Pokemon: Close Combat/Tyrogue

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Tyrogue
Hitmonchan
Hitmonlee
Hitmontop
PKMNCC Tyrogue Stats.png
PKMNCC Tyrogue Portrait.png
Archetype: Evolving, Rushdown
Health: 38 (takes extra damage)
Endurance: 10
Walk Speed: 3.9/-3.2 (Running: 5.5)
Prejump Frames: 5
Fastest Attack: 5A (7f)

Kick, Punch, It's All In the Mind


Introduction

From humble beginnings, forge yourself in the heat of battle and evolve to greater heights!

Tyrogue is an extremely unique character - starting as the weakest fighter in the game, then evolving into one of three much stronger options based on your gameplay. This uniqueness can be boon or bane for the scrappy NFE - you're often playing at a one round deficit, as your opponent will have the advantage over an unevolved Tyrogue no matter who they're playing. However, the might of the evolved Hitmon- family is more than enough to swing the battle back in your favor.

Tyrogue's evolution mechanic is based around the PKMNCC Tyrogue PunchIcon.png Punch Gauge and PKMNCC Tyrogue KickIcon.png Kick Gauge, seen under your health bar. Upon landing certain moves (even if they're blocked) these gauges will rise to a maximum of nine each. When the values of these numbers have a sum of at least three, Tyrogue will evolve at the start of the next round, or when the Super move Evolution!! is used. As you might guess, the evolution is chosen based on which gauge is higher:

  • If the Kick Gauge is higher than the Punch Gauge by at least 3, Tyrogue will evolve into Hitmonlee.
  • If the Punch Gauge is higher than the Kick Gauge by at least 3, Tyrogue will evolve into Hitmonchan.
  • If the two gauges are close enough in number that neither of the above are true, Tyrogue will evolve into Hitmontop.
  • If Tyrogue has landed less than three total punches or kicks, it won't have enough experience to evolve at all!

Some players will choose to specialize in one of Tyrogue's evolutions, while others will embrace the character's immense adaptability to effectively counterpick the opponent mid-match! While you can also choose not to evolve by pressing B during the start of the round, be wary... a Tyrogue who hasn't evolved by Round 2 is in a risky position. However, legends speak of a Tyrogue who broke its limits, and achieved the power of a demon...

Focusing on the young warrior itself, you'll find a character with poor range, damage, and a crippling 1.5x damage from any hit it takes outside of a combo. Beyond its weaknesses, however, is a fighter with a surprisingly good advantage state and playstyle expression depending on your desired Hitmon. A Tyrogue choosing to use punches will be an up-close slugger with the threat of its overhead Tyrogue Drop, while a kick-focused Tyrogue will play a mobile whiff punish game with its Reckless Kicks. No matter your evolution, be sure to pressure your opponent with your Street Figher-esque chaining mechanic and disorient them with your invincible Novice Roll. Most of all, however, don't forget to stockpile meter - you're going to need it for your comeback!


Playstyle
PKMNCC Tyrogue NavboxIcon.png Tyrogue is a fragile character who starts at a disadvantage, but can use its mixup ability to prepare its evolution and make a comeback.
Pick if you like Avoid if you dislike
  • Future Champion: With its mixup options and speedy movement, Tyrogue is proficient at gaining meter, letting it act as a battery for its evolution in the next round.
  • Adaptability: Tyrogue is effectively four characters in one, allowing a talented player to pick and choose the best way to beat their opponent
  • Tiny Takedown: Tyrogue has a surprisingly effective advantage state with its plus-on-block options and cross-up roll.
  • Little Legend: Tyrogue's small size has benefits - many attacks that would doom the likes of Great Tusk and Slither Wing can be dodged with a well-timed jump or duck.
  • Low Base Attack: Tyrogue's damage is very low. If you want to win round one, you're going to need to work for it.
  • No Eviolite: While 38 health may seem decent, Tyrogue takes 50% extra damage on the first hit it receives in a combo, making it the frailest combatant in the game by a large margin.
  • Poor Coverage: Tyrogue's moves have notably low range, especially if it's denied access to its 6B.
  • Bad EV Distribution: A Tyrogue player who wants to evolve into a specific Hitmon may find themself in a position where they can't use certain specials without risking the wrong evolution.
  • Wrong Nature: A rough round one may prevent you from getting the evolution you want, or from evolving at all. For Hitmon players, it's essential that Tyrogue is able to scrape together enough punch or kick stacks to power up in round two.

Normals

5A
PKMNCC A.png
PKMNCC Tyrogue 5A.png
Damage Endurance Damage Guard Cancel Invul Property
1 0 Mid Special, 5A (once), 2A - -
Startup Active Recovery Advantage Cost Unique
7 2 9 +5 [+3] - -
Total: 17

Tyrogue throws out a quick jab.

  • Key pressure/confirm tool due to its plus frames and chaining mechanic
  • Can chain into itself or 2A, though you can only do this once
  • Buffering a 3A will result in 2A
  • Has extra blockstun after chaining into itself, becoming [+6]
  • 5A 8A will prevent chaining, allowing for deceptive pressure
  • Cannot string into 6B, only 5B
Toggle Hitboxes
Toggle Hitboxes


4A
PKMNCC4.pngPKMNCC A.png
PKMNCC Tyrogue 4A.png
Damage Endurance Damage Guard Cancel Invul Property
3 1 Mid - - Knockdown (Air)
Startup Active Recovery Advantage Cost Unique
14 13 15 +2 [-4] - -
Total: 41

Tyrogue flips backwards with a kick.

  • Main anti-air if you don't want the PKMNCC Tyrogue PunchIcon.png from 5B
  • Consistently juggles on air hit, higher reward than 5B
  • Tyrogue's head has a tiny hitbox to hit behind it
Toggle Hitboxes
Toggle Hitboxes


6A
PKMNCC6.pngPKMNCC A.png
PKMNCC Tyrogue 6A.png
Damage Endurance Damage Guard Cancel Invul Property
2 0 Mid Special, Super, C-Cancel - -
Startup Active Recovery Advantage Cost Unique
12 10 19 +8 [-5] - -
Total: 40

Tyrogue puts its whole body into a punch.

  • Versatile neutral tool, functioning as both a poke and an approach option
  • Links into 5A for easy confirms
  • Very active, can become plus on block when spaced
  • A buffered throw will hit the opponent on their first actionable frame
Toggle Hitboxes
Toggle Hitboxes


2A
PKMNCC2.pngPKMNCC A.png
PKMNCC Tyrogue 2A.png
Damage Endurance Damage Guard Cancel Invul Property
1 0 Low Special, 5A, 2A (once) - -
Startup Active Recovery Advantage Cost Unique
9 10 9 +8 [-2] - -
Total: 27

Tyrogue quickly darts out with a kick, aiming to get underneath the opponent's guard.

  • Low poke with a generous confirm window
  • Minus on block unlike 5A
  • Can chain into itself or 5A, though you can only do this once
Toggle Hitboxes
Toggle Hitboxes


3A
PKMNCC3.pngPKMNCC A.png
PKMNCC Tyrogue 3A.png
Damage Endurance Damage Guard Cancel Invul Property
1 0 Low - - Sweep
Startup Active Recovery Advantage Cost Unique
13 7 39 +42 [-28] - -
Total: 58

Tyrogue sweeps with a leg, knocking the opponent down if it connects.

  • Basic sweep, not confirmable without a jump-in, meaty 6A, or CH 2A
  • Tyrogue's biggest low, useful in footsies
Toggle Hitboxes
Toggle Hitboxes


j5A
PKMNCC A.png PKMNCC J.png
PKMNCC Tyrogue j5A.png
Damage Endurance Damage Guard Cancel Invul Property
2 0 High Special - -
Startup Active Recovery Advantage Cost Unique
9 26 6 +20 [+10] - -
Total: 40

Tyrogue delivers a flying kick.

  • Standard jump-in, cancels out of j2B
Toggle Hitboxes
Toggle Hitboxes


j8A
PKMNCC8.pngPKMNCC A.png PKMNCC J.png
PKMNCC Tyrogue j8A.png
Damage Endurance Damage Guard Cancel Invul Property
2 1 High - - Knockdown (Air)
Startup Active Recovery Advantage Cost Unique
8 25 6 +16 [+17] - -
Total: 38

Tyrogue throws out an aerial uppercut.

  • Air-to-air that sends straight upward for juggles
Toggle Hitboxes
Toggle Hitboxes

Specials

Bruise Uppercut
5B
PKMNCC B.png
PKMNCC Tyrogue 5B.png
Damage Endurance Damage Guard Cancel Invul Property
3 1 Mid - - -
Startup Active Recovery Advantage Cost Unique
13 8 41 +44 [-10] - PKMNCC Tyrogue PunchIcon.png + 1
Total: 61

Tyrogue puts all its might behind an upward swing.

  • Primary special ender for punch-based Tyrogue
  • Very solid anti-air
  • Launches, giving worse oki than 6B but with higher counter hit reward
Toggle Hitboxes
Toggle Hitboxes


Reckless Kicks
6B
PKMNCC6.pngPKMNCC B.png
PKMNCC Tyrogue 6B.png
Damage Endurance Damage Guard Cancel Invul Property
2+2 0+2 Mid, High - - -
Startup Active Recovery Advantage Cost Unique
16, 8 6, 6 39 +14 [-13] - PKMNCC Tyrogue KickIcon.png + 1
Total: 74

Tyrogue unleashes a pair of kicks so reckless that it struggles to stop its momentum.

  • Primary special ender for kick-based Tyrogue
  • Combos out of 2A, but not 5A
  • Gives great oki while side-switching to deny the opponent's back roll
  • Overhead hit can catch opponents unaware but is risky due to how unsafe the move is
  • If the move is used while Tyrogue is cornered, the opponent will back roll away from the corner
  • Quick burst option, good for whiff punishing
Toggle Hitboxes
Toggle Hitboxes


Novice Roll
2B
PKMNCC2.pngPKMNCC B.png
PKMNCC Tyrogue 2B.png
Cancel Invul Startup Recovery Cost Unique
- 12-25 31 9-34 - -
Total: 64

Tyrogue launches into a roll, passing through the opponent.

  • Goes further the longer you hold PKMNCC2.png
  • Invincible cross-up tool, centerpiece of Tyrogue's mix
  • Invincibility frames go from frame 12-31
  • Cannot be cancelled into


Whirlwind Kick
jB
PKMNCC B.png PKMNCC J.png
PKMNCC Tyrogue jB.png
Damage Endurance Damage Guard Cancel Invul Property
1x 1x Mid j2B - -
Startup Active Recovery Advantage Cost Unique
1, 6 5 (per hit) 14 +15 [+9] - PKMNCC Tyrogue KickIcon.png + 1

Tyrogue spins through the air with a kick, as if it was a tornado.

  • Gives Tyrogue a burst of forward momentum, altering its jump arc
  • On hit or block, can be canceled into Tyrogue Drop for 1 meter
  • Frame advantage heavily depends on which hit connects last, is occasionally minus on block
  • Decent air mobility option, though with unreliable frame advantage as mentioned above
Toggle Hitboxes
Toggle Hitboxes


Tyrogue Drop
j2B
PKMNCC2.png PKMNCC B.pngPKMNCC J.png
PKMNCC Tyrogue j2B.png
Damage Endurance Damage Guard Cancel Invul Property
3 1 High - - -
Startup Active Recovery Advantage Cost Unique
19 14 14 +20 [+10] - PKMNCC Tyrogue PunchIcon.png + 1

Tyrogue brings its fists down through the air, hammering into the opponent.

  • Pressure starter, threatening a double overhead with j5A
  • Bounces Tyrogue up upon connecting
  • Halts Tyrogue's upward momentum
  • Combo filler, gaining you an extra PKMNCC Tyrogue PunchIcon.png from your jump-in
Toggle Hitboxes
Toggle Hitboxes

Hyper Moves

Double Bruiser
5B2B
PKMNCC B.pngPKMNCC2.pngPKMNCC B.png
PKMNCC Tyrogue 2B.png
Damage Endurance Damage Guard Cancel Invul Property
3 1 Mid - - -
Startup Active Recovery Advantage Cost Unique
28 8 41 +44 [-10] 1 PKMNCC Tyrogue PunchIcon.png + 1
Total: 76

Following a Bruise Uppercut, Tyrogue rolls towards the opponent to deliver a second swing.

  • Good metered damage
  • Respectable option for a Tyrogue that suddenly finds itself with a massive amount of meter
Toggle Hitboxes
Toggle Hitboxes


Cautious Roll
6B2B
PKMNCC6.pngPKMNCC B.pngPKMNCC2.pngPKMNCC B.png
PKMNCC Tyrogue 2B.png
Cancel Invul Startup Recovery Cost Unique
- - 7 9-34 1 -
Total: 40

Tyrogue turns its momentum from Reckless Kicks into an evasive roll.

  • Makes 6B slightly plus on block
  • Length variation allows for an ambiguous cross-up
  • Tyrogue must wait 7 frames until it can cancel into Cautious Roll
  • Has a significantly lower minimum duration than 2B

Supers

Ace Punch-Out
426B
PKMNCC4.pngPKMNCC2.pngPKMNCC6.pngPKMNCC B.png
PKMNCC Tyrogue 426B.png
Damage Endurance Damage Guard Cancel Invul Property
3+3+3+3 1+1+1+1 Mid - Full 1-24 -
Startup Active Recovery Advantage Cost Unique
17, 31, 31, 41 8, 8, 6, 11 20 +60 [-6] 2 PKMNCC Tyrogue PunchIcon.png + (1*4)
Total: 172

Tyrogue delivers a devastating combo of punches, as if to influence its evolution.

  • Shorter and slightly weaker than 624B, but can secure guard breaks
  • Tyrogue's only reversal
  • Gives enough punches to course-correct towards Hitmonchan
Toggle Hitboxes
Toggle Hitboxes


Mega Kick Combo
624B
PKMNCC6.pngPKMNCC2.pngPKMNCC4.pngPKMNCC B.png
PKMNCC Tyrogue 624B.png
Damage Endurance Damage Guard Cancel Invul Property
4+4+1+1+1+2 2 Mid - - -
Startup Active Recovery Advantage Cost Unique
17, 43, 41, 5x3 10, 6, 5x4 46 +42 [-51] 2 PKMNCC Tyrogue KickIcon.png + (1*4)
Total: 197

Tyrogue delivers a devastating combo of kicks, as if to influence its evolution.

  • Very punishable on block, but its range makes it a nuclear burst option
  • Gives enough kicks to course-correct towards Hitmonlee
  • Hitmonlee heavily relies on meter, so you may want to hold off on using this super
Toggle Hitboxes
Toggle Hitboxes


Evolution!
22B
PKMNCC2.pngPKMNCC2.pngPKMNCC B.png
PKMNCC Tyrogue 22B.png
Cancel Invul Startup Recovery Cost Unique
- - 202 [-200] - 3 -
Total: 0

Tyrogue evolves prematurely!

  • A rarely seen option, as the Hitmons benefit greatly from meter and can usually afford to lose round 1
  • Only lasts 2 frames, can be used as a framekill in cross-evolution safejump setups
  • Gives any cancellable normal great frame advantage, giving your evolution a free combo/mixup
  • Cannot be used until Tyrogue has a combined three punch or kick stacks
  • Fills your endurance by your evolution's max endurance minus 10
  • Hitmons can input this move in training mode to devolve back into Tyrogue and reset the punch/kick gauge

Universal Mechanics

Forward Throw
6C
PKMNCC6.pngPKMNCC C.png
PKMNCC Tyrogue 6C.png
Evolution resources in a can
Evolution resources in a can
Damage Endurance Damage Guard Cancel Invul Property
2 - Unblockable (Throw) - - -
Startup Active Recovery Advantage Cost Unique
8 2 61 - - PKMNCC Tyrogue PunchIcon.png + 1 OR PKMNCC Tyrogue KickIcon.png + 1
Total: 70

Tyrogue tackles the opponent to the ground to unleash a few blows while they're down.

  • Increases the Punch Gauge by one by default
  • Input PKMNCC B.png at the start of the throw to increase the Kick Gauge by one instead
  • Leaves Tyrogue very close afterwards, letting it comfortably throw loop in the corner


Back Throw
4C
PKMNCC4.pngPKMNCC C.png
PKMNCC Tyrogue 4C.png
Damage Endurance Damage Guard Cancel Invul Property
2 - Unblockable (Throw) - - -
Startup Active Recovery Advantage Cost Unique
8 2 61 - - PKMNCC Tyrogue KickIcon.png + 1 OR PKMNCC Tyrogue PunchIcon.png + 1
Total: 70

Tyrogue rolls behind the opponent to deliver a full-body kick (or an uppercut), swapping positions with the other fighter.

  • Increases the Kick Gauge by one by default
  • Input PKMNCC A.png at the start of the throw to increase the Punch Gauge by one instead
  • Throw loops some characters midscreen if you immediately start running


Parry
C
PKMNCC C.png
PKMNCC Tyrogue Parry.png
Damage Endurance Damage Guard Cancel Invul Property
2 - - - - -
Startup Active Recovery Advantage Cost Unique
- - - - - -

Tyrogue throws its weight into a shoulder check.

  • Side switches in the corner at close range

Combos

Combo Theory:

  • All combos, unless specified otherwise, start from a grounded hit.
  • j2B x j5A can start all non-counterhit combos, deals 5 damage, but applies extra combo scaling.
  • After 5B:
    • On midscreen neutral wakeup, two 6As put you in throw range of any character while 6A 5A puts wider characters in an inescapable 2A/throw 50/50.
    • On corner neutral wakeup, all characters are susceptible to the strike/throw 50/50.
    • On corner roll, you can buffer a forward jump for a safejump with j5A. You can also use 22B then safejump with Hitmonchan's j5A.
  • 6B leads to a guaranteed meaty 6A on any wakeup, including midscreen roll.

Meterless BnBs:

6A Starter
6A 5A x (2A/5A) x (5B/6B)

PKMNCC6.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC B.png


Low Starter
2A x (2A/5A) x (5B/6B)

PKMNCC2.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC B.png


CH into BnB
ch.(5A/4A/6A/2A) 6A x 5A x (2A/5A) x (5B/6B)

PKMNCC6.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC B.png


CH Launcher
ch.5B 6A x (5B/6B)

PKMNCC5.pngPKMNCC B.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC B.png

Note: The last special is an air hit, so the oki setups above won't work. A 5B ender is impossible in the corner.


CH j5B Extension ch.6A j5B 6A 5A x (2A/5A) x (5B/6B)
(Notes: j5B can land two hits off counterhit 6A)

PKMNCC6.pngPKMNCC A.png>> PKMNCC8.png>> PKMNCC5.pngPKMNCC B.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC B.png

Note: The combo will drop unless j5B lands two hits.


Jump-In Sweep
j2B x j5A 3A

PKMNCC9.png>> PKMNCC2.pngPKMNCC B.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC3.pngPKMNCC A.png


Air to Air
j8A 4A 6A x (5B/6B)

PKMNCC9.png>> PKMNCC8.pngPKMNCC A.png>> PKMNCC4.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC B.png

Note: C-Cancelling the 6A and using Double Bruiser at the end are both good metered variations. The opponent may sometimes be too high to connect the 6A.

Colors

A
B
C


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