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Rolf is a powerful, well-rounded character. His move set allows him to easily switch between offensive and defensive play. This flexibility in play style offers Rolf a wide variety of responses for most situations in the game. The ability to quickly inflict large amounts of damage and stun makes it difficult for opponents to play patiently against Rolf. His double jump easily helps him escape juggle sequences, while his anti-airs and projectiles slow the opponent's approach. | Rolf is a powerful, well-rounded character. His move set allows him to easily switch between offensive and defensive play. This flexibility in play style offers Rolf a wide variety of responses for most situations in the game. The ability to quickly inflict large amounts of damage and stun makes it difficult for opponents to play patiently against Rolf. His double jump easily helps him escape juggle sequences, while his anti-airs and projectiles slow the opponent's approach. | ||
Despite his great versatility, Rolf does have notable weaknesses. His combo game is limited when attacking a crouching character, he lacks priority on his aerial normal attacks, and he requires difficult execution to maximize his damage potential. In addition, Rolf's offense largely depend on his ability to safely pressure opponents and control | Despite his great versatility, Rolf does have notable weaknesses. His combo game is limited when attacking a crouching character, he lacks priority on his aerial normal attacks, and he requires difficult execution to maximize his damage potential. In addition, Rolf's offense largely depend on his ability to safely pressure opponents and control a certain distance. If Rolf is either put into block string or oki, he will struggle to escape from that situation. If he wants to zone out or initiate a combo, he needs the opponent to be at the right distance. | ||
[[file:gfRolf.gif|center]] | [[file:gfRolf.gif|center]] |
Revision as of 12:10, 27 June 2022
Introduction
Rolf is a powerful, well-rounded character. His move set allows him to easily switch between offensive and defensive play. This flexibility in play style offers Rolf a wide variety of responses for most situations in the game. The ability to quickly inflict large amounts of damage and stun makes it difficult for opponents to play patiently against Rolf. His double jump easily helps him escape juggle sequences, while his anti-airs and projectiles slow the opponent's approach.
Despite his great versatility, Rolf does have notable weaknesses. His combo game is limited when attacking a crouching character, he lacks priority on his aerial normal attacks, and he requires difficult execution to maximize his damage potential. In addition, Rolf's offense largely depend on his ability to safely pressure opponents and control a certain distance. If Rolf is either put into block string or oki, he will struggle to escape from that situation. If he wants to zone out or initiate a combo, he needs the opponent to be at the right distance.
Move List
Standing Normals
Damage | Startup, Active, and Recovery | On Hit | On Block | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
7 | - | - | - | ||||||||
Dash Damage | Dash Startup, Active, and Recovery | On Dash Hit | On Dash Block | ||||||||
10 | - | - | - | ||||||||
|
Damage | Startup, Active, and Recovery | On Hit | On Block | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
23 | - | - | - | ||||||||
Dash Damage | Dash Startup, Active, and Recovery | On Dash Hit | On Dash Block | ||||||||
34 | - | - | - | ||||||||
|
Damage | Startup, Active, and Recovery | On Hit | On Block | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
32 | - | - | - | ||||||||
Dash Damage | Dash Startup, Active, and Recovery | On Dash Hit | On Dash Block | ||||||||
48 | - | - | - | ||||||||
|
Damage | Startup, Active, and Recovery | On Hit | On Block | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
6 | - | - | - | ||||||||
Dash Damage | Dash Startup, Active, and Recovery | On Dash Hit | On Dash Block | ||||||||
9 | - | - | - | ||||||||
|
Damage | Startup, Active, and Recovery | On Hit | On Block | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
22 | - | - | - | ||||||||
Dash Damage | Dash Startup, Active, and Recovery | On Dash Hit | On Dash Block | ||||||||
33 | - | - | - | ||||||||
|
Damage | Startup, Active, and Recovery | On Hit | On Block | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
55 | - | - | - | ||||||||
Dash Damage | Dash Startup, Active, and Recovery | On Dash Hit | On Dash Block | ||||||||
82 | - | - | - | ||||||||
|
Crouching Normals
Damage | Startup, Active, and Recovery | On Hit | On Block | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
7 | - | - | - | ||||||||
|
Damage | Startup, Active, and Recovery | On Hit | On Block | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
23 | - | - | - | ||||||||
|
Damage | Startup, Active, and Recovery | On Hit | On Block | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
32 | - | - | - | ||||||||
|
Jumping Normals
Damage | Startup, Active, and Recovery | On Hit | On Block | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
8 | - | - | - | ||||||||
Dash Damage | Dash Startup, Active, and Recovery | On Dash Hit | On Dash Block | ||||||||
9 | - | - | - | ||||||||
|
Damage | Startup, Active, and Recovery | On Hit | On Block | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
22 | - | - | - | ||||||||
Dash Damage | Dash Startup, Active, and Recovery | On Dash Hit | On Dash Block | ||||||||
33 | - | - | - | ||||||||
|
Damage | Startup, Active, and Recovery | On Hit | On Block | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
32 | - | - | - | ||||||||
Dash Damage | Dash Startup, Active, and Recovery | On Dash Hit | On Dash Block | ||||||||
48 | - | - | - | ||||||||
|
Damage | Startup, Active, and Recovery | On Hit | On Block | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
6 | - | - | - | ||||||||
Dash Damage | Dash Startup, Active, and Recovery | On Dash Hit | On Dash Block | ||||||||
9 | - | - | - | ||||||||
|
Damage | Startup, Active, and Recovery | On Hit | On Block | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
22 | - | - | - | ||||||||
Dash Damage | Dash Startup, Active, and Recovery | On Dash Hit | On Dash Block | ||||||||
33 | - | - | - | ||||||||
|
Damage | Startup, Active, and Recovery | On Hit | On Block | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
32 | - | - | - | ||||||||
Dash Damage | Dash Startup, Active, and Recovery | On Dash Hit | On Dash Block | ||||||||
48 | - | - | - | ||||||||
|
Command Normals
Damage | Startup, Active, and Recovery | On Hit | On Block | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
6 | - | - | - | ||||||||
|
Damage | Startup, Active, and Recovery | On Hit | On Block | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
22 | - | - | - | ||||||||
|
Damage | Startup, Active, and Recovery | On Hit | On Block | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
32 | - | - | - | ||||||||
|
Throws
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
32 | 1 | 1 | - | ||
|
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
32 | 1 | 1 | - | ||
|
Special Moves
A | Damage | Startup, Active, and Recovery | On Hit | On Block | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
17 | - | - | - | |||||||||
Dash Damage | Dash Startup, Active, and Recovery | On Dash Hit | On Dash Block | |||||||||
23 | - | - | - | |||||||||
| ||||||||||||
B | Damage | Startup, Active, and Recovery | On Hit | On Block | ||||||||
17 | - | - | - | |||||||||
Dash Damage | Dash Startup, Active, and Recovery | On Dash Hit | On Dash Block | |||||||||
23 | - | - | - | |||||||||
| ||||||||||||
C | Damage | Startup, Active, and Recovery | On Hit | On Block | ||||||||
17 | - | - | - | |||||||||
Dash Damage | Dash Startup, Active, and Recovery | On Dash Hit | On Dash Block | |||||||||
23 | - | - | - | |||||||||
Other Notes:
|
A | Damage | Startup, Active, and Recovery | On Hit | On Block | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
17 | - | - | - | |||||||||
Dash Damage | Dash Startup, Active, and Recovery | On Dash Hit | On Dash Block | |||||||||
23 | - | - | - | |||||||||
| ||||||||||||
B | Damage | Startup, Active, and Recovery | On Hit | On Block | ||||||||
17 | - | - | - | |||||||||
Dash Damage | Dash Startup, Active, and Recovery | On Dash Hit | On Dash Block | |||||||||
23 | - | - | - | |||||||||
| ||||||||||||
C | Damage | Startup, Active, and Recovery | On Hit | On Block | ||||||||
17 | - | - | - | |||||||||
Dash Damage | Dash Startup, Active, and Recovery | On Dash Hit | On Dash Block | |||||||||
23 | - | - | - | |||||||||
Other Notes:
|
A | Damage | Startup, Active, and Recovery | On Hit | On Block | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
36 | - | - | - | |||||||||
Dash Damage | Dash Startup, Active, and Recovery | On Dash Hit | On Dash Block | |||||||||
48 | - | - | - | |||||||||
| ||||||||||||
B | Damage | Startup, Active, and Recovery | On Hit | On Block | ||||||||
48 | - | - | - | |||||||||
Dash Damage | Dash Startup, Active, and Recovery | On Dash Hit | On Dash Block | |||||||||
60 | - | - | - | |||||||||
| ||||||||||||
C | Damage | Startup, Active, and Recovery | On Hit | On Block | ||||||||
60 | - | - | - | |||||||||
Dash Damage | Dash Startup, Active, and Recovery | On Dash Hit | On Dash Block | |||||||||
72 | - | - | - | |||||||||
Other Notes:
Common Counter Play:
|
A | Damage | Startup, Active, and Recovery | On Hit | On Block | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
34 | - | - | - | |||||||||
Dash Damage | Dash Startup, Active, and Recovery | On Dash Hit | On Dash Block | |||||||||
43 | - | - | - | |||||||||
| ||||||||||||
B | Damage | Startup, Active, and Recovery | On Hit | On Block | ||||||||
34 | - | - | - | |||||||||
Dash Damage | Dash Startup, Active, and Recovery | On Dash Hit | On Dash Block | |||||||||
43 | - | - | - | |||||||||
| ||||||||||||
C | Damage | Startup, Active, and Recovery | On Hit | On Block | ||||||||
34 | - | - | - | |||||||||
Dash Damage | Dash Startup, Active, and Recovery | On Dash Hit | On Dash Block | |||||||||
43 | - | - | - | |||||||||
Other Notes:
Common Counter Play:
|
A | Damage | Startup, Active, and Recovery | On Hit | On Block | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
69 | - | - | - | |||||||||
B | Damage | Startup, Active, and Recovery | On Hit | On Block | ||||||||
69 | - | - | - | |||||||||
C | Damage | Startup, Active, and Recovery | On Hit | On Block | ||||||||
69 | - | - | - | |||||||||
Other Notes:
Common Counter Play:
|
Combos and Juggles
- 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.