Galaxy Fight: Universal Warriors/Rolf/Introduction: Difference between revisions

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==Introduction==
==Introduction==
Rolf is a powerful, well-rounded character. His move set allows him to easily switch between offensive and defensive play. This flexibility in play style offers Rolf a wide variety of responses for most situations in the game. For his offense, Rolf has amazing damage, stun, and combo potential. He also has access to most offensive tools in the game. He can start block strings, combo out of a cross up, poke opponents at safe distances, anti air with ease, and zone opponents with his projectiles. For his defense, his most notable tool is the double jump. It easily helps him escape juggle sequences and allows him to retreat from a bad approach. The best part is that he gains an additional jump each time he is hit in the air.
Rolf is a hit and run character with an emphasis on variety. Rolf's most notable attributes are his flexible moveset, combo variety, and unique defensive mechanic. His flexible moveset is capable of forcing the opponent to approach him as well as punishing said approach. His pokes and projectiles have enough reach to interrupt or stop the opponent. In addition, Rolf has the most combo routes out of any character in the game. His combo starters and extenders can be used interchangeably, which greatly help his touch of deaths. Also, Rolf has the best defensive mechanic in the game, which is his double jump. If he is being juggled, then he can jump in the air to escape. If he is hit midair or during his backdash, then the double jump resets and allows him to retreat again.


Despite his great versatility, Rolf does have notable weaknesses. Certain moves and combos do not function properly on crouching, non-heavy characters. He lacks priority on his jumping normal attacks, and he requires difficult execution to maximize his combo potential. In addition, Rolf's offense largely depends on his ability to safely pressure opponents at a certain distance. If he wants to zone or initiate a combo, he needs the opponent to be at the right distance. His defense works in a similar manner because he struggles to escape if the opponent is too close, or if he is knocked down.


[[file:gfRolf.gif|center]]
Despite these strengths, Rolf has a few glaring weaknesses. Almost all of Rolf's attacks are either unsafe or completely whiff against crouching, non-grappler characters. His combos are severely weakened, and his block pressure is non-existent. With this in mind, Rolf also struggles with aerial rushdown due to his "floaty" air speed. He doesn't fall fast enough to punish or catch the opponent off guard. Lastly, Rolf cannot cancel the stun from tumbles, which opens up combo routes for other characters. All of these flaws influence his "hit and run" playstyle because Rolf has more options for punishing approaches rather than committing to approaches.
 
 
[[file:Galaxy Fight Rolf Idle.gif|center]]
 


{{ProConTable
{{ProConTable
| pros =
| pros =
* Easy to understand and use.
* '''Combos:''' His combos are either heavy hitting, or touch of deaths.
* Flexible move set that allows for both offensive and defensive play.
* '''Moveset Variety:''' His moves can be used in multiple, creative ways.  
* His damage, stun, and combo potential are amazing.
* '''Double Jump:''' The only character to have one. He easily escapes air-to-air situations and juggles.
* Offense has a lot of variety, which gives him multiple ways to play neutral.
* '''Annoying:''' The ability to poke, run away, and punish approaches will frustrate players. They're more likely to perform unsafe attacks because of this.
* Has a double jump to avoid being juggled, and gains an additional jump each time he is hit in the air.
* Rolf's Dashing Rapid Crush is one of the best cross up and block string tools in the game.
| cons =
| cons =
* Although he is easy to pick up and play, Rolf has a very high skill ceiling.
* '''Tumble Stun:''' Rolf cannot cancel tumble stun.  
* Best combos are difficult to execute.
* '''Punishable Specials:''' All of Rolf's special attacks have long recoveries.
* Certain moves do not work against crouching, non-heavy characters.
* '''Crouching:''' Shorter, crouching characters will completely shut down Rolf's combos and block pressure.
* Struggles to deal with block strings or oki.
* Lack a consistent guard cancel.
* Performs poorly when the opponent is outside his preferred distance.
}}
}}
[[Category:Galaxy Fight: Universal Warriors]]

Latest revision as of 18:25, 28 February 2023

Introduction

Rolf is a hit and run character with an emphasis on variety. Rolf's most notable attributes are his flexible moveset, combo variety, and unique defensive mechanic. His flexible moveset is capable of forcing the opponent to approach him as well as punishing said approach. His pokes and projectiles have enough reach to interrupt or stop the opponent. In addition, Rolf has the most combo routes out of any character in the game. His combo starters and extenders can be used interchangeably, which greatly help his touch of deaths. Also, Rolf has the best defensive mechanic in the game, which is his double jump. If he is being juggled, then he can jump in the air to escape. If he is hit midair or during his backdash, then the double jump resets and allows him to retreat again.


Despite these strengths, Rolf has a few glaring weaknesses. Almost all of Rolf's attacks are either unsafe or completely whiff against crouching, non-grappler characters. His combos are severely weakened, and his block pressure is non-existent. With this in mind, Rolf also struggles with aerial rushdown due to his "floaty" air speed. He doesn't fall fast enough to punish or catch the opponent off guard. Lastly, Rolf cannot cancel the stun from tumbles, which opens up combo routes for other characters. All of these flaws influence his "hit and run" playstyle because Rolf has more options for punishing approaches rather than committing to approaches.


Galaxy Fight Rolf Idle.gif


Strengths Weaknesses
  • Combos: His combos are either heavy hitting, or touch of deaths.
  • Moveset Variety: His moves can be used in multiple, creative ways.
  • Double Jump: The only character to have one. He easily escapes air-to-air situations and juggles.
  • Annoying: The ability to poke, run away, and punish approaches will frustrate players. They're more likely to perform unsafe attacks because of this.
  • Tumble Stun: Rolf cannot cancel tumble stun.
  • Punishable Specials: All of Rolf's special attacks have long recoveries.
  • Crouching: Shorter, crouching characters will completely shut down Rolf's combos and block pressure.