Galaxy Fight: Universal Warriors/Rolf/Move List: Difference between revisions

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{{MoveData
{{MoveData
|name  = '''cl.5A'''
|name  = '''c.5A'''
|image = Galaxy Fight Rolf c.5A.jpg
|image = Galaxy Fight Rolf c.5A.jpg
|data  =
|data  =
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{{MoveData
{{MoveData
|name  = '''cl.5B'''
|name  = '''c.5B'''
|image = Galaxy Fight Rolf c.5B.jpg
|image = Galaxy Fight Rolf c.5B.jpg
|data  =
|data  =
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{{MoveData
{{MoveData
|name  = '''cl.5C'''
|name  = '''c.5C'''
|image = Galaxy Fight Rolf c.5C.jpg
|image = Galaxy Fight Rolf c.5C.jpg
|data  =
|data  =

Revision as of 11:50, 30 August 2022

Standing Normals

f.5A
Galaxy Fight Rolf f.5A.jpg
Damage Startup, Active, and Recovery On Hit On Block
7 - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
10 - - -

Properties:

  • Regular version is dash cancellable, and it has quick recovery.
  • Regular and dash versions are special cancellable.
  • Both versions continue juggles.
  • Crouch cancels into 2B and 2C.
  • Whiffs on Alvan, Juri, Kazuma, and Roomi when they're crouching.


f.5B
Galaxy Fight Rolf f.5B.jpg
Damage Startup, Active, and Recovery On Hit On Block
23 - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
34 - - -

Properties:

  • Dash version is special cancellable.
  • Both versions continue juggles.
  • Whiffs on Alvan, Juri, Kazuma, and Roomi when they're crouching.


f.5C
Galaxy Fight Rolf f.5C.jpg
Damage Startup, Active, and Recovery On Hit On Block
32 - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
48 - - -

Properties:

  • Both versions continue juggles.
  • The move also has a hitbox on the lower leg.


c.5A
Galaxy Fight Rolf c.5A.jpg
Damage Startup, Active, and Recovery On Hit On Block
6 - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
9 - - -

Properties:

  • Regular version is dash cancellable, and it has quick recovery.
  • Both versions are special cancellable, and they can continue juggles.
  • Links into c.5A, f.5A, and 2A.
  • Crouch cancels into c.5B, f.5B, 2B, 2C, 3A, 3B, and 3C.
  • Whiffs on Alvan, Juri, Kazuma, and Roomi when they're crouching.


c.5B
Galaxy Fight Rolf c.5B.jpg
Damage Startup, Active, and Recovery On Hit On Block
22 - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
33 - - -

Properties:

  • Regular version is dash cancellable.
  • Both versions are special cancellable, and they can continue juggles.
  • Whiffs on Alvan, Juri, Kazuma, and Roomi when they're crouching.


c.5C
Galaxy Fight Rolf c.5C.jpg
Damage Startup, Active, and Recovery On Hit On Block
55 - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
82 - - -

Properties:

  • Dashing version deals a lot of damage and stun.
  • Regular and dashing versions continue juggles.


Crouching Normals

2A
Galaxy Fight Rolf 2A.jpg
Damage Startup, Active, and Recovery On Hit On Block
7 - - -

Properties:

  • Hits low.
  • Special and Dash cancellable.
  • Continues juggles.
  • Links into c.5A, f.5A, and 3A.


2B
Galaxy Fight Rolf 2B.jpg
Damage Startup, Active, and Recovery On Hit On Block
23 - - -

Properties:

  • Hits low.
  • Special and Dash cancellable.
  • Continues juggles.


2C
Galaxy Fight Rolf 2C.jpg
Damage Startup, Active, and Recovery On Hit On Block
32 - - -

Properties:

  • Hits low.
  • Special and Dash cancellable.
  • Knocks down opponent.


Jumping Normals

8A
Galaxy Fight Rolf 8A.jpg
Damage Startup, Active, and Recovery On Hit On Block
8 - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
9 - - -

Properties:

  • Normal and dashing versions continue juggles.


8B
Galaxy Fight Rolf 8B.jpg
Damage Startup, Active, and Recovery On Hit On Block
22 - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
33 - - -

Properties:

  • Both versions continue juggles.
  • Whiffs on Alvan, Juri, Kazuma, and Roomi when crouching.


8C
Galaxy Fight Rolf 8C.jpg
Damage Startup, Active, and Recovery On Hit On Block
32 - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
48 - - -

Properties:

  • Only the regular version continues juggles.
  • Whiffs on Alvan, Juri, Kazuma, and Roomi when crouching.


7A/9A
Galaxy Fight Rolf 7A or 9A.jpg
Damage Startup, Active, and Recovery On Hit On Block
6 - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
9 - - -

Properties:

  • Normal and dashing versions continue juggles.
  • This move's hitbox covers Rolf's lower body.


7B/9B
Galaxy Fight Rolf 7B or 9B.jpg
Damage Startup, Active, and Recovery On Hit On Block
22 - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
33 - - -

Properties:

  • Both versions continue juggles.


7C/9C
Galaxy Fight Rolf 7C or 9C.jpg
Damage Startup, Active, and Recovery On Hit On Block
32 - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
48 - - -

Properties:

  • Only the regular version continues juggles.
  • Does a good amount of stun.


Command Normals

Comet Tail
3A
Galaxy Fight Rolf Comet Tail.jpg
Damage Startup, Active, and Recovery On Hit On Block
6 - - -

Properties:

  • Hits low.
  • Dash and Special Cancellable.


Stardust Arrow
3B
Galaxy Fight Rolf Stardust Arrow.jpg
Damage Startup, Active, and Recovery On Hit On Block
22 - - -

Properties:

  • Hits low.
  • Dash and Special Cancellable.


Metro Launcher
3C
Galaxy Fight Rolf Metro Launcher.jpg
Damage Startup, Active, and Recovery On Hit On Block
32 - - -

Properties:

  • Does a good amount of stun.
  • Can't juggle opponent when launched.


Throws

Boost Overdrop
4/6B
Galaxy Fight Rolf Boost Overdrop.jpg
Damage Startup Active Recovery
32 1 1 -

Properties:

  • Rolf throws the opponent behind him and reverses the side he's on. When the opponent gets up from the throw, they are facing away from Rolf for the first frame. The opponent has to block towards Rolf during that frame.


Usage:

  • You can catch opponents off guard with a Striking Napalm if they are not blocking.
  • Rolf can go for an oki or a cross up because he recovers much faster than the opponent.


Boost Pressure
4/6C
Galaxy Fight Rolf Boost Pressure.jpg
Damage Startup Active Recovery
32 1 1 -

Properties:

  • Rolf takes the opponent and throws them in front of him. He travels with the opponent during the throw.


Usage:

  • This throw is also good because Rolf recovers fast enough to go for an oki or a cross up.


Special Moves

Rolf Shot
236+A/B/C
Galaxy Fight Rolf's Rolf Shot.jpg
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 - - -

A Version Properties:

  • The projectile travels at the slowest speed.
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 - - -

B Version Properties:

  • The projectile travels at medium speed.
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 - - -

C Version Properties:

  • The projectile travels at the fastest speed.


Universal Properties:

  • When performed during a dash, the projectile knocks down the opponent on hit.
  • All versions are special cancellable.
  • Whiffs on Alvan, Juri, Kazuma, and Roomi when they're crouching.


Kneeling Rolf Shot
41236+A/B/C
Galaxy Fight Rolf's Kneeling Rolf Shot.jpg
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 - - -

A Version Properties:

  • The projectile travels at the slowest speed.
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 - - -

B Version Properties:

  • The projectile travels at a medium speed.
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 - - -

C Version Properties:

  • The projectile travels at the fastest speed.


Universal Properties:

  • The beginning of the roll has invincibility.
  • When performed during a dash, the projectile knocks down the opponent on hit.


Planet Breaker
623+A/B/C
Galaxy Fight Rolf Planet Breaker.jpg
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 - - -

A Version Properties:

  • Rolf travels at the shortest distance and height during the recovery frames.
  • The recovery frames are less than the B and C versions'.
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 - - -

B Version Properties:

  • Causes Rolf to travel further and higher than the A version.
  • Whiffs the second hit on Alvan and Juri when they are crouching.
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 - - -

C Version Properties:

  • Causes Rolf to travel further and higher than the B version.
  • Whiffs the second hit on Alvan and Juri when they are crouching.


Universal Properties:

  • All versions whiff the second hit on G. Done, Rolf, and Kazuma when they are crouching.
  • When used during a cross up, Planet Breaker causes Rolf to fly in the opposite direction and completely miss the opponent.
  • If you land the first hit of Planet Breaker on a crouching opponent twice, the second hit will launch the opponent.

Usage:

  • If used properly, the first hit of Planet Breaker can stun the opponent before the second hit. This is preferred because the second hit is prone to Skull Stunning the opponent.


Counter Play:

  • Opponents can punish Planet Breaker by crouch blocking and waiting until Rolf passes overhead to punish him.


Rapid Crush
214+A/B/C
Galaxy Fight Rolf Rapid Crush.jpg
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 - - -

A Version Properties:

  • A version travels at the lowest height.
  • It's possible to auto cross up a crouching character with the dashing A version, but you must be close to the opponent.
  • With this version, the only characters you cannot auto cross up are Gunter and Musafar.
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 - - -

B Version Properties:

  • Causes Rolf to travel higher than the A version.
  • Dashing version cannot auto cross up a crouching Gunter or Musafar.
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 - - -

C Version Properties:

  • Travels much higher than the previous versions.
  • Dashing version auto crosses up all crouching characters.


Universal Properties:

  • Dashing version has much better frame advantage compared to the regular version.
  • Regular version whiffs the second hit on Rolf when he's crouching.

Usage:

  • If dashing Rapid Crush is used to start a block string, you can back dash to bait the opponent to approach and use 236+A/B/C xx 360+A/B/C to punish.
  • You should use cross up Rapid Crush as a mix up tool during block strings or as an okizeme.


Counter Play:

  • Regular Rapid Crush has poor frame advantage 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.
  • At any period of the animation, regular and dashing versions can be interrupted with any well-timed attack.


Striking Napalm
360+A/B/C
Galaxy Fight Rolf Striking Napalm.jpg
All
Versions
Damage Startup, Active, and Recovery On Hit On Block
69 - - -

Universal Properties:

  • Reduces stun inflicted on opponent.


Usage

  • Striking Napalm is great for catching back dashes and finishing juggles/combos.
  • The only way to combo with Striking Napalm is to cancel into it after landing a Rolf Shot.


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.


Game Navigation

General
Notation
Glossary
Mechanics
FAQ
Main Roster
Gunter
Alvan
G. Done
Juri
Rolf
Kazuma
Roomi
Musafar
Boss Characters
Felden
Rouwe
Bonus Kun
Yacopu