Rogue Blood type: Type A
Pronoun: She/Her
Race: Elf
Background
Rogue is an elf from Del Toro Village with unmatched archery skill. She also has a strong bond with animals and can sense their feelings. Upon reaching adulthood, it is a tradition for elves from Del Toro to be sent out into the world to live their lives elsewhere until they become older and wiser. Del Toro’s mayor arranged for Rogue to go to Tsukinami Ranch, where he once stayed when he was Rogue’s age. The hard work is miserable, but she gets through the day with the company of the farm animals and her lifelong bird companion, P-Chan. She’s slowly warming up to Tsukinami Ranch’s owner and is starting to learn the value of perseverance and hard work from her.
Likes:
- Animals
- P-chan
- Tsukinami
- The Forest
Dislikes:
Win Quotes:
- "We will meet again someday."
- "Eh... can we stop now? I'm tired."
- "With P-Chan by my side, I can't lose!"
Overview
Playstyle
Rogue is Kyanta 2's most pure zoner, similar to Peacock, she commands her companions and projectiles to control the screen.
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Pros |
Cons |
- Pure Keep-away: Projectiles, P-Chan, Squirrel, and her strong normals can really mix-up the opponent trying to get in. Even with parries.
- j.EX: j.EX is safe on parry/hit/block/red parry/fuzzy/EX/everything, when Rogue is doing j.EX it's her turn and it usually leads into strong offense.
- Squirrel: Squirrel comes out in about a frame or so and will not disappear until it hits the opponent, gets parried, or it leaves the screen. This essentially gives Rogue a "get of out of jail free" card she can do whenever there's a gap in pressure, forcing opponents to change their routing or drop pressure.
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- Low TOD potential: You can get quick burst damage from EX moves, but she struggles to kill opponents without very rare setups or spending lots of meter.
- Meter Woes: Needs meter to either reversal or knockdown, her offense is expensive and her defense is terrible without meter.
- No Meter Taunt: Despite using so much meter and being a pure zoner, she has no meter taunt, just a gimmicky health taunt.
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Tech
Option Selects / Neutral
You can cancel air normals into P-chan, not very useful but can be a good gimmick or against characters with raging demons.
KC > j.B usually results in a Flash Bonus hit on most anti-airs, most applicable after AA 5B.
Movelist
5A
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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5
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High
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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1 frame. Extends her hurtbox a lot.
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2A
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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5
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Low
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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Fast low jab, use this to prime people for an IOH j.B/j.EX/j.A (j.A on tall characters).
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J.A
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Effect
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15
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Overhead
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N/A
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Until Ground
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Until Ground
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0
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N/A
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Very strong cross-up hitbox.
Great in air-to-air situations.
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5B
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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25
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Overhead
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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Big AA call-out and overhead, goes into many combos.
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2B P-CHAN P-CHAN
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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10
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High
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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Pi-chan attack. Directs Pi-chan to swipe at the opponent, and he'll slowly float back to Rogue afterwards.
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J.B
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Effect
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30
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Overhead
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N/A
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Until Ground
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Until Ground
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0
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N/A
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Flip kick. Stops momentum, leaving you floating in the air, then lunges forward.
A little slow, but strong and evasive overhead.
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J.Y
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Effect
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N/A
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N/A
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N/A
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Until Cancel
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N/A
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0
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N/A
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Latch on to Pi-chan to fly for a while!
To drop, you press a button. You can use left or right movement to influence your jumping moves off of Pi-chan.
You can also cancel into this from air normals as long as Pi-chan is close enough and you're airborne.
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5X
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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10
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High
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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Arrow, travels in an arc in front of Rogue.
Only has a hitbox on the arrow tip.
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2Y
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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10
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High
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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Upward arrow. Useful anti-air.
Great against characters like Cocorn, instantly shuts down aerial approaches.
Only has a hitbox on the arrow tip.
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2X SQUIRREL SQUIRREL
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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10
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High
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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Squirrel, travels along the ground.
Comes out incredibly fast (1-2f), but has long recovery (only for Rogue), so you can basically throw this out at any time to act as a combo breaker.
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J.X
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Effect
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30
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Overhead
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N/A
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N/A
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N/A
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N/A
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N/A
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Rope swing.
If you tap the button, Rogue will let go at about the halfway point, but if you hold on, she'll complete the arc.
j.[X] takes too long to be useful, stick to j.X instead.
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5EX Deceptively good reversal Deceptively good reversal
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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25*2(48)
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Overhead
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N/A
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N/A
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N/A
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N/A
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Knockdown
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N/A
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N/A
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KD, KB, C
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EX version of 5B.
Multi-hitting, great later on in combos when scaling/gravity is high as it consistently launches for a j.EX follow-up.
Good reversal, but prone to whiffing, extremely hard to punish however.
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2EX
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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10*4(28)
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High
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N/A
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N/A
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N/A
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N/A
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Knockdown
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N/A
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N/A
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KD
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Invincible till Squirrel appears.
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J.EX The everything button The everything button
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Effect
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20*4(68)
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Overhead
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N/A
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N/A
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Until Ground
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N/A
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KD
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EX version of j.X, blazingly fast.
Can be held to return Rogue to her starting position, although this will just get you killed or drop combos.
If used against the wall (same with j.X) the rope will disappear and she'll freely fall with several hits, useful in some corner combos.
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Ultra 1 (5Y)
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N/A
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90
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High
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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?
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KD
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A powerful arrow shot that deals a lot of Boko damage on hit or block.
Seems to not work on block consistently, often times you'll only get a single hit of Boko, bugged likely so only use it if it'll hit.
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Ultra 2 (Y)
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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10x7*(37)
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High
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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-N/A
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-
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An install super that makes Rogue's arrows (5X and 2Y) have seven hits (each 10 damage, total of 37).
This comes with all advantages and disadvantages of having 7 hits. Hard to recommend, if you get knocked down, you have no EX reversals till' the timer is up.
Better to use U1 in almost every situation.
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Grab (AB)
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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40
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Grab
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N/A
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N/A
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N/A
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N/A
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Knockdown
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Knockdown
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N/A
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KD, KB
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Good grab.
Can get a combo with a well-timed 2X squirrel or via KC.
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Taunt (Select)
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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30 HP
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A unique taunt that recovers 30 life.
Very easy to get thanks to her oppressive zoning, although it usually doesn't help her as doing it will give the opponent time to approach.
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Combos
Notation Help
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Disclaimer:
Combos are written by various writers, so notation may differ slightly from this notation.
For more information, see Controls.
Character-specific notation, will be on the character's page.
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FB
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Refers to the act of gaining a "Flash Bonus", which grants you extra meter, on the hit of a move.
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KC
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Refers to pressing B+Y on the same frame, or the macro-button for B+Y. This is known as a Kyanta-Cancel, this game's Roman-Cancel.
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DC
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Refers to cancelling a move by activating Demon type's buff, similar to KC.
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XEX
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Refers to pressing X+Y on the same frame, or the macro-button for X+Y.
This is known as an EX move, for example: j.EX>5EX>2EX.
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{X/Y/Z}
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Move X or Y or Z can be used.
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#X
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Indicates that any of A, B and C may be used with #. Example: 3A (Down-right, Light.)
If you have trouble with this notation, you may want to google for "Numpad Notation" elsewhere.
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(X)xN or (X)xN-N
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Loop the inputs in the square brackets or parenthesis as many times as N, sometimes doesn't include brackets or parenthesis but still means the same thing.
Also occasionally includes a dash to indicate that a varying amount of hits can be performed.
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j.X
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Button X is input while you are in the air jump.
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X(whiff)
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Indicates that X is intended to whiff.
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(Delay) or (Wait)
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Indicates a short delay on the hit.
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(X)
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X move is omittable from the combo, this will be mentioned in the hover text.
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tk.X
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Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.
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AA
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Indicates the move hits an opponent in the air, referred to as an Anti-air. Hence AA.
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[X]
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Indicates if a move should be held down.
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]X[
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Indicates if a held move should be released, for example: 5[B] > 5]B[.
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Midscreen
J.A/J.B/5B , A , j.EX , Ultra
J.A/J.B/5B , A , 5EX
2X , 5X , 2B, 2B (at proper P-chan spacing)
Corner
A , j.EX , Ultra 1 , 5A , Ultra 1 (Stun combo)
A , j.EX , 5A*N
Grab(1Hit), KC, 5Bx2 U1
Other Resources
Guides/Showcases
2nd Impact video
https://www.youtube.com/watch?v=I-KoYbRNx60
- Good video for her more weird confirms.
Notable Players
Durdge
SpaceySoundy
Melody
General
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Advanced
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Characters
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