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{{TOClimit|3}} | {{TOClimit|3}} | ||
{{SVC Character Subnav|name=Earthquake}} | |||
{| class="wikitable" style="float:right; margin-left: 10px;" | |||
|- | |||
! align="center" colspan="2" | アースクェイク, Earthquake | |||
|- | |||
! align="center" colspan="2" | [[image:Earthquakesvc.gif|"If you want to be strong like me, you gotta eat like a champ! Snort, oink!"|center]] | |||
|- | |||
| '''Category''' || Normal | |||
|- | |||
| '''Playstyle''' || Unorthodox anti-zoner setplay | |||
|- | |||
| '''Difficulty''' || Easy Execution, Hard Gameplay | |||
|- | |||
| '''Max Mode Needed?''' || Doesn't Need It | |||
|- | |||
| '''Tier Placement''' || Maybe (C) | |||
|- | |||
| '''Standing Hitbox''' || Tall | |||
|- | |||
| '''Crouching Hitbox''' || Huge | |||
|- | |||
| '''Defense Modifier''' || 212 | |||
|- | |||
| '''Wall Jump''' || Yes | |||
|- | |||
|} | |||
==Introduction== | ==Introduction== | ||
Line 6: | Line 32: | ||
Earthquake (or EQ for short) is easily the fattest character of both the Samurai Shodown series and this game, and is almost as tall as Hugo. While he definitely has some issues, he's an overall unique character in SVC and may even surprise you with what he has to offer as an unorthodox big-body type character. | Earthquake (or EQ for short) is easily the fattest character of both the Samurai Shodown series and this game, and is almost as tall as Hugo. While he definitely has some issues, he's an overall unique character in SVC and may even surprise you with what he has to offer as an unorthodox big-body type character. | ||
{ | {{ ProConTable | ||
| | | pros= | ||
* '''Mostly good ground buttons:''' Earthquake's buttons come out quickly and with good range to them to make effective pokes and do okay enough damage to help throughout the match, even his heavy buttons. Normals like cr.A or st.D are great pokes in any matchup he can rely on to help his footsies gameplay. Some buttons like cr.C leave a lot to be desired, though. | |||
* '''Decently mobile for a huge character:''' Earthquake, despite having slow grounded and aerial movement, has access to a wall jump and other special moves that help move him around, though only small, such as a DP roll attack or a teleport strike from above. His huge size doesn't prevent him from having dashes as fast as everyone else, either. | |||
* '''Gimmicky tools to make the opponent guess:''' Between fake out teleports and teleport mixups, a fart projectile, a falling aerial attack, forwards roll attack, or his chain super that hits wherever the opponent is, Earthquake has a large variety of tools to work with. With proper use, he can be fairly unpredictable and continually punish mistakes throughout the match. Teleport mixups are especially useful for providing him necessary defensive options. | |||
* | * '''Fart projectile for setplay:''' Earthquake can use his own farts for interesting setplay to force the opponent to either stay away or jump towards him, essentially blocking off access directly in front of him for some time. It travels at a snail's pace, so while useless for fighting against zoning, makes it ideal for keeping the opponent from standing near him while also keeping them where he wants them. It makes up a huge part of his neutral and setplay, giving him pressure he otherwise wouldn't have, and trades favorably for him. | ||
* '''50/50 instant overhead mixups:''' Adding to his fart setplay, Earthquake can use j.A for instant overheads or go for sweeps with cr.D to mix the opponent up. Though this does not mitigate his jumping issue, it's a boon for his offense by getting more pokes. | |||
* '''Anti-zoner playstyle:''' Earthquake's a unique character in that his movelist is specifically designed around countering against zoners or punishing attempts to zone him out. He has multiple ways of doing this, but most notable is his Fat Guilty super which quickly punishes the opponent where they stand. | |||
* | * '''Strong meter dump:''' Earthquake makes good use of meter in general since his supers are all useful in some way to his gameplay. Even in max mode where he has no real use for max cancels, meter dump is still helpful to enhance his offense. In general, it makes up a large part of his ability to counter zoners and blends well with is fart setups. | ||
* '''Rare matchup:''' While not the rarest matchup, Earthquake is seldom picked and so the opponent likely won't know how to fight against him, giving him an advantage. In a game where zoners are powerful, this further elevates his potential to win matches. If he's in a matchup that he wins, then the lack of matchup knowledge makes matters easier for him. | |||
* | | cons= | ||
* | * '''Massive target:''' Earthquake is the second tallest character in the game, behind only Hugo, but the widest character in the game. He's massive and takes up a massive chunk of the screen real estate that he becomes an easy target to hit. Some attacks he cannot avoid at all, which makes his life miserable in some matchups. His huge size also makes it very easy to cross him up. | ||
* | * '''Horrible jumps, slow walk speed:''' Earthquake's jumps hardly travel forwards enough even with super jumps, and the arc they travel in makes it impossible for him to jump over himself and Hugo, needing to superjump. Even Hugo doesn't have this issue. His general walk speed is also slow, forcing him to dash around or use other means to move around. | ||
* | * '''Unreliable jump-ins:''' Earthquake's jump-ins are all stubby, or have active hitboxes placed too close to his hurtboxes that timing them as jump-ins or using them as air-to-airs is harder than it looks. Combined with his huge size and terrible jumps, they're more of an annoyance to the opponent than good buttons to look out for. | ||
* '''Slow projectile startup:''' Earthquake's farts are great for setplay, and that's basically it. Using them to fight against even the slowest fireballs is a losing fireball war, and using them at all is a commitment when its lengthy startup leaves Earthquake wide open, limiting the times he can safely use it. | |||
| | * '''Needs meter to safely punish zoners:''' Fat Guilty is Earthquake's best answer for zoners thanks to hitting anywhere on the screen, but it costs meter. And without that, all of his other options are hard commitments with average reward, which depending on the matchup, may not even be choices for him. | ||
* Massive target | * '''Next to no combos:''' Self-explanatory. Earthquake barely has any combos to work with making pokes or any individual interactions make up the vast majority of his damage, nor can he rely on combos to make big comebacks. This in turn also makes building meter an issue, since if he can't build meter, he loses access to his best tools. | ||
* | * '''Situational, mediocre Exceed:''' Earthquake's exceed cannot be comboed from anything and has a lengthy startup due to its gimmicky teleport away before he starts it, thus making it hard to reliably punish the opponent with it. Even though he has upper body invulnerability during the active frames, he can still be hit out of it at his feet. And that's with its slow travel speed. | ||
* '''Must avoid the corner like the plague:''' Earthquake's huge size makes moving around in the corner and escaping it much harder than the average character and does not want to have to fight up close to escape if he can avoid it. In some matchups, if he's trapped in the corner, the opponent can keep him trapped there due to screwy game design. The most infamous example is Goenitz, who can keep Earthquake trapped with tornadoes because of Earthquake's huge hitbox. | |||
* '''Very lopsided MUs:''' Either Earthquake dominates in the matchup, or he's fighting an uphill battle, because either a character gets shut down by his options easily, or he can't set up or fight against zoners with his tools. More aggressive characters give him a harder time, also. He benefits from matchup knowledge in general, but particularly for knowing how to shut down zoners at the right time and with the right tools. | |||
* Unreliable jump-ins | }} | ||
* | |||
* Needs | <center>{{FrameDataKey-SVC}}</center> | ||
* | |||
* | |||
== | ==Move List== | ||
===Normal Moves=== | ===Normal Moves=== | ||
* Note: Until labbed further to verify accuracy, keep in mind that the mook erroneously swaps EQ's Guard Crush and Stun values on his pages. Unsure if a typo or not for the time being. | |||
'' | |||
====Close/Far Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage='''cl.A= 7''' ; '''st.A= 8''' | |||
|Counter Dmg='''cl.A= 8''' ; '''st.A= 9''' | |||
|Guard=Mid | |||
|G. Crush='''cl.A= 7''' ; '''st.A= 8''' | |||
|Stun='''cl.A= 7''' ; '''st.A= 8''' | |||
|Meter= | |||
|Cancel= | |||
|Startup=8 | |||
|Active=3 | |||
|Recovery=7 | |||
|Total=18 | |||
|Hit Adv=+2 | |||
|Block Adv=+0 | |||
|Invulnerability= | |||
|description=* It's a fast attack that cannot combo in itself. It's cancelable, and the damage is nice for a light attack. You can use this to push the opponent if you want. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl./st.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage='''cl.B= 7''' ; '''st.B= 8''' | |||
|Counter Dmg='''cl.B= 8''' ; '''st.B= 9''' | |||
|Guard=Mid | |||
|G. Crush='''cl.B= 7''' ; '''st.B= 8''' | |||
|Stun='''cl.B= 7''' ; '''st.B= 8''' | |||
|Meter= | |||
|Cancel= | |||
|Startup='''cl.B= 7''' ; '''st.B= 9''' | |||
|Active=5 | |||
|Recovery=8 | |||
|Total='''cl.B= 20''' ; '''st.B= 22''' | |||
|Hit Adv=-1 | |||
|Block Adv=-3 | |||
|Invulnerability= | |||
|description=* Fast kick that cannot combo in itself. The startup is almost the same than the move above (I think), but this move is not cancelable, so you can avoid it if you want. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=23 | |||
|Counter Dmg=31 | |||
|Guard=Mid | |||
|G. Crush=22 | |||
|Stun=16 | |||
|Meter= | |||
|Cancel= | |||
|Startup=7 | |||
|Active=3 | |||
|Recovery=7 | |||
|Total=17 | |||
|Hit Adv=+10 | |||
|Block Adv=+8 | |||
|Invulnerability= | |||
|description=* Nice move, really. This is a fast move that is cancelable and combos into EQ's s.D. The damage is nice, so make sure to cancel if it hits the opponent. This move is safe if blocked, so you can abuse of it to push the opponent. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=26 | |||
|Counter Dmg=34 | |||
|Guard=Mid | |||
|G. Crush=25 | |||
|Stun=20 | |||
|Meter= | |||
|Cancel= | |||
|Startup=17 | |||
|Active=6 | |||
|Recovery=15 | |||
|Total=38 | |||
|Hit Adv=-1 | |||
|Block Adv=-3 | |||
|Invulnerability= | |||
|description=* One of his long range pokes. The reach, the damage and the speed of this move are nice, and that makes this move a nice poke for him. It's not cancelable. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
'' | <font style="visibility:hidden" size="0"></font> | ||
'' | {{MoveData | ||
'' | |image= | ||
=== | |subtitle= | ||
''''' | |caption= | ||
* | |name=cl./st.D | ||
|data= | |||
{{AttackData-SVC | |||
|Damage=23 | |||
|Counter Dmg=31 | |||
|Guard=Mid | |||
|G. Crush=22 | |||
|Stun=16 | |||
|Meter= | |||
|Cancel= | |||
|Startup='''cl.D= 4''' ; '''st.D= 6''' | |||
|Active='''cl.D= 6''' ; '''st.D= 8''' | |||
|Recovery='''cl.D= 11''' ; '''st.D= 13''' | |||
|Total='''cl.D= 21''' ; '''st.D= 27''' | |||
|Hit Adv='''cl.D= +3''' ; '''st.D= -1''' | |||
|Block Adv='''cl.D= +1''' ; '''st.D= -3''' | |||
|Invulnerability= | |||
|description=* Fast and cancelable kick that can be used as a poke and as a followup for the cl.C(Just time well and you'll be fine with this simple combo). The damage of this move is nice(EQ's normals are incredibly good, really), so this move is good for punishing combos. | |||
}} | |||
}} | |||
=== | ====Crouch Normals==== | ||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=7 | |||
|Counter Dmg=8 | |||
|Guard=Low | |||
|G. Crush=7 | |||
|Stun=7 | |||
|Meter= | |||
|Cancel= | |||
|Startup=9 | |||
|Active=2 | |||
|Recovery=6 | |||
|Total=17 | |||
|Hit Adv=+4 | |||
|Block Adv=+2 | |||
|Invulnerability= | |||
|description=* Use this as a low poke. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=7 | |||
|Counter Dmg=8 | |||
|Guard=Mid | |||
|G. Crush=7 | |||
|Stun=7 | |||
|Meter= | |||
|Cancel= | |||
|Startup=8 | |||
|Active=5 | |||
|Recovery=11 | |||
|Total=24 | |||
|Hit Adv=-4 | |||
|Block Adv=-6 | |||
|Invulnerability= | |||
|description=* Doesn't hits low and it's not cancelable. Avoid if you want. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
* | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=23 | |||
|Counter Dmg=31 | |||
|Guard=Mid | |||
|G. Crush=22 | |||
|Stun=16 | |||
|Meter= | |||
|Cancel= | |||
|Startup=20 | |||
|Active=9 | |||
|Recovery=9 | |||
|Total=38 | |||
|Hit Adv=+2 | |||
|Block Adv=+0 | |||
|Invulnerability= | |||
|description=* Strangely slow anti-air with a hitbox that's much taller than it is wide. Cancellable. | |||
}} | |||
}} | |||
'' | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=23 | |||
|Counter Dmg=31 | |||
|Guard=Low | |||
|G. Crush=22 | |||
|Stun=16 | |||
|Meter= | |||
|Cancel= | |||
|Startup=19 | |||
|Active=2 | |||
|Recovery=11 | |||
|Total=32 | |||
|Hit Adv=SKD | |||
|Block Adv=+5 | |||
|Invulnerability= | |||
|description=* That's your low long range poke. It's a fast move that knocks down and the damage is incredibly good, but isn't cancelable, sadly. Use it only as a low long range poke. I know a nice setup for this move, it will be on the Advanced Strategy section. | |||
}} | |||
}} | |||
====Jumping Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=(n)j.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=8 | |||
|Counter Dmg=9 | |||
|Guard=Overhead | |||
|G. Crush=8 | |||
|Stun=8 | |||
|Meter= | |||
|Cancel= | |||
|Startup=9 | |||
|Active=3 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral/Diagonal Jumping Attack | |||
* This can work as a surprise move, due to its reach, but as an air-to-air move, forget it. As a jump-in, forget it. EQ has better options, so avoid if you want. Sadly, EQ's air attacks are not cancelable. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
* | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=(n)j.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=8 | |||
|Counter Dmg=9 | |||
|Guard=Overhead | |||
|G. Crush=8 | |||
|Stun=8 | |||
|Meter= | |||
|Cancel= | |||
|Startup=8 | |||
|Active=11 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral/Diagonal Jumping Attack | |||
* His best air-to-air move, really. Can be used as an jum-in, but he have better options. Only that, I think. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
* | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=(n)j.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=23 | |||
|Counter Dmg=31 | |||
|Guard=Overhead | |||
|G. Crush=22 | |||
|Stun=16 | |||
|Meter= | |||
|Cancel= | |||
|Startup=13 | |||
|Active=9 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral/Diagonal Jumping Attack | |||
* His best jump-in attack. EQ performs an attack with his big belly. Nice damage, easy to combo after the attack, can crossup the opponent, but bad as an air-to-air. | |||
}} | |||
}} | |||
=== | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=(n)j.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=23 | |||
|Counter Dmg=31 | |||
|Guard=Overhead | |||
|G. Crush=22 | |||
|Stun=16 | |||
|Meter= | |||
|Cancel= | |||
|Startup=8 | |||
|Active=7 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral/Diagonal Jumping Attack | |||
* It's a jump-in attack that can crossup the opponent. The damage is good, but it's hard to combo with it. Just practice if you want to use. | |||
}} | |||
}} | |||
===Command Normals=== | |||
* | {{MoveData | ||
|image= | |||
|subtitle=j.2K | |||
|caption= | |||
|name=Fat Bound | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=24 | |||
|Counter Dmg=28 | |||
|Guard=Mid | |||
|G. Crush=16 | |||
|Stun=16 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Nice offensive and defensive move. It can be used to chip on the corner, and the B version is better in my opinion(The D version does more chip damage, but can be unsafe). B version will make EQ bounce 2 times and the D version will make him bounce 3 times. Can be hard to counter, but it's not impossible. Can be used to run away or to fill your Super Meter after a backdash(He have better options to fill his Super Meter, and I'm saying this because if you backdash with this move, you can go to the corner, but use if you're sure that you will not go to the corner). | |||
}} | |||
}} | |||
=== | ===Throws=== | ||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name={{Icon-SNK|A}}{{Icon-SNK|B}} 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= | |||
* | |caption= | ||
|name={{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=== | ||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcf P | |||
|caption= | |||
|name=Fat Burst | |||
|data= | |||
{{AttackData-SVC | |||
|version=qcf A | |||
|Damage=22 | |||
|Counter Dmg=26 | |||
|Guard=Mid | |||
|G. Crush=10 | |||
|Stun=10 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=qcf C | |||
|Damage=22 | |||
|Counter Dmg=26 | |||
|Guard=Mid | |||
|G. Crush=11 | |||
|Stun=11 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* A strange, but interesting... Projectile... The A and the C versions have the same startup(Which is bad) and the same recovery after he... Farts(Which is nice, I don't know why). The projectile will disappear after a while, or if EQ use certain moves. The C version travels further, so use this instead of the A version. Due to the recovery, EQ can walk with the projectile under him, or even jump/dash over it. Nice to use on the opponent's wakeup, due to its speed. Can be hard to jump over(I don't know why). | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=j.qcf P | |||
|caption= | |||
|name=Chainsaw Dive | |||
|data= | |||
{{AttackData-SVC | |||
|version=j.qcf A | |||
|Damage=18x3 | |||
|Counter Dmg=24 | |||
|Guard=Mid | |||
|G. Crush=11x3 | |||
|Stun=11x3 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=j.qcf C | |||
|Damage=18x3 | |||
|Counter Dmg=24 | |||
|Guard=Mid | |||
|G. Crush=11x3 | |||
|Stun=11x3 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Nice and fast move. The A version is faster, and can be safe sometimes, so use this version. You can use after a backdash to build meter too(It's better than using b+K). EQ don't have air cancelable moves(Unlike some characters), so this move is hard to combo, sadly. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=dp P | |||
|caption= | |||
|name=Fat Chainsaw | |||
|data= | |||
{{AttackData-SVC | |||
|version=dp A | |||
|Damage=24 | |||
|Counter Dmg=28 | |||
|Guard=Mid | |||
|G. Crush=12 | |||
|Stun=12 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=dp C | |||
|Damage=24 | |||
|Counter Dmg=28 | |||
|Guard=Mid | |||
|G. Crush=13 | |||
|Stun=13 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* A version is a nice anti-air that knocks down. I'll try to explain the C version in the Advanced Strategy, so use more the A version for now. This version is nice for combos too(Can be comboed after a cl.C or a s.D). You have time to use the QCF+P as a meaty "fireball" after this move. | |||
}} | |||
}} | |||
'' | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcb P | |||
|caption= | |||
|name=Fat Breath | |||
|data= | |||
{{AttackData-SVC | |||
|version=qcb A | |||
|Damage=24x1 | |||
|Counter Dmg=27 | |||
|Guard=Mid | |||
|G. Crush=16x1 | |||
|Stun=16x1 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Official mook says that the input is 63214P, but you only need to do 214P. | |||
* Though it has multiple hitboxes, it will only hit once, and thus why the damage numbers have x1 next to them. | |||
}} | |||
{{AttackData-SVC | |||
|version=qcb C | |||
|Damage=24x1 | |||
|Counter Dmg=27 | |||
|Guard=Mid | |||
|G. Crush=16x1 | |||
|Stun=16x1 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Can be his best Special move. Why? You can almost '''EAT''' every projectile/Super projectile(I think) in the game. I(Redarts) could '''EAT''' Ryu's Shinkuu Hadouken with this(I won the battle because of this move). You can direct this move with u/d, so this can work as an anti-air sometimes. Can be useful as a chipping move too. C version stays longer. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=hcb K | |||
|caption= | |||
|name=Fat Copy | |||
|data= | |||
{{AttackData-SVC | |||
|version=Fat Fake | |||
|subtitle=hcb B | |||
|Damage=0 | |||
|Counter Dmg=0 | |||
|Guard=X | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* I'll explain this on the Advanced Strategy, so you can avoid for now. All I can say is that this move doesn't fill the Super Bar. | |||
}} | |||
{{AttackData-SVC | |||
|version=Fat Replica Attack | |||
|subtitle=hcb D | |||
|Damage=29 | |||
|Counter Dmg=36 | |||
|Guard=Mid | |||
|G. Crush=16 | |||
|Stun=16 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* This move is an overhead. You can control which side EQ will bounce after the disappear thig(Just hold left or right after he vanish). You can use any of the air moves(QCF+P or b+K) after the bounce, which is nice. This move can even trade hits with some DP-like moves, so watch out when you use. I'll try to explain more of this move on the Advanced Strategy too. | |||
}} | |||
}} | |||
' | ===Super Moves=== | ||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcf x2 P | |||
|caption= | |||
|name=Earth Got 'Em 2003 | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=34x10 | |||
|Counter Dmg=40 | |||
|Guard=Mid | |||
|G. Crush=8x10 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Strange name, but nice move. It works like an anti-air, so you can try to use this when the opponent jumps in. This move can hit crouching opponents too, but it don't hits low, obviously. You can combo this move after a s.D(Needs to be a little close). | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcf x2 K | |||
|caption= | |||
|name=Fat Guilty | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=0+72 | |||
|Counter Dmg=72 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* His best Super. You can use this on characters with a slow jump(like Dhalsim). EQ is invincible to anything(Except throws) until the chain comes back. Use this to counter some super/normal projectiles, but can be hard depending of the character. Use if you're sure that you will land the attack, but it's safe if blocked, depending on where EQ is. | |||
}} | |||
}} | |||
===Exceed=== | |||
{{MoveData | |||
|image= | |||
|subtitle={{Motion|236}}{{Motion|63214}}{{Icon-SNK|A}}{{Icon-SNK|C}} | |||
|caption= | |||
|name=Fat Carnival | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=0+(24x6)+91 | |||
|Counter Dmg=0, 24, 91 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Nice Exceed. The animation is the same as EQ's DP, so you can use as an anti-air. I'll try to explain more on the Advanced Strategy(Because EQ makes a little "poof" after the Exceed screen). You can do some buffering with this move too. | |||
}} | |||
}} | |||
==Strategy== | |||
===Basic Strategy=== | |||
EQ can be a big target, but he is a little fast. You know that. EQ has some nice pokes to use(and abuse sometimes) in the battle, so don't forget to use them. Make sure to don't go the corner(You can go if you know what will do). You can ask: "What can I do when EQ is stuck on the corner?" You have options, but you need meter(EQ needs to have only one level to be a defensive character). Here they are: | |||
*GCF(Guard Cancel Frontstep) - Use any of the two inputs, and can be safe depending of which character the opponent is using. After you use it, counter him with what you have(Any attack or combo). | |||
*CD Counter - The easiest to use. But remember: The CD Counter is cancelable, so try to combo(I'm not so sure if it can combo), or even try to get near from the opponent with EQ's DP+A or his HCB+C. A nice option if you're on desperate situations. | |||
*Anti-airing the opponent - EQ has some strange anti-airs, but they are not so good to use on the corner. The best anti-air that you can use is the QCF(2x)+P(As a reversal if you want). Some players like to use the "Fat Guilty as an anti-air too, but remember, you're vulnerable to throws(But your opponents don't need to know that now, or they need?). | |||
*Grabbing the opponent(With CD) - A not so good choice, but can be the best choice if it works(Depending of the character that is cornering EQ). Let me explain how it works. Some block string combos(EQ has some too) have some "holes"(EQ's blockstring has "holes" too), if you know what I mean. You can take advantage of those "holes" to grab the opponent, or even punish him, but I think that grabbing the opponent with CD can be a better option. Why? Just see. You're on the corner, the opponent "creates a hole" near you. You can do a GCF if you're blocking(That's something optional). After that, just do an grab with CD and see what happens: The opponent will be on the corner! That's a nice thing, but can be hard sometimes. Use this with caution. | |||
*Wall/Normal/Hyper jump + QCF+P/b+K - Don't use, but it's possible if the opponent tries to fool you by making you think: ''"He will run now?"'' But don't try to think this, please. | |||
'''''EQ's Gameplan'''''<br> | |||
"Don't get on the corner" is your main gameplan. Other than that, is to make the opponent throw a projectile just to punish him with his QCF(2x)+K. How can you make? Just use your... (Kind of) projectile. The opponent can try to use his projectile(If he have one, of course), and then you can punish him. After that, the opponent will try not to use projectiles on him(Which is a nice thing). But if you don't have meter, the opponent can abuse of them. Wait, there's more. If you want to do some jumpins/crossups with his j.C, do a Hyper Jump(It's his best jump). If you know that the opponent will do a super projectile move, just '''EAT''' it. If you're cornered, just see the above. | |||
==Advanced Strategy== | ===Advanced Strategy=== | ||
===More info on EQ's "projectile"=== | ====More info on EQ's "projectile"==== | ||
EQ's projectile is pretty good, right? But it have some disadvantages. ''What do you mean?'' I'll explain. The recovery on EQ's "projectile" is very good, as you know. Because of this, the move/combo used after the projectile could result some nice setups. Now for the bad part: EQ's projectile will vanish after you use certain moves. EQ's fart will vanish when used with: QCB+P(That "Yoga Flame"), QCF(2x)+K(Fat Guilty), and his Exceed. | EQ's projectile is pretty good, right? But it have some disadvantages. ''What do you mean?'' I'll explain. The recovery on EQ's "projectile" is very good, as you know. Because of this, the move/combo used after the projectile could result some nice setups. Now for the bad part: EQ's projectile will vanish after you use certain moves. EQ's fart will vanish when used with: QCB+P(That "Yoga Flame"), QCF(2x)+K(Fat Guilty), and his Exceed. | ||
'''''Some strategies with your fart -''''' Throw a | '''''Some strategies with your fart -''''' Throw a C fart when you can. Don't use the 3 moves above. Now just walk with it(You're faster than the projectile). After that, the opponent have one(or two) option(s), and they are: Jump over the projectile(The opponent can crossup EQ with ease, remember?), or throwing a projectile(If he/she have one). For the second one, you'll know what to do. Now for the first: The opponent will try to jump over your fart(It's strange, really) and it will be with you. The opponent will do a jump-in/crossup on you. ''So what to do?'' You have two options: Backdash + QCF+A/d+B(To gain meter), or just block the attack(The opponent will fall on the projectile, but you'll lose a little ammount of your Guard Meter). | ||
===Some tricks with EQ's "poof" moves=== | ====Some tricks with EQ's "poof" moves==== | ||
Well... You have 4 poof moves: The Fat Fake(HCB+ | Well... You have 4 poof moves: The Fat Fake(HCB+B), the ''Strong'' Fat Chainsaw(DP+C), the Fat Replica(HCB+D) and the Exceed(QCF, HCB+PP). This strategy works if you're far away(You don't need to be on the other side of the screen). Just remember that your Fat Replica is your main move, and when you "poof", EQ's invincible until he appears again. Now for the trick: Just do some Fat Replicas many times you want(You can do near the opponent if you want), and after that do any of the other "poof" moves. You can choose depending of the situation: The Exceed you can use as a surprise move, the DP you can use when you '''know''' that the opponent will do a jump-in, which can be almost everytime(It's not safe, but it's nice for the strategy, and you can do the fart strategy above/that blockstring combo after it if you want). For the Fat Replica, it's a little hard to use, but you can catch those characters with ''BAD/not so reliable'' anti-airs/reversals(excluding Super Moves), like Mai, and (maybe) the Dictador. | ||
===More info on the Fat Guilty=== | ====More info on the Fat Guilty==== | ||
EQ's Fat Guilty is really an important super(To punish projectiles/other special moves, of course). But you need to know when you're going to use, after all, each character has a different projectile, and that means, different recovery. Here is a list on who is easy/hard to punish(Assuming that they use the Light version of the projectile). And If I forget something, just add here. | EQ's Fat Guilty is really an important super(To punish projectiles/other special moves, of course). But you need to know when you're going to use, after all, each character has a different projectile, and that means, different recovery. Here is a list on who is easy/hard to punish(Assuming that they use the Light version of the projectile). And If I forget something, just add here. | ||
'''(I don't even know if this section is actually necessary, it could be useful info but this feels way too opinionated and will need to be heavily combed over so it isn't a fat text dump in the middle of the page for seemingly little reason... Doesn't even list what exactly makes a character "easy/hard" to punish; it's based entirely on projectiles which hardly explains anything and doesn't help at all with characters who don't have projectiles. As is it could be deleted entirely and almost nothing would be lost.)''' | |||
''SNK side:''<br> | ''SNK side:''<br> | ||
Line 167: | Line 907: | ||
Red Arremer: Easy-to-normal(Fireball), Easy(When he flies and launches a fireball on the ground), Normal(When he charges), Hard(If he calls a monster) | Red Arremer: Easy-to-normal(Fireball), Easy(When he flies and launches a fireball on the ground), Normal(When he charges), Hard(If he calls a monster) | ||
===Match-Ups=== | ====Match-Ups==== | ||
==Combos== | |||
<center>{{Template:ComboNotationKey-SVC}}</center> | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ BnB Combos | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
|cl.C, st.D || TBA || TBA || TBA || TBA || The damage is nice, but sadly, you cannot combo after the st.D. Nice combo if want to start with EQ. You need to time well if you want to use, but this is matter of practice. | |||
|- | |||
|cl.C/D, dp A || TBA || TBA || TBA || TBA || Simple combo. That's EQ's punish combo. The cl.C and D are EQ's most damaging cancelable moves, so just choose which one you want to use. The damage is good. | |||
|- | |||
|(When the opponent is knocked down near the corner) qcf C, sj.C/D crossup, qcf C hits, cl.D, qcf C, qcf x2 P || TBA || TBA || TBA || TBA || EQ's blockstring. Can be used as a combo too. qcf C should be performed some distance away from the opponent. If you can hit this, after the fart hits the opponent, do a QCF(2x)+P. It's not hard, really. You can use this after you use the combo number two in the middle of the screen(Which is nice). If you want to repeat the process by canceling the cl.D(Which is not so hard), go ahead, but can be easy for the opponent to flee. If you don't want to try, just do a combo on the opponent(Just see above). | |||
|- | |||
|(When the opponent is knocked down near the corner) qcf C, sj.C/D crossup, qcf C hits, cl.D, qcf C, Exceed || TBA || TBA || TBA || TBA || (Editor's note: Does this combo even work or is this another case of weird misinfo put on the wiki haphazardly?) | |||
|- | |||
|cl.D, qcf x2 P || TBA || TBA || TBA || TBA || Can be one of his most damaging combos. You can use this input to combo with more ease: QCF+D,QCF+P. The QCF(2x)+P part whiffs on some characters(Even on the corner). The Super will whiff with this combo on: Mai, Goenitz, Shiki, Dan(One reason that Dan is not a Shoto), Chun-Li, Demitri, Guile, Zero, and Dictador(I'm not sure if this whiffs on Athena or Red Arremer, but if you if you want to check, thanks). If the opponent is in a Dizzy state, you can add a QCF+P and a Jump-in attack(like the blockstring above). | |||
|- | |||
|} | |||
{{Navbox-SVC}} | {{Navbox-SVC}} | ||
[[Category: SvC Chaos]] | [[Category: SvC Chaos]] | ||
[[Category:Earthquake]] | [[Category:Earthquake]] |
Latest revision as of 02:19, 28 July 2024
アースクェイク, Earthquake | |
---|---|
Category | Normal |
Playstyle | Unorthodox anti-zoner setplay |
Difficulty | Easy Execution, Hard Gameplay |
Max Mode Needed? | Doesn't Need It |
Tier Placement | Maybe (C) |
Standing Hitbox | Tall |
Crouching Hitbox | Huge |
Defense Modifier | 212 |
Wall Jump | Yes |
Introduction
Earthquake (or EQ for short) is easily the fattest character of both the Samurai Shodown series and this game, and is almost as tall as Hugo. While he definitely has some issues, he's an overall unique character in SVC and may even surprise you with what he has to offer as an unorthodox big-body type character.
Strengths | Weaknesses |
---|---|
|
|
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
- Note: Until labbed further to verify accuracy, keep in mind that the mook erroneously swaps EQ's Guard Crush and Stun values on his pages. Unsure if a typo or not for the time being.
Close/Far Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
cl.A= 7 ; st.A= 8 | cl.A= 8 ; st.A= 9 | Mid | cl.A= 7 ; st.A= 8 | cl.A= 7 ; st.A= 8 | - | - | 8 | 3 | 7 | 18 | +2 | +0 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
cl.B= 7 ; st.B= 8 | cl.B= 8 ; st.B= 9 | Mid | cl.B= 7 ; st.B= 8 | cl.B= 7 ; st.B= 8 | - | - | cl.B= 7 ; st.B= 9 | 5 | 8 | cl.B= 20 ; st.B= 22 | -1 | -3 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
23 | 31 | Mid | 22 | 16 | - | - | 7 | 3 | 7 | 17 | +10 | +8 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
26 | 34 | Mid | 25 | 20 | - | - | 17 | 6 | 15 | 38 | -1 | -3 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
23 | 31 | Mid | 22 | 16 | - | - | cl.D= 4 ; st.D= 6 | cl.D= 6 ; st.D= 8 | cl.D= 11 ; st.D= 13 | cl.D= 21 ; st.D= 27 | cl.D= +3 ; st.D= -1 | cl.D= +1 ; st.D= -3 | - | |
|
Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
7 | 8 | Low | 7 | 7 | - | - | 9 | 2 | 6 | 17 | +4 | +2 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
7 | 8 | Mid | 7 | 7 | - | - | 8 | 5 | 11 | 24 | -4 | -6 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
23 | 31 | Mid | 22 | 16 | - | - | 20 | 9 | 9 | 38 | +2 | +0 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
23 | 31 | Low | 22 | 16 | - | - | 19 | 2 | 11 | 32 | SKD | +5 | - | |
|
Jumping Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
8 | 9 | Overhead | 8 | 8 | - | - | 9 | 3 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
8 | 9 | Overhead | 8 | 8 | - | - | 8 | 11 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
23 | 31 | Overhead | 22 | 16 | - | - | 13 | 9 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
23 | 31 | Overhead | 22 | 16 | - | - | 8 | 7 | - | - | - | - | - | |
|
Command Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 28 | Mid | 16 | 16 | - | - | - | - | - | - | - | - | - | |
|
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 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
qcf A | 22 | 26 | Mid | 10 | 10 | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
qcf C | 22 | 26 | Mid | 11 | 11 | - | - | - | - | - | - | - | - | - |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.qcf A | 18x3 | 24 | Mid | 11x3 | 11x3 | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
j.qcf C | 18x3 | 24 | Mid | 11x3 | 11x3 | - | - | - | - | - | - | - | - | - |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
dp A | 24 | 28 | Mid | 12 | 12 | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
dp C | 24 | 28 | Mid | 13 | 13 | - | - | - | - | - | - | - | - | - |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
qcb A | 24x1 | 27 | Mid | 16x1 | 16x1 | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
qcb C | 24x1 | 27 | Mid | 16x1 | 16x1 | - | - | - | - | - | - | - | - | - |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fat Fake hcb B |
0 | 0 | X | 0 | 0 | 0 | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
Fat Replica Attack hcb D |
29 | 36 | Mid | 16 | 16 | - | - | - | - | - | - | - | - | - |
|
Super Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
34x10 | 40 | Mid | 8x10 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0+72 | 72 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0+(24x6)+91 | 0, 24, 91 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Strategy
Basic Strategy
EQ can be a big target, but he is a little fast. You know that. EQ has some nice pokes to use(and abuse sometimes) in the battle, so don't forget to use them. Make sure to don't go the corner(You can go if you know what will do). You can ask: "What can I do when EQ is stuck on the corner?" You have options, but you need meter(EQ needs to have only one level to be a defensive character). Here they are:
- GCF(Guard Cancel Frontstep) - Use any of the two inputs, and can be safe depending of which character the opponent is using. After you use it, counter him with what you have(Any attack or combo).
- CD Counter - The easiest to use. But remember: The CD Counter is cancelable, so try to combo(I'm not so sure if it can combo), or even try to get near from the opponent with EQ's DP+A or his HCB+C. A nice option if you're on desperate situations.
- Anti-airing the opponent - EQ has some strange anti-airs, but they are not so good to use on the corner. The best anti-air that you can use is the QCF(2x)+P(As a reversal if you want). Some players like to use the "Fat Guilty as an anti-air too, but remember, you're vulnerable to throws(But your opponents don't need to know that now, or they need?).
- Grabbing the opponent(With CD) - A not so good choice, but can be the best choice if it works(Depending of the character that is cornering EQ). Let me explain how it works. Some block string combos(EQ has some too) have some "holes"(EQ's blockstring has "holes" too), if you know what I mean. You can take advantage of those "holes" to grab the opponent, or even punish him, but I think that grabbing the opponent with CD can be a better option. Why? Just see. You're on the corner, the opponent "creates a hole" near you. You can do a GCF if you're blocking(That's something optional). After that, just do an grab with CD and see what happens: The opponent will be on the corner! That's a nice thing, but can be hard sometimes. Use this with caution.
- Wall/Normal/Hyper jump + QCF+P/b+K - Don't use, but it's possible if the opponent tries to fool you by making you think: "He will run now?" But don't try to think this, please.
EQ's Gameplan
"Don't get on the corner" is your main gameplan. Other than that, is to make the opponent throw a projectile just to punish him with his QCF(2x)+K. How can you make? Just use your... (Kind of) projectile. The opponent can try to use his projectile(If he have one, of course), and then you can punish him. After that, the opponent will try not to use projectiles on him(Which is a nice thing). But if you don't have meter, the opponent can abuse of them. Wait, there's more. If you want to do some jumpins/crossups with his j.C, do a Hyper Jump(It's his best jump). If you know that the opponent will do a super projectile move, just EAT it. If you're cornered, just see the above.
Advanced Strategy
More info on EQ's "projectile"
EQ's projectile is pretty good, right? But it have some disadvantages. What do you mean? I'll explain. The recovery on EQ's "projectile" is very good, as you know. Because of this, the move/combo used after the projectile could result some nice setups. Now for the bad part: EQ's projectile will vanish after you use certain moves. EQ's fart will vanish when used with: QCB+P(That "Yoga Flame"), QCF(2x)+K(Fat Guilty), and his Exceed.
Some strategies with your fart - Throw a C fart when you can. Don't use the 3 moves above. Now just walk with it(You're faster than the projectile). After that, the opponent have one(or two) option(s), and they are: Jump over the projectile(The opponent can crossup EQ with ease, remember?), or throwing a projectile(If he/she have one). For the second one, you'll know what to do. Now for the first: The opponent will try to jump over your fart(It's strange, really) and it will be with you. The opponent will do a jump-in/crossup on you. So what to do? You have two options: Backdash + QCF+A/d+B(To gain meter), or just block the attack(The opponent will fall on the projectile, but you'll lose a little ammount of your Guard Meter).
Some tricks with EQ's "poof" moves
Well... You have 4 poof moves: The Fat Fake(HCB+B), the Strong Fat Chainsaw(DP+C), the Fat Replica(HCB+D) and the Exceed(QCF, HCB+PP). This strategy works if you're far away(You don't need to be on the other side of the screen). Just remember that your Fat Replica is your main move, and when you "poof", EQ's invincible until he appears again. Now for the trick: Just do some Fat Replicas many times you want(You can do near the opponent if you want), and after that do any of the other "poof" moves. You can choose depending of the situation: The Exceed you can use as a surprise move, the DP you can use when you know that the opponent will do a jump-in, which can be almost everytime(It's not safe, but it's nice for the strategy, and you can do the fart strategy above/that blockstring combo after it if you want). For the Fat Replica, it's a little hard to use, but you can catch those characters with BAD/not so reliable anti-airs/reversals(excluding Super Moves), like Mai, and (maybe) the Dictador.
More info on the Fat Guilty
EQ's Fat Guilty is really an important super(To punish projectiles/other special moves, of course). But you need to know when you're going to use, after all, each character has a different projectile, and that means, different recovery. Here is a list on who is easy/hard to punish(Assuming that they use the Light version of the projectile). And If I forget something, just add here.
(I don't even know if this section is actually necessary, it could be useful info but this feels way too opinionated and will need to be heavily combed over so it isn't a fat text dump in the middle of the page for seemingly little reason... Doesn't even list what exactly makes a character "easy/hard" to punish; it's based entirely on projectiles which hardly explains anything and doesn't help at all with characters who don't have projectiles. As is it could be deleted entirely and almost nothing would be lost.)
SNK side:
Iori: Normal
Kyo: Doesn't have a projectile(Sadly)
Mai: EXTREMELY easy
Terry: Normal
Mr. Karate(Normal version): Easy-to-normal
Ryo: Normal-to-hard
Choi: Doesn't have a projectile, but you can punish his Giant Tornado instead(His Exceed is something hard to punish, but if you want to punish it, go ahead).
Kim: Doesn't have
Shiki: Doesn't have
Kasumi: Normal-to-hard
EQ: Normal(It has almost no recovery, but you can hit him while he's talking that "KUKAMON KURUMI" thing)
Genjyuro: Easy-to-normal
Geese: Normal(Reppuken), Easier(Double Reppuken, it's a different move, so it counts too), and you can punish his Raging Storm Super if you want.
Goenitz: Easy if the "Koko Desu Ka" whiffs, if the tornado was blocked, it's hard(If you cannot GCF it)
O./RTB Iori: Same as the normal Iori
Mars People: Normal-to-hard
Shin Karate: Hard(Invisible thing), Hard(Haoh Shikouken), Hard(Chou Haou Shikou Ken, you'll need to do the super at the same time he charges the move)
Athena: Normal(That insect), and was hard for me to punish those giant animals too.
Capcom Side:
Ryu: Normal(Hadouken), A little easier(Shakunetsu, or the Fire Hadouken), the easiest of the three(Shinkuu)
Ken: Easier than Ryu's Hadouken
Chun-Li: Normal, and you can punish the Kikosho too.
Guile: Hard(You'll know why if you use him)
Dhalsim: Hard(Yoga Fire), Easy(Flame), Easier(Inferno)
Akuma/Gouki: Hard(Hadouken, same in the air), Normal(Shakunetsu), Easy(Super in the ground, but it's Normal if used the air)
The Dictador: Doesn't have(And he needed one)
Sagat: Easy(High/Low tiger), Easier(High/Low Super)
Claw: Doesn't have
Boxer: Doesn't have
Tessa/Thabasa: Normal(Ground projectile), Easy(The air one)
Hugo: Doesn't have
Dan: Easy(Gadouken), Easier(Gadou Shokoken)
Demitri: Hard(Chaos Flare), Easy-to-normal(ES version), Easy(Exceed that doesn't knock down)
Violent Ken: Normal
Zero: Hard(Ground shot, normal/charged), Easier(Air shot, same as ground), Easy(Support Cyber Elf, it's not a projectile, but you can punish it), Hard(Cyber-Elf that does damage), Normal(Super projectile), Easy(Exceed)
Shin Akuma: Hard on everything
Red Arremer: Easy-to-normal(Fireball), Easy(When he flies and launches a fireball on the ground), Normal(When he charges), Hard(If he calls a monster)
Match-Ups
Combos
SVC Chaos: SNK VS Capcom Quick Combo Notation Guide | |
---|---|
May change to numpad notation much later down the road. |
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
cl.C, st.D | TBA | TBA | TBA | TBA | The damage is nice, but sadly, you cannot combo after the st.D. Nice combo if want to start with EQ. You need to time well if you want to use, but this is matter of practice. |
cl.C/D, dp A | TBA | TBA | TBA | TBA | Simple combo. That's EQ's punish combo. The cl.C and D are EQ's most damaging cancelable moves, so just choose which one you want to use. The damage is good. |
(When the opponent is knocked down near the corner) qcf C, sj.C/D crossup, qcf C hits, cl.D, qcf C, qcf x2 P | TBA | TBA | TBA | TBA | EQ's blockstring. Can be used as a combo too. qcf C should be performed some distance away from the opponent. If you can hit this, after the fart hits the opponent, do a QCF(2x)+P. It's not hard, really. You can use this after you use the combo number two in the middle of the screen(Which is nice). If you want to repeat the process by canceling the cl.D(Which is not so hard), go ahead, but can be easy for the opponent to flee. If you don't want to try, just do a combo on the opponent(Just see above). |
(When the opponent is knocked down near the corner) qcf C, sj.C/D crossup, qcf C hits, cl.D, qcf C, Exceed | TBA | TBA | TBA | TBA | (Editor's note: Does this combo even work or is this another case of weird misinfo put on the wiki haphazardly?) |
cl.D, qcf x2 P | TBA | TBA | TBA | TBA | Can be one of his most damaging combos. You can use this input to combo with more ease: QCF+D,QCF+P. The QCF(2x)+P part whiffs on some characters(Even on the corner). The Super will whiff with this combo on: Mai, Goenitz, Shiki, Dan(One reason that Dan is not a Shoto), Chun-Li, Demitri, Guile, Zero, and Dictador(I'm not sure if this whiffs on Athena or Red Arremer, but if you if you want to check, thanks). If the opponent is in a Dizzy state, you can add a QCF+P and a Jump-in attack(like the blockstring above). |