Galaxy Fight: Universal Warriors/Rolf: Difference between revisions

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  |On Dash Block=
  |On Dash Block=
  |description=
  |description=
'''Notes:'''
* Regular version is dash cancellable, and it has quick recovery.
* Regular version is dash cancellable.
* Regular and dash versions are special cancellable.  
* Regular version has quick recovery.
* Both versions are special cancellable.  
* Both versions continue juggles.
* Both versions continue juggles.
* Crouch cancels into 2B and 2C.
  }}
  }}
}}
}}
Line 49: Line 48:
  |On Dash Block=
  |On Dash Block=
  |description=
  |description=
'''Notes:'''
* Dash version is special cancellable.  
* Dash version is special cancellable.  
* Both versions continue juggles.  
* Both versions continue juggles.  
Line 74: Line 72:
  |On Dash Block=
  |On Dash Block=
  |description=
  |description=
'''Notes:'''
* Both versions continue juggles.  
* Both versions continue juggles.  
  }}
  }}
Line 98: Line 95:
  |On Dash Block=
  |On Dash Block=
  |description=
  |description=
'''Notes:'''
* Regular version is dash cancellable, and it has quick recovery.
* Regular version has quick recovery.
* Both versions are special cancellable, and they can continue juggles.
* Regular version is dash cancellable.
* Links into c.5A, f.5A, and 2A.
* Both versions are special cancellable.
* Crouch cancels into c.5B, f.5B, 2B, 2C, 3A, 3B, and 3C.
* Both versions continue juggles.  
  }}
  }}
}}
}}
Line 125: Line 121:
  |On Dash Block=
  |On Dash Block=
  |description=
  |description=
'''Notes:'''
* Regular version is dash cancellable.
* Regular version is dash cancellable.
* Both versions are special cancellable.
* Both versions are special cancellable, and they can continue juggles.
* Both versions continue juggles.  
* Great for anti-airing aerial cross ups.
  }}
  }}
}}
}}
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  |On Dash Block=
  |On Dash Block=
  |description=
  |description=
'''Notes:'''
* Hits twice.
* Deals a lot of damage and stun, but unsafe to use.  
* Deals a lot of damage and stun, but unsafe to use.  
* Both versions continue juggles.  
* Regular and dashing versions continue juggles.  
  }}
  }}
}}
}}
Line 164: Line 157:
|image = Rolf 2A.jpg
|image = Rolf 2A.jpg
|data=
|data=
  {{AttackData-Galaxy Fight: Universal Warriors
  {{AttackData-Galaxy Fight: Universal Warriors Num 2
  |Damage = 7
  |Damage = 7
  |Startup=-
  |Startup=-
Line 171: Line 164:
  |On Hit=
  |On Hit=
  |On Block=
  |On Block=
|Dash Damage = -
|Dash Startup= -
|Dash Active= -
|Dash Recovery= -
|On Dash Hit= -
|On Dash Block= -
  |description  =
  |description  =
'''Notes:'''
* Hits low.  
* Hits low.  
* Special and Dash cancellable.
* Continues juggles.
* Continues juggles.
* Special and Dash cancellable.
* Links into c.5A, f.5A, 3A, and 3B.
* Links into 5A, cl.5A, 3+A, and 3+B.
  }}
  }}
}}
}}
Line 191: Line 177:
|image = Rolf 2B.jpg
|image = Rolf 2B.jpg
|data=
|data=
  {{AttackData-Galaxy Fight: Universal Warriors
  {{AttackData-Galaxy Fight: Universal Warriors Num 2
  |Damage = 23
  |Damage = 23
  |Startup=-
  |Startup=-
Line 198: Line 184:
  |On Hit=
  |On Hit=
  |On Block=
  |On Block=
|Dash Damage = -
|Dash Startup= -
|Dash Active= -
|Dash Recovery= -
|On Dash Hit= -
|On Dash Block= -
  |description  =
  |description  =
'''Notes:'''
* Hits low.
* Hits low.
* Special and Dash cancellable.
* Continues juggles.
* Continues juggles.
* Special and Dash cancellable.  
* This move is a good poking tool because of its reach and cancel properties.
  }}
  }}
}}
}}
Line 217: Line 197:
|image = Rolf 2C.jpg
|image = Rolf 2C.jpg
|data=
|data=
  {{AttackData-Galaxy Fight: Universal Warriors
  {{AttackData-Galaxy Fight: Universal Warriors Num 2
  |Damage = 32
  |Damage = 32
  |Startup=-
  |Startup=-
Line 224: Line 204:
  |On Hit=
  |On Hit=
  |On Block=
  |On Block=
|Dash Damage = -
|Dash Startup= -
|Dash Active= -
|Dash Recovery= -
|On Dash Hit= -
|On Dash Block= -
  |description  =
  |description  =
'''Notes:'''
* Hits low.
* Hits low.
* Knocks down opponent.
* Knocks down opponent.
* Ends juggles.
  }}
  }}
}}
}}
Line 258: Line 230:
  |On Dash Block=
  |On Dash Block=
  |description  =  
  |description  =  
'''Notes:'''
* Normal and dashing versions continue juggles.
  }}
  }}
}}
}}
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  |On Dash Block=
  |On Dash Block=
  |description  =  
  |description  =  
'''Notes:'''
* Both versions continue juggles.
* Has great reach, which makes it a good overhead for hitting crouching opponents at a distance.
  }}
  }}
}}
}}
Line 304: Line 277:
  |On Dash Block=
  |On Dash Block=
  |description  =  
  |description  =  
'''Notes:'''
* Only the regular version continues juggles.
  }}
  }}
}}
}}
Line 327: Line 300:
  |On Dash Block=
  |On Dash Block=
  |description  =  
  |description  =  
'''Notes:'''
* Normal and dashing versions continue juggles.
* This move's hitbox covers Rolf's lower body, which makes it one of your primary juggling tools.
  }}
  }}
}}
}}
Line 350: Line 324:
  |On Dash Block=
  |On Dash Block=
  |description  =  
  |description  =  
'''Notes:'''
* Both versions continue juggles.
* This move's reach also makes it one of your best juggling tools.
  }}
  }}
}}
}}
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  |On Dash Block=
  |On Dash Block=
  |description  =  
  |description  =  
'''Notes:'''
* Only the regular version continues juggles.
* Really only used as the starter for post stun combos.
  }}
  }}
}}
}}
Line 384: Line 360:
|image = Comet Tail.jpg
|image = Comet Tail.jpg
|data=
|data=
  {{AttackData-Galaxy Fight: Universal Warriors
  {{AttackData-Galaxy Fight: Universal Warriors Num 2
  |Damage = 6
  |Damage = 6
  |Startup=-
  |Startup=-
Line 391: Line 367:
  |On Hit=
  |On Hit=
  |On Block=
  |On Block=
|Dash Damage = -
|Dash Startup= -
|Dash Active= -
|Dash Recovery= -
|On Dash Hit= -
|On Dash Block= -
  |description  =
  |description  =
'''Notes:'''
* Hits low.  
* Hits low.  
* Dash and Special Cancellable.  
* Dash and Special Cancellable.  
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|image = Stardust Arrow.jpg
|image = Stardust Arrow.jpg
|data=
|data=
  {{AttackData-Galaxy Fight: Universal Warriors
  {{AttackData-Galaxy Fight: Universal Warriors Num 2
  |Damage = 22
  |Damage = 22
  |Startup=-
  |Startup=-
Line 419: Line 388:
  |On Hit=
  |On Hit=
  |On Block=
  |On Block=
|Dash Damage = -
|Dash Startup= -
|Dash Active= -
|Dash Recovery= -
|On Dash Hit= -
|On Dash Block= -
  |description  =
  |description  =
'''Notes:'''
* Hits low.  
* Hits low.  
* Dash and Special Cancellable.  
* Dash and Special Cancellable.  
Line 440: Line 402:
|image = Metro Launcher.jpg
|image = Metro Launcher.jpg
|data=
|data=
  {{AttackData-Galaxy Fight: Universal Warriors
  {{AttackData-Galaxy Fight: Universal Warriors Num 2
  |Damage = 32
  |Damage = 32
  |Startup=-
  |Startup=-
Line 447: Line 409:
  |On Hit=
  |On Hit=
  |On Block=
  |On Block=
|Dash Damage = -
|Dash Startup= -
|Dash Active= -
|Dash Recovery= -
|On Dash Hit= -
|On Dash Block= -
  |description  =
  |description  =
'''Notes:'''
* Does a good amount of stun.  
* Does a good amount of stun.  
* Can't juggle opponent when launched.
* Can't juggle opponent when launched.
Line 463: Line 418:


===Throws===
===Throws===
{| class = "wikitable"
{{MoveData
|+
|name = '''Boost Overdrop'''
|-
|input = '''<big>4/6B</big>'''
! <big> Boost Overdrop <br> 4/6B </big> !! Damage !! Notes
|image= Boost Overdrop.jpg
|-
|caption=
| [[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.  
|data=
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.
{{AttackData-Galaxy Fight: Universal Warriors Num 3
|}
|header  = yes
|Damage  = 32
|Startup = 1
|Active  = 1
|description = 
* Rolf throws the opponent behind him and reverses the side he's on.  
* When the opponent gets up from the throw, they are facing away from Rolf for the first frame.  
* 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.
* Rolf can go for an oki or a cross up because he recovers much faster than the opponent.
}}
}}


{| class = "wikitable"
{{MoveData
|+
|name = '''Boost Pressure'''
|-
|input = '''<big>4/6C</big>'''
! <big>Boost Pressure <br> 4/6C </big> !! Damage
|image= Boost Pressure.jpg
|-
|caption=
| [[file:Boost Pressure.jpg|175px]] || 32  
|data=
|}
{{AttackData-Galaxy Fight: Universal Warriors Num 3
|header  = yes
|Damage  = 32
|Startup = 1
|Active  = 1
|description = 
* Rolf takes the opponent and slides their face along the floor.
* This throw is also good because Rolf recovers fast enough to go for an oki or a cross up.
}}
}}




Line 503: Line 477:
  |On Dash Hit= -
  |On Dash Hit= -
  |On Dash Block= -
  |On Dash Block= -
|description =
* The projectile travels at the slowest speed with the A version.
  }}
  }}
  {{AttackData-Galaxy Fight: Universal Warriors
  {{AttackData-Galaxy Fight: Universal Warriors
Line 519: Line 495:
  |On Dash Hit= -
  |On Dash Hit= -
  |On Dash Block= -
  |On Dash Block= -
|description =
* The projectile travels at medium speed with the B version.
  }}
  }}
  {{AttackData-Galaxy Fight: Universal Warriors
  {{AttackData-Galaxy Fight: Universal Warriors
Line 536: Line 514:
  |On Dash Block= -
  |On Dash Block= -
  |description =  
  |description =  
'''Notes:'''
* The projectile travels the fastest speed with the C version.
* 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.
'''Other Notes:'''
* When performed during a dash, the projectile knocks down the opponent on hit.
* All versions are special cancellable.
* In combos, Rolf Shot is mainly used to special cancel into Striking Napalm.
  }}
  }}
}}
}}
Line 564: Line 545:
  |On Dash Hit= -
  |On Dash Hit= -
  |On Dash Block= -
  |On Dash Block= -
|description=
* The projectile travels the slowest with the A version.
  }}
  }}
  {{AttackData-Galaxy Fight: Universal Warriors
  {{AttackData-Galaxy Fight: Universal Warriors
Line 580: Line 563:
  |On Dash Hit= -
  |On Dash Hit= -
  |On Dash Block= -
  |On Dash Block= -
|description=
* The projectile travels at a medium speed with the B version.
  }}
  }}
  {{AttackData-Galaxy Fight: Universal Warriors
  {{AttackData-Galaxy Fight: Universal Warriors
Line 597: Line 582:
  |On Dash Block= -
  |On Dash Block= -
  |description =  
  |description =  
'''Notes:'''
* With the C version, the projectile travels the fastest.
* 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.
'''Other Notes:'''
* The beginning of the roll has invincibility.  
* When performed during a dash, the projectile knocks down the opponent on hit.
  }}
  }}
}}
}}
Line 624: Line 611:
  |On Dash Hit= -
  |On Dash Hit= -
  |On Dash Block= -
  |On Dash Block= -
|description =
* A version has the least recovery. Compared to the B and C versions, Rolf travels a shorter distance and height during the recovery frames.
* This is the best version to use out of a guard cancel.
  }}
  }}
  {{AttackData-Galaxy Fight: Universal Warriors
  {{AttackData-Galaxy Fight: Universal Warriors
Line 640: Line 630:
  |On Dash Hit= -
  |On Dash Hit= -
  |On Dash Block= -
  |On Dash Block= -
|description =
* B version causes Rolf to travel further and higher than the A version.
* B version whiffs the second hit on Juri and Alvan when they are crouching.
  }}
  }}
  {{AttackData-Galaxy Fight: Universal Warriors
  {{AttackData-Galaxy Fight: Universal Warriors
Line 657: Line 650:
  |On Dash Block= -
  |On Dash Block= -
  |description =
  |description =
'''Notes:'''
* C version causes Rolf to travel further and higher than the B version.
* B and C versions make Rolf travel further and higher than the previous version.
* C version also whiffs the second hit on Juri and Alvan when they are crouching.


'''Counter Play:'''
'''Other Notes:'''
* All versions whiff the second hit on crouching Kazuma and G. Done.
* 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.
* Planet Breaker causes Rolf to fly in the opposite direction when used during a cross up. (So don't use it during a cross up..)
* If used in the proper combo, the first hit of Planet Breaker can stun the opponent before the second hit. This is preferred because the second hit is prone to Skull Stunning the opponent.
 
'''Common Counter Play:'''
* Opponents can punish Planet Breaker by crouch blocking and waiting until Rolf passes overhead to punish him.
  }}
  }}
}}
}}
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  |On Dash Hit= -
  |On Dash Hit= -
  |On Dash Block= -
  |On Dash Block= -
|description =
* A version travels at the lowest height, which makes it the best version to perform out of a cross up.
* It's possible to auto cross up a crouching character with the dashing A version, but you must be close to the opponent.
* With this version, the only characters you cannot auto cross up are Gunter and Musafar.
  }}
  }}
  {{AttackData-Galaxy Fight: Universal Warriors
  {{AttackData-Galaxy Fight: Universal Warriors
Line 704: Line 705:
  |On Dash Hit= -
  |On Dash Hit= -
  |On Dash Block= -
  |On Dash Block= -
|description=
* B version travels higher than the A version.
* B version also cannot cross up a crouching Gunter or Musafar.
  }}
  }}
  {{AttackData-Galaxy Fight: Universal Warriors
  {{AttackData-Galaxy Fight: Universal Warriors
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  |On Dash Block= -
  |On Dash Block= -
  |description =  
  |description =  
'''Notes:'''
* C versions travels much higher than the previous versions.
* B and C versions makes Rolf travel higher than the previous version.  
* C version crosses up all crouching characters.
* Dashing Rapid Crush A has immense frame advantage. If connected, then Rolf can follow up with an extremely damaging combo.
* Dashing C version should only be used to auto cross-up heavy characters because the second and third hits tend to whiff on non-heavy crouching character.
* 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:'''
'''Other Notes:'''
* Each dashing version has increased frame advantage on hit. This allows Rolf to combo after landing any version of dashing Rapid Crush.
 
'''Common Counter Play:'''
* 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.
* At any period of the animation, regular and dashing versions can be interrupted with any well-timed attack.
  }}
  }}
}}
}}
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|caption=
|caption=
|data=
|data=
  {{AttackData-Galaxy Fight: Universal Warriors
  {{AttackData-Galaxy Fight: Universal Warriors Num 2
  |version = A
  |version = A
  |Damage = 69
  |Damage = 69
Line 746: Line 754:
  |On Hit=
  |On Hit=
  |On Block=
  |On Block=
|Dash Damage = -
|Dash Startup= -
|Dash Active= -
|Dash Recovery= -
|On Dash Hit= -
|On Dash Block= -
  }}
  }}
  {{AttackData-Galaxy Fight: Universal Warriors
  {{AttackData-Galaxy Fight: Universal Warriors Num 2
  |version = B
  |version = B
  |Damage = 69
  |Damage = 69
Line 761: Line 763:
  |On Hit=
  |On Hit=
  |On Block=
  |On Block=
|Dash Damage = -
|Dash Startup= -
|Dash Active= -
|Dash Recovery= -
|On Dash Hit= -
|On Dash Block= -
  }}
  }}
  {{AttackData-Galaxy Fight: Universal Warriors
  {{AttackData-Galaxy Fight: Universal Warriors Num 2
  |version = C
  |version = C
  |Damage = 69
  |Damage = 69
Line 776: Line 772:
  |On Hit=
  |On Hit=
  |On Block=
  |On Block=
|Dash Damage = -
|Dash Startup= -
|Dash Active= -
|Dash Recovery= -
|On Dash Hit= -
|On Dash Block= -
  |description =  
  |description =  
'''Notes:'''
 
* Striking Napalm has long reach and deals massive damage. It's great for catching back dashes and finishing juggles/combos.  
'''Other Notes:'''
'''Counter Play:'''
* Striking Napalm is great for catching back dashes and finishing juggles/combos.  
* The only way to combo with Striking Napalm is to cancel into it after landing a Rolf Shot.
 
'''Common 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 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.
  }}
  }}

Revision as of 23:37, 16 June 2022

Introduction

GfRolf.gif

Move List

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 - - -
  • Regular version is dash cancellable, and it has quick recovery.
  • Regular and dash versions are special cancellable.
  • Both versions continue juggles.
  • Crouch cancels into 2B and 2C.


Damage Startup, Active, and Recovery On Hit On Block
23 - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
34 - - -
  • 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 - - -
  • 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 - - -
  • Regular version is dash cancellable, and it has quick recovery.
  • Both versions are special cancellable, and they can continue juggles.
  • Links into c.5A, f.5A, and 2A.
  • Crouch cancels into c.5B, f.5B, 2B, 2C, 3A, 3B, and 3C.


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 - - -
  • Regular version is dash cancellable.
  • Both versions are special cancellable, and they can continue juggles.
  • Great for anti-airing aerial cross ups.


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 - - -
  • Deals a lot of damage and stun, but unsafe to use.
  • Regular and dashing versions continue juggles.


Crouching Normals

2A
Rolf 2A.jpg
Damage Startup, Active, and Recovery On Hit On Block
7 - - -
  • Hits low.
  • Special and Dash cancellable.
  • Continues juggles.
  • Links into c.5A, f.5A, 3A, and 3B.


2B
Rolf 2B.jpg
Damage Startup, Active, and Recovery On Hit On Block
23 - - -
  • Hits low.
  • Special and Dash cancellable.
  • Continues juggles.
  • This move is a good poking tool because of its reach and cancel properties.


2C
Rolf 2C.jpg
Damage Startup, Active, and Recovery On Hit On Block
32 - - -
  • Hits low.
  • Knocks down opponent.


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 - - -
  • Normal and dashing versions continue juggles.


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 - - -
  • Both versions continue juggles.
  • Has great reach, which makes it a good overhead for hitting crouching opponents at a distance.


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 - - -
  • Only the regular version continues juggles.


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 - - -
  • Normal and dashing versions continue juggles.
  • This move's hitbox covers Rolf's lower body, which makes it one of your primary juggling tools.


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 - - -
  • Both versions continue juggles.
  • This move's reach also makes it one of your best juggling tools.


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 - - -
  • Only the regular version continues juggles.
  • Really only used as the starter for post stun combos.


Command Normals

Comet Tail
3A
Comet Tail.jpg
Damage Startup, Active, and Recovery On Hit On Block
6 - - -
  • 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 - - -
  • 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 - - -
  • Does a good amount of stun.
  • Can't juggle opponent when launched.
  • Ends juggles.


Throws

Boost Overdrop
4/6B
Boost Overdrop.jpg
Damage Startup Active Recovery
32 1 1 -
  • Rolf throws the opponent behind him and reverses the side he's on.
  • When the opponent gets up from the throw, they are facing away from Rolf for the first frame.
  • 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.
  • Rolf can go for an oki or a cross up because he recovers much faster than the opponent.
Boost Pressure
4/6C
Boost Pressure.jpg
Damage Startup Active Recovery
32 1 1 -
  • Rolf takes the opponent and slides their face along the floor.
  • This throw is also good because Rolf recovers fast enough to go for an oki or a cross up.


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 - - -
  • The projectile travels at the slowest speed with the A version.
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 - - -
  • The projectile travels at medium speed with the B version.
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 - - -
  • The projectile travels the fastest speed with the C version.

Other Notes:

  • When performed during a dash, the projectile knocks down the opponent on hit.
  • All versions are special cancellable.
  • In combos, Rolf Shot is mainly used to special cancel into Striking Napalm.


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 - - -
  • The projectile travels the slowest with the A version.
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 - - -
  • The projectile travels at a medium speed with the B version.
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 - - -
  • With the C version, the projectile travels the fastest.

Other Notes:

  • The beginning of the roll has invincibility.
  • When performed during a dash, the projectile knocks down the opponent on hit.


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 - - -
  • A version has the least recovery. Compared to the B and C versions, Rolf travels a shorter distance and height during the recovery frames.
  • This is the best version to use out of a guard cancel.
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 - - -
  • B version causes Rolf to travel further and higher than the A version.
  • B version whiffs the second hit on Juri and Alvan when they are crouching.
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 - - -
  • C version causes Rolf to travel further and higher than the B version.
  • C version also whiffs the second hit on Juri and Alvan when they are crouching.

Other Notes:

  • All versions whiff the second hit on crouching Kazuma and G. Done.
  • Planet Breaker causes Rolf to fly in the opposite direction when used during a cross up. (So don't use it during a cross up..)
  • If used in the proper combo, the first hit of Planet Breaker can stun the opponent before the second hit. This is preferred because the second hit is prone to Skull Stunning the opponent.

Common Counter Play:

  • Opponents can punish Planet Breaker by crouch blocking and waiting until Rolf passes overhead to punish him.


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 - - -
  • A version travels at the lowest height, which makes it the best version to perform out of a cross up.
  • It's possible to auto cross up a crouching character with the dashing A version, but you must be close to the opponent.
  • With this version, the only characters you cannot auto cross up are Gunter and Musafar.
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 - - -
  • B version travels higher than the A version.
  • B version also cannot cross up a crouching Gunter or Musafar.
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 - - -
  • C versions travels much higher than the previous versions.
  • C version crosses up all crouching characters.
  • Dashing C version should only be used to auto cross-up heavy characters because the second and third hits tend to whiff on non-heavy crouching character.

Other Notes:

  • Each dashing version has increased frame advantage on hit. This allows Rolf to combo after landing any version of dashing Rapid Crush.

Common 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.
  • At any period of the animation, regular and dashing versions can be interrupted with any well-timed attack.


Striking Napalm
360+A/B/C
Striking Napalm.jpg
A Damage Startup, Active, and Recovery On Hit On Block
69 - - -
B Damage Startup, Active, and Recovery On Hit On Block
69 - - -
C Damage Startup, Active, and Recovery On Hit On Block
69 - - -

Other Notes:

  • Striking Napalm is great for catching back dashes and finishing juggles/combos.
  • The only way to combo with Striking Napalm is to cancel into it after landing a Rolf Shot.

Common 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 and Juggles

  • 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

Additional Resources

Game Navigation

General
Notation
Glossary
Mechanics
FAQ
Main Roster
Gunter
Alvan
G. Done
Juri
Rolf
Kazuma
Roomi
Musafar
Boss Characters
Felden
Rouwe
Bonus Kun
Yacopu