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==Super Moves== | ==Super Moves== | ||
German Explosion | |||
B+C,A+B+C | |||
knocks opponent against wall | |||
the straight stray projectile that is shot out after the explosion will collide with other projectiles as both will be "destroyed" in the process; | |||
the explosion itself absorbs projectiles | |||
=Combos= | =Combos= |
Revision as of 10:20, 4 June 2015
Introduction
Brocken has risen a bit as of late. His main strength lies with the long-ranged high priority low MP and low HP. His anti-air special is strong once you get used to the motion, and the EX version is the same except more so. Neutral HK is an overhead. Air ABC allows him to escape some bad situations, and he can cancel it to remain safe. His normal super has very little use, but the Hero version is AMAZING - invincible until he hits you, and the initial explosion is unblockable! His greatest weakness is that he is the absolute least damaging character unless he can land that super. There is a Japanese match vid that shows him landing lots of crossup missiles, but that is a lie; there is no real mixup with them, as he cannot make them hit in front. As such, his gameplay is rather lacking in variety. The really quick characters eat him up, but he can hang with the rest. Actually seems to fight Ryofu extremely well...
Moves List
Normal Moves
Command Normals
Normal Throws
Special Moves
Rocket Punch
- qcf + P
German Missile
- qcf + K
Hurricane Arm
- d, f, df + P
- EX Move Avaible
Spark Thunder
- tap P rapidly
Super Moves
German Explosion
B+C,A+B+C
knocks opponent against wall
the straight stray projectile that is shot out after the explosion will collide with other projectiles as both will be "destroyed" in the process;
the explosion itself absorbs projectiles
Combos
Frame Data
Standing LP: 3f, +5 on standing block, +6 on crouch block, +5 on standing hit, +7 on crouching hit Far MP: 8f, +7 on standing block, +8 on crouch block, +7 on standing hit, +8 on crouching hit Close MP: 6f, +10 on standing hit, +11 on crouching hit Far HP: 12f, +0 on standing block, +2 on crouch block, +5 on standing hit, +6 on crouching hit Close HP: 12f, +9 on standing block, +11 on crouch block, +14 on standing hit, +15 on crouching hit Standing LK: 4f, +5 on standing block, +6 on crouch block, +5 on standing hit, +4 on crouching hit Standing MK: 10f, +4 on standing block, +5 on crouch block Standing HK: 11-13f, -2 on block, +6 on standing hit, +4 on crouching hit Far f+HK: 18f, +2 on standing block, +4 on crouch block, +7 on standing hit, +8 on crouching hit Close f+HK: 10f, +0 on standing block, +2 on crouch block, +5 on standing hit, +6 on crouching hit
Crouching LP: 3f, +5 on standing block, +6 on crouch block, +5 on standing hit, +4 on crouching hit Crouching MP: 8f, +2 on standing block, +3 on crouch block, +5 on standing hit, +3 on crouching hit Crouching HP: 8-10f, -3 on standing block, -1 on crouch block, +5 on standing hit, +3 on crouching hit Crouching LK: 4f, +6 on block, +5 on standing hit, +4 on crouching hit Crouching MK: 7f, +3 on block, +5 on standing hit, +3 on crouching hit Crouching HK: 8-10f, -1 on block, +5 on standing hit, +3 on crouching hit
Jumping LP: 5f Jumping MP: 5f Jumping HP: 6f Jumping LK: 5f Neutral Jumping LK: 4f Jumping MK: 6f Jumping HK: 10f Jumping d/f+HK: 11f
Dashing LP: 3f, +2 on standing block, +3 on crouch block, +2 on standing hit, +4 on crouching hit Dashing MP: 8f, +1 on standing block, +2 on crouch block, +1 on standing hit, +2 on crouching hit Dashing HP: 12f, +11 on standing block, +13 on crouch block, +16 on standing hit, +17 on crouching hit Dashing LK: 4f, +3 on standing block, +4 on crouch block, +3 on standing hit, +2 on crouching hit Dashing MK: 10f, +0 on standing block, +1 on crouch block Dashing HK: 11-13f, -7 on standing block, +1 on standing hit, -1 on crouching hit Dashing d+LP: 3f, +3 on standing block, +4 on crouch block, +3 on standing hit, +1 on crouching hit Dashing d+MP: 8f, +2 on standing block, +3 on crouch block, +5 on standing hit, +3 on crouching hit Dashing d+HP: 8-10f, -3 on standing block, -1 on crouch block, +5 on standing hit, +3 on crouching hit Dashing d+LK: 4f, +2 on block, +1 on standing hit, +0 on crouching hit Dashing d+MK: 7f, +3 on block, +5 on standing hit, +3 on crouching hit Dashing d+HK: 8-10f, -1 on block, +5 on standing hit, +3 on crouching hit
ABC: 4f, -22 on hit ABC in air: 3f, lasts until he runs into the wall or performs a followup -> ABC: Makes Brocken land immediately, up to +6 if ABC is blocked and canceled -> b,f+LK: 6f, -2 or better on block, -11 or better on direct missile hit -> b,f+MK: 6f, -2 or better on block -> b,f+HK: 6f, -2 or better on block
Mash LP: 15f, 21f recovery after the move stops Mash MP: 37f, 29f recovery after the move stops Mash HP: 47f, 38f recovery after the move stops
qcf+LP:: 18f, -14 or better on standing block, -13 or better on crouch block qcf+MP: 34f, -6 or better on standing block, -5 or better on crouch block qcf+HP: 47f, +0 or better on standing block, +1 or better on crouch block
qcf+LK: 13f, -32 or better on standing block, -31 or better on crouch block qcf+MK: 27f, -15 or better on standing block, -14 or better on crouch block qcf+HK: 43f, -2 or better on standing block, -1 or better on crouch block
d,f,d/f+LP: 16f, -31 on standing block, -30 on crouch block d,f,d/f+MP: 16f, -40 on standing block, -39 on crouch block d,f,d/f+HP: 16f, -56 on standing block, -55 on crouch block
d,f,d/f+LP w/ full meter: 15f, -28 on standing block, -27 on crouch block d,f,d/f+MP w/ full meter: 15f, -27 on standing block, -26 on crouch block d,f,d/f+HP w/ full meter: 15f, -26 on standing block, -25 on crouch block
BC,ABC: 44-f, -14 to -5 on standing block, -13 to -5 on crouch block
BC,ABC w/ full meter: 43-80f, -5 on block from long range
Strategies
Match-ups