Galaxy Fight: Universal Warriors/Rolf/Move List: Difference between revisions

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{{Navbox-Galaxy Fight: Universal Warriors}}
{{Navbox-Galaxy Fight: Universal Warriors}}

Revision as of 20:23, 27 June 2022

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.
  • Special and Dash cancellable.
  • 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.


Stardust Arrow
3B
Stardust Arrow.jpg
Damage Startup, Active, and Recovery On Hit On Block
22 - - -
  • Hits low.
  • Dash and Special Cancellable.


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.


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.


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