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Rolf is a powerful character whose toolkit prepares him for most situations in the game. He can safely anti-air, catch back dashes, pressure with block strings, and deal massive damage with his combos. He has good air mobility with his double jump, which also prevents him from being juggled easily. Speaking of juggles, Rolf's juggle game is one of the best in the game. Both of his A and B attacks continues juggles, and his double jump allows him to catch up to opponents who are too far away during a juggle sequence. | Rolf is a powerful character whose toolkit prepares him for most situations in the game. He can safely anti-air, catch back dashes, pressure with block strings, and deal massive damage with his combos. He has good air mobility with his double jump, which also prevents him from being juggled easily. Speaking of juggles, Rolf's juggle game is one of the best in the game. Both of his A and B attacks continues juggles, and his double jump allows him to catch up to opponents who are too far away during a juggle sequence. | ||
=Move List= | =Move List= |
Revision as of 11:15, 21 May 2022
Introduction
Rolf is a powerful character whose toolkit prepares him for most situations in the game. He can safely anti-air, catch back dashes, pressure with block strings, and deal massive damage with his combos. He has good air mobility with his double jump, which also prevents him from being juggled easily. Speaking of juggles, Rolf's juggle game is one of the best in the game. Both of his A and B attacks continues juggles, and his double jump allows him to catch up to opponents who are too far away during a juggle sequence.
Move List
Normal Moves
Command Normals
Comet Tail: 3 + A
Stardust Arrow: 3 + B
Metro Launcher: 3 + C
Throws
Boost Overdrop: 4 or 6 + B
Boost Pressure: 4 or 6 + C
Special Moves
Planet Breaker: 623 + A/B/C
Rolf Shot: 236 + A/B/C
Kneeling Rolf Shot: 41236 + A/B/C
Rapid Crush: 214 + A/B/C
Striking Napalm: 360 + A/B/C
The Basics
Combos
- 66, 214+A, 2B xx 214+A
This combo instantly bubble stuns an opponent when fully connected. Another way of landing the combo is by crossing-up the opponent with the first 214+A.