Rouga

= Background =

= Special Abilities =

B-dash (D) Rouga dashes towards his opponent at a high speed.
 * Costs one section of Rouga's unique stock gauge (maximum stock is 3)
 * Can be canceled from any normal
 * Can be canceled from any special in recover frames if move connects (except 236A/B/C & 623A)
 * Can be canceled from Wild Fang super
 * Can be canceled with jump or into any normal or special after initial frames

= Move List =

Normals
 5A

Hits mid.

Fast startup. Short range.

Whiffs on crouching opponent.

 2A

Hits mid. Fast startup. Short range.

 j.A

Hits overhead. Fast starup. Can only combo afterwards if used to jump in if done as late as possible, unreliable. Good air to air.

 5B

<p style="margin-bottom: 0in;">Hits mid. <p style="margin-bottom: 0in;">Quick startup. <p style="margin-bottom: 0in;">Great range. <p style="margin-bottom: 0in;">Can cancel most specials into on a grounded opponent and combo.

<h3 style="margin-bottom: 0in;"> 2B

<p style="margin-bottom: 0in;">Hits low. <p style="margin-bottom: 0in;">Great range. <p style="margin-bottom: 0in;">Can cancel most specials into on a grounded opponent and combo.

<h3 style="margin-bottom: 0in;"> j.B

<p style="margin-bottom: 0in;">Hits overhead. <p style="margin-bottom: 0in;">Great range. <p style="margin-bottom: 0in;">Good hitstun.

<h3 style="margin-bottom: 0in;"> 5C

<p style="margin-bottom: 0in;">Hits mid. <p style="margin-bottom: 0in;">Slow startup. <p style="margin-bottom: 0in;">Hurts a lot. <p style="margin-bottom: 0in;">Great range. <p style="margin-bottom: 0in;">Great hitstun.

<h3 style="margin-bottom: 0in;"> 2C

<p style="margin-bottom: 0in;">Hits low. <p style="margin-bottom: 0in;">Quick startup. <p style="margin-bottom: 0in;">Good for starting juggles. <p style="margin-bottom: 0in;">Great range.

<h3 style="margin-bottom: 0in;"> j.C

<p style="margin-bottom: 0in;">Hits overhead. <p style="margin-bottom: 0in;">Decent range. <p style="margin-bottom: 0in;">Hours of hitstun, you can almost land whatever you want from a deep jump in.

<h2 style="margin-bottom: 0in;">Command Normals <p style="margin-bottom: 0in;">6A

An upward kick. Launcher. Able to Jump Cancel. Can be chained from any ground normal and combos into any ground Special or Super. <p style="margin-bottom: 0in;">6B

A spinning jump kick. Overhead. Aerial state. Can be chained from A and B normals but can only combo from a juggled 6A, also combos into j214+A or D

Specials
<p style="margin-bottom: 0in;"> 214A: Blow - Glowing fist uppercut


 * Chargeable


 * Full charge knocks opponent into air


 * Can be canceled from any ground normal


 * Can combo from B/C normals


 * Can combo into 214B


 * Can combo into 214C


 * Can combo into Wild Fang super

214B: Knuckle - Glowing fist hook
 * Chargeable
 * Full charge causes ground bounce
 * Can be canceled from any ground normal
 * Can combo from B/C normals
 * Can combo into 214C
 * Can combo into Wild Fang super

214C: Fang - Glowing fist straight


 * Travels half the screen


 * Chargeable


 * Full charge does more damage and causes slide


 * Blows opponent back at close range


 * Can be canceled from any ground normal


 * Can combo from B/C normals


 * Can combo into Wild Fang super

j214A/B: Shoot - Glowing kick/drop that travels from air to ground at a diagonal


 * j214A comes out immediately


 * j214B is slightly delayed but does the same damage


 * If opponent in air, j214A causes hard knockdown, j214B knocks away


 * If opponent on ground, j214A knocks away (can be followed up in corner), j214B ground bounces


 * Overhead


 * Can be TK'ed


 * Can be canceled from air normals and 6B

236A/B/C: Napalm - Rouga punches the ground and a burst of energy shoots up from the ground


 * 236A comes out immediately


 * 236B is slightly delayed but does the same damage


 * 236C travels along the ground but comes out instantly up close and does the same damage


 * Can be canceled from any normal


 * 236A can combo from any ground normal


 * 236C can combo from B/C normals


 * Can combo into Wild Fang super

623A: Dunk - Rouga quickly jumps, snatches opponent out of the air, and slams them to the ground


 * Ground to air command throw


 * Can be canceled from any normal


 * Can combo from 6A and 2C

41236A/B/C: Slide - Rouga slides along the ground and ends with an upward kick


 * Can be jump canceled


 * 41236A travels a short distance and kicks


 * 41236B travels twice the distance and kicks


 * 41236C travels the same as B version but does not kick


 * Can be canceled from any ground normal


 * 41236A can combo from B/C normals


 * 41236B can combo from C normals


 * Can combo into specials and Wild Fang super

Supers
214D: Wild Fang
 * Rouga fires a more powerful version of 214C.


 * Blows opponent away.


 * Travels three-fourths the screen but only hits once.

j214D: Wild Shoot (During Big Bang) 41236ABC:
 * Can be canceled from any ground normal and special (except 623A).
 * Rouga uses a more powerful version of j214A.
 * Can be TK'ed.
 * Can be canceled from any air normal and special.
 * If opponent in air, causes hard knockdown.
 * If opponent on ground, causes ground bounce.
 * Rouga does a tackle that travels three-fourths of the screen. If it hits, he does a fully charged 214C.
 * Enemy stays in place, but Rouga flies to the other side of the screen.
 * Can be canceled from all ground normals except 6B, but can juggle after 6B.
 * Can cancel all ground specials except 623A.

= Tactics =

Combos
Combo damage varies from character to character, so no damage will be listed for now.

UNIVERSAL

5A > 2A > 5B > 2B > 5C > 2C

5A > 5B > 5C > 214A > 214B > 214C

2B > 5C > 2C >