Big Bang Beat Revolve/Rouga: Difference between revisions

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{{WIP}}
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[[File:BBBR_Rouga_Portrait.png|thumb|right|<center><font size="4"><b>Rouga</b></font><br>'''Estimated Health (After Scaling): 11764'''</center>]]
{{TOClimit|2}}
{{TOClimit|2}}
[[File:BBBR_Rouga_Portrait.png|thumb|right|
==Introduction==
<center><font size="4"><b>Rouga</b></font></center><br>
'''Rouga''' is an in-your-face rushdown character 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.
'''Estimated Health (After Scaling): 11764'''
]]


== Introduction ==  
===Lore===
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 Zanma 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.


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==
== 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.
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.


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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.
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 ==
==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_Rouga_5A.png
|image=BBBR_Rouga_5A.png
|caption=
|caption=
|name=5A
|name=5A
|input={{NotationIcon-BBBR|A}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=150
  |damage=150
  |guard=Mid
  |guard=All
  |property=
  |property=
  |startup=
  |startup=7
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=+4
  |cancel=J, N, Sp, Su
  |cancel=J, N, Sp, Su
  |description=A solid standard jab. It's air unblockable, but it whiffs on crouching opponents so keep that in mind when using this button.
  |description=A solid standard jab. It's air-unblockable, but it whiffs on crouching opponents so keep that in mind when using this button.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">5B</font> ======
======<font style="visibility:hidden" size="0">5B</font>======
{{MoveData
{{MoveData
|image=BBBR_Rouga_5B.png
|image=BBBR_Rouga_5B.png
|caption=
|caption=
|name=5B
|name=5B
|input={{NotationIcon-BBBR|B}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=400
  |damage=400
  |guard=Mid
  |guard=All
  |property=
  |property=
  |startup=
  |startup=9
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=-6
  |cancel=J, N, Sp, Su
  |cancel=J, N, Sp, Su
  |description=This is also air unblockable, and has a great startup as well as good range. One of Rouga's best normals.
  |description=This is also air-unblockable, and has a great startup as well as good range. One of Rouga's best normals.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">5C</font> ======
======<font style="visibility:hidden" size="0">5C</font>======
{{MoveData
{{MoveData
|image=BBBR_Rouga_5C.png
|image=BBBR_Rouga_5C.png
|caption=
|caption=
|name=5C
|name=5C
|input={{NotationIcon-BBBR|C}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 69: Line 70:
  |guard=Mid
  |guard=Mid
  |property=
  |property=
  |startup=
  |startup=11
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=-
  |advBlock=-10
  |cancel=J, N, Sp, Su
  |cancel=J, N, Sp, Su
  |description=A strong forward kick. Has amazing range and hitstun, but is held back by it's slow startup, making it mostly useful in combos.
  |description=A strong forward kick. Has amazing range and hitstun, but is held back by its slow startup, making it mostly useful in combos.
  }}
  }}
}}
}}


=== Crouching Normals ===
===Crouching Normals===
====== <font style="visibility:hidden" size="0">2A</font> ======
======<font style="visibility:hidden" size="0">2A</font>======
{{MoveData
{{MoveData
|image=BBBR_Rouga_2A.png
|image=BBBR_Rouga_2A.png
|caption=
|caption=
|name=2A
|name=2A
|input={{NotationIcon-BBBR|2}}{{NotationIcon-BBBR|A}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 89: Line 91:
  |guard=Mid
  |guard=Mid
  |property=
  |property=
  |startup=
  |startup=7
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=-2
  |cancel=N, Sp, Su
  |cancel=N, Sp, Su
  |description=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.
  |description=A fast low jab. Oddly enough, this is a mid, although you can cancel it into his two actual low normals.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">2B</font> ======
======<font style="visibility:hidden" size="0">2B</font>======
{{MoveData
{{MoveData
|image=BBBR_Rouga_2B.png
|image=BBBR_Rouga_2B.png
|caption=
|caption=
|name=2B
|name=2B
|input={{NotationIcon-BBBR|2}}{{NotationIcon-BBBR|B}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 108: Line 111:
  |guard=Low
  |guard=Low
  |property=
  |property=
  |startup=
  |startup=9
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=+1
  |cancel=J, N, Sp, Su
  |cancel=J, N, Sp, Su
  |description=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.
  |description=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.
  }}
  }}
}}
}}


====== <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_Rouga_2C.png
|caption=
|caption=
|name=2C
|name=2C
|input={{NotationIcon-BBBR|2}}{{NotationIcon-BBBR|C}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 127: Line 131:
  |guard=Low
  |guard=Low
  |property=
  |property=
  |startup=
  |startup=9
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=-8
  |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 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.
Line 136: Line 140:
}}
}}


=== Air Normals ===
===Air Normals===
====== <font style="visibility:hidden" size="0">jA</font> ======
======<font style="visibility:hidden" size="0">jA</font>======
{{MoveData
{{MoveData
|image=BBBR_Rouga_jA.png
|image=BBBR_Rouga_jA.png
|caption=
|caption=
|name=jA
|name=jA
|input=jump {{NotationIcon-BBBR|A}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 147: Line 152:
  |guard=High
  |guard=High
  |property=
  |property=
  |startup=
  |startup=6
  |active=
  |active=
  |recovery=
  |recovery=
  |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_Rouga_jB.png
|image=BBBR_Rouga_jB.png
|caption=
|caption=
|name=jB
|name=jB
|input=jump {{NotationIcon-BBBR|B}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 166: Line 172:
  |guard=High
  |guard=High
  |property=
  |property=
  |startup=
  |startup=8
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=
  |cancel=N, Sp, Su
  |cancel=N, Sp, Su
  |description= A long reaching air kick. Another good air-to-air since it goes completely horizontal, and does decent damage.
  |description=A long reaching air kick. Another good air-to-air since it goes completely horizontal, and does decent damage.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">jC</font> ======
======<font style="visibility:hidden" size="0">jC</font>======
{{MoveData
{{MoveData
|image=BBBR_Rouga_jC.png
|image=BBBR_Rouga_jC.png
|name=jC
|name=jC
|input=jump {{NotationIcon-BBBR|C}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 184: Line 191:
  |guard=High
  |guard=High
  |property=
  |property=
  |startup=
  |startup=11
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=
  |cancel=N, Sp, Su
  |cancel=N, Sp, Su
  |description= 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.
  |description=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 ==
==Command Normals==
====== <font style="visibility:hidden" size="0">6A</font> ======
======<font style="visibility:hidden" size="0">6A</font>======
{{MoveData
{{MoveData
|image=BBBR_Senna_6A.png
|image=BBBR_Rouga_6A.png
|caption=
|caption=
|name=6A
|name=6A
|subtitle=High Kick
|input={{NotationIcon-BBBR|6}}{{NotationIcon-BBBR|A}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 204: Line 213:
  |guard=Mid
  |guard=Mid
  |property=
  |property=
  |startup=
  |startup=10
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=-6
  |cancel=J, N, Sp, Su
  |cancel=J, N, Sp, Su
  |description=A quick horizontal stab. Similar range to 5B and air unblockable, but it's slightly slower and has worse recovery on whiff. Hitbox is higher, making it a better anti-air, but it can whiff on crouchers. Causes a knockdown on air opponents. All of Senna's ground normals can cancel into this, and it can cancel into 5B, 5C, or 2C, allowing for pseudo-rebeats. High base damage makes it useful near the start of combos, although it doesn't combo directly from 5A/2A so its pushback can make it hard to use.
  |description=A high kick. This is a pretty solid launcher, as it can easily be chained into and is both jump- and special-cancelable on its own right.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">6B</font> ======
======<font style="visibility:hidden" size="0">6B</font>======
{{MoveData
{{MoveData
|image=BBBR_Senna_6B.png
|image=BBBR_Rouga_6B.png
|caption=
|caption=
|name=6B
|name=6B
|subtitle=Roll Kick
|input={{NotationIcon-BBBR|6}}{{NotationIcon-BBBR|B}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=300
  |damage=600
  |guard=Mid
  |guard=High
  |property=
  |property=
  |startup=
  |startup=26
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=-3
  |cancel=N, Sp, Su
  |cancel=N, Sp, Su
  |description=Senna does a small hop forward and then kicks upwards. Can be cancelled into from 5A, 2A, 5B, and 2C, but it's too slow to combo from any of them. Has low crush properties during the hop, which let you counter hit your opponent if they attempt to mash out of your pressure with their 2A. Should generally only be used if you're confident the opponent will either block it or get counter hit by it, not in neutral.
  |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.
  }}
  }}
}}
}}


== Universal Mechanics ==
==Universal Mechanics==
====== <font style="visibility:hidden" size="0">5D</font> ======
======<font style="visibility:hidden" size="0">5D</font>======
{{MoveData
{{MoveData
|image=BBBR_Senna_5D.png
|image=BBBR_Rouga_5D.png
|caption=
|caption=
|name=Choukaifuku
|name=B-Dash
|input=5D
|input={{NotationIcon-BBBR|D}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
Line 248: Line 259:
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=
  |cancel=NC
  |cancel=N,Sp,Su
  |description=Senna takes a stance and starts recovering health. Restores 120 HP if used for the shortest amount of time possible, but it can be held to continue restoring health. Takes about 3 seconds to restore 1000 health, and about 24 seconds to go from 1 HP to 10000. Can only be used on the ground, and all of Senna's ground normals and specials, excluding 214A (but not excluding 214AC) can be cancelled into this on hit or block. Due to how long it takes to heal any significant amount of health, it's a better idea to use this occasionally to encourage your opponents to approach you rather than to make it the crux of your gameplan. You can also squeeze in some micro-heals after knockdowns if you want, but whether you use the move at all or not is up to you.
  |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 {{NotationIcon-BBBR|RougaStock}} '''stock gauge''', located above his B-Power meter. This is an amazing tool for a rushdown, although it does add significant scaling to combos.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">Throw</font> ======
======<font style="visibility:hidden" size="0">Throw</font>======
{{MoveData
{{MoveData
|image=BBBR_Senna_ThrowWhiff.png
|image=BBBR_Rouga_5A.png
|caption=
|caption=
|name=Throw
|name=Throw
|input=4/6AB
|input={{NotationIcon-BBBR|5}}/{{NotationIcon-BBBR|4}}{{NotationIcon-BBBR|A}}{{NotationIcon-BBBR|B}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=1000
  |damage=1100
  |guard=Unblockable
  |guard=Unblockable
  |property=
  |property=
Line 269: Line 280:
  |advBlock=
  |advBlock=
  |cancel=NC
  |cancel=NC
  |description=Senna grabs the opponent, kicks off of them, and then performs her 214A~A slash. This creates a considerable distance from the opponent, so midscreen all you can really do for oki is dash/airdash and go for a meaty normal, but in the corner she can set up 41236C for meaty plus frames if you so choose.
  |description=Rouga 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_Senna_BBM.png
|image=BBBR_Rouga_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 289: Line 300:
  |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. Senna has the unique trait of healing while in BBM, recovering about 1500 health before it ends. Using her 22D super will cut the duration by a bit less than 3 seconds.
  |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 {{NotationIcon-BBBR|RougaStock}} '''infinite stocks''', allowing him to use B-Dash whenever he wants, which is pretty strong.
  }}
  }}
}}
}}


== Special Moves ==
==Special Moves==
====== <font style="visibility:hidden" size="0">236A</font> ======
======<font style="visibility:hidden" size="0">236X</font>======
{{MoveData
{{MoveData
|image=BBBR_Senna_236A.png
|image=BBBR_Rouga_236X.png
|caption=
|image2=BBBR_Rouga_236C.png
|name=Nagikaze
|caption=A/B versions
|input=236A
|caption2=C version
|name=Napalm
|input={{NotationIcon-BBBR|236}}{{NotationIcon-BBBR|A}}/{{NotationIcon-BBBR|B}}/{{NotationIcon-BBBR|C}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=200*5 (972)
|version=A
|damage=1000
|guard=Mid
|property=
|startup=10
|active=
|recovery=
|advBlock=-8
|cancel=J, Su
|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.
}}
{{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
  |guard=Mid
  |property=
  |property=
  |startup=
  |startup=18
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=-2
  |cancel=J, Su
  |cancel=J, Su
  |description=Senna swings her jacket upwards in a slow, wide arc. Hits 5 times, with the 5th hit launching the opponent, and can be jump cancelled for a small combo. It's air unblockable and has a solid hitbox so it can be used as an anti-air, but since it's slow it isn't that useful in general.
  |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">623X</font> ======
======<font style="visibility:hidden" size="0">214A</font>======
{{MoveData
{{MoveData
|image=BBBR_Senna_623X.png
|image=BBBR_Rouga_214A.png
|caption=
|caption=
|name=Gekka
|name=Blow
|input=623A/B/C
|input={{NotationIcon-BBBR|214}}{{NotationIcon-BBBR|A}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |version=A
  |version=214A
  |damage=900
  |damage=500
  |guard=Mid
  |guard=Mid
  |property=Invincible
  |property=Invincible
  |startup=
  |startup=13
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=-4
  |cancel=NC
  |cancel=NC
  |description=Senna quickly jumps up while swinging her sword in a crescent moon arc around her. A standard DP with startup invincibility, making it a very valuable option for escaping pressure. It's also air unblockable and possesses a large hitbox, causing it to be an excellent anti-air. However, if it whiffs or a grounded opponent blocks it, you'll be extremely minus and in great danger.
  |description=Rouga performs a strong gut punch. This move can cancel into 214B and C on hit or block, making it a very useful pressure tool, as well as a strong combo tool.
  }}
  }}
  {{AttackData-BBBR
  {{AttackData-BBBR
|header=no
  |version=214[A]
  |version=B
  |damage=700
  |damage=900
  |guard=Mid
  |guard=Mid
|property=
|startup=
|active=
|recovery=
|advBlock=
|cancel=Su
|description=Senna crouches down, and then after a notable period of startup, jumps high into the air and swings her sword the same way she does in 623A. Likely intended to be a better anti-air due to its higher vertical hitbox, but the startup is usually too long for this purpose. Does not retain 623A's startup invincibility. Recovers in the air, allowing you to do an air normal or j623X before landing, which could allow it to be used as a pressure reset or knowledge check.
}}
{{AttackData-BBBR
|header=no
|version=C
|damage=500*2 (910)
|guard=All
  |property=Invincible
  |property=Invincible
  |startup=
  |startup=29
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=-3
  |cancel=NC
  |cancel=NC
  |description=Senna performs a jumping crescent slash similar to 623A, but creates a larger horizontal hitbox and moves herself backwards in the process. If the move connects, the first hit will groundbounce the opponent, and a followup hit will occur that wallbounces them. You can combo off of this wallbounce near the corner, but the preceding groundbounce means that your options are limited. This version is an invincible DP like 623A, but it can be blocked in the air, so if used as an anti-air it's much riskier. The combo you can get off of this makes it a valuable alternative to 623A, but its inferior anti-air abilities mean it isn't an outright replacement. Even more unsafe on whiff or block.
  |description=This version launches the opponent but has an incredibly long startup.  
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">j623X</font> ======
======<font style="visibility:hidden" size="0">214B</font>======
{{MoveData
{{MoveData
|image=BBBR_Senna_623X.png
|image=BBBR_Rouga_214B.png
|caption=
|caption=
|name=Gekka (Air)
|name=Knuckle
|input=j623A/B/C
|input={{NotationIcon-BBBR|214}}{{NotationIcon-BBBR|B}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |version=A/B
  |version=214B
  |damage=900
  |damage=450
  |guard=All
  |guard=Mid
  |property=
  |property=
  |startup=
  |startup=12
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=+2
  |cancel=Su
  |cancel=Sp, Su
  |description=Air version of Senna's 623X series. Unlike the ground version, j623A and j623b are functionally the same, and neither are invincible. Main use is to combo into j623D in order to end a combo.
  |description=Rouga does a downward punch. Similar properties to 214A, and it can cancel into 214C on hit or block as well. Strong pressure tool, just like 214A.
  }}
  }}
  {{AttackData-BBBR
  {{AttackData-BBBR
  |header=no
  |header=no
  |version=C
  |version=214[B]
  |damage=500*2 (910)
  |damage=650
  |guard=All
  |guard=Mid
  |property=
  |property=
  |startup=
  |startup=31
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=-2
  |cancel=NC
  |cancel=NC
  |description=Air version of 623C, retaining the same hitbox, movement, and combo properties. Does not retain 623C's invincibility, but it yanks Senna's hurtbox back very quickly, letting her potentially dodge an attack. Can be used as a strong air-to-air as a result, but only if you're sure that the opponent won't dodge or block it.
  |description=Fully charged, this move is an overhead and causes a groundbounce if it lands, allowing for a combo. This can be a pretty solid oki tool.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">214A</font> ======
======<font style="visibility:hidden" size="0">214C</font>======
{{MoveData
{{MoveData
|image=Senna_214A.png
|image=BBBR_Rouga_214C.png
|caption=
|caption=
|name=Shunpuu
|name=Fang
|input=214A
|input={{NotationIcon-BBBR|214}}{{NotationIcon-BBBR|C}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=450
  |version=214C
  |guard=Low/Air
|damage=200~700
|guard=Mid
|property=
|startup=14
|active=
|recovery=
|advBlock=-8
|cancel=Su
|description=Rouga performs a straight punch, unleashing an energy blast that travels halfscreen. Deals the most damage from up close, where it also becomes air-unblockable and causes blowback. It can be canceled into some of his B-Power Arts.
}}
{{AttackData-BBBR
|version=214[C]
|damage=550~1200
  |guard=Mid
  |property=
  |property=
  |startup=
  |startup=34
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=-4
  |cancel=U
  |cancel=Su
  |description=Senna hops a small distance backwards and then slides along the ground with a foot extended. Travels around half screen and hits low, and has 3 different followups it can be cancelled into soon after the start of the move. Does not need to hit opponent to be cancelled.
  |description=This version does significantly more damage and causes a slide effect from up close, allowing for different setups.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">214A~A</font> ======
======<font style="visibility:hidden" size="0">j214X</font>======
{{MoveData
{{MoveData
|image=Senna_214AA.png
|image=BBBR_Rouga_j214X.png
|caption=
|caption=
|name=Sakura
|name=Shoot
|input=214A~A
|input=jump {{NotationIcon-BBBR|214}}{{NotationIcon-BBBR|A}}/{{NotationIcon-BBBR|B}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
|version=A
  |damage=800
  |damage=800
  |guard=All
  |guard=All
  |property=
  |property=
  |startup=
  |startup=14
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=-1
  |cancel=Sp, Su
  |cancel=Sp, Su
  |description=Senna does an aerial slash, one of her follow-ups out of Shunpuu. Combos from 214A as long as it's slightly delayed after 214A hits. Can be cancelled into j623X, and will combo if done while close enough to the opponent. Causes a knockdown on hit, so it's a great combo ender.
  |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.
  }}
  }}
}}
====== <font style="visibility:hidden" size="0">214A~B</font> ======
{{MoveData
|image=BBBR_Senna_214AB.png
|caption=
|name=Shoubu
|input=214A~B
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=950
|version=B
  |guard=High, Air
  |damage=700
  |guard=High
  |property=
  |property=
  |startup=
  |startup=25
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=0
  |cancel=Su
  |cancel=Sp, Su
  |description=Senna does a slow overhead slash, which ground bounces the opponent on the ground or slides the opponent in the air. Startup makes it a situational mixup tool, but it can catch the opponent unawares. It only combos from 214A if the opponent is airborne, and can cancel into j.623D.
  |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">214A~C</font> ======
======<font style="visibility:hidden" size="0">623A</font>======
{{MoveData
{{MoveData
|image=BBBR_Senna_214AC.png
|image=BBBR_Rouga_623A.png
|caption=
|caption=
|name=Botan
|name=Dunk
|input=214A~C
|input={{NotationIcon-BBBR|623}}{{NotationIcon-BBBR|A}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=800
  |damage=800
  |guard=Low
  |guard=Unblockable
  |property=
  |property=
  |startup=
  |startup=10
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=
  |cancel=Su
  |cancel=Su
  |description=Senna cancels into her 2C. This follow-up hits low and combos from 214A. Can also combo into 236D and 623D when timed properly. Can't be cancelled into other special moves, but can be cancelled into 5D.
  |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 (if funny) anti-air, as well as a pretty decent combo ender.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">41236C</font> ======
======<font style="visibility:hidden" size="0">41236X</font>======
{{MoveData
{{MoveData
|image=BBBR_Senna_214C.png
|image=BBBR_Rouga_41236X.png
|caption=2 hits
|name=Slide
|name=Ibuki
|input={{NotationIcon-BBBR|41236}}<br>{{NotationIcon-BBBR|A}}/{{NotationIcon-BBBR|B}}/{{NotationIcon-BBBR|C}}
|input=214C
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=400*2 (728)
|version=A
  |damage=800
  |guard=Mid
  |guard=Mid
  |property=
  |property=
  |startup=
  |startup=11
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=+1
  |cancel=Su
  |cancel=Sp, Su
  |description=A quick slash upwards, followed by a quick slash downwards. 2nd hit will groundbounce an airborne opponent, making it an integral combo extender. Air unblockable, and theoretically your highest reward anti-air, but getting both hits to connect requires finicky spacing, and you're probably better off using 623A anyway. Neutral on block, allowing safe pressure resets. Both hits can be cancelled into 5D in addition to EX moves.
  |description=Rouga moves forward and does a high kick. This version moves forward the least, but is pretty useful as combo filler.
  }}
  }}
}}
====== <font style="visibility:hidden" size="0">41236C</font> ======
{{MoveData
|image=BBBR_Senna_41236C_1.png
|image2=BBBR_Senna_41236C_2.png
|caption=Startup
|caption2=Max travel distance
|name=Tsubaki
|input=41236C
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=700
|version=B
  |guard=All
  |damage=800
  |guard=Mid
  |property=
  |property=
  |startup=
  |startup=20
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=-3
  |cancel=Su
  |cancel=Su
  |description=Senna cuts towards the ground, forming a dust cloud at her feet that moves forward slowly. It has significant startup and travels a very short distance, so you won't be throwing this out in neutral as a projectile. The cloud's hitbox that will launch the opponent into the air on hit, giving a somewhat tight window to perform a combo. Very plus on block if there's any gap between the time Senna's animation ends and the time it reaches the opponent, so it can be very useful if used immediately after getting a knockdown. Recovery can be cancelled into 5D or EX moves.
  |description=This version moves farther but has less combo potential. It can still combo from C normals, however.
  }}
  }}
}}
== B-Power Arts ==
====== <font style="visibility:hidden" size="0">22D</font> ======
{{MoveData
|image=BBBR_Senna_5D.png
|caption=
|name=Yusaikake
|input=22D
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
|version=C
  |damage=N/A
  |damage=N/A
  |guard=N/A
  |guard=N/A
Line 533: Line 544:
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=
  |cancel=
  |cancel=NC
  |description=Senna takes her 5D stance and quickly recovers 1026 health, at the cost of 1 bar of meter. Can be used in the same way as her 5D, and will heal her dramatically faster, but spending 1 bar in order to restore 10% of your max health might not be worth it. Can't be held like 5D can; you will always receive exactly 1026 health when you use this move. Most of the animation happens during the super flash, so you can act almost immediately. Decreases remaining duration of Big Bang Mode by about 40% if used during that.
  |description=This is a feint more than anything, as Rouga doesn't actually attack. Overall not a great button since it can't cancel.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">236D</font> ======
==B-Power Arts==
======<font style="visibility:hidden" size="0">214D</font>======
{{MoveData
{{MoveData
|image=BBBR_Senna_236A.png
|image=BBBR_Rouga_214C.png
|caption=
|caption=
|name=Nagikaze Ran
|name=Wild Fang
|input=236D
|input={{NotationIcon-BBBR|214}}{{NotationIcon-BBBR|D}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=120*18 (1563)
  |damage=1500~1600
  |guard=Mid
  |guard=All
  |property=
  |property=
  |startup=
  |startup=7+3
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=0
  |cancel=NC
  |cancel=
  |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 Fang. Deals a little more damage when hitting from further away. This is a fantastic tool but especially good as a 1-meter combo ender.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">623D</font> ======
======<font style="visibility:hidden" size="0">j214D</font>======
{{MoveData
{{MoveData
|image=BBBR_Senna_623X.png
|image=BBBR_Rouga_j214D.png
|caption=
|caption=
|name=Ouka Hishousen
|name=Wild Shoot
|input=623D
|input=jump {{NotationIcon-BBBR|214}}{{NotationIcon-BBBR|D}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=1200*3 (2106)
|version=j214D
  |guard=All, High/Air
|subtitle=Wild Shoot
  |property=Invincible
  |damage=1400
  |startup=
  |guard=Mid
  |property=
  |startup=12+2
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=+12
  |cancel=NC
  |cancel=NC
  |description=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.
  |description=Rouga does a powered up Shoot. This is a great divekick and can be TKed for what is basically an instant overhead.
  }}
  }}
}}
====== <font style="visibility:hidden" size="0">j.623D</font> ======
{{MoveData
|image=BBBR_Senna_623X.png
|caption=
|name=Ouka Hishousen (Air)
|input=j623D
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=1200*3 (2106)
|version=...~22D
  |guard=All, High/Air
|subtitle=Wolf Shoot Chase
  |property=Invincible
  |damage=1400
  |startup=
  |guard=High
  |property=
  |startup=10+0
  |active=
  |active=
  |recovery=
  |recovery=
  |advBlock=
  |advBlock=+8
  |cancel=NC
  |cancel=NC
  |description=Air version of 623D. Keeps the ground version's (delayed) invincibility, but more importantly functions as a high damage combo ender.
  |description=A follow-up where Rouga continues with a powered up version of 6B. This is essentially another divekick after the first (though it covers much more horizontal range), and is useful to squeeze out some extra damage or catch an opponent who blocks j214D.
  }}
  }}
}}
}}


== Big Bang Break ==
==Big Bang Break==
====== <font style="visibility:hidden" size="0">41236ABC</font> ======
======<font style="visibility:hidden" size="0">41236ABC</font>======
{{MoveData
{{MoveData
|image=BBBR_Senna_623X.png
|image=BBBR_Rouga_5D.png
|name=Setsu Gekka
|name=Wolf Fang
|input=41236ABC
|input={{NotationIcon-BBBR|BBB}}
|data=
|data=
  {{AttackData-BBBR
  {{AttackData-BBBR
  |damage=5121
  |damage=3895
  |guard=Mid
  |guard=All
  |property=
  |property=
  |startup=
  |startup=
Line 614: Line 621:
  |advBlock=
  |advBlock=
  |cancel=
  |cancel=
  |description=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.
  |description=Rouga does a B-Dash forwards. If it hits, he charges up a massive punch that passes through the opponent. 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.
:*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.
===<u>Midscreen</u>===
===<u>Midscreen</u>===
:* '''5/2A > 5B > (5C) > 2C > 214C, 2C > 214C, 2C > 214AA''' (2112)
:* '''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)
::* 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.
::* 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 dl.623A''' (2961)
::* Good midscreen confirm off Rouga's overhead.


:* '''5/2A > 5B > (5C) > 2C > 214C, 2C > 214C, 2C > 214A, 5B > 5C (jump cancel) j.B > j.C > j.623B > j.623D''' (2882)
:* '''5B > 5C xx 2147D > dl.5C xx 214B > 2C xx 214A xx 214B > 2C > 6A > dl.5C > 6A xx dl.623A''' (5183)
::* 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.
::* A very damaging combo midscreen that uses 1 meter. Just solid all around.


===<u>Corner</u>===
===<u>Corner</u>===
:* '''5/2A > 5B > (5C) > 2C > 214AB, 2A > 214C, 2C > 214AA > j.623B > j.623D''' (3201)
:* '''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)
::* 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.
::* Meterless corner combo for Rouga. This character has more damage than practically anyone else in the game, and this is a great example.
 
:* '''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==
==Colors==
{{ColorGallery | filePrefix=Senna- | colors=
{{ColorGallery | filePrefix=BBBR_Rouga_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:Rouga]]
 
[[Category:Big Bang Beat Revolve]]
[[Category:Big Bang Beat Revolve]]

Latest revision as of 09:54, 27 June 2024

Rouga
Estimated Health (After Scaling): 11764

Introduction

Rouga is an in-your-face rushdown character 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.

Lore

Rouga Zanma 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 A Button.png
BBBR Rouga 5A.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
150 All - 7 - - +4 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 B Button.png
BBBR Rouga 5B.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
400 All - 9 - - -6 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 C Button.png
BBBR Rouga 5C.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
650 Mid - 11 - - -10 J, N, Sp, Su

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

Crouching Normals

2A
2A
BBBR Down.pngBBBR A Button.png
BBBR Rouga 2A.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
100 Mid - 7 - - -2 N, Sp, Su

A fast low jab. Oddly enough, this is a mid, although you can cancel it into his two actual low normals.

2B
2B
BBBR Down.pngBBBR B Button.png
BBBR Rouga 2B.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
400 Low - 9 - - +1 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 Down.pngBBBR C Button.png
BBBR Rouga 2C.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
650 Low - 9 - - -8 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
jump BBBR A Button.png
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
jump BBBR B Button.png
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
jump BBBR C Button.png
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
High Kick
BBBR Right.pngBBBR A Button.png
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, as it can easily be chained into and is both jump- and special-cancelable on its own right.

6B
6B
Roll Kick
BBBR Right.pngBBBR B Button.png
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.

Universal Mechanics

5D
B-Dash
BBBR D Button.png
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 BBBR Rouga Stock Icon.png 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
BBBR Neutral.png/BBBR Left.pngBBBR A Button.pngBBBR B Button.png
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
BBBR A Button.pngBBBR B Button.pngBBBR C Button.png
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 BBBR Rouga Stock Icon.png infinite stocks, allowing him to use B-Dash whenever he wants, which is pretty strong.

Special Moves

236X
Napalm
BBBR Down.pngBBBR Down-Right.pngBBBR Right.pngBBBR A Button.png/BBBR B Button.png/BBBR C Button.png
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
BBBR Down.pngBBBR Down-Left.pngBBBR Left.pngBBBR A Button.png
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 hit or 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
BBBR Down.pngBBBR Down-Left.pngBBBR Left.pngBBBR B Button.png
BBBR Rouga 214B.png
Version Damage Guard Property Startup Active Recovery Block Adv Cancel
214B 450 Mid - 12 - - +2 Sp, Su

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

214[B] 650 Mid - 31 - - -2 NC

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

214C
Fang
BBBR Down.pngBBBR Down-Left.pngBBBR Left.pngBBBR C Button.png
BBBR Rouga 214C.png
Version Damage Guard Property Startup Active Recovery Block Adv Cancel
214C 200~700 Mid - 14 - - -8 Su

Rouga performs a straight punch, unleashing an energy blast that travels halfscreen. Deals the most damage from up close, where it also becomes air-unblockable and causes blowback. It can be canceled into some of his B-Power Arts.

Version Damage Guard Property Startup Active Recovery Block Adv Cancel
214[C] 550~1200 Mid - 34 - - -4 Su

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

j214X
Shoot
jump BBBR Down.pngBBBR Down-Left.pngBBBR Left.pngBBBR A Button.png/BBBR B Button.png
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
BBBR Right.pngBBBR Down.pngBBBR Down-Right.pngBBBR A Button.png
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 (if funny) anti-air, as well as a pretty decent combo ender.

41236X
Slide
BBBR Left.pngBBBR Down-Left.pngBBBR Down.pngBBBR Down-Right.pngBBBR Right.png
BBBR A Button.png/BBBR B Button.png/BBBR C Button.png
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 N/A N/A - - - - - NC

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
BBBR Down.pngBBBR Down-Left.pngBBBR Left.pngBBBR D Button.png
BBBR Rouga 214C.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
1500~1600 All - 7+3 - - 0 -

Rouga does a powered up Fang. Deals a little more damage when hitting from further away. This is a fantastic tool but especially good as a 1-meter combo ender.

j214D
Wild Shoot
jump BBBR Down.pngBBBR Down-Left.pngBBBR Left.pngBBBR D Button.png
BBBR Rouga j214D.png
Version Damage Guard Property Startup Active Recovery Block Adv Cancel
j214D
Wild Shoot
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.

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

A follow-up where Rouga continues with a powered up version of 6B. This is essentially another divekick after the first (though it covers much more horizontal range), and is useful to squeeze out some extra damage or catch an opponent who blocks j214D.

Big Bang Break

41236ABC
Wolf Fang
BBBR Left.pngBBBR Down-Left.pngBBBR Down.pngBBBR Down-Right.pngBBBR Right.pngBBBR A Button.pngBBBR B Button.pngBBBR C Button.png
BBBR Rouga 5D.png
Damage Guard Property Startup Active Recovery Block Adv Cancel
3895 All - - - - - -

Rouga does a B-Dash forwards. If it hits, he charges up a massive punch that passes through the opponent. 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

  • 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 dl.623A (2961)
  • Good midscreen confirm off Rouga's overhead.
  • 5B > 5C xx 2147D > dl.5C xx 214B > 2C xx 214A xx 214B > 2C > 6A > dl.5C > 6A xx dl.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

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