Galaxy Fight: Universal Warriors/Rolf: Difference between revisions

From SuperCombo Wiki
No edit summary
mNo edit summary
Line 1: Line 1:
[[file:gfRolf.gif|right]]
[[file:gfRolf.gif|right]]
=Introduction=
=Introduction=
=Move List=


= Normals =
= Normals =

Revision as of 23:27, 24 May 2022

GfRolf.gif

Introduction

Normals

Standing Weak Attack Input Damage Start Active Recovery Total Frames Notes
File:Rolf 5A.jpg 5A
Crouching Weak Attack Input Damage Start Active Recovery Total Frames Notes
Rolf 2A.jpg 2 + A

Command Normals

Comet Tail Input Damage Start Active Recovery Total Frames Notes
Comet Tail.jpg 3 + A 6 Dash and Special Cancellable. Hits low. Does not continue juggles. Can be linked after 5A or 2A.
Stardust Arrow Input Damage Start Active Recovery Total Frames Notes
Stardust Arrow.jpg 3 + B 22 Dash and Special Cancellable. Hits low. Does not continue juggles. Can be linked after 5A.
Metro Launcher Input Damage Start Active Recovery Total Frames Notes
Metro Launcher.jpg 3 + C 32 Does a good amount of stun. Can't juggle opponent when launched. Mostly used as an anti-air.

Throws

Boost Overdrop Input Damage Notes
Boost Overdrop.jpg 4/6 + B 32 Rolf throws the opponent behind him and reverses the side he's on. For the first frame after recovering from Boost Overdrop, the opponent is facing away from Rolf.

The opponent has to block towards Rolf during that frame. You can catch opponents off guard with a Striking Napalm if they are not blocking.

Boost Pressure Input Damage
Boost Pressure.jpg 4/6 + C 32

Special Moves

Rolf Shot
236+A/B/C
Rolf Shot.jpg
A Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
B Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
C Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
Notes:
  • Rolf Shot can knock down the opponent when performed during a dash.
  • B and C versions cause the projectile to travel faster than the previous version.
Kneeling Rolf Shot
41236+A/B/C
Kneeling Rolf Shot.jpg
A Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
B Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
C Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
Notes:
  • Rolf performs a roll and then fires a projectile. The beginning of the roll has invincibility. This move can also knock down the opponent when performed during a dash.
  • B and C versions cause the projectile to travel faster than the previous version.
Planet Breaker
623+A/B/C
Rolf Planet Breaker jpeg.jpg
A Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
B Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
C Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
Notes:
  • B and C versions make Rolf travel further and higher than the previous version.
Counter Play:
  • All versions whiff the second hit on crouching Kazuma and G. Done.
  • B and C versions of regular and dashing Planet Breaker whiffs the second hit on Juri and Alvan when they're crouching.
Rapid Crush
214+A/B/C
Rapid Crush.jpg
A Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
B Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
C Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
Notes:
  • B and C versions makes Rolf travel higher than the previous version.
  • Dashing Rapid Crush A has immense frame advantage. If connected, then Rolf can follow up with an extremely damaging combo.
  • If Dashing Rapid Crush is performed close to a crouching opponent, then Rolf will automatically Coss Up. The higher the version, the more easily he can Cross Up.
Counter Play:
  • Regular Rapid Crush is very laggy on block. Every character has some type of option to punish regular Rapid Crush on block.
  • If well-timed, Kazuma, Juri, Gunter, and Rolf can offensively guard cancel Dashing Rapid Crush.
Striking Napalm
360+A/B/C
Striking Napalm.jpg
A Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
B Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
C Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
Notes:
  • Striking Napalm has long reach and deals massive damage. It's great for catching back dashes and finishing juggles/combos.
Counter Play:
  • The move only hits twice on block. A consistent counter is to block, guard cancel a forward dash after the second hit, and then punish accordingly.

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.

Advanced Strategies