- Ro-Ghoul Shuu Tsukiyama is a close-range kagune focused on M1 pressure and PvP control.
- Stage 2 access is reported at 5 million RC Cells, while the kagune purchase is described as 500,000 yen.
- Core tools include a gap closer, launcher, ground slam, and timed parry.
- Best playstyle uses E to engage, M1 variants to pressure, and F to punish predictable attacks.
- Main weakness is the long cooldown on E and the difficulty of timing the parry consistently.
Ro-Ghoul Shuu Tsukiyama Overview
Ro-Ghoul Shuu Tsukiyama is a close-range kagune designed around aggressive fundamentals rather than long-range skill spam. Its defining feature is a highly interactive M1 chain with different results depending on whether the player aims forward, downward, or upward during the attack sequence.
The Stage 2 showcase presents this kagune as a PvP-oriented option. It is especially suitable for players who already understand movement, spacing, attack timing, and combo extensions. It can still be used by newer players, but its strongest tools require practice instead of simple ability rotation.
Video Highlights:
- Stage 2 introduces a sharp blade-like extension and a distinct close-range moveset.
- The M1 attack has forward, ground-slam, and launch variations.
- F can parry incoming attacks and stun an opponent when timed correctly.
- E functions as the primary gap closer but has a notably long cooldown.
- The kagune also provides increased dashes as a passive mobility benefit.
The reference page for Tsukiyama on the Ro-Ghoul Wiki describes the original kagune as a flexible, blade-like weapon that curls around the user’s arm. That page lists only one stage and basic Click and E functions, so its move information may not yet reflect the Stage 2 changes discussed in the 2026 showcase.
| Feature | Practical role | Rating |
|---|---|---|
| M1 chain | Main source of pressure and combo setup | Excellent |
| E dash | Gap closing and engagement tool | Excellent |
| R launcher | Sends opponents upward for extensions | Good |
| F parry | Defensive punish and stun setup | Excellent |
| C ground slam | Knockdown pressure and combo ender | Good |
| Dash passive | Improved mobility and repositioning | Good |
Close-Range Pressure
Use repeated M1 attacks to keep opponents reacting. The three attack directions make basic pressure more flexible than a standard slash chain.
Mobility
E closes distance quickly, while the increased-dash passive helps Shuu reposition around opponents and avoid predictable approaches.
Counterplay
F rewards patience. A successful parry can stun the attacker and create a strong opening for M1s, R, or C.
Skill Ceiling
The kagune has strong combo potential, but its long E cooldown and precise parry timing make mistakes costly.
Choose Stage 2 when your priority is player-versus-player combat. For routine grinding, a kagune with safer range, wider area coverage, or more consistent farming damage may be easier to manage.
Moves, Inputs, and Attack Functions
Understanding each input is more important than memorizing a single combo. Shuu Tsukiyama Stage 2 gains much of its identity from how its basic attacks interact with camera direction and opponent positioning.
The M1 chain is the central mechanic. A forward-facing sequence can knock an opponent back after repeated hits. Looking downward changes the attack into a ground slam, while looking upward produces a launch effect. These variations allow the player to choose between spacing, knockdown pressure, and aerial combo access.
| Input | Function | Best use |
|---|---|---|
| Click / M1 | Repeated kagune slashes with directional variants | Pressure, confirms, and combo continuation |
| E | Forward dash with blade extension | Starting engagements and closing distance |
| R | Uppercut-style launcher | Extending combos and creating air control |
| F | Timed parry that can stun the attacker | Punishing predictable attacks |
| C | Ground-slam attack | Knockdown pressure and combo finishing |
| Passive | Increased dashes | Repositioning and evasive movement |
F is not a button to activate randomly. If the timing is late, the attack may connect normally; if the timing is early, the opponent can wait out the defensive option and punish you.
Use the following priorities during a fight:
- Start with E when the opponent is outside normal M1 range.
- Use forward M1s when you need reliable contact and direct pressure.
- Look upward for a launcher when the opponent is already within your attack range.
- Look downward when you want to force a ground-based hit or extend pressure after a knockdown.
- Save F for recognizable attacks, especially abilities with clear startup animations.
- Use C after a confirmed opening rather than throwing it out from neutral.
The parry is the move that most clearly separates Stage 2 from a basic close-range kagune. A successful F can stun an opponent, but the window is demanding. Practice against attacks with consistent animation timing before attempting to parry fast or visually crowded abilities in public servers.
| Attack situation | Recommended response | Common mistake |
|---|---|---|
| Opponent is far away | Use E to close the gap | Spending E before the opponent commits |
| Opponent is standing near you | Begin M1 pressure | Using C immediately without a confirm |
| Opponent is attacking predictably | Attempt F parry | Holding F without reading the attack |
| Opponent is airborne | Use M1 or R based on position | Looking the wrong direction during M1 |
| Opponent is knocked down | Use C or prepare the next M1 sequence | Chasing too aggressively into a counter |
| E is on cooldown | Dash, block space, and wait | Forcing neutral without mobility |
Stage 2 Unlock and Build Preparation
The 2026 showcase describes the Stage 2 requirement as 5 million RC Cells. It also describes the kagune purchase as 500,000 yen, making the entry cost comparatively approachable for players who want to experiment with a specialized PvP weapon. These figures should be treated as the reported Stage 2 requirements and checked in-game if the system changes.
| Requirement | Reported value | Preparation advice |
|---|---|---|
| Kagune purchase | 500,000 yen | Keep enough yen available before purchasing |
| Stage 2 unlock | 5,000,000 RC Cells | Focus on steady RC progression before switching builds |
| Primary role | PvP combat | Prioritize combat practice over farming efficiency |
| Main resource concern | RC Cells and yen | Avoid spending resources without a clear build plan |
| Skill requirement | Timing and spacing | Practice M1 direction changes and F parries |
Secure the Kagune Purchase
Save the reported 500,000 yen purchase cost before committing to Shuu Tsukiyama. Confirm the current in-game price because live game values can change after updates.
Build Toward Stage 2
Work toward the reported 5 million RC Cell requirement. Use your most reliable progression route rather than forcing PvP before the kagune is ready.
Test Every Input
Enter a safe practice situation and test Click, E, R, F, and C individually. Learn the visual range and recovery time of each move.
Practice Directional M1s
Repeat the M1 chain while looking forward, down, and up. The goal is to select the correct variant without losing control of your movement.
Move Into Public PvP
Begin with short engagements. Track E’s cooldown carefully and avoid taking fights where your gap closer is unavailable.
You do not need to master every combo before unlocking Stage 2. Learn the basic M1 variants first, then add parry timing and combo routes as separate practice goals.
Build preparation should focus on consistency:
- Keep enough RC Cells for the Stage 2 requirement before spending them elsewhere.
- Maintain sufficient yen for the initial kagune purchase.
- Practice against one attack pattern at a time.
- Use movement to create favorable spacing instead of repeatedly forcing E.
- Record which enemy abilities you can reliably parry and which require a safer dodge.
PvP Combos and Neutral Game Plan
Shuu Tsukiyama Stage 2 works best when the player treats every ability as part of a sequence. E is usually the combo starter because M1s are easier to land after the gap has been closed. R then creates vertical displacement, while downward M1s and C can return pressure to the ground.
A practical starter route is:
E → M1 pressure → R launch → directional M1 → C ground slam
This route is not a guaranteed or universal combo. Opponent movement, hitstun, timing, and cooldown availability can change the result. Use it as a training framework, then adjust based on the target’s position.
| Combo route | Purpose | Execution note |
|---|---|---|
| E → M1 | Basic engage | Start M1s immediately after reaching contact range |
| E → R → M1 | Launch extension | Use R after confirming the initial approach |
| E → R → downward M1 → C | Grounded pressure | Aim downward for the slam variation before C |
| M1 → R → M1 | Pressure conversion | Requires reliable close-range contact |
| F parry → M1 → R | Defensive punish | Begin only after the parry stun is confirmed |
| Dash → F → C | Reactive counter | Useful when the opponent commits to a readable attack |
The neutral game is more important than the flashiest combo. Before engaging, ask three questions:
- Is E available?
- Do I know which attack the opponent is likely to use?
- Where will the opponent land if my first hit connects?
If E is unavailable, avoid standing directly in front of an opponent with a stronger neutral tool. Use the increased-dash passive to circle, retreat, or force the opponent to approach. Once the opponent commits, F becomes easier to use because the attack timing is more predictable.
The parry can be especially valuable against players who repeat the same skill pattern. However, it should not become your only defensive plan. A missed parry can leave you vulnerable, while a successful dash or reposition may preserve your advantage without requiring exact timing.
Use E as an entry tool, not merely as extra damage. Once you establish contact, switch between M1 directions so the opponent cannot comfortably predict your next position.
Stage 2 Practice Checklist:
- Confirm the current yen and RC Cell requirements in-game
- Learn forward, upward, and downward M1 variants
- Practice E into a confirmed M1 sequence
- Land F parries against readable attacks
- Test one grounded combo and one launcher combo
Strengths, Weaknesses, and Best Players
Shuu Tsukiyama Stage 2 is a specialized PvP kagune rather than a universally comfortable choice. Its best results come from players who enjoy close-range exchanges and can react to attack animations. The weapon’s M1-centered design gives it a different rhythm from kagune that depend mainly on large skill effects.
| Category | Strengths | Limitations |
|---|---|---|
| Damage pattern | Frequent M1 pressure and combo potential | Requires close contact to maintain pressure |
| Mobility | E gap closer and increased dashes | E has a long cooldown |
| Defense | F can parry and stun attacks | Timing window is difficult |
| Crowd control | R launches and C slams opponents | Missed abilities can create recovery risk |
| Farming | Usable for basic combat | Less specialized for efficient grinding |
| Accessibility | Reported 500,000 yen purchase cost | Stage 2 requires substantial RC Cells |
Best For Aggressive PvP
Players who want to enter melee range, maintain pressure, and convert a single opening into a multi-step combo.
Best For Reactive Players
Players who can wait for readable attacks and use F to punish predictable ability timing.
Less Ideal For Farmers
Players focused mainly on grinding may prefer a safer or wider-reaching option with less dependence on close-range execution.
Select this kagune if you enjoy:
- Fast engagements with frequent movement.
- Manual attack timing instead of passive damage.
- Practicing parries and directional attacks.
- Building your own combo routes.
- Fighting opponents who can be pressured at close range.
Consider another option if you prefer:
- Long-range attacks.
- Simple skill rotations.
- Reliable area damage.
- Low-risk farming.
- Defensive play with minimal timing requirements.
The available reference material is not fully synchronized: the wiki page lists one Tsukiyama stage, while the 2026 showcase discusses Stage 2. Verify the current moves and requirements inside Ro-Ghoul before committing resources.
Q: What is Ro-Ghoul Shuu Tsukiyama Stage 2 best for?
Stage 2 is best suited to PvP players who enjoy close-range M1 pressure, movement, launchers, ground slams, and timed parries.
Q: How many RC Cells are reported for Shuu Tsukiyama Stage 2?
The 2026 Stage 2 showcase reports a requirement of 5 million RC Cells. Check the in-game requirement before spending resources because live values can change.
Q: What does the F skill do?
F is a timed parry. When it catches an incoming attack at the correct moment, it can stun the opponent and create an opening for a combo.
Q: Is Shuu Tsukiyama good for grinding?
It can handle basic combat, but its design is more PvP-focused. Players who prioritize efficient grinding may find a wider-reaching or safer kagune more comfortable.