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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. 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
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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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7
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-
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-
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+4
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J, N, Sp, Su
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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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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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400
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Mid
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-
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9
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-
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-
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-6
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J, N, Sp, Su
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This is also air unblockable, and has a great startup as well as good range. One of Rouga's best normals.
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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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650
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Mid
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-
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11
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-
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-
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-10
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J, N, Sp, Su
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A strong forward kick. Has amazing range and hitstun, but is held back by it's slow startup, making it mostly useful in combos.
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Crouching Normals
2A
2A
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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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Mid
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-
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7
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-
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-
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-2
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N, Sp, Su
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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.
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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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9
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-
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-
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+1
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J, N, Sp, Su
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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.
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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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Low
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-
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9
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-
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-
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-8
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N, Sp, Su
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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.
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Air Normals
jA
jA
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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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6
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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
jB
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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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High
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-
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8
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-
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-
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-
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N, Sp, Su
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A long reaching air kick. Another good air-to-air since it goes completely horizontal, and does decent damage.
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jC
jC
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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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11
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-
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-
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-
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N, Sp, Su
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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.
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Command Normals
6A
6A
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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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Mid
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-
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10
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-
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-
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-6
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J, N, Sp, Su
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A high kick. This is a pretty solid launcher, and can be jump cancelled, or chained into. Out of it Rouga can do any ground special or super.
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6B
6B
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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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26
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-
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-
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-3
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N, Sp, Su
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An overhead spinning kick. This move is too slow to combo from anything besides a 6A juggle. It's not a great tool, but you can catch your opponent with it occasionally.3
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Universal Mechanics
5D
B-Dash 5D
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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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N,Sp,Su
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Rouga performs a quick dash forward. This doesn't do any damage, but it can be cancelled out of and into pretty much anything, making it amazing for both pressure and combos. It requires 1 bar of Rouga's stock gauge, located above his B-Power meter. This is an amazing tool for a rushdown, although it does add significant scaling to combos.
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Throw
Throw 4/5AB
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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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1100
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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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Rouga 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
Big Bang Mode ABC
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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. During Big Bang Mode, Rouga gains infinite stocks, allowing him to use B-Dash whenever he wants, which is pretty strong.
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Special Moves
236X
Napalm 236A/B/C A/B versions A/B versions C version C version
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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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1000
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Mid
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-
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10
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-
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-
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-8
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J, Su
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Rouga slams his palm into the ground and summons a burst of energy. This version comes out immediately and combos from any ground normal.
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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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B
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700
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Mid
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-
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44
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-
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-
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+25
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J, Su
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This version of the move has a delay, making it a useful setup in pressure.
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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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C
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1000
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Mid
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-
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18
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-
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-
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-2
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J, Su
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This version travels across the ground and bursts when close to the opponent. A good projectile tool for longer ranges.
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214A
Blow 214A
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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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214A
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500
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Mid
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Invincible
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13
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-
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-
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-4
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NC
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Rouga performs a strong gut punch. This move can cancel into 214B and C on block, making it a very useful pressure tool, as well as a strong combo tool.
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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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214[A]
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700
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Mid
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Invincible
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29
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-
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-
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-3
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NC
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This version launches the opponent but has an incredibly long startup.
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214B
Knuckle 214B
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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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214B
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450
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Mid
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-
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12
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-
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-
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+2
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Sp, Su
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Rouga does a downwards punch. Similar properties to 214A, and it can cancel into 214C on block as well. Strong pressure tool, just like 214A.
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214[B]
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650
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Mid
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-
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31
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-
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-
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-2
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NC
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Fully charged this move is an overhead, and if it lands it causes a ground bounce, allowing for a combo. This can be a pretty solid oki tool.
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214C
Fang 214C
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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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214C
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700 (close) 200 (far)
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Mid
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-
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14
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-
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-
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-8
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Su
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Rouga performs a straight punch which travels half screen. It's only air unblockable close, and when the opponent is close it will also cause blowback. It can be cancelling into some of his B-Power Arts.
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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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214[C]
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1200 (close) 550 (far)
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Mid
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-
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34
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-
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-
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-4
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Su
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This version does significantly more damage and causes a slide effect, allowing for different setups.
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j214X
Shoot j214A/B
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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
|
A
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800
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All
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-
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14
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-
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-
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-1
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Sp, Su
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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.
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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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B
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700
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High
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-
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25
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-
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-
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0
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Sp, Su
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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.
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623A
Dunk 623A
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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
|
Block Adv
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Cancel
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800
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Unblockable
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-
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10
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-
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-
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-
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Su
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Rouga leaps into the air and grabs the opponent if he touches them. This can be cancelled from any normal, and is a pretty good and funny anti air. It is also a pretty decent combo ender.
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41236X
Slide 41236A/B/C
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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
|
A
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800
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Mid
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-
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11
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-
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-
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+1
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Sp, Su
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Rouga moves forward and does a high kick. This version moves forward the least, but is pretty useful as combo filler.
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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
|
B
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800
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Mid
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-
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20
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-
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-
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-3
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Su
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This version moves farther but has less combo potential. It can still combo from C normals however.
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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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C
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NA
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NA
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-
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-
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-
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-
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-
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U
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This is a feint more than anything, as Rouga doesn't actually attack. Overall not a great button since it can't cancel.
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B-Power Arts
214D
Wild Fang 214D
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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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1500 (close) 1600 (far)
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All
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-
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7+3
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-
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-
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0
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-
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Rouga does a powered up Fang. This is a fantastic tool but especially good as a 1 meter combo ender.
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j214D
Wild Shoot j214D
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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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1400
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Mid
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-
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12+2
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-
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-
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+12
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NC
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Rouga does a powered up Shoot. This is a great divekick and can be TKed for what is basically an instant overhead.
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j214D~22D
Wolf Shoot Chase j214D~22D
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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
|
Block Adv
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Cancel
|
1400
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High
|
-
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10+0
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-
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-
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+8
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NC
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A follow-up to j214D, Rouga does a powered up version of 6B. This is essentially another divekick after the first, and is useful to squeeze out some extra damage or catch an opponent who block j214D.
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Big Bang Break
41236ABC
Wolf Fang 41236ABC
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Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
3895
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All
|
-
|
-
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-
|
-
|
-
|
-
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Rouga does a B-Dash forwards. If he hits the opponent he charges up a massive punch that sends the opponent flying. Good as a combo ender when in Big Bang mode, especially if you're aiming to kill. Ends Big Bang Mode instantly.
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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.
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