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=As An Assist= | =As An Assist= | ||
Polimar jumps out and does his Razor Chain Kick at the enemy. | |||
=The Basics= | =The Basics= |
Revision as of 02:51, 30 June 2010
Introduction
Moves List
Normal Moves
- 6B-Spinning Dodge-Polimar spins around to dodge an attack. This move can go through the enemy (or cross through if you want to look at it that way). This normal move can lead into some very interesting and tricky set-ups (with the right Assist). However, if your enemy attacks Polimar during the Spinning Dodge, Polimar will go into a mild staggering state, leaving you open for additional hits/attacks. Do not abuse Spinning Dodge (this is not CvS2 or KOF!).
- Hold 6B-Spinning Dodge->Storm Kamae-Polimar does Spinning Dodge and ending the move with his Storm Kamae special move (he will go into a pose and gain his 1 logo right above his super meter). This move is good when you have the opportunity to gain a logo. Of course, if the enemy hits you during his pose, you may not gain a logo (and therefore, leaving you open for attacks/hits).
- A-Sliding Kick-During Storm Kamae, Polimar will do a sliding kick. You can ground combo into this special (usually with a Baroque after Sliding Kick). This move is good to use for mix-ups (especially if you are fast with the input for Storm Kamae->Sliding Kick).
- B-Back-Hand Punch-Polimar does the 6C version of the normal move. It is possible to ground combo with this move (usually with a Baroque after Back Hand Punch).
- C-Throw-Polimar does his forward throw. Just like any normal throw, it is possible for the enemy to Break Away out of Polimar's throw set-up.
- Hold 6B-Spinning Dodge->Storm Kamae-Polimar does Spinning Dodge and ending the move with his Storm Kamae special move (he will go into a pose and gain his 1 logo right above his super meter). This move is good when you have the opportunity to gain a logo. Of course, if the enemy hits you during his pose, you may not gain a logo (and therefore, leaving you open for attacks/hits).
- Hold 5C-Jumping Roundhouse Kick->Storm Kamae-Polimar's 5C, when held, will go into Storm Kamae (look above and below for more information on Storm Kamae).
- 6C-Bank-Hand Punch-Polimar spins around and does a Back-Hand Punch. This normal move can be used during a ground combo and can be canceled into any of his special moves. A nice little thing to do (especially in the corner) is 6C->3-Stage Reaction Kick->Baroque->Land, ground combo into launcher (3C). Be creative, experiment!
Special Moves
- Razor Chain Kicks-236A/B/C-Polimar does 4 fast kicks at his enemy. This special move can be used in a ground combo. If you have at least one logo, you can cancel this special into itself (or any other special move) to extend your ground combos. All three versions damage output is around 3.100 Billion Damage.
- 3-Stage Reaction Kick-623A/B/C->A/B/C->214A/B/C (this move can also be done in the air)-Polimar does a 3-kick part special move. This special can be used in both ground and air combos. All three versions (both ground and air) damage output is as follows: first kick (623A/B/C, both ground and air): 1,840 Billion Damage, second kick (A/B/C, both ground and air): 1,913 Billion Damage (together around 3,750 Billion Damage), third kick (214A/B/C, both ground and air): 2,200 Billion Damage (together around 5,950 Billion Damage). Each version of Polimar's 3-Stage Reaction Kick's (both ground and air) also kicks the enemy into the air at different heights (by the third kick), as well as how fast the enemy will land to the ground. A version will launch the enemy slightly above Polimar's head (and the enemy will land to the ground almost instantly); B version will launch the enemy slightly higher than the A version (and the enemy will land to the ground at a slower pace, but not by much (compared to A version)); and the C version will launch the enemy into the air about at almost a regular jumping distance (and the enemy will land to the ground in a moderate pace). The nice thing about 3-Stage Reaction Kick is that you can mix up the inputs (example: 623A->B->214C) to control the height and how fast you want your enemy to land to the ground. This move, under desperate situations (time outs, for instance) can be used to gain height (all C versions) in the air and as a tool to "run away" from you enemy; however, once you use this move, you cannot attack-Polimar will fall from sky frozen in a neutral jumping position (making you unable to attack as you land to the ground). This can leave you open for attacks, so be careful when you use this special move (especially in the air!). One solution is to Baroque 3-Stage Reaction Kick to get out of the frozen state.
- Hurricane Destruction Fist-Charge 4 for a few seconds, then press 6A/B/C-Polimar does two powerful punches into his enemy's chest, causing the enemy to fly all the way across the screen (all three versions cause wall bounce). Each version has its own damage output. A version does around 3,375 Billion Damage; B version does around 4,000 Billion Damage; and C version does around 4,725 Billion Damage. A version can be used during a ground combo; however, B and C versions have a slight delay in its start-up to be used in a ground combo.
- Storm Kamae-214A/B/C-Polimar will go into a pose and gain one logo. Each logo gives Polimar the ability to cancel his special moves into another special move (for example, Razor Chain Kick->Razor Chain Kick). If you collect all three logos (and have at least super bars), you can perform Polimar's level 3 super. It is pretty easy to gain three logos during a match, if you are quick enough to cancel Storm Kamae into Sliding Kick three times in a row.
- A-Sliding Kick-Just like it was stated from above (under Normal Moves), during Storm Kamae, Polimar will do a sliding kick. You can ground combo into this special (usually with a Baroque after Sliding Kick). This move is good to use for mix-ups (especially if you are fast with the input for Storm Kamae->Sliding Kick).
- B-Back-Hand Punch-...again, just like it was stated from above (under Normal Moves), Polimar does the 6C version of the normal move. It is possible to ground combo with this move (usually with a Baroque after Back Hand Punch).
- C-Throw-And once again, just...oh forget it! (under Normal Moves)!...Anyway, Polimar does his forward throw. Just like any normal throw, it is possible for the enemy to Break Away out of Polimar's throw set-up.
Super Moves
- Single-Handed Vacuum Spin-63214789 (a.k.a. 360 motion)+Any two attack buttons (this super can also be done in the air)-Polimar grabs the enemy, does a vicious mini-tornado, with the enemy landing to the ground. This super does 31 hits, and does around 16, 500 Billion Damage (on the ground) and around 12,000 Billion Damage (in the air). It is possible to both ground combo (from ground version of 3-Stage Reaction Kick) and air combo into Single-Handed Vacuum Spin. The trick with this super, especially in the air, is to try to reset the damage scaling. Polimar should have enough space in between his air combos where he can reset the damage (for example, do launcher (3C)->sj.AABB->dj.BB->Single-Handed Vacuum Spin (the damage should reset)); otherwise, you won't get the reset, and the damage output with Single-Handed Vacuum Spin will be even less.
- Tenshin Polimar Drill-Press A+B->A+B->B+C-Polimar turns into a large drilling car...he drives towards one end of the screen, and returns to only drive at the other end. Depending on where Polimar is (including your enemy) determines the number of hits and damage output. Sometimes, the super will not work properly (meaning the character can block or avoid the second set of the super). You will know if the super has been done properly if the enemy spins in the air after the first run over by Polimar. While this super looks great to use, it has its own flaws. For one, the enemy can block the entire super (leaving you open at the end where he transforms back into himself). Another is what I stated before, not both sets will connect properly all the time. While it's possible to use during a ground combo (example, ground combo->A version Hurricane Destruction Fist; especially the first set, since it will count as a reset and an off-the-ground (OTG) super), the enemy can still avoid the second set and punish you because of the slow recovery Polimar has during the end of his super (transformation). There are two positives in using this super. First, the chip damage (when the enemy is blocking a special/super move that does minimal damage) is not bad (especially if the chip damage wins you the match). Second, if your opponent does not know which way to block, you can get hits with this super.
- Illusion Destructive Fist (Level 3 Super, you must obtain 3 Polimar Symbols from the Storm Kamae special move in order to use this Level 3 Super), 236+Any two attack buttons-As the description says, you need three symbols or as I've been calling it, logos to get this super to work. Polimar starts off with going into a pose, then hits hits enemy in the air and splits into 4 Polimars', all doing punches and kicks at the enemy. Finally, Polimar lands on his enemy, and breaks his enemy's neck. This super does 30 hits, and does around 30,000 Billion Damage. This super is great to use (if you know you can land it) during an air combo (and under certain circumstances, an air combo). However, if you miss the super, you will lose all three of your logos (which also means you will not have the luxury of canceling specials into one another).
As An Assist
Polimar jumps out and does his Razor Chain Kick at the enemy.