Tatsunoko vs Capcom: Ultimate All Stars/Polimar: Difference between revisions

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==Gameplay==
==Gameplay==
{{Content Box|content=
{{Content Box|content=
{{ProConTable
{{ProConTable
|pros=
|pros=
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=Moves List=
=Moves List=
==Normal Moves==
{| class = wikitable style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
|-
| [[File:Poli 5A.webm|thumb|{{TvC-Colors|blue|5A}}]]
|| 8
|| 1
|| 18
|| -
|| 960
|| -
|| Slow jab that is not remotely active, to his credit it hits hard
|-
| [[File:Poli 2A.webm|thumb|{{TvC-Colors|blue|2A}}]]
|| 6
|| 4
|| 20
|| -
|| 480
|| -
|| crouch kick
|-
| [[File:Poli 5B.webm|thumb|{{TvC-Colors|yellow|5B}}]]
|| 9
|| 2
|| 15
|| -
|| 2964
|| -
|| Double hit punch, hits hard, good for combos and blockstrings
|-
| [[File:Poli 2B.webm|thumb|{{TvC-Colors|yellow|2B}}]]
|| 9
|| 1
|| 15
|| -
|| 1716
|| -
|| Hits low two times
|-
| [[File:Poli 6B.webm|thumb|{{TvC-Colors|yellow|6B}}]]
|| 14
|| 0
|| 19
|| -
|| -
|| -
|| Polimar's alternate dash, when close to an opponent it'll crossup. So you can do '''''<span style="color:#87CEEB;">A</span> -> <span style="color:#87CEEB;">B</span> -> <span style="color:#FFD700;">2B</span> -> P -> <span style="color:#FFD700;">6B</span> -> <span style="color:#87CEEB;">A</span>''''' for a dirty crossup. And given it's a new combo your partner will refresh.
|-
| [[File:Poli 5C.webm|thumb|{{TvC-Colors|red|5C}}]]
|| 15
|| 2
|| 28
|| -
|| 2720
|| -
|| Hits hard for a heavy attack, has a little vertical reach but good horizontal
|-
| [[File:Poli 2C.webm|thumb|{{TvC-Colors|red|2C}}]]
|| 13
|| 7
|| 27
|| -
|| 2400
|| Low/Hard Knockdown
|| Sweep, has a little range, nothing insane
|-
| [[File:Poli 6C.webm|thumb|{{TvC-Colors|red|6C}}]]
|| 15
|| 2
|| 32
|| -
|| 2480
|| Soft knockdown/ f5-10 invincible
|| Polimar turns and gives a backfist. Has invincibility but you'll probably never see it, follow up with {{TvC-Colors|green|Razor Kicks}}]] or {{TvC-Colors|blue|A Destruction fist<}}]]
|-
| [[File:Poli 3C.webm|thumb|{{TvC-Colors|red|3C}}]]
|| 11
|| 5
|| 29
|| -
|| 2400
|| Launcher
|| Good damage for a launcher
|-
| [[File:Poli jA.webm|thumb|{{TvC-Colors|blue|j.A}}]]
|| 7
|| 8
|| 17
|| -
|| 960
|| Overhead
|| Horizontal jab
|-
| [[File:Poli jB.webm|thumb|{{TvC-Colors|yellow|j.B}}]]
|| 10
|| 9
|| 24
|| -
|| 1840
|| Overhead
|| Horizontal kick
|-
| [[File:Poli jC (2).webm|thumb|{{TvC-Colors|red|j.C}}]]
|| 12
|| 5
|| 30
|| -
|| 3040
|| Overhead
|| Upward Angle Kick, not great for grounded opponents
|}


===Universal Mechanics===
{{TvCOverviewHeader
{| class = wikitable style="text-align: center;"
|header=Normal Moves
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
|move={{TvC-Colors|blue|5A}} <br> [[File:Poli 5A.webm|thumb]]
|-
|startup=8
| '''VAR starter'''  
|active=1
|| 12
|recovery=18
|| -  
|blockadv=-
|| -  
|damage=960
|| -  
|properties=-
|| 1840
|notes=Slow jab that is not remotely active, to his credit it hits hard
|| -  
}}
||  
 
|-
{{TvCOverview
| '''Crossover Counter'''
|move={{TvC-Colors|blue|2A}} <br> [[File:Poli 2A.webm|thumb]]
|| 29  
|startup=6
|| 2
|active=4
|| -  
|recovery=20
|| -  
|blockadv=-
|| 2160
|damage=480
|| -  
|properties=-
||  
|notes=crouch kick
|-
}}
| '''Forward Throw'''  
 
|| -  
{{TvCOverview
|| -  
|move={{TvC-Colors|yellow|5B}} <br> [[File:Poli 5B.webm|thumb]]
|| -  
|startup=9
|| -
|active=2
|| 5200
|recovery=15
|| Throw
|blockadv=-
||  
|damage=2964
|-
|properties=-
| '''Back Throw'''  
|notes=Double hit punch, hits hard, good for combos and blockstrings
|| -  
}}
|| -  
 
|| -  
{{TvCOverview
|| -  
|move={{TvC-Colors|yellow|2B}} <br> [[File:Poli 2B.webm|thumb]]
|| 5200
|startup=9
|| Throw
|active=1
||
|recovery=15
|-
|blockadv=-
| '''Air Forward Throw'''  
|damage=1716
|| -  
|properties=-
|| -  
|notes=Hits low two times
|| -  
}}
|| -  
 
|| 6000  
{{TvCOverview
|| Throw  
|move={{TvC-Colors|yellow|6B}} <br> [[File:Poli 6B.webm|thumb]]
||
|startup=14
|-
|active=0
| '''Air Back Throw'''  
|recovery=19
|| -  
|blockadv=-
|| -  
|damage=-
|| -  
|properties=-  
|| -  
|notes=Polimar's alternate dash, when close to an opponent it'll crossup. So you can do '''''<span style="color:#87CEEB;">A</span> -> <span style="color:#87CEEB;">B</span> -> <span style="color:#FFD700;">2B</span> -> P -> <span style="color:#FFD700;">6B</span> -> <span style="color:#87CEEB;">A</span>''''' for a dirty crossup. And given it's a new combo your partner will refresh.
|| 6000
}}
|| Throw
 
||  
{{TvCOverview
|}
|move={{TvC-Colors|red|5C}} <br> [[File:Poli 5C.webm|thumb]]
|startup=15
|active=2
|recovery=28
|blockadv=-  
|damage=2720
|properties=-  
|notes=Hits hard for a heavy attack, has a little vertical reach but good horizontal
}}
 
{{TvCOverview
|move={{TvC-Colors|red|2C}} <br> [[File:Poli 2C.webm|thumb]]
|startup=13
|active=7
|recovery=27
|blockadv=-  
|damage=2400
|properties=Low/Hard Knockdown
|notes=Sweep, has a little range, nothing insane
}}
 
{{TvCOverview
|move={{TvC-Colors|red|6C}} <br> [[File:Poli 6C.webm|thumb]]
|startup=15
|active=2
|recovery=32
|blockadv=-
|damage=2480
|properties=Soft knockdown/ f5-10 invincible
|notes=Polimar turns and gives a backfist. Has invincibility but you'll probably never see it, follow up with {{TvC-Colors|green|Razor Kicks}} or {{TvC-Colors|blue|A Destruction fist}}
}}
 
{{TvCOverview
|move={{TvC-Colors|red|3C}} <br> [[File:Poli 3C.webm|thumb]]
|startup=11
|active=5
|recovery=29  
|blockadv=-
|damage=2400
|properties=Launcher
|notes=Good damage for a launcher
}}
 
{{TvCOverview
|move={{TvC-Colors|blue|j.A}} <br> [[File:Poli jA.webm|thumb]]
|startup=7
|active=8
|recovery=17
|blockadv=-  
|damage=960
|properties=Overhead
|notes=Horizontal jab
}}
 
{{TvCOverview
|move={{TvC-Colors|yellow|j.B}} <br> [[File:Poli jB.webm|thumb]]
|startup=10
|active=9
|recovery=24
|blockadv=-  
|damage=1840
|properties=Overhead
|notes=Horizontal kick
}}
 
{{TvCOverview
|move={{TvC-Colors|red|j.C}} <br> [[File:Poli jC (2).webm|thumb]]
|startup=12
|active=5
|recovery=30
|blockadv=-
|damage=3040
|properties=Overhead
|notes=Upward Angle Kick, not great for grounded opponents
}}
 
 
{{TvCOverviewHeader
|header=Universal Mechanics
|move='''VAR starter'''
|startup=12
|active=-  
|recovery=-
|blockadv=-  
|damage=1840
|properties=-  
|notes=-
}}
 
{{TvCOverview
|move='''Crossover Counter'''
|startup=29
|active=2
|recovery=-
|blockadv=-
|damage=2160
|properties=-
|notes=-  
}}
 
{{TvCOverview
|move='''Forward Throw'''
|startup=-
|active=-  
|recovery=-
|blockadv=-  
|damage=5200
|properties=Throw
|notes=-  
}}
 
{{TvCOverview
|move='''Back Throw'''
|startup=-  
|active=-
|recovery=-
|blockadv=-
|damage=5200
|properties=Throw
|notes=-  
}}
 
{{TvCOverview
|move='''Air Forward Throw'''
|startup=-  
|active=-  
|recovery=-  
|blockadv=-  
|damage=6000  
|properties=Throw  
|notes=-
}}
 
{{TvCOverview
|move='''Air Back Throw'''
|startup=-
|active=-  
|recovery=-
|blockadv=-  
|damage=6000
|properties=Throw
|notes=-  
}}
 
 
{{TvCOverviewHeader
|header=Special Moves
|move=[[File:Poli Hurricane Destruction fist.webm|thumb|{{TvC-Colors|green|Hurricane Destruction Fist <br>[2]->4X}}]]
|startup=16/23/23
|active=-
|recovery=-
|blockadv=-
|damage=3375/4050/4725
|properties=WallBounce
|notes=Poli does a two hit combo and launches the opponent towards the wall. Can follow up with a single dash. '''''Can be cancelled to and from with one emblem'''''
}}
 
{{TvCOverview
|move=[[File:Poli Razor Kick.webm|thumb|{{TvC-Colors|green|Razor Chain Kicks <br> 236X}}]]
|startup=15
|active=-
|recovery=-
|blockadv=-
|damage=3108
|properties=-
|notes=Poli does 4 sets of kicks. Be careful as there is a gap in the second kick, enemies can throw or punish if they are aware of the gap. '''''Can be cancelled to and from with one emblem'''''
}}


===Special Moves===
{{TvCOverview
{| class = wikitable style="text-align: center;"
|move=[[File:Poli 3 Stage.webm|thumb|{{TvC-Colors|green|3-Stage Reaction Kick <br> 623X -> X -> 214X}}]]  
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
|startup=9
|-
|active=-
| [[File:Poli Hurricane Destruction fist.webm|thumb|{{TvC-Colors|green|Hurricane Destruction Fist}}]]  
|recovery=-
|| 16/23/23
|blockadv=-  
|| -  
|damage=-  
|| -  
|properties=Hard Knockdown (on last kick)
|| -  
|notes=Yes, all three inputs need to be done for the attack to complete.  Okayish anti-air, can be used for relaunches. '''''Can be cancelled into with one emblem''''' '''''Usable in air'''''.
}}


|| 3375/4050/4725
{{TvCOverview
|| WallBounce
|move=[[File:Poli Storm Kanae.webm|thumb|{{TvC-Colors|green|Storm Kamae <br> 214X}}]]  
|| Poli does a two hit combo and launches the opponent towards the wall. Can follow up with a single dash. '''''Can be cancelled to and from with one emblem'''''
|startup=17  
|-
|active=-  
| [[File:Poli Razor Kick.webm|thumb|{{TvC-Colors|green|Razor Chain Kicks}}]]
|recovery=-  
|| 15
|blockadv=-  
|| -
|damage=45  
|| -
|properties=-  
|| -
|notes=Build the emblems you see at the bottom (or ducks if you're in the know). After building an emblem Polimar can perform a few actions.
|| 3108
|| -
|| Poli does 4 sets of kicks. Be careful as there is a gap in the second kick, enemies can throw or punish if they are aware of the gap. '''''Can be cancelled to and from with one emblem'''''
|-
| [[File:Poli 3 Stage.webm|thumb|{{TvC-Colors|green|3-Stage Reaction Kick}}]]
|| 9
|| -
|| -
|| -
|| -
|| Hard Knockdown (on last kick)
|| Yes, all three inputs need to be done for the attack to complete.  Okayish anti-air, can be used for relaunches. '''''Can be cancelled into with one emblem''''' '''''Usable in air'''''
|-
| [[File:Poli Storm Kanae.webm|thumb|{{TvC-Colors|green|Storm Kamae}}]]  
|| 17  
|| -  
|| -  
|| -  
|| 45  
|| -  
|| Build the emblems you see at the bottom (or ducks if you're in the know). After building an emblem Polimar can perform a few actions.
*Doing nothing will set polimar back to neutral, There is no defensive option here so this is the most dangerous
*Doing nothing will set polimar back to neutral, There is no defensive option here so this is the most dangerous
*{{TvC-Colors|blue|A}} will cause polimar to '''''{{TvC-Colors|red|2C}}'''''. This can be cancelled with baroque or into another special
*{{TvC-Colors|blue|A}} will cause polimar to '''''{{TvC-Colors|red|2C}}'''''. This can be cancelled with baroque or into another special
Line 244: Line 277:
After building an emblem polimar gains the ability to cancel specials. With three emblems, if I wanted to take a route of '''''{{TvC-Colors|green|Razor-kicks}} -> {{TvC-Colors|green|razor kicks}} -> {{TvC-Colors|green|Storm Kamae}} -> {{TvC-Colors|green|Hurricane Destruction fist}}''''' This would only be possible with two emblems minimum.
After building an emblem polimar gains the ability to cancel specials. With three emblems, if I wanted to take a route of '''''{{TvC-Colors|green|Razor-kicks}} -> {{TvC-Colors|green|razor kicks}} -> {{TvC-Colors|green|Storm Kamae}} -> {{TvC-Colors|green|Hurricane Destruction fist}}''''' This would only be possible with two emblems minimum.
All three emblems are required for Polimar's level 3
All three emblems are required for Polimar's level 3
|}
}}
 
 
{{TvCOverviewHeader
|header=Super Moves
|move=[[File:Poli Hurricane.webm|thumb|{{TvC-Colors|green|Single handed Vacuum Spin <br> 632147XX}}]]
|startup=25+1 
|active=-
|recovery=-
|blockadv=-
|damage=16518 (ground) <br> 11966 (air)
|properties=Command Grab
|notes=Polimar winds up for a grab and spins you in a hurricane. Highly avoidable on the ground, you can jump after the super flash. If done off a proper air reset it's unavoidable. His preferred super. '''''Works on Giants''''' '''''Usable in air'''''
}}
 
{{TvCOverview
|move=[[File:Poli Tenshin Drill.webm|thumb|{{TvC-Colors|green|Tenshin Polimar Drill <br> A+B -> A+B -> B + C}}]]
|startup=25+1
|active=-
|recovery=-
|blockadv=-
|damage=21558
|properties=HardKnockdown/OTG
|notes=Polimar makes a pose and turns into a drilling car. Runs off screen then comes back. Can be landed after '''''{{TvC-Colors|green|Hurricane Destruction Fist}}''''' but cannot land the second part of the combo. Hits OTG. It's great for crossover combinations but that's about it. Avoid
}}
 
{{TvCOverview
|move=[[File:Poli Illusive.webm|thumb|{{TvC-Colors|green|Illusive Destructive Fist <br> 236XX (when polimar has 3 emblems stocked)}}]]
|startup=22+2
|active=-
|recovery=-
|blockadv=-
|damage=30117
|properties=-
|notes=Polimar moves so fast you see after images of him. Fantastic super, great damage, has a few setups to reliably get it. Breaks the bridge. '''''Works on Giants'''''
}}
 


===Super Moves===
{| class = wikitable style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
|-
| [[File:Poli Hurricane.webm|thumb|{{TvC-Colors|green|Single handed Vacuum Spin}}]]
|| 25+1 
|| -
|| -
|| -
|| 16518 (ground) <br> 11966 (air)
|| Command Grab
|| Polimar winds up for a grab and spins you in a hurricane. Highly avoidable on the ground, you can jump after the super flash. If done off a proper air reset it's unavoidable. His preferred super. '''''Works on Giants''''' '''''Usable in air'''''
|-
| [[File:Poli Tenshin Drill.webm|thumb|{{TvC-Colors|green|Tenshin Polimar Drill}}]]
|| 25+1
|| -
|| -
|| -
|| 21558
|| HardKnockdown/OTG
|| Polimar makes a pose and turns into a drilling car. Runs off screen then comes back. Can be landed after '''''{{TvC-Colors|green|Hurricane Destruction Fist}}''''' but cannot land the second part of the combo. Hits OTG. It's great for crossover combinations but that's about it. Avoid
|-
| [[File:Poli Illusive.webm|thumb|{{TvC-Colors|green|Illusive Destructive Fist}}]]
|| 22+2
|| -
|| -
|| -
|| 30117
|| -
|| Polimar moves so fast you see after images of him. Fantastic super, great damage, has a few setups to reliably get it. Breaks the bridge. '''''Works on Giants'''''
|}


=The Basics=
=The Basics=

Revision as of 12:13, 3 October 2024

Introduction

Disowned Detective Takeshi comes in contact with a special Polymer suit that's stronger than steel, and dubs himself Polimar, the protector of justice!!

Gameplay

Strengths Weaknesses
  • Strong mixup game
  • Decent ground speed
  • Really good combos that do not require intense execution
  • Hits kinda hard
  • Two ways to ground dash
  • Blockstrings are easily avoided
  • Has no air game
  • Has one worthwhile super, and the other requires a lot of buildup to reach
  • Gets zoned out easily
  • Cannot deal with giants effectively
  • Slowest walk speed in the game
TVC Polimar Art.png

Moves List

Normal Moves

Normal Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
5A
8 1 18 - 960 - Slow jab that is not remotely active, to his credit it hits hard
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
2A
6 4 20 - 480 - crouch kick
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
5B
9 2 15 - 2964 - Double hit punch, hits hard, good for combos and blockstrings
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
2B
9 1 15 - 1716 - Hits low two times
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
6B
14 0 19 - - - Polimar's alternate dash, when close to an opponent it'll crossup. So you can do A -> B -> 2B -> P -> 6B -> A for a dirty crossup. And given it's a new combo your partner will refresh.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
5C
15 2 28 - 2720 - Hits hard for a heavy attack, has a little vertical reach but good horizontal
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
2C
13 7 27 - 2400 Low/Hard Knockdown Sweep, has a little range, nothing insane
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
6C
15 2 32 - 2480 Soft knockdown/ f5-10 invincible Polimar turns and gives a backfist. Has invincibility but you'll probably never see it, follow up with Razor Kicks or A Destruction fist
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
3C
11 5 29 - 2400 Launcher Good damage for a launcher
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
j.A
7 8 17 - 960 Overhead Horizontal jab
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
j.B
10 9 24 - 1840 Overhead Horizontal kick
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
j.C
12 5 30 - 3040 Overhead Upward Angle Kick, not great for grounded opponents


Universal Mechanics

Universal Mechanics

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
VAR starter 12 - - - 1840 - -
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Crossover Counter 29 2 - - 2160 - -
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Forward Throw - - - - 5200 Throw -
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Back Throw - - - - 5200 Throw -
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Air Forward Throw - - - - 6000 Throw -
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Air Back Throw - - - - 6000 Throw -


Special Moves

Special Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
16/23/23 - - - 3375/4050/4725 WallBounce Poli does a two hit combo and launches the opponent towards the wall. Can follow up with a single dash. Can be cancelled to and from with one emblem
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
15 - - - 3108 - Poli does 4 sets of kicks. Be careful as there is a gap in the second kick, enemies can throw or punish if they are aware of the gap. Can be cancelled to and from with one emblem
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
3-Stage Reaction Kick
623X -> X -> 214X
9 - - - - Hard Knockdown (on last kick) Yes, all three inputs need to be done for the attack to complete. Okayish anti-air, can be used for relaunches. Can be cancelled into with one emblem Usable in air.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
17 - - - 45 - Build the emblems you see at the bottom (or ducks if you're in the know). After building an emblem Polimar can perform a few actions.
  • Doing nothing will set polimar back to neutral, There is no defensive option here so this is the most dangerous
  • A will cause polimar to 2C. This can be cancelled with baroque or into another special
  • B will perform 6C. This can be cancelled with baroque or into another special
  • C will make polimar dash up and perform this forward throw.

After building an emblem polimar gains the ability to cancel specials. With three emblems, if I wanted to take a route of Razor-kicks -> razor kicks -> Storm Kamae -> Hurricane Destruction fist This would only be possible with two emblems minimum.

All three emblems are required for Polimar's level 3


Super Moves

Super Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
25+1 - - - 16518 (ground)
11966 (air)
Command Grab Polimar winds up for a grab and spins you in a hurricane. Highly avoidable on the ground, you can jump after the super flash. If done off a proper air reset it's unavoidable. His preferred super. Works on Giants Usable in air
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Tenshin Polimar Drill
A+B -> A+B -> B + C
25+1 - - - 21558 HardKnockdown/OTG Polimar makes a pose and turns into a drilling car. Runs off screen then comes back. Can be landed after Hurricane Destruction Fist but cannot land the second part of the combo. Hits OTG. It's great for crossover combinations but that's about it. Avoid
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Illusive Destructive Fist
236XX (when polimar has 3 emblems stocked)
22+2 - - - 30117 - Polimar moves so fast you see after images of him. Fantastic super, great damage, has a few setups to reliably get it. Breaks the bridge. Works on Giants


The Basics

Advanced Strategy

Match-Ups

Game Navigation

General

Capcom Characters

Tatsunoko Characters

Giants