Galaxy Fight: Universal Warriors/Rolf: Difference between revisions

From SuperCombo Wiki
No edit summary
No edit summary
Line 9: Line 9:
|+
|+
|-
|-
! Comet Tail !! Input !! Damage !! Start !! Active !! Recovery !! Total Frames
! Comet Tail !! Input !! Damage !! Start !! Active !! Recovery !! Total Frames !! Notes
|-
|-
| [[file:Comet Tail.jpg | 150px]] || 3 + A || || || || ||
| [[file:Comet Tail.jpg | 150px]] || 3 + A || 6 || || || || || Dash and Special Cancellable. Hits low. Does not continue juggles. Can be linked after 5A or 2A.
|}
|}


Line 17: Line 17:
|+
|+
|-
|-
! Stardust Arrow !! Input !! Damage !! Start !! Active !! Recovery !! Total Frames
! Stardust Arrow !! Input !! Damage !! Start !! Active !! Recovery !! Total Frames !! Notes
|-
|-
| [[file:Stardust Arrow.jpg | 150px]] || 3 + B || || || || ||
| [[file:Stardust Arrow.jpg | 150px]] || 3 + B || 22 || || || || || Dash and Special Cancellable. Hits low. Does not continue juggles. Can be linked after 5A or 2A.
|}
|}


Line 25: Line 25:
|+
|+
|-
|-
! Metro Launcher !! Input !! Damage !! Start !! Active !! Recovery !! Total Frames
! Metro Launcher !! Input !! Damage !! Start !! Active !! Recovery !! Total Frames !! Notes
|-
|-
| [[file:Metro Launcher.jpg | 150px]] || 3 + C || || || || ||
| [[file:Metro Launcher.jpg|150px]] || 3 + C || 32 || || || || || Does a good amount of stun. Can't juggle opponent when launched. Mostly used as an anti-air.
|}
|}


==Throws==
==Throws==


Boost Overdrop: 4 or 6 + B
{| class = "wikitable"
|+
|-
! Boost Overdrop !! Input !! Damage !! Notes
|-
| [[file:Boost Overdrop.jpg|150px]] || 4/6 + B || 32 || Rolf throws the opponent behind him and reverses the side he's on. For the first frame after recovering from Boost Overdrop, the opponent is facing away from Rolf.
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.
|}


Boost Pressure: 4 or 6 + C
{| class = "wikitable"
|+
|-
! Boost Pressure !! Input !! Damage
|-
| [[file:Boost Pressure.jpg|150px]] || 4/6 + C || 32
|}


== Special Moves ==
== Special Moves ==
Line 73: Line 86:
  |total frames=-
  |total frames=-
  |description =  
  |description =  
===== Info: =====  
===== Notes: =====  
Rolf Shot can knock down the opponent when performed during a dash.  
Rolf Shot can knock down the opponent when performed during a dash.  


Line 115: Line 128:
  |total frames=-
  |total frames=-
  |description =  
  |description =  
===== Info: =====  
===== Notes: =====  
Rolf performs a roll and then fires a projectile. The beginning of the roll has invincibility. This move can also knock down the opponent when performed during a dash.
Rolf performs a roll and then fires a projectile. The beginning of the roll has invincibility. This move can also knock down the opponent when performed during a dash.


Line 157: Line 170:
  |total frames=-
  |total frames=-
  |description =  
  |description =  
===== Info: =====  
===== Notes: =====  


=====Counter Play:=====
=====Counter Play:=====
Line 200: Line 213:
  |total frames=-
  |total frames=-
  |description =  
  |description =  
===== Info: =====  
===== Notes: =====  


  }}
  }}
Line 241: Line 254:
  |total frames=-
  |total frames=-
  |description =  
  |description =  
===== Info: =====  
===== Notes: =====  
Striking Napalm has long reach and deals massive damage. It's great for catching back dashes and finishing juggles/combos.  
Striking Napalm has long reach and deals massive damage. It's great for catching back dashes and finishing juggles/combos.  
=====Counter Play:=====
=====Counter Play:=====

Revision as of 15:57, 23 May 2022

GfRolf.gif

Introduction

Move List

Command Normals

Comet Tail Input Damage Start Active Recovery Total Frames Notes
Comet Tail.jpg 3 + A 6 Dash and Special Cancellable. Hits low. Does not continue juggles. Can be linked after 5A or 2A.
Stardust Arrow Input Damage Start Active Recovery Total Frames Notes
Stardust Arrow.jpg 3 + B 22 Dash and Special Cancellable. Hits low. Does not continue juggles. Can be linked after 5A or 2A.
Metro Launcher Input Damage Start Active Recovery Total Frames Notes
Metro Launcher.jpg 3 + C 32 Does a good amount of stun. Can't juggle opponent when launched. Mostly used as an anti-air.

Throws

Boost Overdrop Input Damage Notes
Boost Overdrop.jpg 4/6 + B 32 Rolf throws the opponent behind him and reverses the side he's on. For the first frame after recovering from Boost Overdrop, the opponent is facing away from Rolf.

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.

Boost Pressure Input Damage
Boost Pressure.jpg 4/6 + C 32

Special Moves

Rolf Shot
236+A/B/C
Rolf Shot.jpg
A Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
B Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
C Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
Notes:

Rolf Shot can knock down the opponent when performed during a dash.

Kneeling Rolf Shot
41236+A/B/C
Kneeling Rolf Shot.jpg
A Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
B Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
C Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
Notes:

Rolf performs a roll and then fires a projectile. The beginning of the roll has invincibility. This move can also knock down the opponent when performed during a dash.

Planet Breaker
623+A/B/C
Rolf Planet Breaker jpeg.jpg
A Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
B Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
C Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
Notes:
Counter Play:

Each version whiffs the second hit on Juri, Alvan, Kazuma, and Roomi when they're crouching.

Rapid Crush
214+A/B/C
Rapid Crush.jpg
A Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
B Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
C Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
Notes:
Striking Napalm
360+A/B/C
Striking Napalm.jpg
A Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
B Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
C Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
Notes:

Striking Napalm has long reach and deals massive damage. It's great for catching back dashes and finishing juggles/combos.

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 Basics

Combos

  • 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.

Advanced Strategies