Chaos Breaker/Troll: Difference between revisions

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'''Beat to Death: 236236A/B/C'''
'''Beat to Death: 236236A/B/C'''
* Troll smashes the ground with his club, sending boulders flying in all directions. 5 hits.
* Troll smashes the ground with his club, sending boulders flying in all directions. 5 hits.
* Important super used to command throw follow-ups, chip deaths, and even sometimes as an anti-air.
* Important super used for command throw follow-ups, chip deaths, and even sometimes as an anti-air.


'''Trample to Death: 236236D'''
'''Trample to Death: 236236D'''

Revision as of 06:44, 5 February 2012

Introduction

Troll is the one and only charge character in the game who just happens to have a command throw that he can use to great effect. His overly large hitbox and very slow normals make him incredibly hard to play as for a beginner, but he is still one of the more viable characters in the game. Other than his command throw, his primary source of damage comes from counter-hitting his opponent with his Headbutt which just happens to have super armor. Patience and constantly looking for openings are what Troll is all about.

Character Feature

  • When stick is left in neutral, Troll will regenerate life.

The Basics

Combos

Mid-screen

2B>[2]8A>236236A/B/C

  • Slow normal, pounce, to supercancel. A pretty ridiculous combo that only works at point-blank range, but it does inflict a lot of damage like most of Troll's moves.

5B/2B>[4]6A/B

  • Fairly basic 2-in-1 that involves his club charge move. 5B combos into [4]6A and 2B combos into [4]6B. Probably not a combo you'll be using often.

632146C, 2C or Lv.3 Headbutt

  • Command throw to basic juggle. Essentially something you do when you don't have the meter for 236236X after the command throw. His C command throw does the most damage, but it also comes out the slowest. Feel free to mix in other command throws, bearing in mind the kind of damage return you're actually expecting. 2C is much easier to land than Headbutt, but Lv.3 Headbutt does more damage. Make sure you don't accidentally charge too long and use Lv.5 Headbutt or the inital rush forward will make the move whiff completely.

632146X, 236236A/B/C

  • Command throw to super. Activate the super a little while after the throw when the opponent is roughly level with Troll's head in order to get all the hits. Loses one hit off the super in the corner.

Corner

Requirements: Rune Ax

Headbutt Lv.4/5 > Rune Ax IB, Headbutt Lv.3

  • The idea is to activate the IB on the last hit of the Headbutt in order to catch them while they're in the air. Continue to hold D right as you activate the IB in order to keep the charge ready for the successive hit. You'll want to wait a little bit after the IB for your opponent to be low enough to take all the hits of the Headbutt and not just the one. Consumes 1.5 gauge but does a very solid amount of damage.

Strategy

Item Compatibility

Character Chemistry

Matchups

Move Analysis

Normals and Command Normals

Standing

5A

  • Mid-level punch that comes out quick for one of Troll's normals. Which isn't saying much as it has a 10f startup. Not something you want to use very often.

5B

  • Identical to the 5A animation, it comes out slower and does more damage. One of Troll's few cancellable moves.

5C

  • Downward club swing.

5D

  • Overhead stomp that pushes Troll forward a fair distance. Surprisingly enough, this move is actually cancellable, meaning that it is possible to hit your opponent with an overhead and then punish with a super. Not too shabby.

Crouching

2A

  • Lower-aimed punch that hits along the floor but will not stop clash-dashes. Has more range than 5A and also starts up faster (7f) which makes it slightly more useful as a poke.

2B

  • A wide arc-shaped smack that will hit opponents out of the air at the proper angles. Another one of Troll's cancellable moves and one you probably won't be using very often for that purpose.

2C

  • Upward club swing that serves as Troll's most useful anti-air and also works for juggles. A decent footsies tool when used at max range which is also useful for keeping your opponent just outside of 180 throw range.

2D

  • Troll's one and only low which basically consists of him diving along the floor to knock the legs out from under his opponents. Since your main goal with Troll is landing command grabs and Headbutts, mixup isn't exactly your highest priority. Don't use this move unless you really have to.

Command

6A

  • An upward punch that's pretty much aimed right in front of Troll's head and seems as though it's meant to serve as an anti-air. Unfortunately its piss-poor range and speed make it pretty useless for actually hitting opponents who are right next to Troll's head, but there is a small chance it will actually do what it's supposed to.

6B

  • Troll's version of a blowback technique that most characters have assigned to 6D. It looks like an awkward slap with bad range and the recovery is so terrible that the only things you might be able to get off a wall-bounce are 2A or 236236X. The main use behind this move is the fact that it is only cancellable on block, which allows you to sneak in a command throw where you otherwise wouldn't be able to.

6C

  • Another fine example of Troll's recycled animations, this move basically combines 5C and 2C and hits your opponent over the head first, then launches them up into the air. It also moves Troll slightly forward as he swings his club like a dumbass, but you're probably better off just using 2C.

6D

  • Like 5D, but with crappy range, two hits and the ability to knockdown. Can be cancelled on the first hit.

Jumping

j.A

  • A slightly angled jumping punch that works for clashing or trying (and probably failing) to get out the fastest air normal before your opponent does.

j.B

  • Suspiciously like 5A and 5B in that the animation is the same as j.A, only slower and with the range of the hitbox slightly increased.

j.C

  • Heavy jump-in that looks exactly like the other jumping normals, except for the swinging effect at the top of the hitbox which just happens to make it larger. You can use it as part of Troll's pressure game and also for comboing into his command throws.

j.D

  • More of a belly flop than a body splash, Troll's j.D doesn't extend to his entire hitbox and seems to be very limited in its actual usage. Almost like a more crappy version of Iron Tager's elbow drop that you can't actually combo from.

Normal Throws

Front Throw: 6D (in close)

  • Troll grabs his opponent, pulls them close, then headbutts them away quickly. Don't use this. Cannot be pursued on knockdown.

Back Throw: 4D (in close)

  • Troll grabs his opponent, pulls them close, turns around, then headbutts them away in the opposite direction. Cannot be pursued on knockdown.

Mana-Counter

Specials

Crush: [4]6A/B/C

  • Fiery club smash that knocks down.
  • Button strength determines speed and damage. A is fast, low damage. C is slow, high damage.
  • Can be used as an anti-air but is hardly an ideal one. Plummets on air hit.

Stomp: [2]8A/B/C

  • Jump move that moves Troll from one place to another.
  • Only the A version can be comboed from and it must be at point-blank range.
  • The hitbox is only at the bottom of Troll's sprite and it has no invincibility, which means that you cannot try using this move like Honda's buttslam.
  • Burst cancellable.

Headbutt: [D], ]D[

  • Advancing headbutt with super armor in later charge levels.
  • Can be charged to different levels by holding down the button.

Throw: 63214A/B/C

  • Command grab that smashes the opponent into the ground and floor bounces.
  • Button strength affects speed and damage. A is fast, low damage. C is slow, high damage.
  • Troll's hand can be hit as he's going in for the grab and will register as a counter-hit.

Endless Beating: A/B/C, repeatedly

  • Wild, rapid swinging of Troll's club.
  • A generates 3 swings, B generates 4, C generates 5.
  • Requires 6 successive inputs.

Mana Bursts

Beat to Death: 236236A/B/C

  • Troll smashes the ground with his club, sending boulders flying in all directions. 5 hits.
  • Important super used for command throw follow-ups, chip deaths, and even sometimes as an anti-air.

Trample to Death: 236236D

  • Three pounces followed by a flop.
  • Not the super you want to be using often.

Frame Data