Big Bang Beat Revolve/Miyazato: Difference between revisions

From Mizuumi Wiki
Jump to navigation Jump to search
No edit summary
(42 intermediate revisions by 4 users not shown)
Line 3: Line 3:
[[File:BBBR_Miyazato_Portrait.png|thumb|right|<center><font size="4"><b>Miyazato</b></font><br>'''Estimated Health (After Scaling): 12578'''</center>]]
[[File:BBBR_Miyazato_Portrait.png|thumb|right|<center><font size="4"><b>Miyazato</b></font><br>'''Estimated Health (After Scaling): 12578'''</center>]]


== Introduction ==  
==Introduction==
Miyazato has a lot of strange tools, including a set of assists, and in general she can be very hard to get a hang of at the beginning. Once you start understanding her tools however she has some of the best neutral in the game and a lot of strong tools to keep the opponent where you want them.
'''Miyazato''' has a lot of strange tools, including a set of assists, and in general she can be very hard to get a hang of at the beginning. Once you start understanding her tools, however, she has some of the best neutral in the game and a lot of strong tools to keep the opponent where you want them.


== General Strategy ==
Self-proclaimed "Eri of the Chain", Erika Miyazato is a student at Seijou Academy who presides over the Miyazato Corps, which she founded along with her classmates Saki and Shouko. While defiant of authority, the three of them are actually really well-mannered. During the events of ''Big Bang Age'', Erika and her gang take refuge on the academy's rooftop once Rouga Zanma begins his dream of conquering Japan, joining his Wolf Fang Brigade after being defeated in battle.
 
==General Strategy==
Miyazato's greatest strength lies in her pokes. Her C attacks have great range and do moderate damage on their own. Super jumps are more important for Miyazato than the rest of the cast as they extend the range that she can safely execute a j.C while jumping in on an opponent.
Miyazato's greatest strength lies in her pokes. Her C attacks have great range and do moderate damage on their own. Super jumps are more important for Miyazato than the rest of the cast as they extend the range that she can safely execute a j.C while jumping in on an opponent.


She is the only character with assists, and one of their greatest strengths is that they can't be stopped. The instant Miyazato does the summoning animation, the assists will come out and attempt their attacks, no matter what. Saki is best used for pressuring your opponent when in close and even keeping them out or punishing their attacks. Shouko is great for numerous setups as she has delay, tracking, and will bounce your opponent up on hit.
She is the only character with assists, and one of their greatest strengths is that they can't be stopped. The instant Miyazato does the summoning animation, the assists will come out and attempt their attacks, no matter what. {{NotationIcon-BBBR|SakiAssist}} '''Saki''' is best used for pressuring your opponent when in close and even keeping them out or punishing their attacks. {{NotationIcon-BBBR|ShoukoAssist}} '''Shouko''' is great for numerous setups as she has delay, tracking, and will bounce your opponent up on hit.


Miyazato's combos are rather "cookie cutter," and thanks to the game's scaling she has a hard time breaking into the 3k range for damage. This is somewhat negligible as long combos aren't really her thing and a lot of her short, simple combos are much more reliable and damaging. Her super, when used by itself, does more damage than most characters in the same situation. 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.
Miyazato's combos are rather "cookie cutter," and thanks to the game's scaling she has a hard time breaking into the 3k range for damage. This is somewhat negligible as long combos aren't really her thing and a lot of her short, simple combos are much more reliable and damaging. Her super, when used by itself, does more damage than most characters in the same situation. 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 ==
==Normal Moves==
=== Standing Normals ===
===Standing Normals===
====== <font style="visibility:hidden" size="0">5A</font> ======
======<font style="visibility:hidden" size="0">5A</font>======
{{MoveData
{{MoveData
|image=BBBR_Miyazato_5A.png
|image=BBBR_Miyazato_5A.png
|caption=
|caption=
|name=5A
|name=5A
|input={{NotationIcon-BBBR|A}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 34: Line 37:
}}
}}


====== <font style="visibility:hidden" size="0">5B</font> ======
======<font style="visibility:hidden" size="0">5B</font>======
{{MoveData
{{MoveData
|image=BBBR_Miyazato_5B.png
|image=BBBR_Miyazato_5B.png
|caption=
|caption=
|name=5B
|name=5B
|input={{NotationIcon-BBBR|B}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 53: Line 57:
}}
}}


====== <font style="visibility:hidden" size="0">5C</font> ======
======<font style="visibility:hidden" size="0">5C</font>======
{{MoveData
{{MoveData
|image=BBBR_Miyazato_5C.png
|image=BBBR_Miyazato_5C.png
|caption=
|caption=
|name=5C
|name=5C
|input={{NotationIcon-BBBR|C}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 67: Line 72:
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=
  |cancel=J, N, Sp, Su
  |cancel=N, Sp, Su
  |description=A very strong poke tool with a massive range. You'll be using this a lot in neutral, and it's air unblockable to boot.
  |description=A very strong poke tool with a massive range. You'll be using this a lot in neutral, and it's air unblockable to boot.
  }}
  }}
}}
}}


=== Crouching Normals ===
===Crouching Normals===
====== <font style="visibility:hidden" size="0">2A</font> ======
======<font style="visibility:hidden" size="0">2A</font>======
{{MoveData
{{MoveData
|image=BBBR_Miyazato_2A.png
|image=BBBR_Miyazato_2A.png
|caption=
|caption=
|name=2A
|name=2A
|input={{NotationIcon-BBBR|2}}{{NotationIcon-BBBR|A}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 92: Line 98:
}}
}}


====== <font style="visibility:hidden" size="0">2B</font> ======
======<font style="visibility:hidden" size="0">2B</font>======
{{MoveData
{{MoveData
|image=BBBR_Miyazato_2B.png
|image=BBBR_Miyazato_2B.png
|caption=
|caption=
|name=2B
|name=2B
|input={{NotationIcon-BBBR|2}}{{NotationIcon-BBBR|B}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 111: Line 118:
}}
}}


====== <font style="visibility:hidden" size="0">2C</font> ======
======<font style="visibility:hidden" size="0">2C</font>======
{{MoveData
{{MoveData
|image=BBBR_Miyazato_2C.png
|image=BBBR_Miyazato_2C.png
|caption=
|caption=
|name=2C
|name=2C
|input={{NotationIcon-BBBR|2}}{{NotationIcon-BBBR|C}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 125: Line 133:
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=
  |cancel=N, Sp, Su
  |cancel=J, N, Sp, Su
  |description=A crouching chain swing. Unfortunately it's not a low, making it inferior to 5C in most ways.
  |description=A crouching chain swing. Unfortunately it's not a low, making it inferior to 5C in most ways.
  }}
  }}
}}
}}


=== Air Normals ===
===Air Normals===
====== <font style="visibility:hidden" size="0">jA</font> ======
======<font style="visibility:hidden" size="0">jA</font>======
{{MoveData
{{MoveData
|image=BBBR_Miyazato_jA.png
|image=BBBR_Miyazato_jA.png
|caption=
|caption=
|name=jA
|name=jA
|input=jump {{NotationIcon-BBBR|A}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 146: Line 155:
  |advBlock=
  |advBlock=
  |cancel=N, Sp, Su
  |cancel=N, Sp, Su
  |description= 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.
  |description=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.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">jB</font> ======
======<font style="visibility:hidden" size="0">jB</font>======
{{MoveData
{{MoveData
|image=BBBR_Miyazato_jB.png
|image=BBBR_Miyazato_jB.png
|caption=
|caption=
|name=jB
|name=jB
|input=jump {{NotationIcon-BBBR|B}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 165: Line 175:
  |advBlock=
  |advBlock=
  |cancel=N, Sp, Su
  |cancel=N, Sp, Su
  |description= A high kick in the air. A decent air to air when you have the time for it.
  |description=A high kick in the air. A decent air to air when you have the time for it.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">jC</font> ======
======<font style="visibility:hidden" size="0">jC</font>======
{{MoveData
{{MoveData
|image=BBBR_Miyazato_jC.png
|image=BBBR_Miyazato_jC.png
|name=jC
|name=jC
|input=jump {{NotationIcon-BBBR|C}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 183: Line 194:
  |advBlock=
  |advBlock=
  |cancel=N, Sp, Su
  |cancel=N, Sp, Su
  |description= A chain whip downwards. A fantastic jump-in, but be careful when you press, as pressing while too close to the ground will cause the move to mess up and leave you vulnerable to a punish.
  |description=A chain whip downwards. A fantastic jump-in, but be careful when you press, as pressing while too close to the ground will cause the move to mess up and leave you vulnerable to a punish.
  }}
  }}
}}
}}


== Command Normals ==
==Command Normals==
====== <font style="visibility:hidden" size="0">6A</font> ======
======<font style="visibility:hidden" size="0">6A</font>======
{{MoveData
{{MoveData
|image=BBBR_Rouga_6A.png
|image=BBBR_Miyazato_6A.png
|caption=
|caption=
|name=6A
|name=6A
|subtitle=There's the target!
|input={{NotationIcon-BBBR|6}}{{NotationIcon-BBBR|A}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 203: Line 216:
  |advBlock=
  |advBlock=
  |cancel=J, N, Sp, Su
  |cancel=J, N, Sp, Su
  |description=An upwards chain whip. This is a launcher and also a pretty good anti air due to its range. It's good in combos to add a little extra damage.
  |description=An upwards chain whip. This is a launcher and also a pretty good anti-air due to its range. It's good in combos to add a little extra damage.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">6B</font> ======
======<font style="visibility:hidden" size="0">6B</font>======
{{MoveData
{{MoveData
|image=BBBR_Rouga_6B.png
|image=BBBR_Miyazato_jB.png
|caption=
|caption=
|name=6B
|name=6B
|subtitle=Take this too!
|input={{NotationIcon-BBBR|6}}{{NotationIcon-BBBR|B}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=600
  |damage=600
  |guard=High
  |guard=All
|property=
|startup=26
|active=
|recovery=
|advBlock=-3
|cancel=N, Sp, Su
|description=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 ==
====== <font style="visibility:hidden" size="0">5D</font> ======
{{MoveData
|image=BBBR_Rouga_5D.png
|caption=
|name=B-Dash
|input=5D
|data=
{{AttackData-BBBR
|damage=N/A
|guard=N/A
  |property=
  |property=
  |startup=
  |startup=
Line 242: Line 236:
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=
  |cancel=N,Sp,Su
  |cancel=N, Sp, Su
  |description=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.
  |description=A short hop into her j.B. Not an overhead, but its aerial state means you can avoid some low attacks with a proper read, and it launches allowing for combos.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">Throw</font> ======
==Universal Mechanics==
======<font style="visibility:hidden" size="0">Throw</font>======
{{MoveData
{{MoveData
|image=BBBR_Rouga_5A.png
|image=BBBR_Miyazato_ThrowWhiff.png
|caption=
|caption=
|name=Throw
|name=Throw
|input=4/5AB
|input={{NotationIcon-BBBR|5}}/{{NotationIcon-BBBR|4}}{{NotationIcon-BBBR|A}}{{NotationIcon-BBBR|B}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=1100
  |damage=1300
  |guard=Unblockable
  |guard=Unblockable
  |property=
  |property=
Line 263: Line 258:
  |advBlock=
  |advBlock=
  |cancel=NC
  |cancel=NC
  |description=Rouga grabs the opponent and punches them to the ground. Always a good option to trip up blocking opponents.
  |description=Miyazato grabs the opponent and punches them to the ground. Always a good option to trip up blocking opponents.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">Big Bang Mode</font> ======
======<font style="visibility:hidden" size="0">Big Bang Mode</font>======
{{MoveData
{{MoveData
|image=BBBR_Rouga_BBM.png
|image=BBBR_Miyazato_BBM.png
|caption=
|caption=
|name=Big Bang Mode
|name=Big Bang Mode
|input=ABC
|input={{NotationIcon-BBBR|BBM}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 283: Line 278:
  |advBlock=
  |advBlock=
  |cancel=
  |cancel=
  |description=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.
  |description=Universal Big Bang Mode activation. Requires 3 bars and can be done anytime you have control on the ground. Lasts for about 7 seconds.
}}
}}
}}
}}


== Special Moves ==
==Special Moves==
====== <font style="visibility:hidden" size="0">236X</font> ======
======<font style="visibility:hidden" size="0">214A</font>======
{{MoveData
{{MoveData
|image=BBBR_Rouga_236X.png
|image=BBBR_Miyazato_214A-1.png
|image2=BBBR_Rouga_236C.png
|caption=1st hit
|caption=A/B versions
|image2=BBBR_Miyazato_214A-2.png
|caption2=C version
|caption2=2nd hit
|name=Napalm
|name=Your turn, Saki!
|input=236A/B/C
|input={{NotationIcon-BBBR|214}}{{NotationIcon-BBBR|A}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
|version=A
  |damage=400+500
  |damage=1000
  |guard=All
  |guard=Mid
  |property=
  |property=
  |startup=10
  |startup=
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=-8
  |advBlock=
  |cancel=J, Su
  |cancel=
  |description=Rouga slams his palm into the ground and summons a burst of energy. This version comes out immediately and combos from any ground normal.
  |description=Miyazato calls in {{NotationIcon-BBBR|SakiAssist}} '''Saki''', who performs two consecutive slashes. The second slash launches, allowing for combos. This assist has a {{NotationIcon-BBBR|SakiAssistOff}} '''long cooldown'''.
}}
{{AttackData-BBBR
|version=B
|damage=700
|guard=Mid
|property=
|startup=44
|active=
|recovery=
|advBlock=+25
|cancel=J, Su
|description=This version of the move has a delay, making it a useful setup in pressure.
}}
{{AttackData-BBBR
|version=C
|damage=1000
|guard=Mid
|property=
|startup=18
|active=
|recovery=
|advBlock=-2
|cancel=J, Su
|description=This version travels across the ground and bursts when close to the opponent. A good projectile tool for longer ranges.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">214A</font> ======
======<font style="visibility:hidden" size="0">214B</font>======
{{MoveData
{{MoveData
|image=BBBR_Rouga_214A.png
|image=BBBR_Miyazato_214B.png
|caption=
|caption=
|name=Blow
|name=Your turn, Shouko!
|input=214A
|input={{NotationIcon-BBBR|214}}{{NotationIcon-BBBR|B}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
|version=214A
  |damage=1000
  |damage=500
  |guard=All
  |guard=Mid
  |property=
  |property=Invincible
  |startup=
  |startup=13
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=-4
  |advBlock=
  |cancel=NC
  |cancel=
  |description=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.
  |description=Miyazato calls in {{NotationIcon-BBBR|ShoukoAssist}} '''Shouko''' to belly flop onto the opponent. This assist has a {{NotationIcon-BBBR|ShoukoAssistOff}} '''fast cooldown''', making it less risky to use. It launches on hit and has slight tracking properties, making it a decent neutral tool. Shouko jumps when she gets slightly behind Miyazato, coming onto screen midair if your back is in the corner.
}}
{{AttackData-BBBR
|version=214[A]
|damage=700
|guard=Mid
|property=Invincible
|startup=29
|active=
|recovery=
|advBlock=-3
|cancel=NC
|description=This version launches the opponent but has an incredibly long startup.  
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">214B</font> ======
======<font style="visibility:hidden" size="0">214C</font>======
{{MoveData
{{MoveData
|image=BBBR_Rouga_214B.png
|image=BBBR_Miyazato_214C.png
|caption=
|name=It's my turn!
|name=Knuckle
|input={{NotationIcon-BBBR|214}}{{NotationIcon-BBBR|C}}
|input=214B
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
|version=214B
  |damage=700
  |damage=450
  |guard=High
  |guard=Mid
  |property=
  |property=
  |startup=12
  |startup=
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=+2
  |advBlock=
  |cancel=Sp, Su
  |cancel=
  |description=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.
  |description=Miyazato runs forward and falls on her face. This is a pretty slow overhead, but it has its uses in pressure, and landing it launches for a full combo.
}}
{{AttackData-BBBR
|header=no
|version=214[B]
|damage=650
|guard=Mid
|property=
|startup=31
|active=
|recovery=
|advBlock=-2
|cancel=NC
|description=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.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">214C</font> ======
======<font style="visibility:hidden" size="0">41236X</font>======
{{MoveData
{{MoveData
|image=BBBR_Rouga_214C.png
|image=BBBR_Miyazato_41236X.png
|caption=
|name=Tight Chain
|name=Fang
|input={{NotationIcon-BBBR|41236}}{{NotationIcon-BBBR|A}}/{{NotationIcon-BBBR|B}}<br>(~{{NotationIcon-BBBR|4}}{{NotationIcon-BBBR|C}})
|input=214C
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |version=214C
  |version=A
|damage=700 (close) 200 (far)
|damage=N/A
  |guard=Mid
  |guard=Mid
  |property=
  |property=
  |startup=14
  |startup=
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=-8
  |advBlock=
  |cancel=Su
  |cancel=Su
  |description=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.
  |description=A fast hitgrab that does no damage on its own but allows for a follow-up with 4C, a decent sideswitch poke in this case. Can be used to catch the opponent tying to jump to avoid the B version.
  }}
  }}
  {{AttackData-BBBR
  {{AttackData-BBBR
  |version=214[C]
  |version=B
|damage=1200 (close) 550 (far)
|damage=N/A
  |guard=Mid
  |guard=Unblockable
  |property=
  |property=
  |startup=34
  |startup=
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=-4
  |advBlock=
  |cancel=Su
  |cancel=Su
  |description=This version does significantly more damage and causes a slide effect, allowing for different setups.
  |description=This version is a lot slower, but acts as a command grab. This makes it fairly useful to mix your opponent, although keep in mind it is pretty slow.
  }}
  }}
}}
====== <font style="visibility:hidden" size="0">j214X</font> ======
{{MoveData
|image=BBBR_Rouga_j214X.png
|caption=
|name=Shoot
|input=j214A/B
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
|version=A
|version=...~4C
  |damage=800
  |damage=1200
  |guard=All
  |guard=N/A
  |property=
  |property=
  |startup=14
  |startup=
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=-1
  |advBlock=
  |cancel=Sp, Su
  |cancel=
  |description=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.
  |description=You'll pretty much want to do this follow-up every time, since it does the damage of the move. This will throw the opponent behind you though, so be prepared for that.
}}
{{AttackData-BBBR
|version=B
|damage=700
|guard=High
|property=
|startup=25
|active=
|recovery=
|advBlock=0
|cancel=Sp, Su
|description=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.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">623A</font> ======
======<font style="visibility:hidden" size="0">63214C</font>======
{{MoveData
{{MoveData
|image=BBBR_Rouga_623A.png
|image=BBBR_Miyazato_63214C.png
|caption=
|name=Cyclone Chain
|name=Dunk
|input={{NotationIcon-BBBR|63214}}{{NotationIcon-BBBR|C}}
|input=623A
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=800
  |damage=10+200*7+500
  |guard=Unblockable
  |guard=All
  |property=
  |property=
  |startup=10
  |startup=
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=
  |cancel=Su
  |cancel=Sp, Su
  |description=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.
  |description=Miyazato spins her chain around. This pushes the opponent very far back on block. It also wallbounces on hit, making it a decent combo tool.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">41236X</font> ======
======<font style="visibility:hidden" size="0">623X</font>======
{{MoveData
{{MoveData
|image=BBBR_Rouga_41236X.png
|image=BBBR_Miyazato_623X.png
|name=Slide
|caption=
|input=41236A/B/C
|name=Spiral Chain
|input={{NotationIcon-BBBR|623}}{{NotationIcon-BBBR|A}}/{{NotationIcon-BBBR|B}}/{{NotationIcon-BBBR|C}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |version=A
  |version=A
|damage=800
|damage=800
  |guard=Mid
  |guard=Mid
  |property=
  |property=
  |startup=11
  |startup=
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=+1
  |advBlock=
  |cancel=Sp, Su
  |cancel=
  |description=Rouga moves forward and does a high kick. This version moves forward the least, but is pretty useful as combo filler.
  |description=Pretty standard DP, where Miyazato twirls into the air with her chain.
  }}
  }}
  {{AttackData-BBBR
  {{AttackData-BBBR
  |version=B
  |version=B
|damage=800
|damage=950
  |guard=Mid
  |guard=Mid
  |property=
  |property=
  |startup=20
  |startup=
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=-3
  |advBlock=
  |cancel=Su
  |cancel=
  |description=This version moves farther but has less combo potential. It can still combo from C normals however.
  |description=This version still hits once, but goes higher up and does more damage.
  }}
  }}
  {{AttackData-BBBR
  {{AttackData-BBBR
  |version=C
  |version=C
|damage=NA
|damage=300+400+500
  |guard=NA
  |guard=All
  |property=
  |property=
  |startup=
  |startup=
Line 528: Line 447:
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=
|cancel=U
|description=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 ==
====== <font style="visibility:hidden" size="0">214D</font> ======
{{MoveData
|image=BBBR_Rouga_214C.png
|caption=
|name=Wild Fang
|input=214D
|data=
{{AttackData-BBBR
|damage=1500 (close) 1600 (far)
|guard=All
|property=
|startup=7+3
|active=
|recovery=
|advBlock=0
  |cancel=
  |cancel=
  |description=Rouga does a powered up Fang. This is a fantastic tool but especially good as a 1 meter combo ender.
  |description=This version goes the highest and can hit up to 3 times. Can be blocked in the air so it is unreliable as an anti-air. Useful as a combo-ender.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">j214D</font> ======
==B-Power Arts==
======<font style="visibility:hidden" size="0">214D</font>======
{{MoveData
{{MoveData
|image=BBBR_Rouga_j214D.png
|image=BBBR_Miyazato_63214D.png
|caption=
|caption=Initial punches
|name=Wild Shoot
|image2=BBBR_Miyazato_41236X.png
|input=j214D
|caption2=Final chain whip
|name=Rumble Chain
|input={{NotationIcon-BBBR|63214}}{{NotationIcon-BBBR|D}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=1400
  |damage=300*7 + 1100
  |guard=Mid
  |guard=Mid
  |property=
  |property=
  |startup=12+2
  |startup=
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=+12
  |advBlock=
  |cancel=NC
  |cancel=
  |description=Rouga does a powered up Shoot. This is a great divekick and can be TKed for what is basically an instant overhead.
  |description=Miyazato does a series of punches followed by a final chain whip. This does a lot of damage, and many hits are air-unblockable, but it scales pretty bad. Even so, it is worth using as a metered combo ender.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">j214D~22D</font> ======
==Big Bang Break==
======<font style="visibility:hidden" size="0">41236ABC</font>======
{{MoveData
{{MoveData
|image=BBBR_Rouga_j214D.png
|image=BBBR_Miyazato_41236X.png
|caption=
|name=Miyazato Corps, Gather!
|name=Wolf Shoot Chase
|input={{NotationIcon-BBBR|BBB}}
|input=j214D~22D
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=1400
  |damage=300*21+1000
|guard=High
|property=
|startup=10+0
|active=
|recovery=
|advBlock=+8
|cancel=NC
|description=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 ==
====== <font style="visibility:hidden" size="0">41236ABC</font> ======
{{MoveData
|image=BBBR_Rouga_5D.png
|name=Wolf Fang
|input=41236ABC
|data=
{{AttackData-BBBR
|damage=3895
  |guard=All
  |guard=All
  |property=
  |property=
Line 610: Line 491:
  |advBlock=
  |advBlock=
  |cancel=
  |cancel=
  |description=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.
  |description=Miyazato whips her chain out. If she catches the opopnent, Saki and Shouko run in and all three beat of the opponent. This will force both assists to enter {{NotationIcon-BBBR|SakiAssistOff}} {{NotationIcon-BBBR|ShoukoAssistOff}} '''cooldown'''. Good as a combo ender when in Big Bang Mode, especially if you're aiming to kill. Ends Big Bang Mode instantly.
  }}
  }}
}}
}}


== Combos ==
==Combos==
{| class="mw-collapsible mw-collapsed" width="100%"
|+ style="white-space:nowrap; border:1px solid; padding:3px;" |'''Combo Legend'''
|-
|{{ComboLegend-BBBR}}
|}
===<u>Combo Theory</u>===
===<u>Combo Theory</u>===
:*Combo damage varies from character to character, so all damage numbers come from testing on a full-health Rouga.
:*Combo damage varies from character to character, so all damage numbers come from testing on a full-health Rouga.


===<u>Midscreen</u>===
===<u>Midscreen</u>===
:* '''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)
:* '''214B > 2C > 6A > jC > 623C''' (2038)
::* 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.
 
:* ''' 5A > 5B > 5C > 2C > 5C > 6A > jC > j623C''' (2390)


:* '''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)
:* '''jC > 5C > 2C > 5C > 6A''' (2066)
::* 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)
:* '''214C > 5B > 6A > jC > jB > j623C''' (2442)
::* A very damaging combo midscreen that uses 1 meter. Just solid all around.
::* If you cannot connect all 3 hits of j623C, j623B does more damage.


===<u>Corner</u>===
===<u>Corner</u>===
:* '''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)
:* '''5A > 5B > 5C > 2C > 5C > 63214C > 2C > 41236A > 214A > 6A > 2C''' (1948)
::* Meterless corner combo for Rouga. This character has more damage than practically anyone else in the game, and this is a great example.
 
:* '''jC > 5C > 2C > 5C > 63214C > 214A > 63214C > 623C''' (2718)


==Colors==
==Colors==
{{ColorGallery | filePrefix=BBBR_Rouga_Color_ | colors=
{{ColorGallery | filePrefix=BBBR_Miyazato_Color_ | colors=
  {{ColorGallery/Color|1|  text= A Color}}
  {{ColorGallery/Color|1|  text=A Color}}
  {{ColorGallery/Color|2|  text= B Color}}
  {{ColorGallery/Color|2|  text=B Color}}
  {{ColorGallery/Color|3|  text= C Color}}
  {{ColorGallery/Color|3|  text=C Color}}
  {{ColorGallery/Color|4|  text= D Color}}
  {{ColorGallery/Color|4|  text=D Color}}
}}
}}


== BBBR Navigation ==
==BBBR Navigation==
{{Navbox-BBBR}}
{{Navbox-BBBR}}
[[Category:Miyazato]]
[[Category:Big Bang Beat Revolve]]
[[Category:Big Bang Beat Revolve]]
[[Category:Rouga]]

Revision as of 10:36, 23 June 2024

Miyazato
Estimated Health (After Scaling): 12578

Introduction

Miyazato has a lot of strange tools, including a set of assists, and in general she can be very hard to get a hang of at the beginning. Once you start understanding her tools, however, she has some of the best neutral in the game and a lot of strong tools to keep the opponent where you want them.

Self-proclaimed "Eri of the Chain", Erika Miyazato is a student at Seijou Academy who presides over the Miyazato Corps, which she founded along with her classmates Saki and Shouko. While defiant of authority, the three of them are actually really well-mannered. During the events of Big Bang Age, Erika and her gang take refuge on the academy's rooftop once Rouga Zanma begins his dream of conquering Japan, joining his Wolf Fang Brigade after being defeated in battle.

General Strategy

Miyazato's greatest strength lies in her pokes. Her C attacks have great range and do moderate damage on their own. Super jumps are more important for Miyazato than the rest of the cast as they extend the range that she can safely execute a j.C while jumping in on an opponent.

She is the only character with assists, and one of their greatest strengths is that they can't be stopped. The instant Miyazato does the summoning animation, the assists will come out and attempt their attacks, no matter what. BBBR Miyazato Saki Assist Icon.png Saki is best used for pressuring your opponent when in close and even keeping them out or punishing their attacks. BBBR Miyazato Shouko Assist Icon.png Shouko is great for numerous setups as she has delay, tracking, and will bounce your opponent up on hit.

Miyazato's combos are rather "cookie cutter," and thanks to the game's scaling she has a hard time breaking into the 3k range for damage. This is somewhat negligible as long combos aren't really her thing and a lot of her short, simple combos are much more reliable and damaging. Her super, when used by itself, does more damage than most characters in the same situation. 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 A Button.png
BBBR Miyazato 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, and is a pretty decent poke.

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

This is also air unblockable, and is a great normal in general due to its fantastic range.

5C
5C
BBBR C Button.png
BBBR Miyazato 5C.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
750 Mid - - - - - N, Sp, Su

A very strong poke tool with a massive range. You'll be using this a lot in neutral, and it's air unblockable to boot.

Crouching Normals

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

A fast low jab. Not a low, which makes it not a great low button, but it can have usage in pressure strings.

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

A fast low kick. A very good low poke, especially with the range. This is very useful to get a low poke in.

2C
2C
BBBR Down.pngBBBR C Button.png
BBBR Miyazato 2C.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
650 Mid - - - - - J, N, Sp, Su

A crouching chain swing. Unfortunately it's not a low, making it inferior to 5C in most ways.

Air Normals

jA
jA
jump BBBR A Button.png
BBBR Miyazato 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
jump BBBR B Button.png
BBBR Miyazato jB.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
600 High - - - - - N, Sp, Su

A high kick in the air. A decent air to air when you have the time for it.

jC
jC
jump BBBR C Button.png
BBBR Miyazato jC.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
750 High - - - - - N, Sp, Su

A chain whip downwards. A fantastic jump-in, but be careful when you press, as pressing while too close to the ground will cause the move to mess up and leave you vulnerable to a punish.

Command Normals

6A
6A
There's the target!
BBBR Right.pngBBBR A Button.png
BBBR Miyazato 6A.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
600 Mid - - - - - J, N, Sp, Su

An upwards chain whip. This is a launcher and also a pretty good anti-air due to its range. It's good in combos to add a little extra damage.

6B
6B
Take this too!
BBBR Right.pngBBBR B Button.png
BBBR Miyazato jB.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
600 All - - - - - N, Sp, Su

A short hop into her j.B. Not an overhead, but its aerial state means you can avoid some low attacks with a proper read, and it launches allowing for combos.

Universal Mechanics

Throw
Throw
BBBR Neutral.png/BBBR Left.pngBBBR A Button.pngBBBR B Button.png
BBBR Miyazato ThrowWhiff.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
1300 Unblockable - - - - - NC

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

Big Bang Mode
Big Bang Mode
BBBR A Button.pngBBBR B Button.pngBBBR C Button.png
BBBR Miyazato 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.

Special Moves

214A
Your turn, Saki!
BBBR Down.pngBBBR Down-Left.pngBBBR Left.pngBBBR A Button.png
BBBR Miyazato 214A-1.png
1st hit
1st hit
BBBR Miyazato 214A-2.png
2nd hit
2nd hit
Damage Guard Property Startup Active Recovery Block Adv Cancel
400+500 All - - - - - -

Miyazato calls in BBBR Miyazato Saki Assist Icon.png Saki, who performs two consecutive slashes. The second slash launches, allowing for combos. This assist has a BBBR Miyazato Saki Assist Disabled Icon.png long cooldown.

214B
Your turn, Shouko!
BBBR Down.pngBBBR Down-Left.pngBBBR Left.pngBBBR B Button.png
BBBR Miyazato 214B.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
1000 All - - - - - -

Miyazato calls in BBBR Miyazato Shouko Assist Icon.png Shouko to belly flop onto the opponent. This assist has a BBBR Miyazato Shouko Assist Disabled Icon.png fast cooldown, making it less risky to use. It launches on hit and has slight tracking properties, making it a decent neutral tool. Shouko jumps when she gets slightly behind Miyazato, coming onto screen midair if your back is in the corner.

214C
It's my turn!
BBBR Down.pngBBBR Down-Left.pngBBBR Left.pngBBBR C Button.png
BBBR Miyazato 214C.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
700 High - - - - - -

Miyazato runs forward and falls on her face. This is a pretty slow overhead, but it has its uses in pressure, and landing it launches for a full combo.

41236X
Tight Chain
BBBR Left.pngBBBR Down-Left.pngBBBR Down.pngBBBR Down-Right.pngBBBR Right.pngBBBR A Button.png/BBBR B Button.png
(~BBBR Left.pngBBBR C Button.png)
BBBR Miyazato 41236X.png
Version Damage Guard Property Startup Active Recovery Block Adv Cancel
A N/A Mid - - - - - Su

A fast hitgrab that does no damage on its own but allows for a follow-up with 4C, a decent sideswitch poke in this case. Can be used to catch the opponent tying to jump to avoid the B version.

Version Damage Guard Property Startup Active Recovery Block Adv Cancel
B N/A Unblockable - - - - - Su

This version is a lot slower, but acts as a command grab. This makes it fairly useful to mix your opponent, although keep in mind it is pretty slow.

Version Damage Guard Property Startup Active Recovery Block Adv Cancel
...~4C 1200 N/A - - - - - -

You'll pretty much want to do this follow-up every time, since it does the damage of the move. This will throw the opponent behind you though, so be prepared for that.

63214C
Cyclone Chain
BBBR Right.pngBBBR Down-Right.pngBBBR Down.pngBBBR Down-Left.pngBBBR Left.pngBBBR C Button.png
BBBR Miyazato 63214C.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
10+200*7+500 All - - - - - Sp, Su

Miyazato spins her chain around. This pushes the opponent very far back on block. It also wallbounces on hit, making it a decent combo tool.

623X
Spiral Chain
BBBR Right.pngBBBR Down.pngBBBR Down-Right.pngBBBR A Button.png/BBBR B Button.png/BBBR C Button.png
BBBR Miyazato 623X.png
Version Damage Guard Property Startup Active Recovery Block Adv Cancel
A 800 Mid - - - - - -

Pretty standard DP, where Miyazato twirls into the air with her chain.

Version Damage Guard Property Startup Active Recovery Block Adv Cancel
B 950 Mid - - - - - -

This version still hits once, but goes higher up and does more damage.

Version Damage Guard Property Startup Active Recovery Block Adv Cancel
C 300+400+500 All - - - - - -

This version goes the highest and can hit up to 3 times. Can be blocked in the air so it is unreliable as an anti-air. Useful as a combo-ender.

B-Power Arts

214D
Rumble Chain
BBBR Right.pngBBBR Down-Right.pngBBBR Down.pngBBBR Down-Left.pngBBBR Left.pngBBBR D Button.png
BBBR Miyazato 63214D.png
Initial punches
Initial punches
BBBR Miyazato 41236X.png
Final chain whip
Final chain whip
Damage Guard Property Startup Active Recovery Block Adv Cancel
300*7 + 1100 Mid - - - - - -

Miyazato does a series of punches followed by a final chain whip. This does a lot of damage, and many hits are air-unblockable, but it scales pretty bad. Even so, it is worth using as a metered combo ender.

Big Bang Break

41236ABC
Miyazato Corps, Gather!
BBBR Left.pngBBBR Down-Left.pngBBBR Down.pngBBBR Down-Right.pngBBBR Right.pngBBBR A Button.pngBBBR B Button.pngBBBR C Button.png
BBBR Miyazato 41236X.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
300*21+1000 All - - - - - -

Miyazato whips her chain out. If she catches the opopnent, Saki and Shouko run in and all three beat of the opponent. This will force both assists to enter BBBR Miyazato Saki Assist Disabled Icon.png BBBR Miyazato Shouko Assist Disabled Icon.png cooldown. Good as a combo ender when in Big Bang Mode, especially if you're aiming to kill. Ends Big Bang Mode instantly.

Combos

Combo Legend
Numpad Notation
BBBR Up-Left.png BBBR Up.png BBBR Up-Right.png
BBBR Left.png BBBR Neutral.png BBBR Right.png
BBBR Down-Left.png BBBR Down.png BBBR Down-Right.png
 = 
7 8 9
4 5 6
1 2 3
 = 
up-back up up-forward
back neutral forward
down-back down down-forward
  • Light Attack: BBBR A Button.png
  • Medium Attack: BBBR B Button.png
  • Heavy Attack: BBBR C Button.png
  • Special: BBBR D Button.png
  • 236 = BBBR Down.pngBBBR Down-Right.pngBBBR Right.png
  • 214 = BBBR Down.pngBBBR Down-Left.pngBBBR Left.png
  • 623 = BBBR Right.pngBBBR Down.pngBBBR Down-Right.png
  • 421 = BBBR Left.pngBBBR Down.pngBBBR Down-Left.png


  • 41236 = BBBR Left.pngBBBR Down-Left.pngBBBR Down.pngBBBR Down-Right.pngBBBR Right.png
  • 63214 = BBBR Right.pngBBBR Down-Right.pngBBBR Down.pngBBBR Down-Left.pngBBBR Left.png
  • Micro Dash = 66 BBBR Right.pngBBBR Right.png
  • j = Jump BBBR Up-Left.png / BBBR Up.png / BBBR Up-Right.png
  • Dash Jump = 669 jX BBBR Right.pngBBBR Right.pngBBBR Up-Right.png
  • jc = Jump Cancel
  • dl. = Delay
  • w. = Whiff
  • xx = Special Cancel
  • X = Any Attack Button
  • [X] = Hold
  • ]X[ = Release
  • TK = Tiger Knee
  • (N) = Multi-hit move hits only N times
  • SKD = Sliding Knockdown
  • HKD = Hard Knockdown
  • BBM = Big Bang Mode
  • BBB = Big Bang Break
Character Abbrevations

Combo Theory

  • Combo damage varies from character to character, so all damage numbers come from testing on a full-health Rouga.

Midscreen

  • 214B > 2C > 6A > jC > 623C (2038)
  • 5A > 5B > 5C > 2C > 5C > 6A > jC > j623C (2390)
  • jC > 5C > 2C > 5C > 6A (2066)
  • 214C > 5B > 6A > jC > jB > j623C (2442)
  • If you cannot connect all 3 hits of j623C, j623B does more damage.

Corner

  • 5A > 5B > 5C > 2C > 5C > 63214C > 2C > 41236A > 214A > 6A > 2C (1948)
  • jC > 5C > 2C > 5C > 63214C > 214A > 63214C > 623C (2718)

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