Big Bang Beat Revolve/Devil: Difference between revisions

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====== <font style="visibility:hidden" size="0">2C</font> ======
====== <font style="visibility:hidden" size="0">2C</font> ======
{{MoveData
{{MoveData
|image=BBBR_Rouga_2C.png
|image=BBBR_Devil_2C.png
|caption=
|caption=
|name=2C
|name=2C
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=650
  |damage=900
  |guard=Low
  |guard=Mid
  |property=
  |property=
  |startup=9
  |startup=
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=-8
  |advBlock=
  |cancel=N, Sp, Su
  |cancel=N, Sp, Su
  |description=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.
  |description=A forward moving uppercut, this is a pretty decent anti air but is mainly used in combos as a launcher.
  }}
  }}
}}
}}

Revision as of 18:47, 9 June 2024

Devil Daigo
Estimated Health (After Scaling): 11886

Introduction

This character doesn't have much going for him, but most of his options are based in the air. Devil excels in the air more than anything else.

This is Daigo's powered up form (although you wouldn't guess it from his strength in this game).

General Strategy

Honestly, this character really can't do much. Your best option is to air stall and bait an anti air from the opponent, before going in for a punish. Daigo's only move the knocks down is his Super, which can only be done on the ground, so when you have meter the best plan is to route a ground based combo so you can get oki and get the rare chance to pressure the opponent.

Normal Moves

Standing Normals

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

A decent fast jab. It's pretty good in pressure but it's short range doesn't do well for much else.

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

A decent kick. It's a little stubby but not awful as a poke in close to mid range.

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

Easily Devil's best standing normal. It's a forward moving roundhouse, and it's a pretty great move for neutral due to it's far reach.

Crouching Normals

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

A fast jab. It has decent range but isn't usually worth doing above 5A.

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

A fast low kick. This is Devil's only low normal, making it an important tool in pressure.

2C
2C
BBBR Devil 2C.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
900 Mid - - - - - N, Sp, Su

A forward moving uppercut, this is a pretty decent anti air but is mainly used in combos as a launcher.

Air Normals

jA
jA
BBBR Rouga jA.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
100 High - 6 - - - 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 - 8 - - - 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 - 11 - - - 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 - 10 - - -6 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 - 26 - - -3 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 - 10 - - -8 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 - 44 - - +25 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 - 18 - - -2 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 13 - - -4 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 29 - - -3 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 - 12 - - +2 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 - 31 - - -2 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 - 14 - - -8 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 - 34 - - -4 Su

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

j214X
Shoot
j214A/B
BBBR Rouga j214X.png
Version Damage Guard Property Startup Active Recovery Block Adv Cancel
A 800 All - 14 - - -1 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 - 25 - - 0 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 - 10 - - - 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 - 11 - - +1 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 - 20 - - -3 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 - 7+3 - - 0 -

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 - 12+2 - - +12 NC

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

j214D~22D
Wolf Shoot Chase
j214D~22D
BBBR Rouga j214D.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
1400 High - 10+0 - - +8 NC

A follow-up to j214D, Rouga does a powered up version of 6B. This is essentially another divekick after the first, and is useful to squeeze out some extra damage or catch an opponent who block j214D.

Big Bang Break

41236ABC
Wolf Fang
41236ABC
BBBR Rouga 5D.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
3895 All - - - - - -

Rouga does a B-Dash forwards. If he hits the opponent he charges up a massive punch that sends the opponent flying. 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.

Midscreen

  • 5B > 5C > 2C xx 214A xx 214B > 5B xx 214A xx dl.214B > 2C > 6A > dl.5C > j.B xx Boost > j.A > j.B xx j.214A (3747)
  • A very strong meterless midscreen combo, for all intents and purposes Rouga's BNB. It will always send the opponent to the corner, and give you oki on the knockdown.
  • 6B xx j.214A xx Boost > dl.j.B > 214A xx dl.214B > 5B xx 214A xx dl.214B > 2C > 6A > dl.5C > 6A xx *623A (2961)
  • Good midscreen confirm off Rouga's overhead.
  • 5B > 5C xx 2147D > *5C xx 214B > 2C xx 214A xx 214B > 2C > 6A > dl.5C > 6A xx *623A (5183)
  • A very damaging combo midscreen that uses 1 meter. Just solid all around.

Corner

  • 6B xx j.214A > 5C xx 214A xx dl.214B > 5B xx 214A xx dl.214B > 2C > 6A > dl.5C > 6A xx dl.623A (3589)
  • Meterless corner combo for Rouga. This character has more damage than practically anyone else in the game, and this is a great example.

Colors

A Color
B Color
C Color
D Color

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