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 j.D+HK) -> 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.
Simple jump-in combo. About 40% damage and a guaranteed dizzy on most characters. Even if it's blocked, you have enough advantage to use the Fireball at the end safely for some chip damage.
 
 
j.HK (or j.D+HK) -> cr.LK -> st.LK -> QCF+HP
 
Standard jump-in unblockable combo. If the initial hit is blocked close to the ground, the cr.LK becomes unblockable. If the first hit is blocked, the opponent will be very close to a dizzy after the Fireball.
 
 
(cr.LP -> QCF+LP) x4
 
Corner-only 100% combo. You have enough frame advantage to loop it in the corner because you aren't pushed backward when the Fireball hits. This will dizzy after 2 reps, but you can get up to 4 reps after a dizzy (though they will almost certainly be KO'd beforehand in that case). This will also get you great chip damage and pressure if it's blocked.


===Mixups===
===Mixups===

Revision as of 10:36, 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 j.D+HK) -> cr.HP -> QCF+HP

Simple jump-in combo. About 40% damage and a guaranteed dizzy on most characters. Even if it's blocked, you have enough advantage to use the Fireball at the end safely for some chip damage.


j.HK (or j.D+HK) -> cr.LK -> st.LK -> QCF+HP

Standard jump-in unblockable combo. If the initial hit is blocked close to the ground, the cr.LK becomes unblockable. If the first hit is blocked, the opponent will be very close to a dizzy after the Fireball.


(cr.LP -> QCF+LP) x4

Corner-only 100% combo. You have enough frame advantage to loop it in the corner because you aren't pushed backward when the Fireball hits. This will dizzy after 2 reps, but you can get up to 4 reps after a dizzy (though they will almost certainly be KO'd beforehand in that case). This will also get you great chip damage and pressure if it's blocked.

Mixups

Okizeme

Additional Notes

Match-ups

Serious Advantage Match-ups

Advantage Match-ups

Fair Match-ups

Disadvantage Match-ups

Serious Disadvantage Match-ups