Galaxy Fight: Universal Warriors/Rolf: Difference between revisions

From SuperCombo Wiki
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  |header=yes
  |header=yes
  |version=A
  |version=A
  |damage =  
  |damage = 17
  |dashing damage =  
  |dashing damage = 23
  |startup=-
  |startup=-
  |active=-
  |active=-
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  |header=no
  |header=no
  |version=B
  |version=B
  |damage =  
  |damage = 17
  |dashing damage =  
  |dashing damage = 23
  |startup=-
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  |header=no
  |header=no
  |version=C
  |version=C
  |damage =  
  |damage = 17
  |dashing damage =  
  |dashing damage = 23
  |startup=-
  |startup=-
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===== Info: =====  
===== Info: =====  
Rolf Shot can knock down the opponent when performed during a dash.  
Rolf Shot can knock down the opponent when performed during a dash.  
=====Counter Play:=====


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  |header=yes
  |header=yes
  |version=A
  |version=A
  |damage =  
  |damage = 17
  |dashing damage =  
  |dashing damage = 23
  |startup=-
  |startup=-
  |active=-
  |active=-
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  |header=no
  |header=no
  |version=B
  |version=B
  |damage =  
  |damage = 17
  |dashing damage =  
  |dashing damage = 23
  |startup=-
  |startup=-
  |active=-
  |active=-
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  |header=no
  |header=no
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  |version=C
  |damage =  
  |damage = 17
  |dashing damage =  
  |dashing damage = 23
  |startup=-
  |startup=-
  |active=-
  |active=-
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===== Info: =====  
===== Info: =====  
Rolf performs a roll and then fires a projectile. This move can also knock down the opponent when performed during a dash.
Rolf performs a roll and then fires a projectile. This move can also knock down the opponent when performed during a dash.
=====Counter Play:=====


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  |damage =  
  |damage = 34
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  |dashing damage = 43
  |startup=-
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  |header=no
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  |damage = 34
  |dashing damage =  
  |dashing damage = 43
  |startup=-
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  |header=no
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  |damage =  
  |damage = 34
  |dashing damage =  
  |dashing damage = 43
  |startup=-
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  |description =  
  |description =  
===== Info: =====  
===== Info: =====  
=====Counter Play:=====


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Striking Napalm has long reach and deals massive damage. It's great for catching back dashes and finishing juggles/combos.  
Striking Napalm has long reach and deals massive damage. It's great for catching back dashes and finishing juggles/combos.  
=====Counter Play:=====
=====Counter Play:=====
The move only hits twice. A consistent counter is to block, guard cancel a dash after the second hit, and then punish accordingly.
The move only hits twice on block. A consistent counter is to block, guard cancel a forward dash after the second hit, and then punish accordingly.
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Revision as of 11:55, 23 May 2022

GfRolf.gif

Introduction

Move List

Normal Moves

Command Normals

Comet Tail: 3 + A

Stardust Arrow: 3 + B

Metro Launcher: 3 + C

Throws

Boost Overdrop: 4 or 6 + B

Boost Pressure: 4 or 6 + C

Special Moves

Rolf Shot
236+A/B/C
Rolf Shot.jpg
A Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
B Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
C Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
Info:

Rolf Shot can knock down the opponent when performed during a dash.

Kneeling Rolf Shot
41236+A/B/C
Kneeling Rolf Shot.jpg
A Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
B Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
C Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
Info:

Rolf performs a roll and then fires a projectile. This move can also knock down the opponent when performed during a dash.

Planet Breaker
623+A/B/C
Rolf Planet Breaker jpeg.jpg
A Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
B Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
C Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
Info:
Counter Play:

Each version whiffs the second hit on Juri, Alvan, Kazuma, and Roomi when they're crouching.

Rapid Crush
214+A/B/C
Rapid Crush.jpg
A Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
B Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
C Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
Info:
Striking Napalm
360+A/B/C
Striking Napalm.jpg
A Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
B Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
C Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
Info:

Striking Napalm has long reach and deals massive damage. It's great for catching back dashes and finishing juggles/combos.

Counter Play:

The move only hits twice on block. A consistent counter is to block, guard cancel a forward dash after the second hit, and then punish accordingly.

The Basics

Combos

  • 66, 214+A, 2B xx 214+A

This combo instantly bubble stuns an opponent when fully connected. Another way of landing the combo is by crossing-up the opponent with the first 214+A.

Advanced Strategies