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Under Construction
- This page is a work in progress.
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Rouga Estimated Health (After Scaling): 11764
Introduction
Rouga is an in your face rushdown with a myriad of strong tools to keep your opponent locked down and guessing. One of the easier characters to get started with, he's a demon who can keep the pressure up indefinitely.
Rouga is a man with a strong sense of justice who enjoys a good fight. He seeks to dominate the entire nation with his group, the Wolf Fang Brigade, and bring the wild Special Students of Japan under control. Rouga is old friends with Kunagi Tenrou, and cares quite a bit for her, although that does not seem to stop him from showing affection towards other women as well, such as the Nakanishi sisters and Senna Kyoudou.
General Strategy
Rouga can cause the opponent to go into a recovery state in many ways to allow him to get in. 236C send a fireball along the ground that will launch the opponent into the air and can allow you to get in. It only travels about 5/6ths screen distance though, so if you're at full screen you're not getting anything off of this unless your opponent moves forward. Unfortunately you cannot boost cancel this move, so keep that in mind.
Once you get in you have some tools you can mix up with. Instant air dashes can make for effective combo starters if you can land the hit, but just jumping at your opponent is a good way to get killed, so watch yourself. 6B is a pretty decent overhead that you can cancel into j.214A (this does not hit overhead, however) and get some solid damage off of it. It has some slow startup, so it's best to chain into it from a 5B or 2B. If you go into the j.214A and your opponent blocks it, boost to make it safe and then follow up with ANOTHER jumping overhead (you're still in the air from the j.214A, so any normal you do will be the jumping version after the boost), which can give you a full combo if not blocked or continued pressure if it is.
Rouga only has 2 lows, 2B and 2C, so it's advised to start pressure strings with 2B > 5C instead of an A normal. You have slightly less time to react to hits, but you get a better high low. Max range 2C can be followed up with 214A and you can almost freestyle after that. Going into 214B is a smart choice for the juggle afterwards, but there are other options.
41236C is Rouga's empty slide that moves you in, but doesn't attack. Only do this to move in after C normals, because anything weaker will put you at a disadvantage and get you punished. It should also be noted that 41236A is special cancelable, so you can use it as mix up to trick your enemy if they try to punish it. Generally if you want to move in after a pressure string, you should boost because it's much safer and will allow you to get true block strings on your opponent. 41236C can be used in mixup for throw attempts if your opponent is expecting the kick, but use it sparingly because it's not safe.
Normal Moves
Standing Normals
5A
5A
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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, 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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-
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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 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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-
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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 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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-
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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. 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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-
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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. 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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-
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-
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-
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-
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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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-
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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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-
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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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-
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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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-
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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 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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-
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-
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-
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-
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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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-
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-
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-
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-
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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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-
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-
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-
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-
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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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-
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-
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-
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-
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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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-
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-
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-
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-
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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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-
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-
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-
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-
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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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-
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-
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-
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-
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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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-
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-
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-
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-
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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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-
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-
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-
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-
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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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-
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-
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-
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-
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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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-
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-
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-
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-
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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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-
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-
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-
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-
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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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-
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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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-
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-
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-
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-
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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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-
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-
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-
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-
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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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-
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-
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-
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-
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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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-
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-
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-
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-
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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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-
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-
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-
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-
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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.
- Generally, you can do any normals you want before going into the 2C > 214C sequence, as long as you don't push them back too far.
- 214C will cause a groundbounce on an aerial opponent, and 623C/j.623C will cause a groundbounce and then a wallbounce regardless of how they hit the opponent.
- Bouncing the opponent 3 times will force your combo to end, so you can only do 214C twice in the standard loop.
- This is also why 623C is a poor combo component, because if there's too many bounces the second hit won't land, and it can't be super cancelled.
Midscreen
- 5/2A > 5B > (5C) > 2C > 214C, 2C > 214C, 2C > 214AA (2112)
- This is your standard universal knockdown combo that gives okizeme opportunities. 5C can whiff if you're too far from the opponent, so omit it accordingly. If you're instead extremely close and fighting a large enough character, you can fit in a bonus 6A for 2311 damage. You'll probably be using this one the most midscreen.
- 5/2A > 5B > (5C) > 2C > 214C, 2C > 214C, 2C > 214A, 5B > 5C (jump cancel) j.B > j.C > j.623B > j.623D (2882)
- This is an iteration of the above combo that costs 1 bar and sacrifices okizeme for roughly 600~900 more damage. Only suggest using this for guaranteeing a KO. If you're having trouble landing the second 5B, you can instead go into 214AA > j.623B > j.623D for an incredibly minor damage loss.
Corner
- 5/2A > 5B > (5C) > 2C > 214AB, 2A > 214C, 2C > 214AA > j.623B > j.623D (3201)
- High-damage combo for when your opponent is close to the corner. The 2A link after 214AB is difficult at first and only possible if you land very close to the opponent (which is why this only works in the corner), but it gets easier if you focus on trying to 2A as soon as Senna touches the ground. Costs 1 bar, but you can omit the j.623B and j.623D to still get 2448 damage and a better knockdown.
- 623C/j.623C > j.B > j.C > j.623B > j.623D (2105)
- Followup to landing a raw 623C. Spends one bar and gives no oki, so only use if it'll kill.
- 5/2A > 5B > (5C) > 2C > 214AB, 2A > 214C, 2C > 214AA > j.623B > land > ABC > combo drops, opponent techs > 41236ABC (7587)
- A gimmicky reset for 3 bars that takes advantage of 41236ABC's air unblockable properties to land it outside of a combo, and therefore have it be completely unscaled. This loses to your opponent not teching or delaying their tech significantly, but if you catch someone with it they're pretty much dead. It's a fake option, but an option nonetheless.
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