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===== Notes: ===== | ===== 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. | ||
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===== Notes: ===== | ===== 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. | ||
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|total frames=- | |total frames=- | ||
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===== Notes: ===== | ===== Notes: ===== | ||
* B and C versions make Rolf travel further and higher than the previous version. | |||
=====Counter Play:===== | =====Counter Play:===== | ||
Each version whiffs the second hit on Juri, Alvan, Kazuma, and Roomi when they're crouching. | * Each version of regular Planet Breaker whiffs the second hit on Juri, Alvan, Kazuma, and Roomi when they're crouching. | ||
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===== Notes: ===== | ===== Notes: ===== | ||
* B and C versions makes Rolf travel higher than the previous version. | |||
* Dashing Rapid Crush has immense frame advantage. Mostly, you'll be using Dashing A Rapid Crush. If connected, then Rolf can follow up with an extremely damaging combo. | |||
* If Dashing Rapid Crush is performed close to a crouching opponent, then Rolf will automatically Cross Up. The higher the version, the more easily he can Cross Up. | |||
===== 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. | |||
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===== Notes: ===== | ===== 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:===== | ||
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 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. | ||
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Revision as of 18:03, 23 May 2022
Introduction
Move List
Command Normals
Comet Tail | Input | Damage | Start | Active | Recovery | Total Frames | Notes |
---|---|---|---|---|---|---|---|
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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 |
---|---|---|---|---|---|---|---|
![]() |
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 |
---|---|---|---|---|---|---|---|
![]() |
3 + C | 32 | Does a good amount of stun. Can't juggle opponent when launched. Mostly used as an anti-air. |
Throws
Boost Pressure | Input | Damage |
---|---|---|
![]() |
4/6 + C | 32 |
Special Moves
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:
|
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:
|
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:
|
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:
|
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:
|
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.