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

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==Introduction==
==Introduction==
Rolf is a good, well-rounded character. His toolkit gives him flexible playstyles, strong combos, and a unique defensive mechanic. Rolf can play offensively, defensively, or a mix of both. He can start block strings, combo out of a cross up, poke opponents at safe distances, anti air with ease, or zone opponents with his projectiles. Speaking of combos, Rolf has a variety of different combo starters that all lead into a stun combo or a touch of death. Even his basic combos can stun or deal lots of damage. As the cherry on top, Rolf has the best defensive mechanic in the game, which is his double jump. If he is being juggled, he can jump in the air to escape. If he is hit midair or during his backdash, then the double jump resets and allows him to retreat again.
Rolf is a hit and run character with an emphasis on variety. Rolf's most notable attributes are his flexible moveset, combo variety, and unique defensive mechanic. His flexible moveset is capable of forcing the opponent to approach him as well as punishing said approach. His pokes and projectiles have enough reach to interrupt or stop the opponent. In addition, Rolf has the most combo routes out of any character in the game. His combo starters and extenders can be used interchangeably, which greatly help his touch of deaths. Also, Rolf has the best defensive mechanic in the game, which is his double jump. If he is being juggled, then he can jump in the air to escape. If he is hit midair or during his backdash, then the double jump resets and allows him to retreat again.




Despite these strengths, Rolf does have notable weaknesses. He cannot cancel skull stun, which increases the combo options for other characters. Certain moves and combos do not function properly on crouching, non-heavy characters. He lacks priority on his jumping normal attacks, and he requires difficult execution to maximize his combo potential. In addition, there are situations where Rolf's needs the opponent to be close or far away to perform certain offensive and defensive options. Even though he has many tools, Rolf must use his attacks in the right scenario to win.  
Despite these strengths, Rolf has a few glaring weaknesses. Almost all of Rolf's attacks are either unsafe or completely whiff against crouching, non-grappler characters. His combos are severely weakened, and his block pressure is non-existent. With this in mind, Rolf also struggles with aerial rushdown due to his "floaty" air speed. He doesn't fall fast enough to punish or catch the opponent off guard. Lastly, Rolf cannot cancel the stun from tumbles, which opens up combo routes for other characters. All of these flaws influence his "hit and run" playstyle because Rolf has more options for punishing approaches rather than committing to approaches.  




[[file:gfRolf.gif|center]]
[[file:Galaxy Fight Rolf Idle.gif|center]]




{{ProConTable
{{ProConTable
| pros =
| pros =
* Easy to understand and use.
* '''Combos:''' His combos are either heavy hitting, or touch of deaths.
* His damage, stun, and combo potential are great.
* '''Moveset Variety:''' His moves can be used in multiple, creative ways.  
* His double jump is the best defensive option in the game.
* '''Double Jump:''' The only character to have one. He easily escapes air-to-air situations and juggles.
* Offense has a lot of variety, which gives him multiple ways to play neutral.
* '''Annoying:''' The ability to poke, run away, and punish approaches will frustrate players. They're more likely to perform unsafe attacks because of this.
* Flexible move set that allows for offensive, defensive, and mixed playstyles.
| cons =
| cons =
* Cannot cancel skull stun.
* '''Tumble Stun:''' Rolf cannot cancel tumble stun.  
* Lacks a consistent guard cancel.
* '''Punishable Specials:''' All of Rolf's special attacks have long recoveries.
* Rolf has a very high skill and execution ceiling.
* '''Crouching:''' Shorter, crouching characters will completely shut down Rolf's combos and block pressure.
* Certain moves do not work against crouching, non-heavy characters.
* Performs poorly when the opponent is outside his preferred distance.
}}
}}


[[Category:Galaxy Fight: Universal Warriors]]
[[Category:Galaxy Fight: Universal Warriors]]

Latest revision as of 18:25, 28 February 2023

Introduction

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


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


Galaxy Fight Rolf Idle.gif


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