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[[Image: | {{DISPLAYTITLE:Ranma ½: Chougi Ranbu Hen/Genma}} | ||
[[Image:genma.jpg|frame|right|Genma's Character Select Portrait]] | |||
==Introduction== | ==Introduction== | ||
I just want to know why he has a half screen command grab super | |||
== Moves List == | == Moves List == | ||
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== Command Normals == | == Command Normals == | ||
''Mukiryoku Otoshi'' / '''Lassitude Drop''' - j.D + HK | ''Mukiryoku Otoshi'' / '''Lassitude Drop''' - j.D+HK | ||
Lingering overhead attack. Makes for a good ambiguous cross-up option. | Lingering overhead attack. Makes for a good ambiguous cross-up option. | ||
''Kaeru Rekishi-tai'' / '''Run Over Frog''' - LP + LK / HP + HK | ''Kaeru Rekishi-tai'' / '''Run Over Frog''' - LP+LK / HP+HK | ||
Has upper-body invincibility on startup. A bit too slow to use as a reliable anti-air, so it's mostly used as a way to reliably avoid projectiles. | Has upper-body invincibility on startup. A bit too slow to use as a reliable anti-air, so it's mostly used as a way to reliably avoid projectiles. | ||
== Special Moves == | == Special Moves == | ||
'' | '''Panda's Fierce Attack''' - [B] -> F+K | ||
Quick horizontal ramming attack. HK version travels farther, moves faster, and does more damage. Can be used to punish some moves at a distance, but this move is unsafe on block. Good combo ender. | Quick horizontal ramming attack. HK version travels farther, moves faster, and does more damage. Can be used to punish some moves at a distance, but this move is unsafe on block. Good combo ender. | ||
Invincible anti-air move. HP version travels farther, moves faster, and does more damage. | '''Panda Brainstorm''' - [D] -> U+P | ||
Invincible anti-air move. HP version travels farther, moves faster, and does more damage. Has invincibility as long as it's rising and has a nice hitbox, but it's very punishable on block or a miss. If the HP version hits a grounded opponent at point-blank range, it will hit twice and get a guaranteed dizzy. High-risk, high-reward move on a read. | |||
==Super Move== | |||
''Panda Jigoku Meguri'' / '''Panda Hell Tour''' - FF+HP | |||
A dashing throw. Travels very quickly and is unblockable. One of the best Super Moves in the game, though it's still held back by regular Taunt limitations. | |||
===Overview=== | ===Overview=== | ||
==Combos== | |||
'''j.[B]HP (or j.D+HK xx [B]) -> LP (x1-5) xx F+HP''' | |||
Standard jump-in combo. The number of LP hits you can land depends on how close you are after your jump attack. If you're close but didn't cross up, do 3 LPs. If you've crossed up the opponent, you can get 5 LPs, which will definitely dizzy the opponent. | |||
'''j.[D]HP (or j.[D]+HK) -> cr.LK xx U+HP''' | |||
Standard jump-in unblockable combo. If the initial hit is blocked close to the ground, the cr.LK becomes unblockable. Your go-to follow-up after a knockdown. | |||
'''j.[D]HP (or j.[D]+HK) -> cr.HP xx U+HP''' | |||
Powerful dizzy follow-up. Comboing into cr.HP requires tight timing. | |||
'''B/F+HP xN''' | |||
Corner-only shenanigans. If you throw an opponent into the corner, you will be left close enough to throw them again on wake-up, but the opponent can't throw you back on the first possible frame. The opponent must time an invincible reversal to escape the throw loop. | |||
==Match-ups== | ==Match-ups== |
Latest revision as of 01:58, 6 September 2024
Introduction
I just want to know why he has a half screen command grab super
Moves List
Normal Moves
s.LP | |
s.HP | |
s.LK | |
s.HK | |
c.LP | |
c.HP | |
c.LK | |
c.HK | |
j.LP | |
j.HP | |
j.LK | |
j.HK |
Throws
Panda Suplex - B / F + HP
Command Normals
Mukiryoku Otoshi / Lassitude Drop - j.D+HK
Lingering overhead attack. Makes for a good ambiguous cross-up option.
Kaeru Rekishi-tai / Run Over Frog - LP+LK / HP+HK
Has upper-body invincibility on startup. A bit too slow to use as a reliable anti-air, so it's mostly used as a way to reliably avoid projectiles.
Special Moves
Panda's Fierce Attack - [B] -> F+K
Quick horizontal ramming attack. HK version travels farther, moves faster, and does more damage. Can be used to punish some moves at a distance, but this move is unsafe on block. Good combo ender.
Panda Brainstorm - [D] -> U+P
Invincible anti-air move. HP version travels farther, moves faster, and does more damage. Has invincibility as long as it's rising and has a nice hitbox, but it's very punishable on block or a miss. If the HP version hits a grounded opponent at point-blank range, it will hit twice and get a guaranteed dizzy. High-risk, high-reward move on a read.
Super Move
Panda Jigoku Meguri / Panda Hell Tour - FF+HP
A dashing throw. Travels very quickly and is unblockable. One of the best Super Moves in the game, though it's still held back by regular Taunt limitations.
Overview
Combos
j.[B]HP (or j.D+HK xx [B]) -> LP (x1-5) xx F+HP
Standard jump-in combo. The number of LP hits you can land depends on how close you are after your jump attack. If you're close but didn't cross up, do 3 LPs. If you've crossed up the opponent, you can get 5 LPs, which will definitely dizzy the opponent.
j.[D]HP (or j.[D]+HK) -> cr.LK xx U+HP
Standard jump-in unblockable combo. If the initial hit is blocked close to the ground, the cr.LK becomes unblockable. Your go-to follow-up after a knockdown.
j.[D]HP (or j.[D]+HK) -> cr.HP xx U+HP
Powerful dizzy follow-up. Comboing into cr.HP requires tight timing.
B/F+HP xN
Corner-only shenanigans. If you throw an opponent into the corner, you will be left close enough to throw them again on wake-up, but the opponent can't throw you back on the first possible frame. The opponent must time an invincible reversal to escape the throw loop.