Tatsunoko vs Capcom: Ultimate All Stars/Polimar: Difference between revisions

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=Introduction=
{{TVC Character Intro|char=Polimar|content=
==Introduction==
Disowned Detective Takeshi comes in contact with a special Polymer suit that's stronger than steel, and dubs himself Polimar, the protector of justice!!
 
==Gameplay==
{{Content Box|content=
{{ProConTable
|pros=
*Strong mixup game
*Decent ground speed
*Really good combos that do not require intense execution
*Hits kinda hard
*Two ways to ground dash
 
|cons=
* Blockstrings are easily avoided
* Has no air game
* Has one worthwhile super, and the other requires a lot of buildup to reach
* Gets zoned out easily
* Cannot deal with giants effectively
* Slowest walk speed in the game
}}
}}
}}


=Moves List=
=Moves List=
==Normal Moves==
*6B-Spinning Dodge-Polimar spins around to dodge an attack. This move can go through the enemy (or cross through if you want to look at it that way). This normal move can lead into some very interesting and tricky set-ups (with the right Assist). However, if your enemy attacks Polimar during the Spinning Dodge, Polimar will go into a mild staggering state, leaving you open for additional hits/attacks. Do not abuse Spinning Dodge (this is not CvS2 or KOF!).
**Hold 6B-Spinning Dodge->Storm Kamae-Polimar does Spinning Dodge and ending the move with his Storm Kamae special move (he will go into a pose and gain his 1 logo right above his super meter). This move is good when you have the opportunity to gain a logo. Of course, if the enemy hits you during his pose, you may not gain a logo (and therefore, leaving you open for attacks/hits).
***A-Sliding Kick-During Storm Kamae, Polimar will do a sliding kick. You can ground combo into this special (usually with a Baroque after Sliding Kick). This move is good to use for mix-ups (especially if you are fast with the input for Storm Kamae->Sliding Kick).
***B-Back-Hand Punch-Polimar does the 6C version of the normal move. It is possible to ground combo with this move (usually with a Baroque after Back Hand Punch).
***C-Throw-Polimar does his forward throw. Just like any normal throw, it is possible for the enemy to Break Away out of Polimar's throw set-up.
*Hold 5C-Jumping Roundhouse Kick->Storm Kamae-Polimar's 5C, when held, will go into Storm Kamae (look above and below for more information on Storm Kamae).
*6C-Bank-Hand Punch-Polimar spins around and does a Back-Hand Punch. This normal move can be used during a ground combo and can be canceled into any of his special moves. A nice little thing to do (especially in the corner) is 6C->3-Stage Reaction Kick->Baroque->Land, ground combo into launcher (3C). Be creative, experiment!
==Special Moves==
*Razor Chain Kicks-236A/B/C-Polimar does 4 fast kicks at his enemy. This special move can be used in a ground combo. If you have at least one logo, you can cancel this special into itself (or any other special move) to extend your ground combos. All three versions damage output is around 3,100 Billion Damage.
*3-Stage Reaction Kick-623A/B/C->A/B/C->214A/B/C (this move can also be done in the air)-Polimar does a 3-kick part special move. This special can be used in both ground and air combos. All three versions (both ground and air) damage output is as follows: first kick (623A/B/C, both ground and air): 1,840 Billion Damage, second kick (A/B/C, both ground and air): 1,913 Billion Damage (together around 3,750 Billion Damage), third kick (214A/B/C, both ground and air): 2,200 Billion Damage (together around 5,950 Billion Damage). Each version of Polimar's 3-Stage Reaction Kick's (both ground and air) also kicks the enemy into the air at different heights (by the third kick), as well as how fast the enemy will land to the ground. A version will launch the enemy slightly above Polimar's head (and the enemy will land to the ground almost instantly); B version will launch the enemy slightly higher than the A version (and the enemy will land to the ground at a slower pace, but not by much (compared to A version)); and the C version will launch the enemy into the air about at almost a regular jumping distance (and the enemy will land to the ground in a moderate pace). The nice thing about 3-Stage Reaction Kick is that you can mix up the inputs (example: 623A->B->214C) to control the height and how fast you want your enemy to land to the ground. This move, under desperate situations (time outs, for instance) can be used to gain height (all C versions) in the air and as a tool to "run away" from you enemy; however, once you use this move, you cannot attack-Polimar will fall from sky frozen in a neutral jumping position (making you unable to attack as you land to the ground). This can leave you open for attacks, so be careful when you use this special move (especially in the air!). One solution is to Baroque 3-Stage Reaction Kick to get out of the frozen state.
*Hurricane Destruction Fist-Charge 4 for a few seconds, then press 6A/B/C-Polimar does two powerful punches into his enemy's chest, causing the enemy to fly all the way across the screen (all three versions cause wall bounce). Each version has its own damage output. A version does around 3,375 Billion Damage; B version does around 4,000 Billion Damage; and C version does around 4,725 Billion Damage. A version can be used during a ground combo; however, B and C versions have a slight delay in its start-up to be used in a ground combo.
*Storm Kamae-214A/B/C-Polimar will go into a pose and gain one logo. Each logo gives Polimar the ability to cancel his special moves into another special move (for example, Razor Chain Kick->Razor Chain Kick). If you collect all three logos (and have at least super bars), you can perform Polimar's level 3 super. It is pretty easy to gain three logos during a match, if you are quick enough to cancel Storm Kamae into Sliding Kick three times in a row.
**A-Sliding Kick-Just like it was stated from above (under Normal Moves), during Storm Kamae, Polimar will do a sliding kick. You can ground combo into this special (usually with a Baroque after Sliding Kick). This move is good to use for mix-ups (especially if you are fast with the input for Storm Kamae->Sliding Kick).
**B-Back-Hand Punch-...again, just like it was stated from above (under Normal Moves), Polimar does the 6C version of the normal move. It is possible to ground combo with this move (usually with a Baroque after Back Hand Punch).
**C-Throw-And once again, just...oh forget it! (under Normal Moves)!...Anyway, Polimar does his forward throw. Just like any normal throw, it is possible for the enemy to Break Away out of Polimar's throw set-up.


==Super Moves==
{{TvCOverviewHeader
*Single-Handed Vacuum Spin-63214789 (a.k.a. 360 motion)+Any two attack buttons (this super can also be done in the air)-Polimar grabs the enemy, does a vicious mini-tornado, with the enemy landing to the ground. This super does 31 hits, and does around 16, 500 Billion Damage (on the ground) and around 12,000 Billion Damage (in the air). It is possible to both ground combo (from ground version of 3-Stage Reaction Kick) and air combo into Single-Handed Vacuum Spin. The trick with this super, especially in the air, is to try to reset the damage scaling. Polimar should have enough space in between his air combos where he can reset the damage (for example, do launcher (3C)->sj.AABB->dj.BB->Single-Handed Vacuum Spin (the damage should reset)); otherwise, you won't get the reset, and the damage output with Single-Handed Vacuum Spin will be even less.
|header=Normal Moves
*Tenshin Polimar Drill-Press A+B->A+B->B+C-Polimar turns into a large drilling car...he drives towards one end of the screen, and returns to only drive at the other end. Depending on where Polimar is (including your enemy) determines the number of hits and damage output. Sometimes, the super will not work properly (meaning the character can block or avoid the second set of the super). You will know if the super has been done properly if the enemy spins in the air after the first run over by Polimar. While this super looks great to use, it has its own flaws. For one, the enemy can block the entire super (leaving you open at the end where he transforms back into himself). Another is what I stated before, not both sets will connect properly all the time. While it's possible to use during a ground combo (example, ground combo->A version Hurricane Destruction Fist; especially the first set, since it will count as a reset and an off-the-ground (OTG) super), the enemy can still avoid the second set and punish you because of the slow recovery Polimar has during the end of his super (transformation). There are two positives in using this super. First, the chip damage (when the enemy is blocking a special/super move that does minimal damage) is not bad (especially if the chip damage wins you the match). Second, if your opponent does not know which way to block, you can get hits with this super.
|move=[[File:Poli 5A.webm|thumb|{{TvCInput|a}}]]
*Illusion Destructive Fist (Level 3 Super, you must obtain 3 Polimar Symbols from the Storm Kamae special move in order to use this Level 3 Super), 236+Any two attack buttons-As the description says, you need three symbols or as I've been calling it, logos to get this super to work. Polimar starts off with going into a pose, then hits hits enemy in the air and splits into 4 Polimars', all doing punches and kicks at the enemy. Finally, Polimar lands on his enemy, and breaks his enemy's neck. This super does 30 hits, and does around 30,000 Billion Damage. This super is great to use (if you know you can land it) during an air combo (and under certain circumstances, an air combo). However, if you miss the super, you will lose all three of your logos (which also means you will not have the luxury of canceling specials into one another).
|startup=8
|active=1
|recovery=18
|blockadv=-  
|damage=960
|properties=-  
|notes=Slow jab that is not remotely active, to his credit it hits hard
}}
 
{{TvCOverview
|move=[[File:Poli 2A.webm|thumb|{{TvCInput|2a}}]]
|startup=6
|active=4
|recovery=20
|blockadv=-
|damage=480
|properties=-
|notes=crouch kick
}}
 
{{TvCOverview
|move=[[File:Poli 5B.webm|thumb|{{TvCInput|b}}]]
|startup=9
|active=2
|recovery=15
|blockadv=-  
|damage=2964
|properties=-  
|notes=Double hit punch, hits hard, good for combos and blockstrings
}}
 
{{TvCOverview
|move=[[File:Poli 2B.webm|thumb|{{TvCInput|2b}}]]
|startup=9
|active=1
|recovery=15
|blockadv=-  
|damage=1716
|properties=-  
|notes=Hits low two times
}}
 
{{TvCOverview
|move= [[File:Poli 6B.webm|thumb|{{TvCInput|6b}}]]
|startup=14
|active=0
|recovery=19
|blockadv=-
|damage=-
|properties=-
|notes=Polimar's alternate dash, when close to an opponent it'll crossup. So you can do '''''<span style="color:#87CEEB;">A</span> -> <span style="color:#87CEEB;">B</span> -> <span style="color:#FFD700;">2B</span> -> P -> <span style="color:#FFD700;">6B</span> -> <span style="color:#87CEEB;">A</span>''''' for a dirty crossup. And given it's a new combo your partner will refresh. Also by holding B you'll enter storm Kanae
}}
 
{{TvCOverview
|move=[[File:Poli 5C.webm|thumb|{{TvCInput|C}}]]
|startup=15
|active=2
|recovery=28
|blockadv=-
|damage=2720
|properties=-  
|notes=Hits hard for a heavy attack, has a little vertical reach but good horizontal holding it activates storm kanae
}}
 
{{TvCOverview
|move= [[File:Poli 2C.webm|thumb|{{TvCInput|2c}}]]
|startup=13
|active=7
|recovery=27
|blockadv=-  
|damage=2400
|properties=Low/Hard Knockdown
|notes=Sweep, has a little range, nothing insane
}}
 
{{TvCOverview
|move=[[File:Poli 6C.webm|thumb|{{TvCInput|6c}}]]
|startup=15
|active=2
|recovery=32
|blockadv=-  
|damage=2480
|properties=Soft knockdown/ f5-10 invincible
|notes=Polimar turns and gives a backfist. Has invincibility but you'll probably never see it, follow up with {{TvC-Colors|green|Razor Kicks}} or {{TvC-Colors|blue|A Destruction fist}}
}}
 
{{TvCOverview
|move=[[File:Poli 3C.webm|thumb|{{TvCInput|3c}}]]
|startup=11
|active=5
|recovery=29
|blockadv=-
|damage=2400
|properties=Launcher
|notes=Good damage for a launcher
}}
 
{{TvCOverview
|move=[[File:Poli jA.webm|thumb|{{TvCInput|ja}}]]
|startup=7
|active=8
|recovery=17
|blockadv=-
|damage=960
|properties=Overhead
|notes=Horizontal jab
}}
 
{{TvCOverview
|move= [[File:Poli jB.webm|thumb||{{TvCInput|jb}}]]
|startup=10
|active=9
|recovery=24
|blockadv=-
|damage=1840
|properties=Overhead
|notes=Horizontal kick
}}
 
{{TvCOverview
|move=[[File:Poli jC (2).webm|thumb|{{TvCInput|jc}}]]
|startup=12
|active=5
|recovery=30
|blockadv=-
|damage=3040
|properties=Overhead
|notes=Upward Angle Kick, not great for grounded opponents
}}
 
 
{{TvCOverviewHeader
|header=Universal Mechanics
|move='''VAR starter'''
|startup=12
|active=-
|recovery=-
|blockadv=-
|damage=1840
|properties=-
|notes=-
}}
 
{{TvCOverview
|move='''Crossover Counter'''
|startup=29
|active=2
|recovery=-
|blockadv=-
|damage=2160
|properties=-
|notes=-
}}
 
{{TvCOverview
|move='''Forward Throw'''
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=5200
|properties=Throw
|notes=-
}}
 
{{TvCOverview
|move='''Back Throw'''
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=5200
|properties=Throw
|notes=-
}}
 
{{TvCOverview
|move='''Air Forward Throw'''
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=6000
|properties=Throw
|notes=-
}}
 
{{TvCOverview
|move='''Air Back Throw'''
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=6000
|properties=Throw
|notes=-
}}
 
 
{{TvCOverviewHeader
|header=Special Moves
|move=[[File:Poli Hurricane Destruction fist.webm|thumb|{{TvCInput|46x}}]]
|startup=16/23/23
|active=-
|recovery=-
|blockadv=-
|damage=3375/4050/4725
|properties=WallBounce
|notes=Poli does a two hit combo and launches the opponent towards the wall. Can follow up with a single dash. '''''Can be cancelled to and from with one emblem'''''
}}
 
{{TvCOverview
|move=[[File:Poli Razor Kick.webm|thumb|{{TvC-Colors|green|Razor Chain Kicks <br> {{TvCInput|236x}}}}]]
|startup=15
|active=-
|recovery=-
|blockadv=-
|damage=3108
|properties=-
|notes=Poli does 4 sets of kicks. Be careful as there is a gap in the second kick, enemies can throw or punish if they are aware of the gap. '''''Can be cancelled to and from with one emblem'''''
}}
 
{{TvCOverview
|move=[[File:Poli 3 Stage.webm|thumb|3-Stage Reaction Kick <br> {{TvCInput|623x}} -> {{TvCInput|x}} -> {{TvCInput|214x}}]]
|startup=9
|active=-
|recovery=-
|blockadv=-  
|damage=-  
|properties=Hard Knockdown (on last kick)  
|notes=Yes, all three inputs need to be done for the attack to complete.  Okayish anti-air, can be used for relaunches. '''''Can be cancelled into with one emblem''''' '''''Usable in air'''''.
}}
 
{{TvCOverview
|move=[[File:Poli Storm Kanae.webm|thumb|{{TvC-Colors|green|Storm Kamae <br> {{TvCInput|214X}}}}]]
|startup=17
|active=-
|recovery=-
|blockadv=-
|damage=45
|properties=-
|notes=Build the emblems you see at the bottom (or ducks if you're in the know). After building an emblem Polimar can perform a few actions.
*Doing nothing will set polimar back to neutral, There is no defensive option here so this is the most dangerous
*{{TvC-Colors|blue|A}} will cause polimar to '''''{{TvC-Colors|red|2C}}'''''. This can be cancelled with baroque or into another special
*{{TvC-Colors|yellow|B}} will perform  '''''{{TvC-Colors|red|6C}}'''''. This can be cancelled with baroque or into another special
*{{TvC-Colors|red|C}} will make polimar dash up and perform this forward throw.
After building an emblem polimar gains the ability to cancel specials. With three emblems, if I wanted to take a route of '''''{{TvC-Colors|green|Razor-kicks}} -> {{TvC-Colors|green|razor kicks}} -> {{TvC-Colors|green|Storm Kamae}} -> {{TvC-Colors|green|Hurricane Destruction fist}}''''' This would only be possible with two emblems minimum.
All three emblems are required for Polimar's level 3
}}
 
 
{{TvCOverviewHeader
|header=Super Moves
|move=[[File:Poli Hurricane.webm|thumb|{{TvC-Colors|green|Single handed Vacuum Spin <br> {{TvCInput|360xx}}}}]]
|startup=25+
|active=-
|recovery=-
|blockadv=-  
|damage=16518 (ground) <br> 11966 (air)
|properties=Command Grab
|notes=Polimar winds up for a grab and spins you in a hurricane. Highly avoidable on the ground, you can jump after the super flash. If done off a proper air reset it's unavoidable. His preferred super. '''''Works on Giants''''' '''''Usable in air'''''
}}
 
{{TvCOverview
|move=[[File:Poli Tenshin Drill.webm|thumb|{{TvC-Colors|green|Tenshin Polimar Drill <br> {{TvCInput|a}}+{{TvCInput|b}} -> {{TvCInput|a}}+{{TvCInput|b}} -> {{TvCInput|b}}+{{TvCInput|c}}}}]]
|startup=25+1
|active=-
|recovery=-
|blockadv=-
|damage=21558
|properties=HardKnockdown/OTG
|notes=Polimar makes a pose and turns into a drilling car. Runs off screen then comes back. Can be landed after '''''{{TvC-Colors|green|Hurricane Destruction Fist}}''''' but cannot land the second part of the combo. Hits OTG. It's great for crossover combinations but that's about it. Avoid
}}


=As An Assist=
{{TvCOverview
Polimar jumps out and does his Razor Chain Kick at the enemy.
|move=[[File:Poli Illusive.webm|thumb|{{TvC-Colors|green|Illusive Destructive Fist <br> {{TvCInput|236XX}} (when polimar has 3 emblems stocked)}}]]
|startup=22+2
|active=-
|recovery=-
|blockadv=-
|damage=30117
|properties=-
|notes=Polimar moves so fast you see after images of him. Fantastic super, great damage, has a few setups to reliably get it. Breaks the bridge. '''''Works on Giants'''''
}}


=The Basics=
=The Basics=
Line 32: Line 319:


=Match-Ups=
=Match-Ups=
{{TvCComboHeader
|header=Notable Players
}}
{{TvC-Players
| name = BlingBloing
| point = Ippatsuman
| anchor = Polimar
| pointportrait = TvC_Ippatsuman_Face.png
| anchorportrait = TvC_Polimar_Face.png
| social = [https://www.youtube.com/@blingading4324 Youtube]
}}
{{TvC-Players
| name = RoyalFlush
| point = Ippatsuman
| anchor = Polimar
| pointportrait = TvC_Ippatsuman_Face.png
| anchorportrait = TvC_Polimar_Face.png
| social =
}}
{{Navbox-TVC}}
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]

Latest revision as of 20:50, 18 March 2025

Introduction

Disowned Detective Takeshi comes in contact with a special Polymer suit that's stronger than steel, and dubs himself Polimar, the protector of justice!!

Gameplay

Strengths Weaknesses
  • Strong mixup game
  • Decent ground speed
  • Really good combos that do not require intense execution
  • Hits kinda hard
  • Two ways to ground dash
  • Blockstrings are easily avoided
  • Has no air game
  • Has one worthwhile super, and the other requires a lot of buildup to reach
  • Gets zoned out easily
  • Cannot deal with giants effectively
  • Slowest walk speed in the game
TVC Polimar Art.png

Moves List

Normal Moves

Normal Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
8 1 18 - 960 - Slow jab that is not remotely active, to his credit it hits hard
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
6 4 20 - 480 - crouch kick
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
9 2 15 - 2964 - Double hit punch, hits hard, good for combos and blockstrings
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
9 1 15 - 1716 - Hits low two times
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
14 0 19 - - - Polimar's alternate dash, when close to an opponent it'll crossup. So you can do A -> B -> 2B -> P -> 6B -> A for a dirty crossup. And given it's a new combo your partner will refresh. Also by holding B you'll enter storm Kanae
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
15 2 28 - 2720 - Hits hard for a heavy attack, has a little vertical reach but good horizontal holding it activates storm kanae
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
13 7 27 - 2400 Low/Hard Knockdown Sweep, has a little range, nothing insane
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
15 2 32 - 2480 Soft knockdown/ f5-10 invincible Polimar turns and gives a backfist. Has invincibility but you'll probably never see it, follow up with Razor Kicks or A Destruction fist
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
11 5 29 - 2400 Launcher Good damage for a launcher
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
7 8 17 - 960 Overhead Horizontal jab
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
10 9 24 - 1840 Overhead Horizontal kick
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
12 5 30 - 3040 Overhead Upward Angle Kick, not great for grounded opponents


Universal Mechanics

Universal Mechanics

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
VAR starter 12 - - - 1840 - -
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Crossover Counter 29 2 - - 2160 - -
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Forward Throw - - - - 5200 Throw -
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Back Throw - - - - 5200 Throw -
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Air Forward Throw - - - - 6000 Throw -
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Air Back Throw - - - - 6000 Throw -


Special Moves

Special Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
16/23/23 - - - 3375/4050/4725 WallBounce Poli does a two hit combo and launches the opponent towards the wall. Can follow up with a single dash. Can be cancelled to and from with one emblem
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
15 - - - 3108 - Poli does 4 sets of kicks. Be careful as there is a gap in the second kick, enemies can throw or punish if they are aware of the gap. Can be cancelled to and from with one emblem
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
3-Stage Reaction Kick
TVC-623.png TVC-AT.png -> TVC-AT.png -> TVC-214.png TVC-AT.png
9 - - - - Hard Knockdown (on last kick) Yes, all three inputs need to be done for the attack to complete. Okayish anti-air, can be used for relaunches. Can be cancelled into with one emblem Usable in air.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
17 - - - 45 - Build the emblems you see at the bottom (or ducks if you're in the know). After building an emblem Polimar can perform a few actions.
  • Doing nothing will set polimar back to neutral, There is no defensive option here so this is the most dangerous
  • A will cause polimar to 2C. This can be cancelled with baroque or into another special
  • B will perform 6C. This can be cancelled with baroque or into another special
  • C will make polimar dash up and perform this forward throw.

After building an emblem polimar gains the ability to cancel specials. With three emblems, if I wanted to take a route of Razor-kicks -> razor kicks -> Storm Kamae -> Hurricane Destruction fist This would only be possible with two emblems minimum.

All three emblems are required for Polimar's level 3


Super Moves

Super Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
25+1 - - - 16518 (ground)
11966 (air)
Command Grab Polimar winds up for a grab and spins you in a hurricane. Highly avoidable on the ground, you can jump after the super flash. If done off a proper air reset it's unavoidable. His preferred super. Works on Giants Usable in air
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Tenshin Polimar Drill
TVC-L.png+ TVC-M.png -> TVC-L.png+ TVC-M.png -> TVC-M.png+ TVC-H.png
25+1 - - - 21558 HardKnockdown/OTG Polimar makes a pose and turns into a drilling car. Runs off screen then comes back. Can be landed after Hurricane Destruction Fist but cannot land the second part of the combo. Hits OTG. It's great for crossover combinations but that's about it. Avoid
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Illusive Destructive Fist
TVC-236.png TVC-AT.png TVC-AT.png (when polimar has 3 emblems stocked)
22+2 - - - 30117 - Polimar moves so fast you see after images of him. Fantastic super, great damage, has a few setups to reliably get it. Breaks the bridge. Works on Giants

The Basics

Advanced Strategy

Match-Ups

Notable Players

Notable Players

Player Name Point Character Anchor Character Social Media
BlingBloing
TvC Ippatsuman Face.png

Ippatsuman
TvC Polimar Face.png

Polimar
Youtube
Player Name Point Character Anchor Character Social Media
RoyalFlush
TvC Ippatsuman Face.png

Ippatsuman
TvC Polimar Face.png

Polimar

Game Navigation

General

Capcom Characters

Tatsunoko Characters

Giants