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=Introduction= | =Introduction= | ||
=Information= | =Information= | ||
=Basics= | =Basics= | ||
=Move List= | =Move List= | ||
Specials: | |||
Shotel Cutter (7-9)-Down, DF, forwand + Attack; Ground or air | |||
Sandrock throws a projectile from its heat shotels. Light version | |||
hits once, heavy hits twice. | |||
Desert Smash (19-28)-DP + Attack; Ground only (throw range) | |||
Sandrock grabs the opponent and performs a special throw. In the | |||
light version, it headbutts the opponent three times. In the heavy | |||
version, Sandrock performs a powerbomb. | |||
Shotel Charge (13-19)-Down, DB, back + Attack; Ground only | |||
Sandrock performs a rushing combo with its heat shortels. Light | |||
version hits three times, heavy hits four times. | |||
Super: | |||
Army Assault (3 per shot)-Down, DF, forward, down, DF, forward + | |||
Attack; Ground | |||
only | |||
Sandrock pulls out its uzi and fires at its opponent while a series | |||
of identical shots come from off-screen (the Maganac mercenaries, | |||
probably). Hits 19-21 times. | |||
Notes: | |||
Super hits the opponent even if they jump behind Sandrock, due to | |||
the off-screen shots. | |||
=Move Analysis= | =Move Analysis= | ||
=Strategy= | =Strategy= | ||
==Combos== | ==Combos== | ||
Combos: | |||
Assault and Support: TDD+wW, QCTx2sW (5+12=17) | |||
Requiem of Thunder: QCT+sp, wp, sp | |||
RockBreaker: wpx3, wW, TDD+sp | |||
Last Showdown: (Vulcan Range) wp, sp, QCT+sp, QCTx2+sp | |||
Armed Assault Pouncer: QCTx2+sp, cwpx3, sp, TDD+sW (Thanks to Jinseid0 for the | |||
combo!) | |||
Combos | |||
CWw, Csw, CWw, Cw (1+2+1+1=5) (0/0) | |||
SWPx4, SWw, GFDD+sk (1x4+1+2=7) (100/25) | |||
SWPx4, SWw, GFDD+wk (1x4+1+4=9) (0/0) | |||
GQCF+sk, GQCFx2+sk (4+20=24) (300/240) | |||
(SWV, SsV, GQCF+sk)xn ((3+6+4=13)xn) (115xn/115+49xn) | |||
==Basic Strategy== | ==Basic Strategy== | ||
The Good: | |||
Shotels make several hits when used both weak and strong. | |||
Only normal Super that can hit 20 hits, which completely blocks Epyon's super. | |||
The Bad: | |||
Damage is not even halfway decent. | |||
Not much else to hoot about. | |||
Super doesn't cancel | |||
The Good: | |||
*Best defense in the game. | |||
*Its throws do more damage than usual. | |||
*Pretty useful fireball. | |||
*Strong uppercut does too much damage for its own good. | |||
*Most specials are easy to chain to. | |||
The Bad: | |||
*Normals don't chain well at all. | |||
*Is very reliant on specials. | |||
*Super is horrible. | |||
*Attacks are slow, leaving you very vulnerable. | |||
*Can't throw while airborne. | |||
*Sluggish | |||
==Advanced Strategy== | ==Advanced Strategy== | ||
[[Category:Gundam Wing: Endless Duel]] | [[Category:Gundam Wing: Endless Duel]] |
Revision as of 19:03, 7 January 2016
Introduction
Information
Basics
Move List
Specials:
Shotel Cutter (7-9)-Down, DF, forwand + Attack; Ground or air Sandrock throws a projectile from its heat shotels. Light version hits once, heavy hits twice.
Desert Smash (19-28)-DP + Attack; Ground only (throw range) Sandrock grabs the opponent and performs a special throw. In the light version, it headbutts the opponent three times. In the heavy version, Sandrock performs a powerbomb.
Shotel Charge (13-19)-Down, DB, back + Attack; Ground only Sandrock performs a rushing combo with its heat shortels. Light version hits three times, heavy hits four times.
Super:
Army Assault (3 per shot)-Down, DF, forward, down, DF, forward + Attack; Ground only Sandrock pulls out its uzi and fires at its opponent while a series of identical shots come from off-screen (the Maganac mercenaries, probably). Hits 19-21 times.
Notes:
Super hits the opponent even if they jump behind Sandrock, due to the off-screen shots.
Move Analysis
Strategy
Combos
Combos: Assault and Support: TDD+wW, QCTx2sW (5+12=17) Requiem of Thunder: QCT+sp, wp, sp RockBreaker: wpx3, wW, TDD+sp Last Showdown: (Vulcan Range) wp, sp, QCT+sp, QCTx2+sp Armed Assault Pouncer: QCTx2+sp, cwpx3, sp, TDD+sW (Thanks to Jinseid0 for the combo!)
Combos
CWw, Csw, CWw, Cw (1+2+1+1=5) (0/0) SWPx4, SWw, GFDD+sk (1x4+1+2=7) (100/25) SWPx4, SWw, GFDD+wk (1x4+1+4=9) (0/0) GQCF+sk, GQCFx2+sk (4+20=24) (300/240) (SWV, SsV, GQCF+sk)xn ((3+6+4=13)xn) (115xn/115+49xn)
Basic Strategy
The Good: Shotels make several hits when used both weak and strong. Only normal Super that can hit 20 hits, which completely blocks Epyon's super.
The Bad: Damage is not even halfway decent. Not much else to hoot about. Super doesn't cancel
The Good:
- Best defense in the game.
- Its throws do more damage than usual.
- Pretty useful fireball.
- Strong uppercut does too much damage for its own good.
- Most specials are easy to chain to.
The Bad:
- Normals don't chain well at all.
- Is very reliant on specials.
- Super is horrible.
- Attacks are slow, leaving you very vulnerable.
- Can't throw while airborne.
- Sluggish