Mr. Big overview & gameplay guide
Character specification
Season 1
Character Trivia
Ruthless ruler of Port Town. With the late Geese Howard long gone, he now aims to take South Town for himself—and, with Rock's sickly mother under his watchful eye, no blood relation or rival power player can do a thing about it. Though the years have grayed him, the name "Big" retains its lethal luster; indeed, all who dare underestimate this boss of a man still earn themselves a one-way ticket to a very unhappy end.
Difficulty
MEDIUM star star
Fighting Style
Bojutsu
Mr. Big Gameplay Trailer
Gameplay Overview
Once an antagonist of Art of Fighting alongside Geese, Mr. Big has survived his former boss and arrived in CotW as an aggressive mid-range character with frightening pressure and mix-ups.
The first thing you will notice with Mr. Big is his exceptional poking and mid-range game. He has multiple far-reaching normals, all of which cancel to special moves like Ground Blaster (236P) to keep the opponent at stick’s length. If the opponent resorts to jumping to deal with the pokes, Mr. Big has a litany of strong anti-airs like California Romance (623P) and Silat Parry (214A) to keep the opponent grounded and locked down into Big’s reach.
As strong as Mr. Big’s poking game is, however, it merely masks his greatest strength: his devastating up-close game. Big’s close-range offense comes complete with the works — generous plus frames, an overhead, good lows, a command grab, and if he’s got REV to spare, he has ways to combo from all of the above. Everything he lands can lead into looping okizeme, and his parry can deal with invincible DPs and Guard Cancels; he even has an invincible command grab super. Once Big is in, the opponent is in some BIG trouble — with a wrong guess and resources available, Mr. Big can capitalize by dealing some of the highest combo damage in the game.
Although Big does have a notable weakness to zoning, and is himself vulnerable to getting mixed due to lacking an invincible DP, all it takes is one opening — one wrong move against his poking game — to give Mr. Big the chance to devastate an opponent’s life bar.
Pros & Cons
thumb_up PROS
- Fantastic Poking: Mr. Big’s poking/mid-range game is among the best in the business. All of his far normals are special-cancellable, and are backed up by safe specials like his projectile, Crazy Drum, and Brakable specials.
- Mix-up Monster: Mr. Big possesses an oppressive high-low game with a nasty overhead. To top it off, he even has a command grab with excellent oki, particularly in the corner. Landing this command grab immediately forces the opponent into yet another high/low/throw mix. If that's not enough, Mr. Big can even threaten a 1-frame super command grab that cannot be jumped post-flash, even from beyond its usual range with a dash cancel or Brake.
- BIG Damage: Mr. Big's best combos all deal above-average damage even without a super tacked on the end, and they're all quite easy to get started. He also boasts some of the best meterless damage in the game, making him a threat even in Overheat. With resources and a Counter Hit, Mr. Big can net upwards of 700 damage!
- Anti-Air Assortment: On top of harassing opponents on the ground, Mr. Big controls the air with a wide range of anti-airs, including brakable DPs, a fast high parry with a follow-up, great high-hitting normals, and even an anti-safejump move in his command grab super.
thumb_down CONS
- No Meterless Reversal: Although Mr. Big has a DP, his is not truly invincible, and he is thus forced to rely on his supers for invincible wakeup.
- Zoned Out: Even with a REV projectile, Mr. Big lacks a reliable way to circumvent zoning. He is very weak from beyond poking range and needs to be patient and make good reads to get in on characters that have long range harassment tools.
- Block Advantage: Outside of his close D which can be Hyper Defended, Mr. Big’s normals on average have worse advantage on block than other characters. If he doesn’t commit to a special cancel, opponents have larger windows to mash out and take their turn back.
