Ougon Musou Kyoku/Ange Ushiromiya
Battler's sister who did not come to Rokkenjima and the final witch, Ange Beatrice, the witch of ressurection. years later she heads to the island to find the truth and free her family from the golden witch's grasp.
+ Projectiles stay out even after being hit (after startup finishes).
+ Meta super can combo without effort and can punish from full screen.
+ Stun boost is a potent ability.
+ 421 series go fullscreen and can be used for setups.
+ Great jumping normals.
- Relies on Sakutaro being up to extend combos.
- Startup on projectiles are slow.
- Every projectile is telegraphed by her voice clips.
- Stake projectiles do not go full screen without meter
- Poor reversal options
- SP moves are less useful than most character's.
+ Stun Boost duration is now longer. ? 5B and 6B have both been adjusted. ? Go, Sakutaro! And Summon Sakutarou have both been adjusted.
The patchnotes of 2.11 have revealed that they done goofed with the patch notes of 2.10, and it is in fact c.5a, c.5b, and c.5c that have been adjusted, rather than the far versions of each normal.
+ According to the patch notes, far 5A, 5B, and 5C have been adjusted, though how is unknown. However, it is now easier to combo into close.5C.
Drastically increases the amount of stun damage you do for a set period of time. You can easily stun your opponent while this is in effect to give you more opportunities for big combos.
Ange does a simple kick. normal 5a. hits mid.
Ange hits the opponent with one knee. another normal 5a. hits mid.
Ange does a simple crouching kick. normal 2a. hits low.
Ange performs a straight kick. decent range however deals lower than average damage.. hits mid.
Ange does a short-range straight kick. bland c.5b. nothing special. hits mid.
Ange hops forward and does a straight kick. has HUGE startup. a forward moving F.5b that deals more damage. hits mid.
Ange crouches and kicks upward. similar to eva's 2b but doesn't move ange forward. hits low.
Ange does a simple upward kick. extremely slow. avoid using in combos. hits mid.
The same as f.5C, but with a very fast startup. good for combos. hits mid.
Ange strikes the opponent with Maria's diary. Knocks down. terrible move. hits mid unfortunately.
Ange performs a low leg sweep. Knocks down. decent poke. Hits low.
Ange hits the opponent with her knee in midair. normal j.a. hits high.
Ange performs a downward flying kick with one leg. nice range and speed. hits high
Ange performs a downward flying kick with both legs. good range. hits high.
[ High | Damage - 270 | Startup - 7 | Active - 16 ]
Body press. has good hitstun. very quick. deals higher than average damage. rather similar to shannon's j2c. hits high.
Ange grabs the opponent by the collar and slaps them in the face. Knocks down.
KD = knock down.
| Frames | Frame Advantage | Attack | Damage|Startup*| Active | Recovery |On Hit | On Block | Notes Throw ------------------------------------------------------------------ B+C | ? | 0-1 | ? | ? | KD | |30 Duration on Whiff Normals ------------------------------------------------------------------ c.5A | 54 | 6 | 5 | 5 | ? | ? | f.5A | 54 | 8 | 5 | 6 | ? | ? | 2A | 48 | 5 | 6 | 4 | ? | ? | c.5B | 150 | 9 | 5 | 9 | ? | ? | f.5B | 135 | 8 | 8 | 9 | ? | ? | 2B | 165 | 7 | 3 | 21 | ? | ? | c.5C | 270 | 9 | 2 | 29 | ? | ? |See Note A f.5C | 270 | 20 | 14 | 18 | ? | ? | 2C | 210 | 10 | 2 | 25 | ? | ? | j.5A | 60 | 5 | 6 | 6 | ? | ? | j.5B | 150 | 7 | 8 | 2 | ? | ? | j.5C | 252 | 13 | 10 | 4 | ? | ? | Command Normals ------------------------------------------------------------------ 6B | 180 | 32 | 10 | 12 | ? | ? | 6C | 270 | 22 | 3 | 30 | ? | ? | j.2C | 270 | 8 | 12 | 7 | ? | ? |
| Summon Sakutarou 「さくたろう召喚」 ― 236ABC
Summons Sakutarou at Ange's current position. He will follow Ange around the stage.
| Go, Sakutarou! 「行って、さくたろう!」 ― 236ABC (Air also)
After summoning Sakutarou. Sakutarou rushes forward swinging his arms. If he connects with the opponent, he'll hit twice. All versions have a 5 character length range. it can also be activated in the air but it will only hit once instead of twice.
| Summon the Seven Sisters 「七姉妹召喚」 ― 421ABC
All versions have fullscreen range.
| Summon Mammon 「マモン召喚」 ― 214ABC
Summons Mammon who launches at the opponent in her stake form.
All versions have a 5 character length range.
| German Suplex 「ジャーマンスープレックス」 ― 63214ABC
Grab. Ange gets behind the opponent and then throws them into the ground behind her.
| Fall down, Sakutarou! 「ずっこけ、さくたろう!」 ― 236A+B
After summoning Sakutarou. Sakutarou rushes forward swinging his arms. When near the opponent, he'll trip and fall down hitting 3 time for 540 damage. Has a range of 8 character lengths.
| Summon Beelzebub and Asmodeus 「ベルゼブブ・アスモデウス召喚」 ― 421A+B
Summons Beelzebub and Asmodeus, each appearing on one side of the opponent. They then slash the opponent. Does 4 hits for 540 damage if not blocked. Has a fullscreen range.
| Summon the Seven Stakes 「七杭召喚」 ― 214A+B
Summons all seven sisters in stake form who launch horizontally across the stage. If all seven hit, it deals 525 damage. Has a fullscreen range.
| Double German Suplex 「ダブルジャーマンスープレックス」 ― 63214A+B
Grab. Essentially the same as the regular version, but she does it twice. Does 699 damage.
Level 2 Super
| Angelic Rumble 「エンジェリック・ランブル」 ― 236236C
Ange rushes at the opponent. If she hits, she goes into a combo dealing 645 damage.
| See You Again 「シーユーアゲイン」 ― 641236C
Ange jumps high into the air and freefalls at the opponent, causing an explosion on impact. Hits high. Very high stun (Partially due to her ability.) Very quick and can be used to punish most moves from full screen or closer. Fully invincible during the fall.
Ange is possibly the strangest character in the game. Her only super that deals instantaneous damage is her grab and the remainder of her skills are used to pressure the opponent into a favorable position, this is largely because of her extremely awkward attacks. This is most obvious looking at her 5C attacks, as c.5C is an extremely quick vertical kick that combos from almost anything and allows followup but on the other hand f.5C is the exact same attack but with a huge startup, so spacing ange is extremely important. Thus, Ange functions best on cornered opponents, where spacing is much more simple.
When using Ange, the most important thing to remember is that without Sakutarou, Ange's damage will simply not be what it could be. You should always attempt to summon Sakutarou whenever there is a window in which you can, the best situations to summon Sakutarou are when you land a stray 2C poke knockdown, after a successful grab or after a stun (which should be rather often, considering her ability). Sakutarou is your primary means of extending combos, cornering enemies and executing her dangerous mixup game. Sakutarou is Air Usable. This is an important fact to remember when pressuring the opponent with jumpins. The downside is that Sakutarou will only strike the opponent once when activated in the air. This extra hit from Sakutarou can be used as a means of locking the opponent in blockstun whilst you jump over the foe for a mixup or used as the mixup itself considering his lightning fast startup or even used simply as 'insurance', whereby activating him before you begin a jumpin will prevent the opponent from punishing you too much if they land a hit, as Sakutarou will knock them out of the combo. On the ground, Sakutarou can be used as a powerful combo extender and as a means of cornering the opponent. He strikes twice when used from the ground, and has impressive pushback against blocking enemies and allows you a small window in which to summon Mammon or other stakes to assist in cornering the opponent. Whilst Sakutarou has the opponent in blockstun, you ought to begin attempting a rushdown, either summoning Belphegor or Satan to provide cover as you jumpin or summoning Mammon to push the opponent further into the corner. In these situations, always jumpin instead of approaching from the ground as Guard Touch is your worst enemy, and when an opponent guard touches a grounded Ange, they can followup with a combo, but they cannot if they Guard Touch when Ange is in the air. An alternate option is to summon Satan and attempt to German Suplex the opponent whilst they are not in blockstun and are awaiting Satan's impact. This requires strict timing, though, as German Suplex whiffs on opponents in blockstun.
Mammon deserves a special mention here. She is generally overlooked in favor of Belphegor and Satan in terms of blockstrings and combos, but Mammon has the unique property of being summoned immediately after the ability finishes and attacks after a delay. This means that unlike Belphegor and Satan, Mammon can be used to immediately put to an end any enemy attempts to attack you. The A Version, which flies upwards, is probably the least useful, can be can considered decent jumpin protection, the B and C versions are the most useful. The C version is best used after knocking an opponent down in the corner to prevent them from jumping out whilst the X version is more all purpose.
Ange's SP Supers are overall pretty poor, but have their uses. Her 214AB has extremely long startup and is useless in combos, but does semi-decent chip damage and block damage and pushes the enemy into the corner if used as Oki. Her 412AB is much more useful, it causes enormous guard damage if both Beelzebub and Asmodeus connect but is best used on opponents trapped by Sakutarou or on wakeup, as the delay is roughly equal to that of Belphegor, unfortunately if whiffs on faster-dashing enemies. The Adorableness of 236AB is sometimes worth it, but it is usually inferior to the original. The primary reason for this is that it knocks the opponent down on hit, preventing any followup. The bright side of the skill is that it does enormous guard damage and has no difference between the air and ground versions, unlike the original, so is much more useful in mixups and guard breaking. Double German Suplex is probably your best use of SP, as it's simply reliable damage that also builds up decent stun (Enormous stun with StunBoost) and combos from all 5B hits and, unlike the original, don't dig opponents out of the corner whilst still giving time for oki set up. This means that you can use this version of the skill to prevent the opponent from escaping the corner as they would with regular German Suplex.
Ange is best partnered with characters that can appreciate her immense pressure and her extremely dangerous ability.
Battler is probably the most standard example of good Ange partnership. Battler's rushdown benefits greatly from Ange's pressure and her ability is amazing with him, a single meta super will essentially guarantee a stun. Ange's unfortunate tendency to get punished when making poor decisions makes Battler's ability come in handy, as the recovery allows you to make a few more mistakes and survive any damage you might take in turning the tides back into your favor.
Beatrice loves Ange. Loves her so much. Mostly because of her ability, though. It becomes unbelievably easy to create extended combos with Beatrice using StunBoost. Her Bread and Butter 623AB/214AB combos are all but a guaranteed stun under stun boost, and getting someone stuck behind towers is all but death for them with a stun waiting, too. Unfortunately, Ange doesn't love Beatrice so much. Despite Beatrice's impressive damage, which Ange usually lacks, Ange hasn't much use for Infinity SP. The best use would probably be 412AB Oki or even 236236C if used in meta, as it creates hilarious levels of stun with StunBoost.
Willard H. Wright
Kind of like with Beatrice, Willard loves Ange but Ange isn't Willard's biggest fan. Willard loves Ange's pressure so much, as it allows him to get into position properly for his trademark "good lord no" levels of damage and her ability makes his BNB Meta Super loops guaranteed stuns and all the more dangerous, especially consdiering how low the effect Stun's proration has on his Meta Super's damage. Ange unfortunately has zero use for SP Cancel except the rare scenario in which you find yourself wanting to perform a 2C > Sakutarou Release > Meta Super to end a combo.
Jessica is by far a premier example of putting Ange to perfect use. The fact that both characters are quite SP independent means that they can frequently touch whenever they please without regards to SP buildup, which is a gpreatty great deal considering how useful both of their abilities are to eachother. StunBoost is absolutely brutal when paired up with Jessica, as a stray poke from Jessica usually leads to a large combo and the common combo finisher of 214AB, which already builds up a hilarious amount of stun on its own. In fact, with StunBoost, 2C>214AB is a guaranteed stun 100% of the time on its own unless a stun occured recently. This setup can be used if you want to prepare a more extensive combo if caught without Enchant active. ShaveBoost is very decent with ange and her impressice blockstrings, and if you know certain abilities are going to be blocked, they can actually be more useful. A good example of this are her SP Supers, which all deal very, very decent chip damage on their own, especially SP Sakutarou and 214AB, both of which are not usually used unless you're guaranteed that the opponent will block it, regardless.
Take note, Ange's normals have been adjusted in recent patches, resulting in some of these combos no longer working, and newer more effective combos are not yet listed.
- Corner - j.C>rejump j.9ABC>236 release>2B>5C>dash cancel>2B>5B>double german
- Without 236 - j.C>2B>5C>2C/german or j.C>2B>5C>dash cancel>5B>2C/german
- Corner (|| represents a few frames of delay) - j.C>rejump j.9ABC>236 release>rejump j.9AB||j.C>5BC>dash cancel>5BC>2C/2C>meta cancel>meta super/german
- Midscreen - j.C>rejump j.9ABC>236 release>2B>5C>dash cancel>2B>5B>2C
- Without 236 - j.C>5B>2B>2C/german or j.C>2B>5C>dash cancel>5B>2C/german
- Corner Crouchers - j.C>j.8B>release 236 >2B>5C>dash cancel>5B>german
- Without 236 - j.C>2B>5B>2C/german or j.C>5B>5C>dash cancel>2B>5B>2C/german
- Midscreen Crouchers - j.C>j.8B>release 236>2B>5C>dash cancel>5B>2C
- BnB - 2A>2B>5C>236 release>dash in>5BC>dash cancel>5BC>2C/german
- Without 236 - 2A/5a 5b 5c german. 705 damage. basic BNB.
- without 236 - 2A>2B>5C>dash cancel>2B>2C/german
- 6B poke combo - 6B>5C>236 release>dash in 5B>5C>dash cancel>2B>5C>2C/german
- Without 236 - 6B>5C>2C/german or 6B>5C>dash cancel>2B>5C>2C/german
- Variant for far spaced opponent - 6B>5C>236 release> j.C>2B>5C>dash cancel>5B>2C/german
- Corner - 2A 2B 5C > 236 release > j9BC > 5B 2B 2C > Meta Cancel > Meta Super Cancel >*stunned* > 421C 5B 5C > DOUBLE GERMAN 3K+ dmg
- Corner - 2A 2B 5C > 236 release > j9BC > 5C > Dash Cancel > 5B 5C 2C > Meta Cancel > Meta Super Cancel > Stun > 421C > 5B 5C > DOUBLE GERMAN. Same thing as above with some extra hits.
As a note, 2A>2B>5C does not properly link on all characters (Shannon, Kanon). It seems to require a slightly different timing on Kanon, while Shannon appears to just be immune to the chain, but this can be solved by using 5B instead.