Mix-up analysis

Mix-up at neutral (Close Range) and with a small hand

Get to range: Range attempts use either normal attacks or (rarely) a K throw . You can beat both options with attacks that are faster than or clash with his 2-attack ( 2.8 speed )



or (rarely) a . You can beat both options with attacks that are faster than or clash with his 2-attack ( ) Block: BBB's burst damage options are card hungry and he needs one copy of his face cards for his Long Range mix-up to be effective (especially K). This and his opponent wanting to avoid range by attacking make blocking a valuable option for BBB. This is especially true against fast characters against whom he relies on powering up for his fast supers. Naturally, this can be countered by throwing but you'll run the risk of getting attacked into Long Range.

Reversals: BBB relies on outspeeding his opponent with his J (2.4 speed) and single A (1.4 speed) in certain match-ups.



and single in certain match-ups. Normal throws: BBB can get about as much damage off from his throws as from his normal attacks which is... not much. They obviously lack an attack's benefits (Long Range, normal draw...) and do not even knock down. However, his 7 throw is the fastest throw in many match-ups.



in many match-ups. Dodges: BBB does not like to play his dodges at neutral. He only has 8 of them and they are important to his Long Range and Overdrive mix-ups.

Converting a big hand into damage at Close Range

His 2.8 combo starter Robo Headbutt (2.8 speed, 10 damage attack on his 7) which on hit allows him to play a second combo as if it had already hit and won combat(!)



The Gyro Spin side of his Q (linker, 15 damage when pumping with two additional cards)



And his Piston Hurricane super move (0.2 speed, 2 Aces, 21+7+7 damage if pumped with additional Aces).

Mix-up at Long Range

His normal attacks are his fastest attack option (1.0) and are especially strong against knocked down opponents. When knocked down, you should note that his only odd normal attack is his 3 .



attack option (1.0) and are especially strong against knocked down opponents. When knocked down, you should note that his . Junkshot (Q) is slightly slower (2.2) but deals high damage on block .



. Extensor Grab (K) loses to all attacks but is BBB's only way to punish dodges . Knocks down.



. Knocks down. Cog Shot (J) is a risky and rare reveal, being mostly a slower (2.4) and generally worse Junkshot. Sometimes used for its knockdown.



Dodges are BBB's safest option since you cannot throw at Range, and therefore can't punish them. Considering BBB's low number of dodges, he doesn't like clashes with another dodge or block though. He can follow these up with knockdowns.



since you cannot throw at Range, and therefore can't punish them. Considering BBB's low number of dodges, he doesn't like clashes with another dodge or block though. He can follow these up with knockdowns. BBB plays blocks to conserve dodges when he expects you to dodge but isn't confident enough to throw. If you block as well, you return to close range!

With range mechanics out of the way, let's look at BBB's key options and their place in the yomi triangle at both ranges.BBB really wants to...BBB only plays these for mix-up purposes: BBB can only really deal a large amount of damage in one turn when at Close range.The tools for that are...The most notable of these options is Piston Hurricane which is thein many match-ups at 0.2 speed. BBB may try to abuse your tendency to attack out of fear of Long Range to outspeed you with or dodge into his super. Other than that, these options do not differ from the majority of the cast and you should play around them as usual.Now this is where people usually get confused. BBB's Long Range mix-up seems complicated at first but becomes clearer when broken down by his options:Summary: Your fastest attacks beat everything but block and dodge. Slower attacks will beat successively less options but can still beat K. Dodging beats BBB's fast attacks or forces him to take risks by playing said K.For these reasons, it is generally advised to-especially those 1.0 speed or faster- for Long Range. Characters without reversals should strongly considerwith a Joker, especially considering BBB's low combo potential.