Galaxy Fight: Universal Warriors/Rolf: Difference between revisions

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Revision as of 12:27, 26 May 2022

GfRolf.gif


Introduction

Normals

Weak Attack
5A
Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -

Notes:

  • Regular version is dash cancellable.
  • Regular version has quick recovery.
  • Both versions are special cancellable.
  • Both versions continue juggles.


Normal Attack
5B
Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -

Notes:

  • Dash version is special cancellable.
  • Both versions continue juggles.


Strong Attack
5C
Rolf 5C.jpg
Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -

Notes:

  • Both versions continue juggles.


Close Weak Attack
cl.5A
Rolf Close 5A.jpg
Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -

Notes:

  • Regular version has quick recovery.
  • Regular version is dash cancellable.
  • Both versions are special cancellable.
  • Both versions continue juggles.


Close Normal Attack
cl.5B
Rolf Close 5B.jpg
Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -

Notes:

  • Regular version is dash cancellable.
  • Both versions are special cancellable.
  • Both versions continue juggles.


Close Strong Attack
cl.5C
Rolf Close 5C.jpg
Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -

Notes:

  • Hits twice.
  • Deals a lot of damage and stun, but unsafe to use.
  • Both versions continue juggles.


Crouching Weak Attack
2+A
Rolf 2A.jpg
Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -

Notes:

  • Hits low.
  • Continues juggles.
  • Special and Dash cancellable.
  • Links into 5A, cl.5A, 3+A, and 3+B.


Crouching Normal Attack
2+B
Rolf 2B.jpg
Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -

Notes:

  • Hits low.
  • Continues juggles.
  • Special and Dash cancellable.


Crouching Strong Attack
2+C
Rolf 2C.jpg
Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -

Notes:

  • Hits low.
  • Knocks down opponent.
  • Ends juggles.


Command Normals

Comet Tail
3+A
Comet Tail.jpg
Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -

Notes:

  • Hits low.
  • Dash and Special Cancellable.
  • Ends juggles.
  • Can be linked after 5A or 2A.


Stardust Arrow
3+B
Stardust Arrow.jpg
Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -

Notes:

  • Hits low.
  • Dash and Special Cancellable.
  • Ends juggles.
  • Can be linked after 5A.


Metro Launcher
3+C
Stardust Arrow.jpg
Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -

Notes:

  • Does a good amount of stun.
  • Can't juggle opponent when launched.
  • Ends juggles.

Throws

Boost Overdrop
4/6+B
Damage Notes
Boost Overdrop.jpg 32 Rolf throws the opponent behind him and reverses the side he's on. For the first frame after recovering from Boost Overdrop, the opponent is facing away from Rolf.

The opponent has to block towards Rolf during that frame. You can catch opponents off guard with a Striking Napalm if they are not blocking.

Boost Pressure
4/6+C
Damage
Boost Pressure.jpg 32

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
- - - -

Notes:

  • Rolf Shot can knock down the opponent when performed during a dash.
  • B and C versions cause the projectile to travel faster than the previous version.


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
- - - -

Notes:

  • Rolf performs a roll and then fires a projectile. The beginning of the roll has invincibility. This move can also knock down the opponent when performed during a dash.
  • B and C versions cause the projectile to travel faster than the previous version.


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
- - - -

Notes:

  • B and C versions make Rolf travel further and higher than the previous version.

Counter Play:

  • All versions whiff the second hit on crouching Kazuma and G. Done.
  • B and C versions of regular and dashing Planet Breaker whiffs the second hit on Juri and Alvan 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
- - - -

Notes:

  • B and C versions makes Rolf travel higher than the previous version.
  • Dashing Rapid Crush A has immense frame advantage. If connected, then Rolf can follow up with an extremely damaging combo.
  • If Dashing Rapid Crush is performed close to a crouching opponent, then Rolf will automatically Coss Up. The higher the version, the more easily he can Cross Up.

Counter Play:

  • 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.


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
- - - -

Notes:

  • 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