's attacks for a solid 11 damage - it's often your main tool to discourage opponent attacks. In the late game, it can be used as a combo ender for very efficient damage. Piston Hurricane is a fantastic finishing move due to its speed, especially when coming back from Long Range.
Joker - Because BBB will save considerable life from Long Range's damage immunity, and because his opponents are less likely to block, he can afford to Gold Burst more than some other characters. If you find yourself with a Joker later on in the game, gold bursting can set you up with a huge Piston Hurricane.
Matchups
BBB vs Grave
Grave has a lot of attacks that beat all of your normals, so you will have to block more frequently than usual. However, you have faster throws than he does, so he has a hard time throwing without losing combat. Also remember that he has 2 attacks that beat or trade with your normals at range (Q, A )
BBB vs Jaina
Jaina has a lot of scary mix-ups in the early game. Her 2 attack in particular is hard to deal with, and you will have to Cog Shot and Beta Thrust more than usual. At range, she also has 2 attacks (Q, A ) that beat your normals, so your dodges will be in very high demand.
BBB vs Midori
This is one of BBB's most favorable match ups. Midori has very few cards to deal with BBB's normals, so he gets pushed to range easily. Also, Piston Hurricane is faster than anything Midori has, so BBB has an advantage in the late game as well.
BBB vs Setsuki
Setsuki has a ton of fast attacks, and can spend cards more efficiently than any other character. This forces you to rely on reading her throws, and taking any opportunity you get to deal max damage.
BBB vs Rook
This is another favorable matchup for BBB. Rook's Jack, Queen, King and Ace can all beat your normals and prevent you from gaining range, but his special blocks will notably not stop range. Beta Thrust, your single-ace attack, is unusually powerful as a counter to Rook's standard combat plays of J-Q-K, so use it in combat every chance you get and avoid spending it as a combo ender. Your 6-attack is also an important combat card that beats Rook's King.
At Long Range, spamming Junkshot is quite powerful - even if it meets a special block, you will not lose range. However, blocking at range is even more dangerous than usual, since his dodge-surrogate special blocks are really blocks, and will end range when played against your blocks. Rook's high life is also very laborious to go through, making this matchup a true test of endurance. Avoid blocking in general and try to stick to your dominating moves.
BBB vs DeGrey
DeGrey is very scary at close, but laughably weak at range. This matchup is dependent on momentum, and whoever makes the stronger reads. Try to prioritize knockdowns more than usual, since his biggest threat is Ghost Riposte. Remember to always keep at least one King during Long Range, to deal with DeGrey's repeated ace-dodging.
BBB vs Valerie
Valerie dominates combat throughout the game. The only advice I have is to learn your opponent's play style, and try to make better reads.
BBB vs Geiger
Time Spirals are very annoying, and often result in big damage from Geiger. However, you have tools at your disposal to counter poke them, so try your best to learn your specific opponent's patterns, and Beta Thrust and Cog Shot at the right times. Geiger does not have many good answers to range, so keeping a high life total early on will buy you enough time to grind him down.
BBB vs Lum
Lum has a lot of fast attacks, but has unimpressive throws. Alternating between blocking and throwing is surprisingly strong against Lum. You need to maximize your damage, or else he dominates the late game with Poker Flourish and aces.
BBB vs Argagarg
Argagarg has the strongest block in the game, so your usual plan of fishing for range is much more risky than usual. However, you dominate the throw game, so take advantage of it. Protective Ward is seldom a problem for you.
Avoid getting to range without a King in hand, and don't play them in combat lightly - there is little more frustrating than being at range and unable to throw a Bubble Shielded Argagarg. Junkshot is surprisingly powerful against Argagarg - remember that its block damage is never prevented by Bubble Shield.
BBB vs Quince
Quince has so few fast attacks that he cannot ever outspeed normal attacks at range, and can't even function well against Junkshot except by dodging. At close, he has a deadly mix-up game, so making a good read to bring him to range will give you an easy victory.
BBB vs Onimaru
Onimaru does a quarter of your life every time he hits you, meaning that you have little room for error. However, his Guard Crush ability is much weaker than normal, since his slow normals will lose harshly to yours. He also has two card ranks that deal with your normal attacks at range (Q, A), so you will need to make strong reads all game to stand a chance.
BBB vs Troq
BBB can push Troq to range very easily, and Junkshot is highly effective against him. Troq's only means of dealing enough damage to win is landing Beast Unleashed, so save your Jokers in case he dodges your attack and attempts the triple ace super. 6-attack is also very important for beating Troq's King.
BBB vs BBB
This mirror match is bizarre. Range occurs very easily but doesn't usually favor anyone, and normal attacks dominate ranged combat. Blocking a normal attack from the opponent BBB is actually good for you. The best thing to do is attempt a gold burst once you have built up a hand, then land a Piston Hurricane during your brief time at close range.
BBB vs Menelker
This match is unlike any other. BBB has an incredibly hard time gaining range, but Menelker's tiny life total means that BBB doesn't need to. Every time you win a combat, make sure to deal the maximum amount of damage and you can win very quickly.
BBB vs Persephone
Persephone has a hard time dealing with range except by dodging, so throwing more than usual (especially with your 7, which outspeeds all her throws) will net you a bunch of damage. Mistress's Command can make range much weaker, since she can take away your Qs and Ks.
BBB vs Gloria
Gloria loves slow paced games more than BBB does. She has a bunch of fast attacks, has incredible card advantage engines, and is less afraid of range than anyone else due to healing every turn. You need to be on your A game to stand a chance.
BBB vs Gwen
Gwen is very fast and is good against blocks, so Beta Thrust as much as you can. Also remember that she has a special block (10) that stops Junkshot from dealing 13 chip. If you manage to get to range, don't be afraid to spend all of your dodges. Even if she blocks, she still loses 2 life, and if you dodge a Shadow Slice, you gain a massive advantage. On range knockdowns, prefer using your odd normal,3, to avoid getting it 10-blocked.
BBB vs Vendetta
This is one of the only match ups where it is acceptable to use a dodge early game. Getting rid of his 2 attack is mandatory, so Beta Thrust or dodge are your only options. Vendetta is not very good at dealing with range, so play 2 attacks when he doesn't have a 2 of his own.
BBB vs Zane
Zane can loop you with knockdowns, due to his innate ability Meaty Attacks . If you knock him down at range, he has to Gold Burst or Crash Bomb in order to avoid your 3 attack, since he has no odd blocks. Since he normally relies on throwing to start his offense, playing risky normal attacks at close can pay off.