Cherry K.O. (talk | contribs) |
Cherry K.O. (talk | contribs) |
||
Line 163: | Line 163: | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
Line 205: | Line 206: | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
Line 250: | Line 252: | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
Line 294: | Line 297: | ||
* Regular Rapid Crush is very laggy on block. Every character has some type of option to punish regular Rapid Crush on block. | * Regular Rapid Crush is very laggy on block. Every character has some type of option to punish regular Rapid Crush on block. | ||
* If well-timed, Kazuma, Juri, Gunter, and Rolf can offensively guard cancel Dashing Rapid Crush. | * If well-timed, Kazuma, Juri, Gunter, and Rolf can offensively guard cancel Dashing Rapid Crush. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData |
Revision as of 11:10, 25 May 2022
Introduction
Normals
Standing Weak Attack | Input | Damage | Start | Active | Recovery | Total Frames | Notes |
---|---|---|---|---|---|---|---|
5A |
Crouching Weak Attack | Input | Damage | Start | Active | Recovery | Total Frames | Notes |
---|---|---|---|---|---|---|---|
2 + A |
Standing Normal Attack | Input | Damage | Start | Active | Recovery | Total Frames | Notes |
---|---|---|---|---|---|---|---|
5B |
Crouching Normal Attack | Input | Damage | Start | Active | Recovery | Total Frames | Notes |
---|---|---|---|---|---|---|---|
2 + B |
Standing Strong Attack | Input | Damage | Start | Active | Recovery | Total Frames | Notes |
---|---|---|---|---|---|---|---|
5C |
Crouching Strong Attack | Input | Damage | Start | Active | Recovery | Total Frames | Notes |
---|---|---|---|---|---|---|---|
2 + C |
Close Standing Weak Attack | Input | Damage | Start | Active | Recovery | Total Frames | Notes |
---|---|---|---|---|---|---|---|
cl.5A |
Close Standing Normal Attack | Input | Damage | Start | Active | Recovery | Total Frames | Notes |
---|---|---|---|---|---|---|---|
cl.5B |
Close Standing Strong Attack | Input | Damage | Start | Active | Recovery | Total Frames | Notes |
---|---|---|---|---|---|---|---|
cl.5C |
Command Normals
Comet Tail | Input | Damage | Start | Active | Recovery | Total Frames | Notes |
---|---|---|---|---|---|---|---|
![]() |
3 + A | 6 | Dash and Special Cancellable. Hits low. Does not continue juggles. Can be linked after 5A or 2A. |
Stardust Arrow | Input | Damage | Start | Active | Recovery | Total Frames | Notes |
---|---|---|---|---|---|---|---|
![]() |
3 + B | 22 | Dash and Special Cancellable. Hits low. Does not continue juggles. Can be linked after 5A. |
Metro Launcher | Input | Damage | Start | Active | Recovery | Total Frames | Notes |
---|---|---|---|---|---|---|---|
![]() |
3 + C | 32 | Does a good amount of stun. Can't juggle opponent when launched. Mostly used as an anti-air. |
Throws
Boost Pressure | Input | Damage |
---|---|---|
![]() |
4/6 + C | 32 |
Special Moves
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 | |||||||||
- | - | - | - | |||||||||
Notes:
|
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 | |||||||||
- | - | - | - | |||||||||
Notes:
|
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 | |||||||||
- | - | - | - | |||||||||
Notes:
Counter Play:
|
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 | |||||||||
- | - | - | - | |||||||||
Notes:
Counter Play:
|
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 | |||||||||
- | - | - | - | |||||||||
Notes:
Counter Play:
|
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.