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| {{Navbox-BBBR}} | | {{Navbox-BBBR}} |
| [[Category:Big Bang Beat Revolve]] | | [[Category:Big Bang Beat Revolve]] |
| [[Category:Rouga]] | | [[Category:Miyazato]] |
Revision as of 12:43, 15 June 2024
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Under Construction
- This page is a work in progress.
- Please be patient and check back later for additional changes.
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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.
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. 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.
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
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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150
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Mid
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-
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-
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-
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-
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-
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J, N, Sp, Su
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A solid standard jab. It's air unblockable, and is a pretty decent poke.
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5B
5B
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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500
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Mid
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-
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-
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-
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-
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-
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J, N, Sp, Su
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This is also air unblockable, and is a great normal in general due to its fantastic range.
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5C
5C
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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750
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Mid
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-
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-
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-
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-
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-
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N, Sp, Su
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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.
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Crouching Normals
2A
2A
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Damage
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Guard
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Property
|
Startup
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Active
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Recovery
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Block Adv
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Cancel
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100
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Mid
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-
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-
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-
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-
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-
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N, Sp, Su
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A fast low jab. Not a low, which makes it not a great low button, but it can have usage in pressure strings.
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2B
2B
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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400
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Low
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-
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-
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-
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-
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-
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J, N, Sp, Su
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A fast low kick. A very good low poke, especially with the range. This is very useful to get a low poke in.
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2C
2C
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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650
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Mid
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-
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-
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-
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-
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-
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J, N, Sp, Su
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A crouching chain swing. Unfortunately it's not a low, making it inferior to 5C in most ways.
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Air Normals
jA
jAjump
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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100
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High
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-
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-
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-
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-
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-
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N, Sp, Su
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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.
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jB
jBjump
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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600
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High
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-
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-
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-
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-
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-
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N, Sp, Su
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A high kick in the air. A decent air to air when you have the time for it.
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jC
jCjump
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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750
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High
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-
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-
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-
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-
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-
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N, Sp, Su
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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.
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Command Normals
6A
6AThere's the target!
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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600
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Mid
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-
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-
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-
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-
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-
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J, N, Sp, Su
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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.
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6B
6BTake this too!
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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600
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All
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-
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-
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-
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-
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-
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N, Sp, Su
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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.
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Universal Mechanics
Throw
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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1300
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Unblockable
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-
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-
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-
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-
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-
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NC
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Miyazato grabs the opponent and punches them to the ground. Always a good option to trip up blocking opponents.
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Big Bang Mode
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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N/A
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N/A
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-
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-
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-
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-
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-
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-
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Universal Big Bang Mode activation. Requires 3 bars and can be done anytime you have control on the ground. Lasts for about 7 seconds.
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Special Moves
214A
1st hit 1st hit 2nd hit 2nd hit
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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400+500
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All
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-
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-
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-
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-
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-
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-
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Miyazato calls in Saki, who performs two consecutive slashes. The second slash launches, allowing for combos. This assist has a long cooldown.
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214B
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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1000
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All
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-
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-
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-
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-
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-
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-
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Miyazato calls in Shouko to belly flop onto the opponent. This assist has a 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.
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214C
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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700
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High
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-
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-
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-
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-
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-
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-
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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.
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41236X
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Version
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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A
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N/A
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Mid
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-
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-
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-
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-
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-
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Su
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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.
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Version
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Damage
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Guard
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Property
|
Startup
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Active
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Recovery
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Block Adv
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Cancel
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B
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N/A
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Unblockable
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-
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-
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-
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-
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-
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Su
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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
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Damage
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Guard
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Property
|
Startup
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Active
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Recovery
|
Block Adv
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Cancel
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...~4C
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1200
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N/A
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-
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-
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-
|
-
|
-
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-
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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.
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63214C
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Damage
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Guard
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Property
|
Startup
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Active
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Recovery
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Block Adv
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Cancel
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10+200*7+500
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All
|
-
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-
|
-
|
-
|
-
|
Sp, Su
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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.
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623X
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Version
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Damage
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Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
A
|
800
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Mid
|
-
|
-
|
-
|
-
|
-
|
-
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Pretty standard DP, where Miyazato twirls into the air with her chain.
|
Version
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Damage
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Guard
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Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
B
|
950
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Mid
|
-
|
-
|
-
|
-
|
-
|
-
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This version still hits once, but goes higher up and does more damage.
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Version
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
C
|
300+400+500
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All
|
-
|
-
|
-
|
-
|
-
|
-
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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.
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B-Power Arts
214D
Initial punches Initial punches Final chain whip Final chain whip
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Damage
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Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
300*7 + 1100
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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.
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Big Bang Break
41236ABC
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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 cooldown. Good as a combo ender when in Big Bang Mode, especially if you're aiming to kill. Ends Big Bang Mode instantly.
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Combos
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
BBBR Navigation