Cherry K.O. (talk | contribs) No edit summary |
Cherry K.O. (talk | contribs) No edit summary |
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Line 22: | Line 22: | ||
|On Dash Block= | |On Dash Block= | ||
|description= | |description= | ||
* Regular version is dash cancellable, and it has quick recovery. | |||
* Regular version is dash cancellable | * Regular and dash 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= | ||
* 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= | ||
* Both versions continue juggles. | * Both versions continue juggles. | ||
}} | }} | ||
Line 98: | Line 95: | ||
|On Dash Block= | |On Dash Block= | ||
|description= | |description= | ||
* 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. | ||
* 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. | ||
* | |||
}} | }} | ||
}} | }} | ||
Line 125: | Line 121: | ||
|On Dash Block= | |On Dash Block= | ||
|description= | |description= | ||
* 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. | ||
* | * Great for anti-airing aerial cross ups. | ||
}} | }} | ||
}} | }} | ||
Line 151: | Line 146: | ||
|On Dash Block= | |On Dash Block= | ||
|description= | |description= | ||
* Deals a lot of damage and stun, but unsafe to use. | * Deals a lot of damage and stun, but unsafe to use. | ||
* | * 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= | ||
|description = | |description = | ||
* Hits low. | * Hits low. | ||
* Special and Dash cancellable. | |||
* Continues juggles. | * Continues juggles. | ||
* Links into c.5A, f.5A, 3A, and 3B. | |||
* Links into 5A, | |||
}} | }} | ||
}} | }} | ||
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= | ||
|description = | |description = | ||
* Hits low. | * Hits low. | ||
* Special and Dash cancellable. | |||
* Continues juggles. | * Continues juggles. | ||
* | * 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= | ||
|description = | |description = | ||
* Hits low. | * Hits low. | ||
* Knocks down opponent. | * Knocks down opponent. | ||
}} | }} | ||
}} | }} | ||
Line 258: | Line 230: | ||
|On Dash Block= | |On Dash Block= | ||
|description = | |description = | ||
* Normal and dashing versions continue juggles. | |||
}} | }} | ||
}} | }} | ||
Line 281: | Line 253: | ||
|On Dash Block= | |On Dash Block= | ||
|description = | |description = | ||
* 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 = | ||
* Only the regular version continues juggles. | |||
}} | }} | ||
}} | }} | ||
Line 327: | Line 300: | ||
|On Dash Block= | |On Dash Block= | ||
|description = | |description = | ||
'' | * 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 = | ||
' | * Both versions continue juggles. | ||
* This move's reach also makes it one of your best juggling tools. | |||
}} | }} | ||
}} | }} | ||
Line 373: | Line 348: | ||
|On Dash Block= | |On Dash Block= | ||
|description = | |description = | ||
* 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= | ||
|description = | |description = | ||
* Hits low. | * Hits low. | ||
* Dash and Special Cancellable. | * Dash and Special Cancellable. | ||
Line 412: | Line 381: | ||
|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= | ||
|description = | |description = | ||
* 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= | ||
|description = | |description = | ||
* 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=== | ||
{| | {{MoveData | ||
| | |name = '''Boost Overdrop''' | ||
|input = '''<big>4/6B</big>''' | |||
|image= Boost Overdrop.jpg | |||
| | |caption= | ||
|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. | |||
}} | |||
}} | |||
{| | {{MoveData | ||
| | |name = '''Boost Pressure''' | ||
|input = '''<big>4/6C</big>''' | |||
|image= Boost Pressure.jpg | |||
| | |caption= | ||
|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. | ||
* | |||
* | '''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. | ||
* | |||
'''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 = | ||
* 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. | * 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. | |||
}} | }} | ||
}} | }} | ||
Line 688: | Line 685: | ||
|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 | ||
Line 721: | Line 725: | ||
|On Dash Block= - | |On Dash Block= - | ||
|description = | |description = | ||
* C versions travels much higher than the previous versions. | |||
* | * C version crosses up all crouching characters. | ||
* Dashing | * 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. | ||
'''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. | |||
}} | }} | ||
}} | }} | ||
Line 738: | Line 746: | ||
|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= | ||
}} | }} | ||
{{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= | ||
}} | }} | ||
{{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= | ||
|description = | |description = | ||
'''Notes:''' | |||
* Striking Napalm | '''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
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 | - | - | - | ||||||||
|
Damage | Startup, Active, and Recovery | On Hit | On Block | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
23 | - | - | - | ||||||||
Dash Damage | Dash Startup, Active, and Recovery | On Dash Hit | On Dash Block | ||||||||
34 | - | - | - | ||||||||
|
Damage | Startup, Active, and Recovery | On Hit | On Block | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
32 | - | - | - | ||||||||
Dash Damage | Dash Startup, Active, and Recovery | On Dash Hit | On Dash Block | ||||||||
48 | - | - | - | ||||||||
|
Damage | Startup, Active, and Recovery | On Hit | On Block | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
6 | - | - | - | ||||||||
Dash Damage | Dash Startup, Active, and Recovery | On Dash Hit | On Dash Block | ||||||||
9 | - | - | - | ||||||||
|
Damage | Startup, Active, and Recovery | On Hit | On Block | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
22 | - | - | - | ||||||||
Dash Damage | Dash Startup, Active, and Recovery | On Dash Hit | On Dash Block | ||||||||
33 | - | - | - | ||||||||
|
Damage | Startup, Active, and Recovery | On Hit | On Block | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
55 | - | - | - | ||||||||
Dash Damage | Dash Startup, Active, and Recovery | On Dash Hit | On Dash Block | ||||||||
82 | - | - | - | ||||||||
|
Crouching Normals
Damage | Startup, Active, and Recovery | On Hit | On Block | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
7 | - | - | - | ||||||||
|
Damage | Startup, Active, and Recovery | On Hit | On Block | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
23 | - | - | - | ||||||||
|
Damage | Startup, Active, and Recovery | On Hit | On Block | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
32 | - | - | - | ||||||||
|
Jumping Normals
Damage | Startup, Active, and Recovery | On Hit | On Block | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
8 | - | - | - | ||||||||
Dash Damage | Dash Startup, Active, and Recovery | On Dash Hit | On Dash Block | ||||||||
9 | - | - | - | ||||||||
|
Damage | Startup, Active, and Recovery | On Hit | On Block | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
22 | - | - | - | ||||||||
Dash Damage | Dash Startup, Active, and Recovery | On Dash Hit | On Dash Block | ||||||||
33 | - | - | - | ||||||||
|
Damage | Startup, Active, and Recovery | On Hit | On Block | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
32 | - | - | - | ||||||||
Dash Damage | Dash Startup, Active, and Recovery | On Dash Hit | On Dash Block | ||||||||
48 | - | - | - | ||||||||
|
Damage | Startup, Active, and Recovery | On Hit | On Block | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
6 | - | - | - | ||||||||
Dash Damage | Dash Startup, Active, and Recovery | On Dash Hit | On Dash Block | ||||||||
9 | - | - | - | ||||||||
|
Damage | Startup, Active, and Recovery | On Hit | On Block | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
22 | - | - | - | ||||||||
Dash Damage | Dash Startup, Active, and Recovery | On Dash Hit | On Dash Block | ||||||||
33 | - | - | - | ||||||||
|
Damage | Startup, Active, and Recovery | On Hit | On Block | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
32 | - | - | - | ||||||||
Dash Damage | Dash Startup, Active, and Recovery | On Dash Hit | On Dash Block | ||||||||
48 | - | - | - | ||||||||
|
Command Normals
Damage | Startup, Active, and Recovery | On Hit | On Block | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
6 | - | - | - | ||||||||
|
Damage | Startup, Active, and Recovery | On Hit | On Block | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
22 | - | - | - | ||||||||
|
Damage | Startup, Active, and Recovery | On Hit | On Block | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
32 | - | - | - | ||||||||
|
Throws
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
32 | 1 | 1 | - | ||
|
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
32 | 1 | 1 | - | ||
|
Special Moves
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 | - | - | - | |||||||||
Other Notes:
|
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 | - | - | - | |||||||||
Other Notes:
|
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 | - | - | - | |||||||||
Other Notes:
Common Counter Play:
|
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 | - | - | - | |||||||||
Other Notes:
Common Counter Play:
|
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:
Common Counter Play:
|
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.