Big Bang Beat Revolve/Rouga: Difference between revisions

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====== <font style="visibility:hidden" size="0">236D</font> ======
====== <font style="visibility:hidden" size="0">j214D</font> ======
{{MoveData
{{MoveData
|image=BBBR_Senna_236A.png
|image=BBBR_Rouga_j214D.png
|caption=
|caption=
|name=Nagikaze Ran
|name=Wild Shoot
|input=236D
|input=j214D
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=120*18 (1563)
  |damage=1400
  |guard=Mid
  |guard=Mid
  |property=
  |property=
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  |advBlock=
  |advBlock=
  |cancel=NC
  |cancel=NC
  |description=A second version of 236A that costs 1 bar of meter. Senna spins while swinging her jacket 4 times instead of just once, hitting the enemy several times. Not invincible and does notably less damage than 623D, making it a dubious choice to spend your meter on. You can link off of this with 5A for a small combo, although doing this is extremely hard and will still result in less damage than if you had just used 623D. It's air unblockable and pretty fast so you could use it as an anti-air, but you're probably better off using 623A or 623C depending on the situation. Not safe on block.
  |description=Rouga does a powered up Shoot. This is a great divekick and can be TKed for what is basically an instant overhead.
  }}
  }}
}}
}}

Revision as of 19:31, 2 June 2024

Rouga

Estimated Health (After Scaling): 11764

Introduction

Rouga is an in your face rushdown with a myriad of strong tools to keep your opponent locked down and guessing. One of the easier characters to get started with, he's a demon who can keep the pressure up indefinitely.

Rouga is a man with a strong sense of justice who enjoys a good fight. He seeks to dominate the entire nation with his group, the Wolf Fang Brigade, and bring the wild Special Students of Japan under control. Rouga is old friends with Kunagi Tenrou, and cares quite a bit for her, although that does not seem to stop him from showing affection towards other women as well, such as the Nakanishi sisters and Senna Kyoudou.

General Strategy

Rouga can cause the opponent to go into a recovery state in many ways to allow him to get in. 236C send a fireball along the ground that will launch the opponent into the air and can allow you to get in. It only travels about 5/6ths screen distance though, so if you're at full screen you're not getting anything off of this unless your opponent moves forward. Unfortunately you cannot boost cancel this move, so keep that in mind.

Once you get in you have some tools you can mix up with. Instant air dashes can make for effective combo starters if you can land the hit, but just jumping at your opponent is a good way to get killed, so watch yourself. 6B is a pretty decent overhead that you can cancel into j.214A (this does not hit overhead, however) and get some solid damage off of it. It has some slow startup, so it's best to chain into it from a 5B or 2B. If you go into the j.214A and your opponent blocks it, boost to make it safe and then follow up with ANOTHER jumping overhead (you're still in the air from the j.214A, so any normal you do will be the jumping version after the boost), which can give you a full combo if not blocked or continued pressure if it is.

Rouga only has 2 lows, 2B and 2C, so it's advised to start pressure strings with 2B > 5C instead of an A normal. You have slightly less time to react to hits, but you get a better high low. Max range 2C can be followed up with 214A and you can almost freestyle after that. Going into 214B is a smart choice for the juggle afterwards, but there are other options.

41236C is Rouga's empty slide that moves you in, but doesn't attack. Only do this to move in after C normals, because anything weaker will put you at a disadvantage and get you punished. It should also be noted that 41236A is special cancelable, so you can use it as mix up to trick your enemy if they try to punish it. Generally if you want to move in after a pressure string, you should boost because it's much safer and will allow you to get true block strings on your opponent. 41236C can be used in mixup for throw attempts if your opponent is expecting the kick, but use it sparingly because it's not safe.

Normal Moves

Standing Normals

5A
5A
BBBR Rouga 5A.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
150 Mid - - - - - J, N, Sp, Su

A solid standard jab. It's air unblockable, but it whiffs on crouching opponents so keep that in mind when using this button.

5B
5B
BBBR Rouga 5B.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
400 Mid - - - - - J, N, Sp, Su

This is also air unblockable, and has a great startup as well as good range. One of Rouga's best normals.

5C
5C
BBBR Rouga 5C.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
650 Mid - - - - - J, N, Sp, Su

A strong forward kick. Has amazing range and hitstun, but is held back by it's slow startup, making it mostly useful in combos.

Crouching Normals

2A
2A
BBBR Rouga 2A.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
100 Mid - - - - - N, Sp, Su

A fast low jab. This is oddly not a low, but a mid, making it not a very useful tool overall, although you can cancel it into his two actual low normals.

2B
2B
BBBR Rouga 2B.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
400 Low - - - - - J, N, Sp, Su

A fast low kick. Probably Rouga's best crouching normal, it has speed and range, as well as being a low. This is a fantastic low poke to catch your opponent off guard.

2C
2C
BBBR Rouga 2C.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
650 Low - - - - - N, Sp, Su

A sweeping kick. This is a decent move, but like all the C normals it's slow, so use careful. It's best used when chained into.

Air Normals

jA
jA
BBBR Rouga jA.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
100 High - - - - - N, Sp, Su

A fast air jab. This button is best used as an air-to-air, as it doesn't have much combo potential and is an unreliable jump-in.

jB
jB
BBBR Rouga jB.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
500 High - - - - - N, Sp, Su

A long reaching air kick. Another good air-to-air since it goes completely horizontal, and does decent damage.

jC
jC
BBBR Rouga jC.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
700 High - - - - - N, Sp, Su

A kick aimed diagonally downwards. Easily Rouga's best jump-in, and it has an insane amount of hitstun meaning you can pretty much land and do whatever combo you want after a deep jump-in.

Command Normals

6A
6A
BBBR Rouga 6A.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
700 Mid - - - - - J, N, Sp, Su

A high kick. This is a pretty solid launcher, and can be jump cancelled, or chained into. Out of it Rouga can do any ground special or super.

6B
6B
BBBR Rouga 6B.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
600 High - - - - - N, Sp, Su

An overhead spinning kick. This move is too slow to combo from anything besides a 6A juggle. It's not a great tool, but you can catch your opponent with it occasionally.3

Universal Mechanics

5D
B-Dash
5D
BBBR Rouga 5D.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
N/A N/A - - - - - N,Sp,Su

Rouga performs a quick dash forward. This doesn't do any damage, but it can be cancelled out of and into pretty much anything, making it amazing for both pressure and combos. It requires 1 bar of Rouga's stock gauge, located above his B-Power meter. This is an amazing tool for a rushdown, although it does add significant scaling to combos.

Throw
Throw
4/5AB
BBBR Rouga 5A.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
1100 Unblockable - - - - - NC

Rouga grabs the opponent and punches them to the ground. Always a good option to trip up blocking opponents.

Big Bang Mode
Big Bang Mode
ABC
BBBR Rouga BBM.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
N/A N/A - - - - - -

Universal Big Bang Mode activation. Requires 3 bars and can be done anytime you have control on the ground. Lasts for about 7 seconds. During Big Bang Mode, Rouga gains infinite stocks, allowing him to use B-Dash whenever he wants, which is pretty strong.

Special Moves

236X
Napalm
236A/B/C
BBBR Rouga 236X.png
A/B versions
A/B versions
BBBR Rouga 236C.png
C version
C version
Version Damage Guard Property Startup Active Recovery Block Adv Cancel
A 1000 Mid - - - - - J, Su

Rouga slams his palm into the ground and summons a burst of energy. This version comes out immediately and combos from any ground normal.

Version Damage Guard Property Startup Active Recovery Block Adv Cancel
B 700 Mid - - - - - J, Su

This version of the move has a delay, making it a useful setup in pressure.

Version Damage Guard Property Startup Active Recovery Block Adv Cancel
C 1000 Mid - - - - - J, Su

This version travels across the ground and bursts when close to the opponent. A good projectile tool for longer ranges.

214A
Blow
214A
BBBR Rouga 214A.png
Version Damage Guard Property Startup Active Recovery Block Adv Cancel
214A 500 Mid Invincible - - - - NC

Rouga performs a strong gut punch. This move can cancel into 214B and C on block, making it a very useful pressure tool, as well as a strong combo tool.

Version Damage Guard Property Startup Active Recovery Block Adv Cancel
214[A] 700 Mid Invincible - - - - NC

This version launches the opponent but has an incredibly long startup.

214B
Knuckle
214B
BBBR Rouga 214B.png
Version Damage Guard Property Startup Active Recovery Block Adv Cancel
214B 450 Mid - - - - - Sp, Su

Rouga does a downwards punch. Similar properties to 214A, and it can cancel into 214C on block as well. Strong pressure tool, just like 214A.

214[B] 650 Mid - - - - - NC

Fully charged this move is an overhead, and if it lands it causes a ground bounce, allowing for a combo. This can be a pretty solid oki tool.

214C
Fang
214C
BBBR Rouga 214C.png
Version Damage Guard Property Startup Active Recovery Block Adv Cancel
214C 700 (close) 200 (far) Mid - - - - - Su

Rouga performs a straight punch which travels half screen. It's only air unblockable close, and when the opponent is close it will also cause blowback. It can be cancelling into some of his B-Power Arts.

Version Damage Guard Property Startup Active Recovery Block Adv Cancel
214[C] 1200 (close) 550 (far) Mid - - - - - Su

This version does significantly more damage and causes a slide effect, allowing for different setups.

j214X
Sakura
j214A/B
BBBR Rouga j214X.png
Version Damage Guard Property Startup Active Recovery Block Adv Cancel
A 800 All - - - - - Sp, Su

Rouga does a divekick. This version comes out immediately, but is not an overhead, so no mix there. Pretty decent divekick otherwise, good for controlling space.

Version Damage Guard Property Startup Active Recovery Block Adv Cancel
B 700 High - - - - - Sp, Su

This version has a delay, but is an overhead. Generally this is too slow to do much but you'll occasionally catch an opponent with it.

623A
Dunk
623A
BBBR Rouga 623A.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
800 Unblockable - - - - - Su

Rouga leaps into the air and grabs the opponent if he touches them. This can be cancelled from any normal, and is a pretty good and funny anti air. It is also a pretty decent combo ender.

41236X
Slide
41236A/B/C
BBBR Rouga 41236X.png
Version Damage Guard Property Startup Active Recovery Block Adv Cancel
A 800 Mid - - - - - Sp, Su

Rouga moves forward and does a high kick. This version moves forward the least, but is pretty useful as combo filler.

Version Damage Guard Property Startup Active Recovery Block Adv Cancel
B 800 Mid - - - - - Su

This version moves farther but has less combo potential. It can still combo from C normals however.

Version Damage Guard Property Startup Active Recovery Block Adv Cancel
C NA NA - - - - - U

This is a feint more than anything, as Rouga doesn't actually attack. Overall not a great button since it can't cancel.

B-Power Arts

214D
Wild Fang
214D
BBBR Rouga 214C.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
1500 (close) 1600 (far) All - - - - - -

Rouga does a powered up Fang. This is a fantastic tool but especially good as a 1 meter combo ender.

j214D
Wild Shoot
j214D
BBBR Rouga j214D.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
1400 Mid - - - - - NC

Rouga does a powered up Shoot. This is a great divekick and can be TKed for what is basically an instant overhead.

623D
Ouka Hishousen
623D
BBBR Senna 623X.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
1200*3 (2106) All, High/Air Invincible - - - - NC

An alternate version of Senna's DP that costs 1 bar of meter. After performing the same upwards crescent slash as 623A, she then swings her blade diagonally downwards two more times. If the first hit connects, the next two always will, regardless of distance. Invincibility shortly after the superflash (not frame 1) and solid damage means this can be used as a high-reward way to escape pressure, although since she has two other invincible DPs you might be better off saving the meter for something else. The main way you'll see this move is when the air version is used as a combo ender. The third hit is technically an overhead, but it's extremely telegraphed if the first hit is blocked and will whiff on most crouchers, so this doesn't matter.

j.623D
Ouka Hishousen (Air)
j623D
BBBR Senna 623X.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
1200*3 (2106) All, High/Air Invincible - - - - NC

Air version of 623D. Keeps the ground version's (delayed) invincibility, but more importantly functions as a high damage combo ender.

Big Bang Break

41236ABC
Setsu Gekka
41236ABC
BBBR Senna 623X.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
5121 Mid - - - - - -

Senna executes a Gekka. If it connects, she disappears and slashes the enemy multiple times. When she lands and sheathes her sword, the enemy is cut by one final slash. Good as a combo ender when in Big Bang mode, especially if you're aiming to kill. Ends Big Bang Mode instantly.

Combos

Combo Theory

  • Combo damage varies from character to character, so all damage numbers come from testing on a full-health Rouga.
  • Generally, you can do any normals you want before going into the 2C > 214C sequence, as long as you don't push them back too far.
  • 214C will cause a groundbounce on an aerial opponent, and 623C/j.623C will cause a groundbounce and then a wallbounce regardless of how they hit the opponent.
  • Bouncing the opponent 3 times will force your combo to end, so you can only do 214C twice in the standard loop.
  • This is also why 623C is a poor combo component, because if there's too many bounces the second hit won't land, and it can't be super cancelled.

Midscreen

  • 5/2A > 5B > (5C) > 2C > 214C, 2C > 214C, 2C > 214AA (2112)
  • This is your standard universal knockdown combo that gives okizeme opportunities. 5C can whiff if you're too far from the opponent, so omit it accordingly. If you're instead extremely close and fighting a large enough character, you can fit in a bonus 6A for 2311 damage. You'll probably be using this one the most midscreen.
  • 5/2A > 5B > (5C) > 2C > 214C, 2C > 214C, 2C > 214A, 5B > 5C (jump cancel) j.B > j.C > j.623B > j.623D (2882)
  • This is an iteration of the above combo that costs 1 bar and sacrifices okizeme for roughly 600~900 more damage. Only suggest using this for guaranteeing a KO. If you're having trouble landing the second 5B, you can instead go into 214AA > j.623B > j.623D for an incredibly minor damage loss.

Corner

  • 5/2A > 5B > (5C) > 2C > 214AB, 2A > 214C, 2C > 214AA > j.623B > j.623D (3201)
  • High-damage combo for when your opponent is close to the corner. The 2A link after 214AB is difficult at first and only possible if you land very close to the opponent (which is why this only works in the corner), but it gets easier if you focus on trying to 2A as soon as Senna touches the ground. Costs 1 bar, but you can omit the j.623B and j.623D to still get 2448 damage and a better knockdown.
  • 623C/j.623C > j.B > j.C > j.623B > j.623D (2105)
  • Followup to landing a raw 623C. Spends one bar and gives no oki, so only use if it'll kill.
  • 5/2A > 5B > (5C) > 2C > 214AB, 2A > 214C, 2C > 214AA > j.623B > land > ABC > combo drops, opponent techs > 41236ABC (7587)
  • A gimmicky reset for 3 bars that takes advantage of 41236ABC's air unblockable properties to land it outside of a combo, and therefore have it be completely unscaled. This loses to your opponent not teching or delaying their tech significantly, but if you catch someone with it they're pretty much dead. It's a fake option, but an option nonetheless.

Colors

BBBR Navigation

General
FAQ
Controls
HUD
System
Glossary
Characters
Burai
Miyazato
Heita
Kunagi
Rouga
Senna
Nakanishi
Kinako
Daigo
Hanny
Manbou
Sanzou
Ren
Agito
M. Heita
Devil
Kojirou
Kamui