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{| class = "wikitable" | {| class = "wikitable" | ||
|+ | |+ | ||
|- | |- | ||
! | ! <big>Standing Weak Attack <br> 5A </big> !! Regular Damage !! Regular Startup !! Regular Active !! Regular Recovery | ||
|- | |- | ||
| [[file:Rolf 5A.jpg | 125px | center]] || 7 || || || | | [[file:Rolf 5A.jpg | 125px | center]] || 7 || || || | ||
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| | | | ||
* Regular version is dash cancellable. | * Regular version is dash cancellable. | ||
* Regular version has quick recovery. | * Regular version has quick recovery. | ||
* Both versions are special cancellable. | |||
* Both versions continue juggles. | |||
|| 10 || || || | || 10 || || || | ||
|} | |} | ||
{| class = "wikitable" | {| class = "wikitable" | ||
|+ | |+ | ||
|- | |||
! <big>Standing Normal Attack <br> 5B </big> !! Regular Damage !! Regular Startup !! Regular Active !! Regular Recovery | |||
|- | |- | ||
| [[file:Rolf 5B.jpg | 125px | center]] || 23 || || || | |||
|- | |- | ||
| | ! Notes !! Dash Damage !! Dash Startup !! Dash Active !! Dash Recovery | ||
|- | |||
| | |||
* Dash version is special cancellable. | |||
* Both versions continue juggles. | |||
|| 34 || || || | |||
|} | |} | ||
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|+ | |+ | ||
|- | |- | ||
! Standing | ! <big>Standing Strong Attack <br> 5C </big> !! Regular Damage !! Regular Startup !! Regular Active !! Regular Recovery | ||
|- | |- | ||
| [[file:Rolf | | [[file:Rolf 5C.jpg | 125px | center]] || 32 || || || | ||
|- | |||
! Notes !! Dash Damage !! Dash Startup !! Dash Active !! Dash Recovery | |||
|- | |||
| * Both versions continue juggles. || 48 || || || | |||
|} | |} | ||
{| class = "wikitable" | {| class = "wikitable" | ||
|+ | |+ | ||
|- | |||
! <big> Close Standing Weak Attack <br> cl.5A <big> !! Regular Damage !! Regular Startup !! Regular Active !! Regular Recovery | |||
|- | |- | ||
| [[file:Rolf Close 5A.jpg | 125px | center]] || 6 || || || | |||
|- | |- | ||
| | ! Notes !! Dash Damage !! Dash Startup !! Dash Active !! Dash Recovery | ||
|- | |||
| | |||
* Regular version has quick recovery. | |||
* Regular version is dash cancellable. | |||
* Both versions are special cancellable. | |||
* Both versions continue juggles. | |||
|| 9 || || || | |||
|} | |} | ||
{| class="wikitable" | {| class = "wikitable" | ||
|+ | |+ | ||
|- | |- | ||
! Standing | ! <big> Close Standing Normal Attack <br> cl.5B <big> !! Regular Damage !! Regular Startup !! Regular Active !! Regular Recovery | ||
|- | |- | ||
| [[file:Rolf | | [[file:Rolf Close 5B.jpg | 125px | center]] || 22 || || || | ||
|- | |- | ||
! | ! Notes !! Dash Damage !! Dash Startup !! Dash Active !! Dash Recovery | ||
|- | |- | ||
| | | | ||
* Regular version is dash cancellable. | |||
* Both versions are special cancellable. | |||
* Both versions continue juggles. | |||
|| 33 || || || | |||
|} | |} | ||
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|+ | |+ | ||
|- | |- | ||
! Close Standing | ! <big> Close Standing Strong Attack <br> cl.5C <big> !! Damage !! Start !! Active !! Recovery | ||
|- | |- | ||
| [[file:Rolf Close | | [[file:Rolf Close 5C.jpg | 125px | center]] || 55 || || || | ||
|- | |||
! Notes !! Dash Damage !! Dash Startup !! Dash Active !! Dash Recovery | |||
|- | |||
| | |||
* Hits twice. | |||
* Deals a lot of damage and stun, but unsafe to use. | |||
* Both versions continue juggles. | |||
|| 82 || || || | |||
|} | |} | ||
{| class = "wikitable" | {| class = "wikitable" | ||
|+ | |+ | ||
|- | |- | ||
! | ! <big> Crouching Weak Attack <br> 2+A </big> !! Damage !! Startup !! Active !! Recovery !! Notes | ||
|- | |- | ||
| [[file:Rolf | | [[file:Rolf 2A.jpg | 125px | center]] || 7 || || || || | ||
* Hits low. | |||
* Special and Dash cancellable. | |||
* Continues juggles. | |||
* Links into 5A, cl.5A, 3+A, and 3+B. | |||
|} | |} | ||
{| class = "wikitable" | {| class = "wikitable" | ||
|+ | |+ | ||
|- | |- | ||
! | ! <big> Crouching Normal Attack <br> 2+B <big> !! Damage !! Start !! Active !! Recovery !! Notes | ||
|- | |- | ||
| [[file:Rolf | | [[file:Rolf 2B.jpg | 125px | center]] || 23 || || || || | ||
* Hits low. | |||
* Continues juggles. | |||
* Special and Dash cancellable. | |||
|} | |} | ||
= | {| class="wikitable" | ||
|+ | |||
|- | |||
! <big> Crouching Strong Attack <br> 2+C <big> !! Damage !! Start !! Active !! Recovery !! Notes | |||
|- | |||
| [[file:Rolf 2C.jpg | 125px | center]] || 32 || || || || | |||
* Hits low. | |||
* Knocks down opponent. | |||
* Ends juggles. | |||
|} | |||
= Command Normals = | = Command Normals = | ||
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|+ | |+ | ||
|- | |- | ||
! Comet Tail | ! <big> Comet Tail <br> 3+A <big> !! Damage !! Start !! Active !! Recovery !! Notes | ||
|- | |- | ||
| [[file:Comet Tail.jpg | 150px]] | | [[file:Comet Tail.jpg | 150px]] || 6 || || || || | ||
* Hits low. | |||
* Dash and Special Cancellable. | |||
* Does not continue juggles. | |||
* Can be linked after 5A or 2A. | |||
|} | |} | ||
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|+ | |+ | ||
|- | |- | ||
! Stardust Arrow | ! <big> Stardust Arrow <br> 3+B <big> !! Damage !! Start !! Active !! Recovery !! Notes | ||
|- | |- | ||
| [[file:Stardust Arrow.jpg | 150px]] | | [[file:Stardust Arrow.jpg | 150px]] || 22 || || || || | ||
* Hits low. | |||
* Dash and Special Cancellable. | |||
* Does not continue juggles. | |||
* Can be linked after 5A. | |||
|} | |} | ||
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|+ | |+ | ||
|- | |- | ||
! Metro Launcher | ! <big> Metro Launcher <br> 3+C <big> !! Damage !! Start !! Active !! Recovery !! Notes | ||
|- | |- | ||
| [[file:Metro Launcher.jpg|150px]] | | [[file:Metro Launcher.jpg|150px]] || 32 || || || || | ||
* Does a good amount of stun. | |||
* Can't juggle opponent when launched. | |||
* Ends juggles. | |||
|} | |} | ||
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|+ | |+ | ||
|- | |- | ||
! Boost Overdrop !! Input !! Damage !! Notes | ! <big>Boost Overdrop</big> !! Input !! Damage !! Notes | ||
|- | |- | ||
| [[file:Boost Overdrop.jpg|150px]] || 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. | | [[file:Boost Overdrop.jpg|150px]] || 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. | ||
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|+ | |+ | ||
|- | |- | ||
! Boost Pressure !! Input !! Damage | ! <big>Boost Pressure</big> !! Input !! Damage | ||
|- | |- | ||
| [[file:Boost Pressure.jpg|150px]] || 4/6 + C || 32 | | [[file:Boost Pressure.jpg|150px]] || 4/6 + C || 32 | ||
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= Special Moves = | = Special Moves = | ||
{{MoveData | {{MoveData | ||
|name=Rolf Shot | |name = '''Rolf Shot''' | ||
|input=236+A/B/C | |input = '''<big>236+A/B/C</big>''' | ||
|image=Rolf Shot.jpg | |image=Rolf Shot.jpg | ||
|caption= | |caption= | ||
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|dash recovery= | |dash recovery= | ||
|description = | |description = | ||
'''Notes:''' | |||
* Rolf Shot can knock down the opponent when performed during a dash. | * 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. | * B and C versions cause the projectile to travel faster than the previous version. | ||
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{{MoveData | {{MoveData | ||
|name=Kneeling Rolf Shot | |name = '''Kneeling Rolf Shot''' | ||
|input=41236+A/B/C | |input = '''<big>41236+A/B/C</big>''' | ||
|image=Kneeling Rolf Shot.jpg | |image=Kneeling Rolf Shot.jpg | ||
|caption= | |caption= | ||
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|dash recovery= | |dash recovery= | ||
|description = | |description = | ||
'''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. | * 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. | * B and C versions cause the projectile to travel faster than the previous version. | ||
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{{MoveData | {{MoveData | ||
|name=Planet Breaker | |name = '''Planet Breaker''' | ||
|input=623+A/B/C | |input = '''<big>623+A/B/C</big>''' | ||
|image=Rolf Planet Breaker jpeg.jpg | |image = Rolf Planet Breaker jpeg.jpg | ||
|data= | |data= | ||
{{AttackData-Galaxy Fight: Universal Warriors | {{AttackData-Galaxy Fight: Universal Warriors | ||
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|dash recovery= | |dash recovery= | ||
|description = | |description = | ||
'''Notes:''' | |||
* B and C versions make Rolf travel further and higher than the previous version. | * 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. | * 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. | * B and C versions of regular and dashing Planet Breaker whiffs the second hit on Juri and Alvan when they're crouching. | ||
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{{MoveData | {{MoveData | ||
|name=Rapid Crush | |name = '''Rapid Crush''' | ||
|input=214+A/B/C | |input = '''<big>214+A/B/C</big>''' | ||
|image=Rapid Crush.jpg | |image = Rapid Crush.jpg | ||
|caption= | |caption= | ||
|data= | |data= | ||
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|dash recovery= | |dash recovery= | ||
|description = | |description = | ||
'''Notes:''' | |||
* B and C versions makes Rolf travel higher than the previous version. | * 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. | * 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. | * 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. | * 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. | * If well-timed, Kazuma, Juri, Gunter, and Rolf can offensively guard cancel Dashing Rapid Crush. | ||
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{{MoveData | {{MoveData | ||
|name=Striking Napalm | |name = '''Striking Napalm''' | ||
|input=360+A/B/C | |input = '''<big>360+A/B/C</big>''' | ||
|image=Striking Napalm.jpg | |image = Striking Napalm.jpg | ||
|caption= | |caption= | ||
|data= | |data= | ||
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|dash recovery= | |dash recovery= | ||
|description = | |description = | ||
'''Notes:''' | |||
* Striking Napalm has long reach and deals massive damage. It's great for catching back dashes and finishing juggles/combos. | * 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 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. | ||
}} | }} |
Revision as of 23:30, 25 May 2022
Introduction
Normals
Standing Weak Attack 5A |
Regular Damage | Regular Startup | Regular Active | Regular Recovery |
---|---|---|---|---|
7 | ||||
Notes | Dash Damage | Dash Startup | Dash Active | Dash Recovery |
|
10 |
Standing Normal Attack 5B |
Regular Damage | Regular Startup | Regular Active | Regular Recovery |
---|---|---|---|---|
23 | ||||
Notes | Dash Damage | Dash Startup | Dash Active | Dash Recovery |
|
34 |
Standing Strong Attack 5C |
Regular Damage | Regular Startup | Regular Active | Regular Recovery |
---|---|---|---|---|
32 | ||||
Notes | Dash Damage | Dash Startup | Dash Active | Dash Recovery |
* Both versions continue juggles. | 48 |
Close Standing Weak Attack cl.5A |
Regular Damage | Regular Startup | Regular Active | Regular Recovery |
---|---|---|---|---|
6 | ||||
Notes | Dash Damage | Dash Startup | Dash Active | Dash Recovery |
|
9 |
Close Standing Normal Attack cl.5B |
Regular Damage | Regular Startup | Regular Active | Regular Recovery |
---|---|---|---|---|
22 | ||||
Notes | Dash Damage | Dash Startup | Dash Active | Dash Recovery |
|
33 |
Close Standing Strong Attack cl.5C |
Damage | Start | Active | Recovery |
---|---|---|---|---|
55 | ||||
Notes | Dash Damage | Dash Startup | Dash Active | Dash Recovery |
|
82 |
Crouching Weak Attack 2+A |
Damage | Startup | Active | Recovery | Notes |
---|---|---|---|---|---|
7 |
|
Crouching Normal Attack 2+B |
Damage | Start | Active | Recovery | Notes |
---|---|---|---|---|---|
23 |
|
Crouching Strong Attack 2+C |
Damage | Start | Active | Recovery | Notes |
---|---|---|---|---|---|
32 |
|
Command Normals
Comet Tail 3+A |
Damage | Start | Active | Recovery | Notes |
---|---|---|---|---|---|
![]() |
6 |
|
Stardust Arrow 3+B |
Damage | Start | Active | Recovery | Notes |
---|---|---|---|---|---|
![]() |
22 |
|
Metro Launcher 3+C |
Damage | Start | Active | Recovery | Notes |
---|---|---|---|---|---|
![]() |
32 |
|
Throws
Boost Pressure | Input | Damage |
---|---|---|
![]() |
4/6 + C | 32 |
Special Moves
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:
|
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:
|
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:
Counter Play:
|
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:
Counter Play:
|
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:
Counter Play:
|
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.