![](/images/8/8c/Icon_patch_notes.png) |
Under Construction
- This page is a work in progress.
- Please be patient and check back later for additional changes.
|
Daigo
Estimated Health (After Scaling): 11785
Introduction
Daigo is an up close brawler with a unique stock mechanic, where some moves give you a stock while others use it. Using this mechanic in a smart way leads to a very strong up close character, that can stick to the opponent like glue.
Daigo is a student at Makoto Academy. He's an acquaintance of Kongomaru Sanzou and his sister, Kongomaru Aya. Daigo also has a crush on Aya, but she does not reciprocate his feelings.
General Strategy
The goal with Daigo is to open up the opponent and end up with more stocks than you started with. Stocks give you access to Daigo's more powerful moves, and allow for much more damage. Stick to that opponent and keep the pressure up with his myriad of plus on block buttons, and try to build enough stocks to end the match.
Normal Moves
Standing Normals
5A
5A
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
100
|
Mid
|
-
|
-
|
-
|
-
|
-
|
J, N, Sp, Su
|
A solid standard jab. It's air unblockable, but it whiffs on crouching opponents so keep that in mind when using this button.
|
|
5B
5B
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
500
|
Mid
|
-
|
-
|
-
|
-
|
-
|
J, N, Sp, Su
|
This is also air unblockable, and has a great startup as well as good range. It's a pretty good normal for Daigo.
|
|
5C
5C
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
800
|
Mid
|
-
|
-
|
-
|
-
|
-
|
J, N, Sp, Su
|
A strong roundhouse. This is very strong and overall a very good normal, especially in combos because of the damage.
|
|
Crouching Normals
2A
2A
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
150
|
Mid
|
-
|
-
|
-
|
-
|
-
|
N, Sp, Su
|
A fast low jab. This has higher damage than his 5A, making it a pretty good normal to use as a close range poke.
|
|
2B
2B
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
600
|
Mid
|
-
|
-
|
-
|
-
|
+1
|
J, N, Sp, Su
|
A crouching uppercut. This is forward moving, and a decent anti air, but overall not a great normal.
|
|
2C
2C
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
850
|
Low
|
-
|
-
|
-
|
-
|
-
|
N, Sp, Su
|
A low sweep. This is Daigo's only low normal, and it's a pretty good sweep with good range, if a bit slow.
|
|
Air Normals
jA
jA
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
200
|
High
|
-
|
-
|
-
|
-
|
-
|
N, Sp, Su
|
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.
|
|
jB
jB
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
500
|
High
|
-
|
-
|
-
|
-
|
-
|
N, Sp, Su
|
A long reaching air kick. Another good air-to-air since it goes completely horizontal, and does decent damage.
|
|
jC
jC
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
850
|
High
|
-
|
-
|
-
|
-
|
-
|
N, Sp, Su
|
A kick up from the air. This is Daigo's best jump normal, and launches the opponent on hit for a full combo.
|
|
Command Normals
6B
6B
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
400
|
Low
|
-
|
-
|
-
|
-
|
-
|
N, Sp, Su
|
A low stomp. This is a pretty decent low and is relatively fast. Definitely something worth using.
|
|
Universal Mechanics
Throw
Throw 4/5AB
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
1100
|
Unblockable
|
-
|
-
|
-
|
-
|
-
|
NC
|
Daigo grabs the opponent and hits them, causing knockdown. Always a good option to trip up blocking opponents.
|
|
Big Bang Mode
Big Bang Mode ABC
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
N/A
|
N/A
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
|
|
Special Moves
236X
Fire Hurricane! 22A
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
600
|
All
|
-
|
-
|
-
|
-
|
-
|
J, Su
|
Gives 1 Stock on hit. A swinging kick. This is plus on block and will groundbounce an aerial opponent, and is all around a good option.
|
|
214A
Fire Savate! 214A
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
800
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
Gives 1 Stock on hit. A fiery roundhouse kick. It's not great but it can build stocks in a pinch.
|
|
214B
Knuckle 214B
|
Version
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
214B
|
450
|
Mid
|
-
|
12
|
-
|
-
|
+2
|
Sp, Su
|
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.
|
214[B]
|
650
|
Mid
|
-
|
31
|
-
|
-
|
-2
|
NC
|
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.
|
|
214C
Fang 214C
|
Version
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
214C
|
700 (close) 200 (far)
|
Mid
|
-
|
14
|
-
|
-
|
-8
|
Su
|
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.
|
Version
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
214[C]
|
1200 (close) 550 (far)
|
Mid
|
-
|
34
|
-
|
-
|
-4
|
Su
|
This version does significantly more damage and causes a slide effect, allowing for different setups.
|
|
j214X
Shoot j214A/B
|
Version
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
A
|
800
|
All
|
-
|
14
|
-
|
-
|
-1
|
Sp, Su
|
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.
|
Version
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
B
|
700
|
High
|
-
|
25
|
-
|
-
|
0
|
Sp, Su
|
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.
|
|
623A
Dunk 623A
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
800
|
Unblockable
|
-
|
10
|
-
|
-
|
-
|
Su
|
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.
|
|
41236X
Slide 41236A/B/C
|
Version
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
A
|
800
|
Mid
|
-
|
11
|
-
|
-
|
+1
|
Sp, Su
|
Rouga moves forward and does a high kick. This version moves forward the least, but is pretty useful as combo filler.
|
Version
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
B
|
800
|
Mid
|
-
|
20
|
-
|
-
|
-3
|
Su
|
This version moves farther but has less combo potential. It can still combo from C normals however.
|
Version
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
C
|
NA
|
NA
|
-
|
-
|
-
|
-
|
-
|
U
|
This is a feint more than anything, as Rouga doesn't actually attack. Overall not a great button since it can't cancel.
|
|
B-Power Arts
214D
Wild Fang 214D
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
1500 (close) 1600 (far)
|
All
|
-
|
7+3
|
-
|
-
|
0
|
-
|
Rouga does a powered up Fang. This is a fantastic tool but especially good as a 1 meter combo ender.
|
|
j214D
Wild Shoot j214D
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
1400
|
Mid
|
-
|
12+2
|
-
|
-
|
+12
|
NC
|
Rouga does a powered up Shoot. This is a great divekick and can be TKed for what is basically an instant overhead.
|
|
j214D~22D
Wolf Shoot Chase j214D~22D
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
1400
|
High
|
-
|
10+0
|
-
|
-
|
+8
|
NC
|
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.
|
|
Big Bang Break
41236ABC
Wolf Fang 41236ABC
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
3895
|
All
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
|
|
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.
Colors
BBBR Navigation