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Devil Daigo
Estimated Health (After Scaling): 11886
Introduction
This character doesn't have much going for him, but most of his options are based in the air. Devil excels in the air more than anything else.
This is Daigo's powered up form (although you wouldn't guess it from his strength in this game).
General Strategy
Honestly, this character really can't do much. Your best option is to air stall and bait an anti air from the opponent, before going in for a punish. Daigo's only move the knocks down is his Super, which can only be done on the ground, so when you have meter the best plan is to route a ground based combo so you can get oki and get the rare chance to pressure the opponent.
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 decent fast jab. It's pretty good in pressure but it's short range doesn't do well for much else.
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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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450
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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 decent kick. It's a little stubby but not awful as a poke in close to mid 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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700
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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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Easily Devil's best standing normal. It's a forward moving roundhouse, and it's a pretty great move for neutral due to it's far reach.
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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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200
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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 jab. It has decent range but isn't usually worth doing above 5A.
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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. This is Devil's only low normal, making it an important tool in pressure.
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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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900
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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 forward moving uppercut, this is a pretty decent anti air but is mainly used in combos as a launcher.
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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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250
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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 jumping jab. A pretty good air to air with more damage than it should reasonably have. Definitely worth doing.
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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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-
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-
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-
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-
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N, Sp, Su
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An air kick. This is a good air to air and not much else, a pretty standard button with good damage.
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jC
jC 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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500+400
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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 two hit kick. The first hit can only hit the opponent in the air, but the second hit works well as a jump-in.
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Command Normals
6B
6C (air)
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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 leap forward followed by a kick. A strong air to air move and a staple in Devil's buttons.
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Universal Mechanics
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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1000
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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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Devil grabs the opponent and brings them into the air to damage them. Daigo gets a full combo off of this, making it a strong tool for a character who doesn't get much mix.
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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.
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Special Moves
236X
Daigo Beam! (j)236A/B/C A version A version B/C version B/C version Air version Air 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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700
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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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-
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Daigo does a crouching beam. It's a pretty decent projectile but nothing special.
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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/C
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700
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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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-
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This version is standing, and it's not clear what the difference in height does.
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214A
Daigo Voice! 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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800
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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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-
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Daigo fires a slow moving projectile that travels in a wave across the screen. It's a pretty weak projectile, but has some uses in oki.
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214B
Daigo Wing! 623A/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
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A
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200*8
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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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Devil's standard DP, although it has a very long range, and is air blockable, making it a lot weaker. This version goes higher and lasts longer.
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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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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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This version only hits once and doesn't travel as high, but it can be comboed after, making it a surprisingly good launcher.
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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
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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
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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
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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
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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
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Block Adv
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Cancel
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1400
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High
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-
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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
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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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3895
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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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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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