Big Bang Beat Revolve/Daigo: Difference between revisions
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|guard=Mid | |guard=Mid | ||
|property= | |property= | ||
|startup= | |startup=5 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advBlock= | |advBlock=+2 | ||
|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. | ||
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|guard=Mid | |guard=Mid | ||
|property= | |property= | ||
|startup= | |startup=8 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advBlock= | |advBlock=0 | ||
|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. It's a pretty good normal for Daigo. | |description=This is also air unblockable, and has a great startup as well as good range. It's a pretty good normal for Daigo. | ||
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|guard=Mid | |guard=Mid | ||
|property= | |property= | ||
|startup= | |startup=11 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advBlock= | |advBlock=+1 | ||
|cancel=J, N, Sp, Su | |cancel=J, N, Sp, Su | ||
|description=A strong roundhouse. This is very strong and overall a very good normal, especially in combos because of the damage. | |description=A strong roundhouse. This is very strong and overall a very good normal, especially in combos because of the damage. | ||
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|guard=Mid | |guard=Mid | ||
|property= | |property= | ||
|startup= | |startup=8 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advBlock= | |advBlock=+2 | ||
|cancel=N, Sp, Su | |cancel=N, Sp, Su | ||
|description=A fast low jab. This has higher damage than his 5A, making it a pretty good normal to use as a close range poke. | |description=A fast low jab. This has higher damage than his 5A, making it a pretty good normal to use as a close range poke. | ||
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|guard=Mid | |guard=Mid | ||
|property= | |property= | ||
|startup= | |startup=11 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advBlock= | |advBlock=-7 | ||
|cancel=J, N, Sp, Su | |cancel=J, N, Sp, Su | ||
|description=A crouching uppercut. This is forward moving, and a decent anti air, but overall not a great normal. | |description=A crouching uppercut. This is forward moving, and a decent anti air, but overall not a great normal. | ||
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|guard=Low | |guard=Low | ||
|property= | |property= | ||
|startup= | |startup=11 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advBlock= | |advBlock=+4 | ||
|cancel=N, Sp, Su | |cancel=N, Sp, Su | ||
|description=A low sweep. This is Daigo's only low normal, and it's a pretty good sweep with good range, if a bit slow. | |description=A low sweep. This is Daigo's only low normal, and it's a pretty good sweep with good range, if a bit slow. | ||
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|guard=High | |guard=High | ||
|property= | |property= | ||
|startup= | |startup=5 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|guard=High | |guard=High | ||
|property= | |property= | ||
|startup= | |startup=8 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|guard=High | |guard=High | ||
|property= | |property= | ||
|startup= | |startup=10 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 195: | Line 195: | ||
|guard=Low | |guard=Low | ||
|property= | |property= | ||
|startup= | |startup=14 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advBlock= | |advBlock=+1 | ||
|cancel=N, Sp, Su | |cancel=N, Sp, Su | ||
|description=A low stomp. This is a pretty decent low and is relatively fast. Definitely something worth using. | |description=A low stomp. This is a pretty decent low and is relatively fast. Definitely something worth using. | ||
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|guard=All | |guard=All | ||
|property= | |property= | ||
|startup= | |startup=24 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advBlock= | |advBlock=-1 | ||
|cancel=J, Su | |cancel=J, Su | ||
|description='''Gives 1 Stock on hit'''. A swinging kick. This | |description='''Gives 1 Stock on hit'''. A swinging kick. This will groundbounce an aerial opponent, making it a good combo tool. | ||
}} | }} | ||
}} | }} | ||
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|guard=Mid | |guard=Mid | ||
|property= | |property= | ||
|startup= | |startup=18 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advBlock= | |advBlock=+1 | ||
|cancel= | |cancel= | ||
|description='''Gives 1 Stock on hit'''. A fiery roundhouse kick. It's not great but it can build stocks in a pinch. | |description='''Gives 1 Stock on hit'''. A fiery roundhouse kick. It's not great but it can build stocks in a pinch. | ||
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|guard=Mid | |guard=Mid | ||
|property= | |property= | ||
|startup= | |startup=11 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|advBlock= | |advBlock=-11 | ||
|cancel= | |cancel= | ||
|description='''Gives 1 Stock on hit'''. A standard DP. This is a good reward for properly anti airing, as you'll gain a stock every time. | |description='''Gives 1 Stock on hit'''. A standard DP. This is a good reward for properly anti airing, as you'll gain a stock every time. |
Revision as of 16:09, 10 June 2024
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Under Construction
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Introduction
Daigo is an up close brawler with a unique stock mechanic, where some moves give you a stock while others use it. Using this mechanic in a smart way leads to a very strong up close character, that can stick to the opponent like glue.
Daigo is a student at Makoto Academy. He's an acquaintance of Kongomaru Sanzou and his sister, Kongomaru Aya. Daigo also has a crush on Aya, but she does not reciprocate his feelings.
General Strategy
The goal with Daigo is to open up the opponent and end up with more stocks than you started with. Stocks give you access to Daigo's more powerful moves, and allow for much more damage. Stick to that opponent and keep the pressure up with his myriad of plus on block buttons, and try to build enough stocks to end the match.
Normal Moves
Standing Normals
5A
5A
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5B
5B
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5C
5C
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Crouching Normals
2A
2A
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2B
2B
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2C
2C
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Air Normals
jA
jA
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jB
jB
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jC
jC
|
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Command Normals
6B
6B
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Universal Mechanics
Throw
Throw
4/5AB |
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Big Bang Mode
Big Bang Mode
ABC |
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Special Moves
236X
Fire Hurricane!
22A |
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214A
Fire Savate!
214A |
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214B
Fire Summer!
(j)623A |
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214C
Fang
214C |
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j214X
Shoot
j214A/B |
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623A
Dunk
623A |
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41236X
Slide
41236A/B/C |
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B-Power Arts
214D
Wild Fang
214D |
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j214D
Wild Shoot
j214D |
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j214D~22D
Wolf Shoot Chase
j214D~22D |
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Big Bang Break
41236ABC
Wolf Fang
41236ABC |
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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
- 5B > 5C > 2C xx 214A xx 214B > 5B xx 214A xx dl.214B > 2C > 6A > dl.5C > j.B xx Boost > j.A > j.B xx j.214A (3747)
- A very strong meterless midscreen combo, for all intents and purposes Rouga's BNB. It will always send the opponent to the corner, and give you oki on the knockdown.
- 6B xx j.214A xx Boost > dl.j.B > 214A xx dl.214B > 5B xx 214A xx dl.214B > 2C > 6A > dl.5C > 6A xx *623A (2961)
- Good midscreen confirm off Rouga's overhead.
- 5B > 5C xx 2147D > *5C xx 214B > 2C xx 214A xx 214B > 2C > 6A > dl.5C > 6A xx *623A (5183)
- A very damaging combo midscreen that uses 1 meter. Just solid all around.
Corner
- 6B xx j.214A > 5C xx 214A xx dl.214B > 5B xx 214A xx dl.214B > 2C > 6A > dl.5C > 6A xx dl.623A (3589)
- Meterless corner combo for Rouga. This character has more damage than practically anyone else in the game, and this is a great example.