Ranma CRH/Ranma (male): Difference between revisions

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===Combos===
===Combos===
j.HK (or Dive Kick) -> cr.HP -> QCF+HP
j.HK (or Dive Kick) -> cr.HP -> QCF+HP
About 40% damage and a guaranteed dizzy on most characters. Even if it's blocked, you have enough advantage to use the Fireball safely afterward.
About 40% damage and a guaranteed dizzy on most characters. Even if it's blocked, you have enough advantage to use the Fireball safely afterward.



Revision as of 08:12, 7 August 2024

File:Akane.gif
's Character Select Portrait

Introduction

Moves List

Normal Moves

s.LP
s.HP
s.LK
s.HK
c.LP
c.HP
c.LK
c.HK
j.LP
j.HP
j.LK
j.HK

Throws

F + HP.

Command Normals

Target Combos

Special Moves


Strategies

Overview

Basics

Zoning

Combos

j.HK (or Dive Kick) -> cr.HP -> QCF+HP

About 40% damage and a guaranteed dizzy on most characters. Even if it's blocked, you have enough advantage to use the Fireball safely afterward.

Mixups

Okizeme

Additional Notes

Match-ups

Serious Advantage Match-ups

Advantage Match-ups

Fair Match-ups

Disadvantage Match-ups

Serious Disadvantage Match-ups