(→Normal Moves: Made Red Arremer's Normal Moves section.) |
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[[image:RedArremersvc.gif|"G-gyaaaa. (Delish! Fresh meat always tastes best!)" | {{TOClimit|3}} | ||
=Introduction= | {{SVC Character Subnav|name=Red Arremer}} | ||
{| class="wikitable" style="float:right; margin-left: 10px;" | |||
|- | |||
! align="center" colspan="2" | レッドアリーマー, Red Arremer | |||
|- | |||
! align="center" colspan="2" | [[image:RedArremersvc.gif|"G-gyaaaa. (Delish! Fresh meat always tastes best!)"|center]] | |||
|- | |||
| '''Category''' || Final (Secret) Boss | |||
|- | |||
| '''Playstyle''' || Fullscreen control zoner | |||
|- | |||
| '''Difficulty''' || Mostly Easy | |||
|- | |||
| '''Max Mode Needed?''' || Almost Useless | |||
|- | |||
| '''Tier Placement''' || Top Tier (S) | |||
|- | |||
| '''Standing Hitbox''' || ? | |||
|- | |||
| '''Crouching Hitbox''' || Tall | |||
|- | |||
| '''Defense Modifier''' || 255? (Player) / 255 (CPU) | |||
|- | |||
| '''Wall Jump''' || Yes | |||
|} | |||
==Introduction== | |||
[[image:RedArremerfacesvc.png|right]] | [[image:RedArremerfacesvc.png|right]] | ||
Red Arremer, or RA for short. is a common enemy from the Ghosts 'n Goblins game series, along with starring a couple of his own games. He's incredibly frustrating to deal with in those games with his sporadic and fast movement, and here he's limited in his movement somewhat due to the nature of fighting game design, but makes up for it with perhaps the most infamous of special moves in SVC: his minions. When used correctly, RA can essentially turn SVC into a mini bullet hell with the amount of projectiles thrown at his foes, so much so that an RA mirror matchup goes as far as to cause slowdown. He has plenty of other great tools that make him a nightmare to deal with as a zoner, however, giving him his top tier placement. He is still very much beatable, however, so don't pick him and shrug it off expecting instant results as experienced players will be able to get in. Which by that point, RA is left with basically nothing. | |||
'''How to select Red Arremer (Outside of Super Plus)''' | |||
* You wish to use him? It isn't possible to select him on the Arcade version without cheats, but you can use him in the console versions (PS2 and XBOX). Just select Survival Mode, and beat him, or Athena in it on the 36th fight, and you'll unlock him along with Athena. | |||
{{ ProConTable | |||
| pros= | |||
* '''Good movement:''' Slide, flights, fast movement speed and long jumps give Red Arremer a lot of easy movement he can utilize. | |||
* '''Amazing fireball:''' One of the strongest fireballs in the whole game. RA can pierce through everything with his fireball, giving him amazing zoning to fight back with and with a generous hitbox, too. The fact that it even goes through super projectiles makes it particularly powerful. | |||
* '''Great air game:''' Minions and huge pillars of fire that reach the top of the screen, plus flight attacks, RA handles the air game exceptionally well, setting aside his bad aerial buttons. | |||
* '''Unblockable Exceed:''' In the few cases you can reliably use his exceed, it's unblockable giving RA free damage that also results in pushing the opponent back and away from him. One of the few unblockable exceeds in the game. | |||
* '''Unblockable fly setups:''' Careful minion manipulation and fireball spacing allows RA to position the opponent as a sitting duck, further allowing him to set up unblockable attacks with his flight attacks. Handy to have and a reliable source of damage, though they take a moment to start up and can be countered before he begins moving. | |||
* '''Will always have meter for Blowback:''' Red Arremer never has to spend any of his meter, not even for GCFS, as nothing he has uses it. For the moments where the opponent does close the gap and get close to him, it's very rare he wouldn't have meter to use blowback to shake them off. | |||
* '''Screen control god when done right:''' This reason alone is what propels him to the top of the tier list, and his minions are only one reason why. It doesn't take long at all for Red Arremer to flood the screen with so many projectiles to gain a suffocatingly strong control of screen real estate. Anywhere you look, RA can probably attack there. The only other character that matches his level of screen control is Zero, and maybe Mars People. | |||
* '''Forces defensive turtles into playing aggressively:''' Characters like Guile and Mars People cannot handle the relentless pressure of Red Arremer's minions and fireballs. Even if the player manages to somehow still be a sitting duck, RA can throw out unblockable flights. Thus, he forces them to approach him instead, leaving them without their comfort zones. | |||
* '''Obliterates players who don't know better:''' Red Arremer's summons alone will gatekeep new players hard. Not knowing the knowledge checks, let alone RA's matchups, will immediately make him feel like an impossible matchup, and may even lead them to picking RA the next match. Only to get blown up for it, again. | |||
| cons= | |||
* '''Cannot crouch:''' A seemingly inconsequential downside means he has a harder time avoiding some attacks. More notably, in some matchups like Athena, he cannot avoid her arrows leading to unavoidable chip damage, which quickly adds up. Note that though he does not crouch, his pushbox lowers when holding down, but in practice this hardly changes anything. | |||
* '''Slide is his only good button:''' Red Arremer has very few buttons for one, but the buttons he does have are all awful and provide nothing for him except chicken scratches. Slide is his only meaningful button as it lets him run away if it knocks down. Everything else, you're probably only using it out of desperation. | |||
* '''Can only forward throw:''' If for whatever reason Red Arremer needs to throw the opponent to the opposite side, he can only do that after switching sides with the opponent first. Not having a back throw can limit his flexibility for the few times he actually does throw. | |||
* '''Super situational Exceed:''' Using his Exceed midscreen is a complete waste, unless he can maybe punish a teleport attempt. Because RA flies backwards to the edge of the screen first, this makes throwing it out midscreen a waste as it drags the camera with him. Even if he's in the corner as well, the height at which he hangs onto the wall is not 100% consistent as it depends on where he started. He flies backwards at a diagonal angle. | |||
* '''All of his summons are punishable one way or another:''' Red Arremer's impenetrable wall of minions can crumble fairly quickly if the opponent pays close attention to knowledge checks and how each minion behaves. RA can also be punished during the summon animations themselves, made easier depending on the matchup and situation. Because he's a sitting duck for two of the three summons, he's left vulnerable to punishes. | |||
* '''No good, reliable combos:''' Red Arremer is a pure blooded zoner and has nothing for fighting up close. Though if you were expecting the screen flooding character with the main goal of being as obnoxious as possible to have combos, you should go play someone else, instead. | |||
* '''Struggles against most other boss characters:''' Red Arremer, despite being top tier and a major pain for several characters to deal with, actually suffers losing matchups against almost all other boss characters. With the exception of Dan, Mars People and maybe Serious Mr. Karate, Red Arremer doesn't have good answers for fighting the other bosses. In some cases, like fighting Demitri, it drastically changes how both characters approach the fight like turning the stage into a bullet hell, yet still favoring the other character. Even Athena is a major pain for RA to deal with. | |||
* '''RA mirrors are a nightmare:''' RA mirrors cause the greatest amount of slowdown in the game once both players start summoning minions or throwing out any kinds of attacks with effects. It doesn't take long for the slowdown to kick in, either, or can even potentially '''crash the game.''' They're not fun to either play or watch, please do not ever engage in RA mirrors. They're wars of attrition at best and a waste of time and frustratingly slow at worst. | |||
* '''You will lose friends:''' Picking RA can make people rage quit the game because of how daunting his minions are, especially newer players. | |||
}} | |||
<center>{{FrameDataKey-SVC}}</center> | |||
==Move List== | |||
===Normal Moves=== | |||
Since Red Arremer has no standing proximity normals, he only has 4 standing normals. Regardless if you're far or close to the opponent, the attack for the corresponding button doesn't change. | |||
====Far/Close Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.A/cr.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=4 | |||
|Active=3 | |||
|Recovery=11 | |||
|Total=18 | |||
|Hit Adv=-2 | |||
|Block Adv=-4 | |||
|Invulnerability= | |||
|description=* A stab with his claws. Can't chain into itself, and the other Light Attacks, but can be normal canceled. | |||
* st.A is identical to cr.A, so st.A notes apply to cr.A as well. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.B/D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=7 | |||
|Active=4, (5), 4 | |||
|Recovery=7 | |||
|Total=27 | |||
|Hit Adv=+2 | |||
|Block Adv=+0 | |||
|Invulnerability= | |||
|description=* A two-hit kick. Can't chain into itself, and the other Light Attacks, but any hit can be normal canceled. | |||
* st.D is identical to st.B, but deals more damage. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=8 | |||
|Active=3, 6 | |||
|Recovery=15 | |||
|Total=32 | |||
|Hit Adv='''1st= -4''' ; '''2nd= -1''' | |||
|Block Adv='''1st= -6''' ; '''2nd= -3''' | |||
|Invulnerability= | |||
|description=* A two-hit slash. Good for combos, and any hit can be normal canceled. | |||
}} | |||
}} | |||
====Crouch Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Low | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=5 | |||
|Active=2 | |||
|Recovery=6 | |||
|Total=13 | |||
|Hit Adv=+4 | |||
|Block Adv=+2 | |||
|Invulnerability= | |||
|description=* A low-hitting kick. Can chain into itself, and into the other Light Attacks as his only light chain starter. Can be normal canceled too. | |||
}} | |||
}} | |||
''''' | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=8 | |||
|Active=3, 6 | |||
|Recovery=15 | |||
|Total=32 | |||
|Hit Adv='''1st= -4''' ; '''2nd= +11''' | |||
|Block Adv='''1st= -1''' ; '''2nd= -3''' | |||
|Invulnerability= | |||
|description=* Same animation as his st.C, but with one more property: It will reset your opponent on hit. Probably the easiest reset setup in the game. Try using this move when you're more familiar with RA, you can setup pressure and some unblockables with his minions using this button. | |||
* Keep in mind this is still not good for defending RA up-close, as cr.D should be used instead. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.D | |||
* | |data= | ||
* | {{AttackData-SVC | ||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Low | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=9 | |||
|Active=16 | |||
|Recovery=12 | |||
|Total=37 | |||
|Hit Adv=SKD | |||
|Block Adv=-10 | |||
|Invulnerability= | |||
|description=* A slide, it can pass under some projectiles, and you can cancel any normal into this move. You can't cancel it afterwards. | |||
* Essential for RA's survival up close as it's his only consistently reliable normal. Any other button barely poses a threat to any character given how bad his buttons are. The knockdown and fast startup of this attack, on top of hitting low, makes this a must use for any time the opponent gets close - just be wary the opponent doesn't block it. | |||
}} | |||
}} | |||
====Jumping Normals==== | |||
Like his standing normals, Red Arremer has no differentiation between neutral and diagonal jumping normals, so again, the attack only matters based on what button is pressed. | |||
===== <span class="invisible-header"></span> ===== | |||
* | <font style="visibility:hidden" size="0"></font> | ||
* All of | {{MoveData | ||
* | |image= | ||
|subtitle= | |||
|caption= | |||
|name=(n)j.X | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=4 | |||
|Active=11 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral/Diagonal Jumping Attack | |||
* All of RA's jump buttons do the exact same attack but with very slight differences | |||
* Just a dinky kick. Nothing special since you can't crossup with it. Hardly anything worth noting in his move list. | |||
* The button pressed changes the amount of damage dealt. Lights will do less damage, whereas heavies will do more damage, so pressing the light buttons is pointless. | |||
}} | |||
}} | |||
= | ===Throws=== | ||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name={{Icon-SNK|A}}{{Icon-SNK|B}}/{{Icon-SNK|C}}{{Icon-SNK|D}} Throw | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=24 | |||
|Counter Dmg=24 | |||
|Guard=Throw | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
== | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle={{Icon-SNK|C}}{{Icon-SNK|D}} on Block | |||
|caption= | |||
|name=Guard Cancel Blowback | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=0 | |||
|Counter Dmg=0 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
'' | ===Special Moves=== | ||
'''Note about the minions:''' You can have all three types of minions on the screen, but while a minion is on the screen, you can't call another minion of the same type. For example: you call a Zombie. While the zombie is still active and viewable on stage (even if he's offscreen due to player positioning), you can't resummon Zombie until he goes away completely. And technically, yes, you can combo after the 3 types of minions, but it's so inconsistent to setup and unrealistic to pull off consistently in a real match because of countless potential factors, don't expect it to happen. If you were to get a combo, the best order for that is: QCF+B - Wait a moment after this one, QCF+K in the air, QCF+D. After they hit, you can do any combo afterwards. | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
' | |image= | ||
|subtitle=(Jump) qcf P | |||
|caption= | |||
|name=Fireball | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Like a normal projectile, but it does two hits(The animation of it seems like [[Dhalsim (SvC)|Dhalsim's]] Yoga Fire), and will knock your opponent down. It can defeat other projectiles, probably for the two-hit feature(It can defeat some Super Projectiles too. If the projectile was blocked, the first hit will hit your opponent, but the projectile still will be active(Waiting for the second hit, where it vanishes), which is nice for pressuring. When used in the air, it will change RA's jump arc, still will do two hits(And your opponent will get a knockdown), but it can hit low if you have a good aim(Which is a interesting feature). | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcf B | |||
|caption= | |||
|name=Woody Pig | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* RA summons a monster(Sorry, two monsters) from the Ghosts 'n Goblins game. They will fly until they hits(On tall opponents, it can hit early, on small opponents, it maybe won't hit). Very nice for pressuring(That's how those monsters work in that game, just spam them, and you lose). It almost doesn't have recovery frames, so it's safe from a certain distance. You can combo after any minion too. | |||
}} | |||
}} | |||
== | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcf D | |||
|caption= | |||
|name=Zombie | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* This one is nice. This Zombie will appear in front of RA, and will begin walking forward. It counts as a projectile too, and that means, it's mainly a shield. You can combo after it hits too, but that's a little hard. RA is safe to call him at a certain distance. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
* | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | |||
|image= | |||
|subtitle=j.qcf K | |||
|caption= | |||
|name=Puchi Devil | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* This one is probably the best for pressuring games. RA lauches 3 (Kind of) bats, and they will run forward, but almost touching the ground, and when they are in that position, they will hit low(Oh, and the bats will combo too). RA is safe to call the bats depending of the distance(And it will change his jump arc too). | |||
}} | |||
}} | |||
== | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
''''' | {{MoveData | ||
|image= | |||
|subtitle=qcb K | |||
|caption= | |||
|name=Hell Hunter (Kuuchuu) | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* A move for his air game. You'll need to know the patterns in this move(Consider the below too), because it's unblockable. On the B version, RA will fly and stop behind the Health bars. After that, he'll fly from a full screen length, but making an U arc. On the D version, he'll stop behind the Health bars again, but he'll make this arc -> \, and then he'll go back to this initial position(Kind of a hit & run move). | |||
}} | |||
}} | |||
== | ===== <span class="invisible-header"></span> ===== | ||
' | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | |||
|image= | |||
|subtitle=dp K | |||
|caption= | |||
|name=Hell Hunter (Chijou) | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Learn the arc for this move too. RA will fly, but near from the ground this time. After some time, he'll make an arc like this -> __ and will stop after he reaches full screen length. | |||
}} | |||
}} | |||
'' | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=dp P | |||
|caption= | |||
|name=Demon Pillar | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* This is mainly for pressuring. RA will launch his air fireball, but it can only hit when it touches the ground, making a pillar. Can be useful as an anti-air, but you'll need to predict your opponent's jump. It does incredible guard damage too(Can be useful as an cheap finisher). | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=f~hcf P | |||
|caption= | |||
|name=Death Cannon | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
* | |Startup= | ||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* This move has the same animation as [[Rockman Zero (SvC)|Zero's]] QCF(2x)+P Super. RA will charge, and launch a Super projectile. It does nice damage, but you can't use it on combos(Maybe after the Minions combo?). | |||
}} | |||
}} | |||
==Exceed | ===Exceed=== | ||
{{MoveData | |||
|image= | |||
|subtitle={{Motion|236}}{{Motion|236}}[[File:K.png]] | |||
|caption= | |||
|name=Suppertime | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=108? | |||
|Counter Dmg=108? | |||
|Guard=Unblockable | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* RA will do an unblockable wall leap, and when it hits, RA will begin biting his opponent before throwing him/her on the ground. It does nice damage, but it won't do full screen length. The B version will make him fly further too(But not full screen). You can use it as a meaty, but depends of where your opponent is. | |||
}} | |||
}} | |||
''''' | ==Strategy== | ||
===Basic Strategy=== | |||
'''''RA's gameplan''''' | |||
RA's just a great keepaway character. His minions and projectiles are his gameplan, and you can spam them from far away(You can have all of the 3 minions on the screen, and RA almost doesn't have any recovery frames if he calls them, so...). If a minion hits(Especially the bats), run to do a combo, you'll need it to do damage(You won't win only by chipping). His minions won't let your opponent jump, GCF, or things like that, because you're only thing that takes damage in the middle of that "bullet hell". Oh, but there are things that can break you minions barrage, like EQ with his Fat Guilty, Parries(From Ryo and Hugo), Teleports in general, and Super Projectiles(You can negate it, but it still will stop the minions). He doesn't have Supers, so he has to rely on his Unblockable Exceed(Make sure you hit with it), and the Unblockable Hell Hunter(Remember the patterns) to do real damage(You can make RA charge the Hell Ride while you're spamming minions too, which is nice). Good luck on your matches. | |||
''''' | '''''Some Combos''''' ''(Without Max Mode)''<br> | ||
''''' | ===Advanced Strategy=== | ||
'''''Resets with the cr.C''''' | |||
Resets are important, that's what is on almost every section. You can do reset combos with RA, and they aren't that hard to perform. It's just this: | |||
( | [Jump Attack (If you want more damage)] cr.C, (After the reset) | ||
* (You can empty jump/dash here if you're not on the corner) cr.B(2x), cr.D/d+D(Still dunno) - low starter with a knockdown after it; | |||
* Jump, j.D/C(Are the same thing), any combo - High Starter into a (Maybe, depends of the combo) knockdown; | |||
* Cancel the second hit into Exceed(If RA is with his back to the corner)/Hell Hunter - Reset into unblockable; You can make one of your minions hit your opponent after the reset, to help on the Hell Hunter charge. | |||
Learn those above, you'll need. | |||
====Match-Ups==== | |||
=====Athena===== | |||
It doesn't look like it, but this matchup is actually in Athena's favor. There are three main reasons: First, Athena can always exploit the fact that RA cannot crouch with arrows. While he can still low block, it doesn't change the fact that he will always be hit by arrows on the ground and can only truly avoid them if he jumps. Even then, he's wide open during his summons so eating an arrow is not that difficult. Second, Athena's Exceed can effectively shut out RA from ever summoning bats at the risk of getting half his life bar deleted. Third, RA can's approach all that safely since Athena's Wave attack will anti-air him if he tries to jump in, on top of completely bypassing his minions. Her lion summon will be nullified by RA's zombie minion, making the lion significantly less useful, though. RA can also still force trades with smartly timed summons, and if all else fails he has his fireballs. Though with Athena still being quite effective even from fullscreen away, RA has practically zero chance of setting up a combo on Athena unless the planets align. The RA player will have to force Athena into opening herself up, either by forcing Athena to approach or approaching Athena himself. But unlike RA, Athena has at least a couple more useful normals, so RA still has to try and fight from a distance, or wait very patiently for poking opportunities. | |||
= | =====Orochi Iori===== | ||
Red Arremer has better aerial control than Orochi Iori does, thus he can still keep O. Iori out with bat summons and pig summons from jump in attempts. However, it only takes one poorly timed summon for O. Iori to barge right in, and if patient enough, O. Iori can jump/superjump across all of RA's minions and start pressuring him. And since RA only has his slide and Exceed to defend himself up close, shaking off O. Iori will be very difficult if he doesn't have Blowback readily available. RA's bat summons also don't pose that big of a threat when O. Iori can casually walk past them as they're being summoned due to his walking speed. If O. Iori fails to close the gap and RA manages to set up his minions, he can still retaliate by using his projectile super which will screen nuke all all minions and projectiles on the screen, and potentially even catch RA, forcing RA to restart. RA has to play very patiently to ensure that O. Iori doesn't trap him, and be selective about his summons. O. Iori only needs some patience to wait for the right window to rush in and barrage RA, but preferably conserve his meter in case he needs the emergency screen nuke. | |||
= | ==Combos== | ||
<center>{{Template:ComboNotationKey-SVC}}</center> | |||
RA's combos basically don't exist, but he can do something with his claws, mouth, minions and feet. But if you're trying to play RA for combo potential and such, don't play RA. Combos are the lowest of RA's priorities in a match, especially when his buttons all suck. | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ BnB Combos | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
|(Minions combo, j.X) cl.C/D(1), qcf P, (meaty Exceed (if bites and the throw hit) / qcb K or dp K, if in reach) || TBA || TBA || TBA || TBA || Probably his BnB. Nothing special about it, but you can use the two hits of the cl.D if on the corner. | |||
|- | |||
|(Corner Far) qcf A, dp K / f~hcf P || TBA || TBA || TBA || TBA || Dunno how this combo works, it just was here. | |||
|- | |||
|(Use both qcf K minions then jump over your opponent) (j.X - no crossup,) cl.C/D(2), (qcf B hits here), cl.C/D(2), (qcf D), cl.C/D(1), qcf P, (meaty) || TBA || TBA || TBA || TBA || Damaging combo, but very hard to land on a real match. Jumping over your opponent with the minions on the screen can be easy, but... This combo? Dunno, didn't do many RA matches. But it's possible anyway. | |||
|- | |||
|} | |||
{{Navbox-SVC}} | |||
[[Category: SvC Chaos]] | [[Category: SvC Chaos]] |
Latest revision as of 02:33, 28 July 2024
レッドアリーマー, Red Arremer | |
---|---|
Category | Final (Secret) Boss |
Playstyle | Fullscreen control zoner |
Difficulty | Mostly Easy |
Max Mode Needed? | Almost Useless |
Tier Placement | Top Tier (S) |
Standing Hitbox | ? |
Crouching Hitbox | Tall |
Defense Modifier | 255? (Player) / 255 (CPU) |
Wall Jump | Yes |
Introduction
Red Arremer, or RA for short. is a common enemy from the Ghosts 'n Goblins game series, along with starring a couple of his own games. He's incredibly frustrating to deal with in those games with his sporadic and fast movement, and here he's limited in his movement somewhat due to the nature of fighting game design, but makes up for it with perhaps the most infamous of special moves in SVC: his minions. When used correctly, RA can essentially turn SVC into a mini bullet hell with the amount of projectiles thrown at his foes, so much so that an RA mirror matchup goes as far as to cause slowdown. He has plenty of other great tools that make him a nightmare to deal with as a zoner, however, giving him his top tier placement. He is still very much beatable, however, so don't pick him and shrug it off expecting instant results as experienced players will be able to get in. Which by that point, RA is left with basically nothing.
How to select Red Arremer (Outside of Super Plus)
- You wish to use him? It isn't possible to select him on the Arcade version without cheats, but you can use him in the console versions (PS2 and XBOX). Just select Survival Mode, and beat him, or Athena in it on the 36th fight, and you'll unlock him along with Athena.
Strengths | Weaknesses |
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|
|
SVC Chaos: SNK VS Capcom Frame Data Glossary | |
---|---|
Damage |
How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier, or in other words the average defense modifier of 223 against characters like Kyo and Ryu.
|
Counter Damage |
How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. |
Guard |
Where the attack hits, and thus where it must be blocked.
|
Guard Crush |
How much guard meter damage the attack does to the green Guard Gauge. |
Stun |
How many points of stun the attack adds to the opponent's invisible Stun Gauge. |
Meter |
How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it. |
Cancel |
The type of cancel the attack can perform.
|
Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.
|
Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)
|
Recovery |
How many frames it takes for a move to finish after it's been active. |
Total |
The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number. |
Hit/Block Adv |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.
|
Invulnerability |
Indicates whether there's any frames of invulnerability during the attack. |
Move List
Normal Moves
Since Red Arremer has no standing proximity normals, he only has 4 standing normals. Regardless if you're far or close to the opponent, the attack for the corresponding button doesn't change.
Far/Close Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 3 | 11 | 18 | -2 | -4 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 7 | 4, (5), 4 | 7 | 27 | +2 | +0 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 8 | 3, 6 | 15 | 32 | 1st= -4 ; 2nd= -1 | 1st= -6 ; 2nd= -3 | - | |
|
Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Low | - | - | - | - | 5 | 2 | 6 | 13 | +4 | +2 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 8 | 3, 6 | 15 | 32 | 1st= -4 ; 2nd= +11 | 1st= -1 ; 2nd= -3 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Low | - | - | - | - | 9 | 16 | 12 | 37 | SKD | -10 | - | |
|
Jumping Normals
Like his standing normals, Red Arremer has no differentiation between neutral and diagonal jumping normals, so again, the attack only matters based on what button is pressed.
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 4 | 11 | - | - | - | - | - | |
|
Throws
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 0 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Special Moves
Note about the minions: You can have all three types of minions on the screen, but while a minion is on the screen, you can't call another minion of the same type. For example: you call a Zombie. While the zombie is still active and viewable on stage (even if he's offscreen due to player positioning), you can't resummon Zombie until he goes away completely. And technically, yes, you can combo after the 3 types of minions, but it's so inconsistent to setup and unrealistic to pull off consistently in a real match because of countless potential factors, don't expect it to happen. If you were to get a combo, the best order for that is: QCF+B - Wait a moment after this one, QCF+K in the air, QCF+D. After they hit, you can do any combo afterwards.
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
108? | 108? | Unblockable | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Strategy
Basic Strategy
RA's gameplan
RA's just a great keepaway character. His minions and projectiles are his gameplan, and you can spam them from far away(You can have all of the 3 minions on the screen, and RA almost doesn't have any recovery frames if he calls them, so...). If a minion hits(Especially the bats), run to do a combo, you'll need it to do damage(You won't win only by chipping). His minions won't let your opponent jump, GCF, or things like that, because you're only thing that takes damage in the middle of that "bullet hell". Oh, but there are things that can break you minions barrage, like EQ with his Fat Guilty, Parries(From Ryo and Hugo), Teleports in general, and Super Projectiles(You can negate it, but it still will stop the minions). He doesn't have Supers, so he has to rely on his Unblockable Exceed(Make sure you hit with it), and the Unblockable Hell Hunter(Remember the patterns) to do real damage(You can make RA charge the Hell Ride while you're spamming minions too, which is nice). Good luck on your matches.
Some Combos (Without Max Mode)
Advanced Strategy
Resets with the cr.C
Resets are important, that's what is on almost every section. You can do reset combos with RA, and they aren't that hard to perform. It's just this:
[Jump Attack (If you want more damage)] cr.C, (After the reset)
- (You can empty jump/dash here if you're not on the corner) cr.B(2x), cr.D/d+D(Still dunno) - low starter with a knockdown after it;
- Jump, j.D/C(Are the same thing), any combo - High Starter into a (Maybe, depends of the combo) knockdown;
- Cancel the second hit into Exceed(If RA is with his back to the corner)/Hell Hunter - Reset into unblockable; You can make one of your minions hit your opponent after the reset, to help on the Hell Hunter charge.
Learn those above, you'll need.
Match-Ups
Athena
It doesn't look like it, but this matchup is actually in Athena's favor. There are three main reasons: First, Athena can always exploit the fact that RA cannot crouch with arrows. While he can still low block, it doesn't change the fact that he will always be hit by arrows on the ground and can only truly avoid them if he jumps. Even then, he's wide open during his summons so eating an arrow is not that difficult. Second, Athena's Exceed can effectively shut out RA from ever summoning bats at the risk of getting half his life bar deleted. Third, RA can's approach all that safely since Athena's Wave attack will anti-air him if he tries to jump in, on top of completely bypassing his minions. Her lion summon will be nullified by RA's zombie minion, making the lion significantly less useful, though. RA can also still force trades with smartly timed summons, and if all else fails he has his fireballs. Though with Athena still being quite effective even from fullscreen away, RA has practically zero chance of setting up a combo on Athena unless the planets align. The RA player will have to force Athena into opening herself up, either by forcing Athena to approach or approaching Athena himself. But unlike RA, Athena has at least a couple more useful normals, so RA still has to try and fight from a distance, or wait very patiently for poking opportunities.
Orochi Iori
Red Arremer has better aerial control than Orochi Iori does, thus he can still keep O. Iori out with bat summons and pig summons from jump in attempts. However, it only takes one poorly timed summon for O. Iori to barge right in, and if patient enough, O. Iori can jump/superjump across all of RA's minions and start pressuring him. And since RA only has his slide and Exceed to defend himself up close, shaking off O. Iori will be very difficult if he doesn't have Blowback readily available. RA's bat summons also don't pose that big of a threat when O. Iori can casually walk past them as they're being summoned due to his walking speed. If O. Iori fails to close the gap and RA manages to set up his minions, he can still retaliate by using his projectile super which will screen nuke all all minions and projectiles on the screen, and potentially even catch RA, forcing RA to restart. RA has to play very patiently to ensure that O. Iori doesn't trap him, and be selective about his summons. O. Iori only needs some patience to wait for the right window to rush in and barrage RA, but preferably conserve his meter in case he needs the emergency screen nuke.
Combos
SVC Chaos: SNK VS Capcom Quick Combo Notation Guide | |
---|---|
May change to numpad notation much later down the road. |
RA's combos basically don't exist, but he can do something with his claws, mouth, minions and feet. But if you're trying to play RA for combo potential and such, don't play RA. Combos are the lowest of RA's priorities in a match, especially when his buttons all suck.
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(Minions combo, j.X) cl.C/D(1), qcf P, (meaty Exceed (if bites and the throw hit) / qcb K or dp K, if in reach) | TBA | TBA | TBA | TBA | Probably his BnB. Nothing special about it, but you can use the two hits of the cl.D if on the corner. |
(Corner Far) qcf A, dp K / f~hcf P | TBA | TBA | TBA | TBA | Dunno how this combo works, it just was here. |
(Use both qcf K minions then jump over your opponent) (j.X - no crossup,) cl.C/D(2), (qcf B hits here), cl.C/D(2), (qcf D), cl.C/D(1), qcf P, (meaty) | TBA | TBA | TBA | TBA | Damaging combo, but very hard to land on a real match. Jumping over your opponent with the minions on the screen can be easy, but... This combo? Dunno, didn't do many RA matches. But it's possible anyway. |