Galaxy Fight: Universal Warriors/Rolf: Difference between revisions

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[[file:gfRolf.gif|right]]
==<small>Introduction</small>==
 
[[file:gfRolf.gif|center]]
 
=Introduction=
 
= Normals =


==<small>Standing Normals</small>==
{{MoveData
{{MoveData
|name = '''Far Weak Attack'''
|name = '''f.5A'''
|input = '''<big>5A</big>'''
|image=Rolf 5A.jpg
|image=Rolf 5A.jpg
|data=
|data=
Line 35: Line 31:


{{MoveData
{{MoveData
|name = '''Far Normal Attack'''
|name = '''f.5B'''
|input = '''<big>5B</big>'''
|image=Rolf 5B.jpg
|image=Rolf 5B.jpg
|data=
|data=
Line 61: Line 56:


{{MoveData
{{MoveData
|name = '''Far Strong Attack'''
|name = '''f.5C'''
|input = '''<big>5C</big>'''
|image=Rolf 5C.jpg
|image=Rolf 5C.jpg
|data=
|data=
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{{MoveData
{{MoveData
|name = '''Close Weak Attack'''
|name = '''c.5A'''
|input = '''<big>cl.5A</big>'''
|image=Rolf Close 5A.jpg
|image=Rolf Close 5A.jpg
|data=
|data=
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{{MoveData
{{MoveData
|name = '''Close Normal Attack'''
|name = '''c.5B'''
|input = '''<big>cl.5B</big>'''
|image=Rolf Close 5B.jpg
|image=Rolf Close 5B.jpg
|data=
|data=
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{{MoveData
{{MoveData
|name = '''Close Strong Attack'''
|name = '''c.5C'''
|input = '''<big>cl.5C</big>'''
|image=Rolf Close 5C.jpg
|image=Rolf Close 5C.jpg
|data=
|data=
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}}
}}


 
==<small>Crouching Normals</small>==
{{MoveData
{{MoveData
|name = '''Crouching Weak Attack'''
|name = '''2A'''
|input = '''<big>2+A</big>'''
|image = Rolf 2A.jpg
|image = Rolf 2A.jpg
|data=
|data=
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{{MoveData
{{MoveData
|name = '''Crouching Normal Attack'''
|name = '''2B'''
|input = '''<big>2+B</big>'''
|image = Rolf 2B.jpg
|image = Rolf 2B.jpg
|data=
|data=
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{{MoveData
{{MoveData
|name = '''Crouching Strong Attack'''
|name = '''2C'''
|input = '''<big>2+C</big>'''
|image = Rolf 2C.jpg
|image = Rolf 2C.jpg
|data=
|data=
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}}
}}


= Jumping Normals =  
==<small>Jumping Normals</small>==
 
{{MoveData
{{MoveData
|name = '''Neutral Jumping Weak Attack'''
|name = '''8A'''
|input = '''<big>8A</big>'''
|image = Rolf 8A.jpg
|image = Rolf 8A.jpg
|data=
|data=
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{{MoveData
{{MoveData
|name = '''Neutral Jumping Normal Attack'''
|name = '''8B'''
|input = '''<big>8B</big>'''
|image = Rolf 8B.jpg
|image = Rolf 8B.jpg
|data=
|data=
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{{MoveData
{{MoveData
|name = '''Neutral Jumping Strong Attack'''
|name = '''8C'''
|input = '''<big>8C</big>'''
|image = Rolf 8C.jpg
|image = Rolf 8C.jpg
|data=
|data=
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{{MoveData
{{MoveData
|name = '''Diagonal Jumping Weak Attack'''
|name = '''7A/9A'''
|input = '''<big>7A/9A</big>'''
|image = Rolf 7A or 9A.jpg
|image = Rolf 7A or 9A.jpg
|data=
|data=
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{{MoveData
{{MoveData
|name = '''Diagonal Jumping Normal Attack'''
|name = '''7B/9B'''
|input = '''<big>7B/9B</big>'''
|image = Rolf 7B or 9B.jpg
|image = Rolf 7B or 9B.jpg
|data=
|data=
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{{MoveData
{{MoveData
|name = '''Diagonal Jumping Strong Attack'''
|name = '''7C/9C'''
|input = '''<big>7C/9C</big>'''
|image = Rolf 7C or 9C.jpg
|image = Rolf 7C or 9C.jpg
|data=
|data=
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}}
}}


= Command Normals =
==<small>Command Normals</small>==
{{MoveData
{{MoveData
|name = '''Comet Tail'''
|name = '''Comet Tail'''
|input = '''<big>3+A</big>'''
|input = '''<big>3A</big>'''
|image = Comet Tail.jpg
|image = Comet Tail.jpg
|data=
|data=
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{{MoveData
{{MoveData
|name = '''Stardust Arrow'''
|name = '''Stardust Arrow'''
|input = '''<big>3+B</big>'''
|input = '''<big>3B</big>'''
|image = Stardust Arrow.jpg
|image = Stardust Arrow.jpg
|data=
|data=
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{{MoveData
{{MoveData
|name = '''Metro Launcher'''
|name = '''Metro Launcher'''
|input = '''<big>3+C</big>'''
|input = '''<big>3C</big>'''
|image = Metro Launcher.jpg
|image = Metro Launcher.jpg
|data=
|data=
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}}
}}


=Throws=
==<small>Throws</small>==
 
{| class = "wikitable"
{| class = "wikitable"
|+
|+
|-
|-
! <big>Boost Overdrop <br> 4/6+B </big> !! Damage !! Notes
! <big> Boost Overdrop <br> 4/6B </big> !! Damage !! Notes
|-
|-
| [[file:Boost Overdrop.jpg|175px]] || 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.  
| [[file:Boost Overdrop.jpg|175px]] || 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.  
Line 490: Line 470:
|+
|+
|-
|-
! <big>Boost Pressure <br> 4/6+C </big> !! Damage
! <big>Boost Pressure <br> 4/6C </big> !! Damage
|-
|-
| [[file:Boost Pressure.jpg|175px]] || 32  
| [[file:Boost Pressure.jpg|175px]] || 32  
|}
|}


= Special Moves =
==<small>Special Moves</small>==
{{MoveData
{{MoveData
|name = '''Rolf Shot'''
|name = '''Rolf Shot'''
Line 804: Line 784:
}}
}}


=The Basics=
==<small>Combos</small>==
 
==Combos==
 
* 66, 214+A, 2B xx 214+A  
* 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.
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=
==<small>Match-up Knowledge</small>==


[[Category:Galaxy Fight: Universal Warriors]]
[[Category:Galaxy Fight: Universal Warriors]]

Revision as of 11:22, 15 June 2022

Introduction

GfRolf.gif

Standing Normals

Damage Startup, Active, and Recovery On Hit On Block
7 - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
10 - - -

Notes:

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


Damage Startup, Active, and Recovery On Hit On Block
23 - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
34 - - -

Notes:

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


f.5C
Rolf 5C.jpg
Damage Startup, Active, and Recovery On Hit On Block
32 - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
48 - - -

Notes:

  • Both versions continue juggles.


c.5A
Rolf Close 5A.jpg
Damage Startup, Active, and Recovery On Hit On Block
6 - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
9 - - -

Notes:

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


c.5B
Rolf Close 5B.jpg
Damage Startup, Active, and Recovery On Hit On Block
22 - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
33 - - -

Notes:

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


c.5C
Rolf Close 5C.jpg
Damage Startup, Active, and Recovery On Hit On Block
55 - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
82 - - -

Notes:

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

Crouching Normals

2A
Rolf 2A.jpg
Damage Startup, Active, and Recovery On Hit On Block
7 - - -
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.


2B
Rolf 2B.jpg
Damage Startup, Active, and Recovery On Hit On Block
23 - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -

Notes:

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


2C
Rolf 2C.jpg
Damage Startup, Active, and Recovery On Hit On Block
32 - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -

Notes:

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

Jumping Normals

8A
Rolf 8A.jpg
Damage Startup, Active, and Recovery On Hit On Block
8 - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
9 - - -

Notes:


8B
Rolf 8B.jpg
Damage Startup, Active, and Recovery On Hit On Block
22 - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
33 - - -

Notes:


8C
Rolf 8C.jpg
Damage Startup, Active, and Recovery On Hit On Block
32 - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
48 - - -

Notes:


7A/9A
Rolf 7A or 9A.jpg
Damage Startup, Active, and Recovery On Hit On Block
6 - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
9 - - -

Notes:


7B/9B
Rolf 7B or 9B.jpg
Damage Startup, Active, and Recovery On Hit On Block
22 - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
33 - - -

Notes:


7C/9C
Rolf 7C or 9C.jpg
Damage Startup, Active, and Recovery On Hit On Block
32 - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
48 - - -

Notes:

Command Normals

Comet Tail
3A
Comet Tail.jpg
Damage Startup, Active, and Recovery On Hit On Block
6 - - -
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
3B
Stardust Arrow.jpg
Damage Startup, Active, and Recovery On Hit On Block
22 - - -
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
3C
Metro Launcher.jpg
Damage Startup, Active, and Recovery On Hit On Block
32 - - -
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
4/6B
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
4/6C
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
17 - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
23 - - -
B Damage Startup, Active, and Recovery On Hit On Block
17 - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
23 - - -
C Damage Startup, Active, and Recovery On Hit On Block
17 - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
23 - - -

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
17 - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
23 - - -
B Damage Startup, Active, and Recovery On Hit On Block
17 - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
23 - - -
C Damage Startup, Active, and Recovery On Hit On Block
17 - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
23 - - -

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
36 - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
48 - - -
B Damage Startup, Active, and Recovery On Hit On Block
48 - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
60 - - -
C Damage Startup, Active, and Recovery On Hit On Block
60 - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
72 - - -

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
34 - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
43 - - -
B Damage Startup, Active, and Recovery On Hit On Block
34 - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
43 - - -
C Damage Startup, Active, and Recovery On Hit On Block
34 - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
43 - - -

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
69 - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
B Damage Startup, Active, and Recovery On Hit On Block
69 - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
C Damage Startup, Active, and Recovery On Hit On Block
69 - - -
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.

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.

Match-up Knowledge