Rage of The Dragons/Pepe/Movelist: Difference between revisions

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   |Stun=0
   |Stun=0
   |Cancel=Command, Special
   |Cancel=Command, Special
   |Startup=6
   |Startup=6 (1-11 invuln)
   |Active=2
   |Active=2
   |Recovery=25
   |Recovery=25
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   |Stun=10
   |Stun=10
   |Cancel=
   |Cancel=
   |Startup=13
   |Startup=13 (1-17 invuln)
   |Active=8
   |Active=8
   |Recovery=17
   |Recovery=17
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|data=
|data=
   {{AttackData-ROTD
   {{AttackData-ROTD
   |Damage=18 (3+2×4+7)
   |Damage=18 (3+2×4+10)
   |Guard=Mid
   |Guard=Mid
   |Stun=7 (1×5+2)
   |Stun=7 (1×5+2)
   |Cancel=
   |Cancel=
   |Startup=15
   |Startup=15
   |Active=4+(2)+2+(14)+[2+(2)]×3+12
   |Active=2+(14)+[2+(2)]×3+12
   |Recovery=11
   |Recovery=11
   |Adv. Hit=KD
   |Adv. Hit=KD
Line 539: Line 539:
}}
}}
   {{AttackData-ROTD
   {{AttackData-ROTD
   |Damage=20 (3+2×6+1+4)
   |Damage=20 (3+2×6+5)
   |Guard=Mid
   |Guard=Mid
   |Stun=10 (3+1×7)
   |Stun=10 (3+1×7)
   |Cancel=
   |Cancel=
   |Startup=23
   |Startup=23
   |Active=12+(2)+2+(15)+[2+(2)]×5+36
   |Active=2+(15)+[2+(2)]×5+2+(1)+1
   |Recovery=11
   |Recovery=43
   |Adv. Hit=KD
   |Adv. Hit=KD
   |Adv. Guard=-28
   |Adv. Guard=-28
   |description=Doesn't combo from anything, has one hitbox which stays out forever and makes it supremely unsafe, rushes from fullscreen, only deals two points more damage. Possibly the best move ever?
   |description=Doesn't combo from anything, supremely unsafe and lands you in their face from fullscreen, all for two points more damage. Possibly the best move ever?
}}
}}
}}
}}

Latest revision as of 20:38, 10 November 2024

Move List Showcase

Movelist

Impact

Snka.gifSnkb.gifSnkc.gifSnkd.gifSnkd.gif

(Air) Snkb.gifSnka.gifSnkc.gifSnkd.gifSnkd.gif

Command Normals

F.pngSnka.gif

Df.pngSnkb.gif

Special Moves

Dp.pngSnkb.gif/Snkd.gif - Green Rage

Qcb.pngSnka.gif/Snkc.gif - Istak

Hcb.pngSnkb.gif/Snkd.gif - Cuauhtli

(Air) Qcb.pngSnkb.gif/Snkd.gif - Témoc

Super Moves

Qcf.pngQcf.pngSnka.gif/Snkc.gif - Quetzalcoatl


Close Normals

cl.A
ROTD Pepe clA.png
Damage Guard Stun Cancel
6 Mid 2 Chain, Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
4 5 5 +1 0
cl.B
ROTD Pepe clB.png
Damage Guard Stun Cancel
8 Mid 4 Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
5 3 6 +2 +1
cl.C
ROTD Pepe clC.png
Damage Guard Stun Cancel
20 (8+12) Mid 11 (5+6) Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
6 6+(5)+4 12 +3 -3
cl.D
ROTD Pepe clD.png
Damage Guard Stun Cancel
20 (8+12) Mid 11 (6+7) Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
5 2+(1)+3 15 -2/+1 -5

Standing Normals

st.A
ROTD Pepe stA.png
Damage Guard Stun Cancel
8 Mid 2 Chain, Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
4 2 8 +1 0
st.B
ROTD Pepe stB.png
Damage Guard Stun Cancel
10 Mid 5 -
Startup Active Recovery Adv. Hit Adv. Guard
5 3 13 -5 -6
st.C
ROTD Pepe stC.png
Damage Guard Stun Cancel
18 Mid 10 -
Startup Active Recovery Adv. Hit Adv. Guard
9 3 19 -6/-3 -9
st.D
ROTD Pepe stD.png
Damage Guard Stun Cancel
20 Mid 12 -
Startup Active Recovery Adv. Hit Adv. Guard
11 4+4 19 -11/-8 -14

Big, chunky anti-air to throw out. Not a poke.

Crouching Normals

cr.A
ROTD Pepe crA.png
Damage Guard Stun Cancel
6 Mid 2 Chain, Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
4 3 7 +1 0
cr.B
ROTD Pepe crB.png
Damage Guard Stun Cancel
8 Low 4 Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
4 2 6 +3 +2

Combos into command grab at point blank and Duplex — nothing else. Still a fast, plus-on-block low.

cr.C
ROTD Pepe crC.png
Damage Guard Stun Cancel
16 Mid 8 Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
6 3 10 +6 0

Another good, quick anti-air.

cr.D
ROTD Pepe crD.png
Damage Guard Stun Cancel
20 Low 15 -
Startup Active Recovery Adv. Hit Adv. Guard
7 4 16 KD -3

Huge, safe sweep. It's great for quick punishes, it's great as a poke and its range works well with 6A's. Overall a blessed move.

Jumping Normals

j.A
ROTD Pepe jA.png
Damage Guard Stun Cancel
8 High/Air 6 Special
Startup Active Recovery Adv. Hit Adv. Guard
3 16 - - -
j.B
ROTD Pepe jB.png
Damage Guard Stun Cancel
10 High/Air 8 Special
Startup Active Recovery Adv. Hit Adv. Guard
3 16 - - -
j.C
ROTD Pepe jC.png
Damage Guard Stun Cancel
14 High/Air 12 Special
Startup Active Recovery Adv. Hit Adv. Guard
6 10 - - -
j.D
ROTD Pepe jD.png
Damage Guard Stun Cancel
16 High/Air 12 Special
Startup Active Recovery Adv. Hit Adv. Guard
6 12 - - -

Command Normals

6A
ROTD Pepe jC.png
Damage Guard Stun Cancel
12 High 14 Special
Startup Active Recovery Adv. Hit Adv. Guard
23 1 19 -1 -7

Pepe hops slightly and punches overhead. Does not link off or into normals, but combos into Témoc.

3B
ROTD Pepe 3B.png
Damage Guard Stun Cancel
16 (8+8) Mid 10 (3+7) Special
Startup Active Recovery Adv. Hit Adv. Guard
14 2+(10)+4 30 KD -17

Pepe's combo glue... is not as plug-and-play as it looks, as the first hit whiffs on most crouchers: namely Billy, Cassandra, Oni, Pepe, Pupa, Alice, Jones and Jimmy. This means you often have to settle for just the heavy starter in combos. The second hit launches, which restricts his combo routes a little, but it goes into DP which is what you want. Because of the launching second hit, you can try for funky combos like this.

Throws

4/6C
ROTD Pepe throw.png
Damage Guard Stun Cancel
20 - 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 1 - KD -

A leg clutch which throws the opponent about midscreen.

j.6C
ROTD Pepe airthrow.png
Damage Guard Stun Cancel
20 - 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 1 - KD -

Throws the opponent fullscreen. An excellent tool for air wars.

System

Tag-In
ROTD Pepe BC.png
BC
Damage Guard Stun Cancel
16 Mid 0 Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
6 (1-11 invuln) 2 25 KD -10
Guard Cancel
ROTD Pepe GC.png
gcCD
Damage Guard Stun Cancel
10 Mid 10 -
Startup Active Recovery Adv. Hit Adv. Guard
13 (1-17 invuln) 8 17 KD -8
First Impact
ROTD Pepe CD.png
CD
Damage Guard Stun Cancel
5+5×5 Mid 0 Hit: Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
14 3 32 KD -18
Duplex Attack
ROTD Pepe run.png
236CD
ROTD Pepe 236BC.png
236CD~236CD
Damage Guard Stun Cancel
30 Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
3 60 29 KD -13

Your partner must be alive and able to tag in. Pepe is one of two characters who can cancel into his Duplex, the other being Oni.

Damage Guard Stun Cancel
27 (27 with Pupa) - 0 -
Startup Active Recovery Adv. Hit Adv. Guard
- - - KD -

Follow up with another 236BC for more damage. Costs an extra bar.

Special Moves

Green Rage
ROTD Pepe 623K.png
623B/D
ROTD Pepe 623D.png
623D
Damage Guard Stun Cancel
18 (6+12) Mid, Mid/Air 6 (3+3) -
Startup Active Recovery Adv. Hit Adv. Guard
3 (1-10 invuln) 4+(2)+15 27 KD -22

The first four active frames are where this move cannot be air blocked, as Pepe remains grounded then. Overall excellent as an anti-air for its angle. This move is more invincible than the heavy version and less risky to throw out.

Damage Guard Stun Cancel
24 (6+8+10) Mid, Mid/Air 9 (3×3) -
Startup Active Recovery Adv. Hit Adv. Guard
3 (1-6 invuln) 4+(2)+20+(5)+2 39 KD -46

This move is infamous because the final kick guarantees a wall hit from pretty much anywhere on the stage, save for when Pepe's cornered. It is a staple of his combos and a great way to turn the tides, and it's still an effective anti-air and reversal on top of this.

Istak
ROTD Pepe 214P.png
214A/C
Damage Guard Stun Cancel
18 (3+2×4+10) Mid 7 (1×5+2) -
Startup Active Recovery Adv. Hit Adv. Guard
15 2+(14)+[2+(2)]×3+12 11 KD -4

Pepe rushes from halfscreen and chips with an electric clench. Doesn't juggle, so it's only used in grounded combos or strings to chip. Safe on block, but expect to eat guard cancels later in the game.

Damage Guard Stun Cancel
20 (3+2×6+5) Mid 10 (3+1×7) -
Startup Active Recovery Adv. Hit Adv. Guard
23 2+(15)+[2+(2)]×5+2+(1)+1 43 KD -28

Doesn't combo from anything, supremely unsafe and lands you in their face from fullscreen, all for two points more damage. Possibly the best move ever?

Cuauhtli
ROTD Pepe 63214K.png
63214B/D
Damage Guard Stun Cancel
18 - 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 1 43 KD -

Command grab. Pepe kicks the shit out of the opponent and shocks them with a lightning bolt. This actually deals a bit less damage than his normal throw, but it builds good meter and it can't be teched.

Témoc
ROTD Pepe j214K 1.png
ROTD Pepe j214K 2.png
j.214B/D
Damage Guard Stun Cancel
20 (10+10) Mid/Air, High 7 (3+4) -
Startup Active Recovery Adv. Hit Adv. Guard
4 Until landing+(11)+1+(2)+2+(2)+2 15 KD -4

The divekick is an air-blockable mid, while everything after hits overhead. Strength determines the angle Pepe flies. Its utility includes using it to combo from 6A, getting knockdowns from high jump-ins and using the tiger knee input to create a wall of lightning. Most of the time on block, there will be a wide-enough gap between the hits for his opponent to sneak a heavy in and punish him.

Super Moves

Quetzalcoatl
ROTD Pepe 236236P.png
236236A/C
Damage Guard Stun Cancel
40 (10+30) Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
11 (1-9 invuln) - - KD -30

Pepe powers up, dashes in, rams the opponent and shocks them with an upward lightning bolt. His hurtbox stays low, so some close heavies may miss when trying to punish. Not a true reversal.

Damage Guard Stun Cancel
60 (5+10+45) Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
11 (1-11 invuln) - - KD -36

The C version deals more damage and has a bigger lightning explosion. It's also a true reversal. Both supers go through projectiles.

ROTD Navigation

General
Controls and Notation
HUD
System
FAQ
Characters
Billy
Lynn
Radel
Annie
Cassandra
Oni
Pepe
Pupa
Alice
Elias
Jones
Kang
Sonia
Jimmy
Abubo
Johann