Ougon Musou Kyoku/Ange Ushiromiya

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Ange Ushiromiya

Background

The only member of the Ushiromiya family who did not appear at the fated 1986 meeting at Rokkenjima. Ange Beatrice, the Witch of Resurrection, heads to the island years later to find out the truth behind the murders.

Introduction

Ange plays very much like a puppet character from other fighting games, using Sakutarou to extend combos, blockstrings and even allow for some very unconventional 50/50 mix-ups. She has tools to keep the opponent at a distance whilst keeping herself relatively safe when Sakutarou isn't out, thanks to the help of her 421s and 214s, and also has access to a command grab, further increasing her mix-up game. Her ability, Stun Boost, makes stunning her opponent an easy task to perform, especially by just hitting them with her Meta Super off of a sweep. Her normals will take a bit to get used to and should be used with very close attention to the spacing between Ange and her opponent, as they could potentially drop combos/blockstrings if one isn't careful.


Strengths Weaknesses
  • Great ability: Stun Boost can turn basic confirms into deadly sequences that both her and her partner can abuse
  • Good Set-play and Pressure: Sakutarou and 421X meaties, left/rights, and a command grab makes blocking Ange an scary position to be in.
  • Decent neutral options if she has time to set-up: Having Sakutarou up and any of the stakes ready can make her approaches into pressure more easily achieved.
  • Bad pokes: They are either pretty slow or stubby, with no much in between.
  • Horrible f.5C: This would just be a minor thing in other games, but the inability for Ange to combo into her f.5C into an Attack Touch makes starting damaging combos with her partner difficult unless her partner can do good job from a 2C starter. It can also be a dead sentence to get it when you wanted c.5C
  • Bad anti-airs and air-to-airs: Combined with her bad pokes on the ground, makes her neutral very hard to play with if you don't have time to set-up.


Health = 1400

Ability

Stun Boost
Significantly increases stun damage dealt for a short period of time.

Ange's ability pretty much guarantees that any combo performed while it is active will stun the opponent, without fail. This leads to some of the easiest guaranteed damage setups in the game, even if said damage values aren't phenomenal due to stun scaling all further damage to 50%. Be mindful of when and how you activate/use this ability - accidentally stunning early because of it can lead to wasted damage potential, or even SP.

It is also worth noting that Stun Boost's duration is tied for the shortest in the game. This can potentially hinder other abilities that last longer when Meta World is active.

Move List

Normal Moves

Standing

c.5A
Ange-c5A-Raw.png
Ange-c5A.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
54 x 5 5 5 HL (J), Special, SP, Meta ±0 ±0 x
  • Ange hits the opponent with one knee.
  • Standard close 5A
Toggle Hitboxes
Toggle Hitboxes
f.5A
Ange-5A-Raw.png
Ange-f5A.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
54 x 7 5 6 HL (J), Special, SP, Meta -1 -1 x
  • Ange does a simple kick. Hits mid.
  • Strong stagger pressure tool, as this is even on block has a variety of gatling options and hits exceptionally far for a f.5A
Toggle Hitboxes
Toggle Hitboxes


c.5B
Ange-c5B-Raw.png
Ange-c5B.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
150 x 8 5 9 HL (J), Special, SP, Meta +2 ±0 x
  • Ange does a short-range straight kick.
  • Can be used as a staple pressure tool at close ranges, due to being even on block with a gatling to 2B for a low stagger, 63214X command grab, or using the +0 to steal another turn.
  • This move will also recover in time fast enough to block a burst.
Toggle Hitboxes
Toggle Hitboxes
f.5B
Ange-5B-Raw.png
Ange-f5B.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
135 x 7 8 9 HL (J), Special, SP, Meta -1 -3 x
  • Ange performs a straight kick.
  • This move has a longer range than 2B so is more reliable in combos and is one of her main grounded tools.
  • Like c.5B, f.5B will also recover in time fast enough to block a burst.
Toggle Hitboxes
Toggle Hitboxes


6B
Ange-5B-Raw.png
Ange-6B.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
180 x 31 10 12 HL (J), Special, SP, Meta +3 ±0 x
  • Ange hops forward and does a straight kick.
  • Slow version of microdash f.5B. Useful in some situations for the sheer range microdash 6B provides as a surprise neutral tool but generally not a very key move.
  • Has no hurtbox on her feet during the hop (starts on frame 5 and ends at frame 18)
Toggle Hitboxes
Toggle Hitboxes


c.5C
Ange-c5C-Raw.png
Ange-c5C.png
Ange-c5C2.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
270 x 8 2 21 HL (J), Special, SP, Meta, Dash -6 -9 x
  • Ange does a simple upward kick.
  • Strong combo filler that can go into Meta or Tag for Ange's highest damage routes. There are some reliability issues hitting most crouching characters outside of point blank range.
  • Has some situational use as a quick start up anti air for opponents directly above Ange, however this is unreliable due to f.5C
Toggle Hitboxes
Toggle Hitboxes
f.5C
Ange-5C-Raw.png
Ange-f5C.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
270 x 19 14 18 HL (J), Special, SP, Meta, Dash -7 -10 x
  • Ange lifts her leg backwards, then swings for a simple upward kick.
  • This move has almost no practical applications as almost a strictly inferior version of c.5C. It's to slow to combo from any B normals, Usually if you get this move it is an accident and you wanted c.5C. Ange would probably be better if this move didn't exist.
Toggle Hitboxes
Toggle Hitboxes


6C
Ange-6C-Raw.png
Ange-6C.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
270 x 21 3 30 HL (J), Special, SP, Meta, Dash KD -5 x
  • She is not slapping them with Maria's diary, this is a pile of money. You can even hear her say "Okane (お金)". Knocks down.
  • This move fulfils a niche of doing extremely high damage to the enemies Break Limit bar. Combined with (EX) Sakatarou, Ange can achieve many strings that almost break guard by themselves such as 6C 236AB 6C.
Toggle Hitboxes
Toggle Hitboxes

Crouching

2A
Ange-2A-Raw.png
Ange-2A.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
48 x 4 6 4 HL Special, SP, Meta ±0 ±0 x
  • Ange does a simple crouching kick.
  • Strong staple stagger pressure tool. Good range for a 2A and actually hits low.
Toggle Hitboxes
Toggle Hitboxes


2B
Ange-2B-Raw.png
Ange-2B.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
165 - 6 3 21 L Special, SP, Meta -8 -10 x
  • Ange crouches and kicks upward.
  • Valuable block string filler to catch opponents low. Be careful, as this whiffs in combos and block strings quicker than f.5B so at range you need to use that in order to get conversions.
  • Has a small niche in that it makes Ange's hitbox low profile giving it some unique applications in neutral. Can be used as a situational anti air sometimes even because of this and it's upward hitbox but isn't super reliable.
  • Does NOT bait burst
Toggle Hitboxes
Toggle Hitboxes


2C
Ange-2C-Raw.png
Ange-2C.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
210 - 9 2 25 L Special, SP, Meta KD -5 x
  • Ange performs a low leg sweep. Knocks down.
  • Farthest reaching ground tool makes this a good call it for grounded neutral and trip guard just watch out for the recovery if you miss.
  • Given f.5C's lack of comboability, the majority of your combos will go through this button into oki, tag or Meta.
Toggle Hitboxes
Toggle Hitboxes

Jumping

j.7/8/9A
Ange-J8A-Raw.png
Ange-JA.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
60 x 4 6 6 H Special, SP ? ? x
  • Ange hits the opponent with her knee in midair.
Toggle Hitboxes
Toggle Hitboxes


j.7/8/9B
Ange-J8B-Raw.png
Ange-JB.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
150 - 6 8 2 H Special, SP ? ? x
  • Ange performs a downward flying kick with one leg.
Toggle Hitboxes
Toggle Hitboxes


j.7/8/9C
Ange-J8C-Raw.png
Ange-JC.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
252 - 12 10 4 H Special, SP ? - x
  • Ange performs a downward flying kick with both legs.
Toggle Hitboxes
Toggle Hitboxes


j.2C
Ange-J2C-Raw.png
Ange-J2C.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
270 - 7 12 7 H Special, SP ? ? x
  • Body press.
  • Can be used as a crossup.
Toggle Hitboxes
Toggle Hitboxes

Throw

Throw
B+C
Ange-BCwhiff.png
Whiff animation
Whiff animation
Ange-BC.png
Ange-BC2.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
300 - 0-1 x 30 (if whiffed) UNB - KD x x
  • Ange grabs the opponent by the collar and slaps them in the face. Knocks down.

Special Moves


Summon Sakutarou 「さくたろう召喚」
236A/B/C
Ange-236ABC 1.png
Ange-236ABC 2.png
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
A x - 24 x ? x - x x x
  • Summons Sakutarou. He will follow Ange around the stage.
  • A version summons Sakutarou slightly behind Ange. The preferred version to use when the opponent is cornered.
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
B x - 24 x ? x - x x x
  • B version summons Sakutarou directly in front of Ange.
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
C x - 24 x ? x - x x x
  • C version summons Sakutarou roughly a character away from Ange.
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
236A/B/C after setting up Sakutarou 153,153 - 8 3(13)3 36 HLA - ? ? x
  • After summoning Sakutarou, he rushes forward swinging his arms. If he connects with the opponent, he'll hit them twice.
  • All versions are identical and have a 5 character length range.
  • It can also be activated in the air, but doing so makes Sakutarou only hit once.


Summon the Seven Sisters 「七姉妹召喚」
421A/B/C
Ange-421A.png
Ange-421B.png
Ange-421C.png
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
A 240 - 22 4 25 L - Launches ? x
  • A version - Almost immediately after entering command, Leviathan is summoned from underneath the opponent to attack them. Hits low. Launches the opponent into the air.
  • Can activate Meta after confirming if it hitted or not and do a MetaSuper combo from it.
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
B 240 - 14 2 30 HL - ? ? x
  • B version - After a small delay, Belphegor is summoned in front of the opponent to attack them.
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
C 360 - 15 10 30 HL - ? -8 x
  • C version - After a longer delay, Satan is summoned in front of the opponent to attack them.


Summon Mammon 「マモン召喚」
214A/B/C
Ange-214A.png
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
A 216 - 43 8 ? HL - ? ? x
  • Summons Mammon, who launches at the opponent in her stake form.
  • A version - Mammon launches herself straight ahead horizontally.
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
B 216 - 43 8 ? HL - ? ? x
  • B version - Mammon launches herself into the air at a 45 degree angle.
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
C 216 - 43 8 ? HL - ? ? x
  • C version - Mammon appears in the air and launches herself at the ground at a 45 degree angle.


German Suplex 「ジャーマンスープレックス」
63214A/B/C
Ange-63214X.png
Whiff animation
Whiff animation
Ange-63214X2.png
GERMAN
GERMAN
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
350 - 1 1 26 UNB - KD x x
  • Command grab. Ange gets behind the opponent and then throws them into the ground behind her.
  • All versions are identical in frame data and damage

SP Supers


Fall down, Sakutarou! 「ずっこけ、さくたろう!」
Ange-236A+B.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
540 x 25 14 69 HL - KD ? x
  • After summoning Sakutarou, he rushes forward swinging his arms. When he gets near the opponent, he'll trip and fall down, hitting them 3 times. Knocks down.
  • Has a range of 8 character lengths.
  • Does 50% guard damage.


Summon Beelzebub and Asmodeus 「ベルゼブブ・アスモデウス召喚」
Ange-421AB.png
Beelzebub should face the other way, but frame display doesn't show it for whatever reason
Beelzebub should face the other way, but frame display doesn't show it for whatever reason
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
600 x ? ? ? HL - KD ? x
  • Summons Beelzebub and Asmodeus, each appearing on one side of the opponent. They then slash the opponent.


Summon the Seven Stakes 「七杭召喚」
214AB
Ange-214AB.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
525 x ? ? ? HL - KD ? x
  • Summons all seven sisters in stake form who launch horizontally across the stage. Knocks back.


Double German Suplex 「ダブルジャーマンスープレックス」
63214AB
Ange-63214X.png
Whiff animation
Whiff animation
Ange-63214X2.png
DOUBLE
DOUBLE
Ange-63214X3.png
GERMAN
GERMAN
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
699 x 1 1 26 UNB - KD x x
  • Command grab. Ange does a double German Suplex on the enemy.
  • Invulnerable on startup.
  • The opponent cannot hold jump after the super flash to avoid it, it is a true one frame grab.

Level 2 Super

Angelic Rumble 「エンジェリック・ランブル」
236236C
Ange-236236C.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
645 - 7 6 ? HL - KD ? 1
  • Ange rushes at the opponent. If she hits, she goes into a combo that knocks the enemy back.

Meta Super

See You Again 「シーユーアゲイン」
641236C during MetaWorld
Ange-META.png
Ange-MetaSuper.png
Ange-META2.png
Ange-MetaSuper2.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
750 x 1*Note until landing 85 H - KD ? until landing
  • Ange jumps high into the air and then free-falls on top of the opponent, causing an explosion on impact. Hits high.
  • Extremely fast allowing punishes on random jumps or even fullscreen punishes.
  • Fully invincible during the fall.
  • Most combos during MetaSuper, thanks to Ange ability, will stun the opponent. You can set- up a Sakutarou combo after and ending with 421X Oki.
  • Extremely punishable on block.
    • Note:It is active the moment Ange is falling down, but it will be very rare to find you hitting your opponent that high up.
Toggle Hitboxes
Toggle Hitboxes

Frame Data

  KD = Knockdown
                              |          Frames             |  Frame Advantage |
              Attack  | Damage|Startup*| Active  | Recovery |On Hit | On Block | Notes
               Throw  ------------------------------------------------------------------
                 B+C  |  300  |  0-1   |    ?    |    ?     |  TKD  |          |30 Duration on Whiff
             Normals  ------------------------------------------------------------------
                c.5A  |   54  |    5   |    5    |    5     |  +0   |   +0     |
                f.5A  |   54  |    7   |    5    |    6     |  -1   |   -1     |
                  2A  |   48  |    4   |    6    |    4     |  +0   |   +0     |
                c.5B  |  150  |    8   |    5    |    9     |  +2   |   +0     |
                f.5B  |  135  |    7   |    8    |    9     |  -1   |   -3     |
                  2B  |  165  |    6   |    3    |   21     |  -8   |  -10     |
                c.5C  |  270  |    8   |    2    |   29     |  -6   |   -9     |See Note B
                f.5C  |  270  |   19   |   14    |   18     |  -7   |  -10     |
                  2C  |  210  |    9   |    2    |   25     |  UKD  |   -5     |
                j.5A  |   60  |    4   |    6    |    6     |       |          |
                j.5B  |  150  |    6   |    8    |    2     |       |          |
                j.5C  |  252  |   12   |   10    |    4     |       |          |
     Command Normals  ------------------------------------------------------------------
                  6B  |  180  |   31   |   10    |   12     |  +3   |   +0     |
                  6C  |  270  |   21   |    3    |   30     |  UKD  |  -11     |
                j.2C  |  270  |    7   |   12    |    7     |       |          |

  Note B: On frames 7-8 there's a 60 damage attackbox, but doesn't seem to exist ingame? These odd frames have existed since v1.0

General Strategy

Feel free to edit this part of the wiki with your tips/strats on how to best use Ange.

Coming Soon

Team Building

Feel free to edit this part of the wiki with your tips/strats what partners are best for Ange to use. Remember I'm watching you.

The information displayed here is from the 2022 Team Tier List from the Ougon Discord Thus, it is open to change, but it should work as a building block for people looking for team pairing ideas. If you are a player of any of the teams and want to change anything feel free to do so.

Reasons to choose Ange for your team

  • Ange with a set-up ready has the potential of winning the game from a few openings. Her mix with Sakutarou up is really good, and her ability is probably the best one in the game in a vacuum, but it is attached to a character that tends to struggle finding opportunities to use it, due to her unreliable buttons and sluggish movement.
  • Thus, you'll want to select a partner that can both exploit the stun bonus plus a good way to find hits for Ange. Being able to get good combos from a 2C Attack Touch is also appreciated, since Ange's f.5C is not a traditional one.
BTA.png Ange/Battler
  • Solid neutral but overshadowed in almost every way by Ange/Rono.
  • Ange isn’t great at the long game and while she appreciates added bulk from Resurrection, Rono gives this anyway in addition to much higher damage and synergy.
  • This team can be better against Bern teams, though.
ANGBBAT.png Ange/Black Battler
  • Fragile, poor damage, too neutral-heavy. StunBoost makes up for BB’s lower stun, but it’s not like you can follow this with anything.
BETANGE.png Ange/Beatrice
  • StunBoost with towers can actually be detrimental, because the opponent can escape by jumping and getting stunned and then this team can hardly damage them further. It can also make Beatrice’s corner combos a bit less damaging which is pointless.
  • These two have no synergy, Ange appreciates SP fine but her counter-based MetaWorld is outperformed by George’s and Rono’s.
ANGBERN.png Ange/Bernkastel
  • Probably the closest team in the game to one of the characters being outright detrimental to the other. StunBoost limits Bern’s combos and prevents MetaBoost from looping.
  • Expect to see a surprising amount of corner play though.
ANGCHIE.png Ange/Chiester 410
  • 410/Ange is all about crazy long combos and guard break set-ups. Any hit can lead into a meta loop, transitioning to a guard break sequence, and ending in Sakutarou Oki. As long as Chester has 2 bars available, this will be possible, as shown here
  • The biggest problem will be actually landing it. Once you have spent bar doing it, you are left with less meter than the opponent, and your meterless conversions are pretty sub-par, especially with Chiester, so a lot of your meta declares will be denied as they are very effective for your opponent to do so. Thus, you'll need to use Ange a lot as a battery which can prove difficult in many scenarios.
  • Chiester can't be used as much in neutral due to always needing meter for the meta combo which is undeniably the main reason you are using this team composition.
  • Meter management will be essential, and good use of Ange's neutral tools will be needed to make this strategy work.
ANGDLA.png Ange/Dlanor
  • Unprorated damage is welcome for Ange, but there’s no reason to pick Dlanor over Rono and these two find it hard to approach certain characters.
ANGERIK.png Ange/Erika
  • StunBoost shortens Erika’s combos, Ange hasn’t got too much use for Force Counter, bad damage and no real gameplan.
EVAANG.png Ange/EVA-Beatrice
  • One of Ange’s better teams but there’s little reason to pick Eva over Rono as the gameplan is about the same but Rono does it better.
  • StunBoost can help Eva get her setups and Berserk fixes Ange’s damage.
ANGGEOR.png Ange/George
  • You can just jump on them and they also can’t do any damage, their mixup can be interesting though.
  • Ange/Rono outclasses this in every way that matters.
ANGJESS.png Ange/Jessica
  • Jessica does not need StunBoost to stun as most of her standard combos will do this anyway.
  • Ange gains nothing from ShaveBoost and her neutral, while decent, doesn’t really complement Jessica’s due to poor corner carry and unreliable Attack Touch conversions that aren’t 2C (Jess can capitalise much more on a grounded Attack Touch due to her link and poor aerial combos uncharged).
  • Other partners suit each better, especially Jess.
ANGKAN.png Ange/Kanon
  • Terrible damage, Silent Attack is wasted by stun proration, pretty much no synergy. Both rely on their partner for damage.
ANGLAM.png Ange/Lambdadelta
  • StunBoost can help Lambda begin her setups, can loop stun. Could be rated higher but its fragility and bad response to pressure is an issue.
  • Relies too much on guardbreak and momentum. Just use Jess or Beato for Lambda
ANGLUCI.png Ange/Lucifer
  • Fun neutral, but these two have some of the worst damage in the game. Stun causes proration and this makes Luci sad.
  • They will win a surprising number of exchanges between them, but more than anyone have almost nothing to do once they do. Luci/Beato or Ange/Rono is much better as Ange can handle neutral just fine especially with meter.
ANGRON.png Ange/Ronove
  • One of the few teams that brings out Ange’s strengths, but it does that shockingly well. The combination of StunBoost and CounterBoost means you can stun the opponent in one Rono counter or a very short combo from either of them. Ronove’s MetaSuper also ignores any proration from stun and your opponent is going to get staggered fast when one mistake means a healthbar gone.
  • This team is all about oppression, it wants to get its lead early, so you have to actually know how to play Ange. That said, the high health combined with meter efficiency gives this team some comeback game too. You can pretty much chip away at the opponent forever while maintaining a meter advantage and it’s hard for most characters to do much about it.
  • Part of what makes this team good is that it’s strong against most other top-tier teams. Jessica struggles to do much about careful Ange or Rono pressure, Beatrice will probably regret giving this team meter more than any other, and Will finds it hard to land that crucial confirm on either of these characters.
  • Keep in mind however that you’re probably going to be starting with Ange on equal footing with the opponent, so you want to play smart to avoid getting bullied in the opening game.
ROSANG.png Ange/Rosa
  • StunBoost and Detachment clash severely for obvious reasons, StunBoost also ruins Rosa’s corner loop which is this team’s only way to do good damage.
  • Bad reaction to pressure.
ANGSHAN.png Ange/Shannon
  • StunBoost ruins Shannon’s corner loop which is her only way to do damage, leaving this team with no options left for that.
  • They’re annoying to hit though.
ANGVIR.png Ange/Virgilia
  • Could be better if a player really optimizes this team's corner game but the fact that you can just jump into either of them and they have no answer kind of sucks.
  • Lia prefers Luci and Ange prefers Rono. Both are setup-focused which works out.
ANGWILL.png Ange/Willard
  • Will does not appreciate StunBoost in his corner combos; although it won’t really affect his MetaSuper loop, it will reduce his ability to juggle with normals for damage.
  • Ange has no obvious practical use for SPCancel, and will end up doing more damage with Rono as her partner.
  • Will would prefer characters with better neutral, damage or abilities.

Combos

Feel free to edit this part of the wiki with other combos to use, ranging from BnBs to optimized.

Normal Combos

Without Sakutarou

Combo Damage Cost Meter Gain Location

Basic BnB Sakutarou setup.

Needs to be point blank.

With Sakutarou

Combo Damage Cost Meter Gain Location

A combo you can use post-stun in the corner, which sets up another Sakutarou and drags out the meta recovery.

Another possible combo you can do post-stun, which can also work midscreen sometimes. Sakutaro must be nearby for this combo to work. Recommended to use on taller characters.

Metered Combos

Without Sakutarou

Combo Damage Cost Meter Gain Location

Basic stun combo using Ange's ability.

With Sakutarou

Combo Damage Cost Meter Gain Location

A challenging Meta combo. Sakutaro must be nearby for this combo to work. Recommended to use on taller characters.

Video Examples

Resources

黄金夢想曲†CROSS 縁寿新コンボ+多キャラコンボムービーのカケラ - Ange's SP Cancel potential


Pictures

Early artwork of Ange Ushiromiya.


General
FAQ
Menus
HUD
Links
Mods
Mechanics
Touch
Rosa
Ange
Battler
Beatrice
Lucifer
Virgilia
Characters
Willard
Kanon
Shannon
B. Battler
EVA Beatrice
Chiester 410
Ronove
Lambdadelta
Jessica
George
Erika
Dlanor
Bernkastel