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=Move List= | =Move List= | ||
== '''Special Moves''' == | == '''Special Command Moves''' == | ||
''' | {| border="1em" cellspacing="0" width="50%" style="border: 1px solid #999; background: #F2F2F2;" | ||
''' | |- | ||
''' | | '''Command''' || '''Move''' || '''Weak Damage'''|| '''Strong Damage''' | ||
'''V.O.D | |- | ||
'''Morbid Angel''' | | qcb + P || '''V.O.D''' || 8 || 8 | ||
|- | |||
| ---qcb + P || '''V.O.D''' || 8 || 8 | |||
|- | |||
| -----qcb + P || '''V.O.D''' || 8 || 8 | |||
|- | |||
| qcf + P || '''Nightmare''' || 17 || 21 | |||
|- | |||
| qcb + K || '''Crow''' || 17 || 19 | |||
|- | |||
| dp + P || '''Phobia''' || 18 || 22 | |||
|- | |||
| hcf + K || '''Morbid Angel''' || 21 || 21 | |||
|- | |||
| hcf + K (Break) || '''Morbid Angel''' || 0 || 0 | |||
|- | |||
| qcfx2 + P || '''Lucky Strike''' || 33 || 46 | |||
|- | |||
| qcfx2 + K || '''Gattling Freezer''' || 33 || 44 | |||
|} | |||
== '''Super Moves''' == | == '''Super Moves''' == |
Revision as of 10:08, 21 August 2010
Introduction
To come.
Character Colors
Gameplay Overview
To come.
Move List
Special Command Moves
Command | Move | Weak Damage | Strong Damage |
qcb + P | V.O.D | 8 | 8 |
---qcb + P | V.O.D | 8 | 8 |
-----qcb + P | V.O.D | 8 | 8 |
qcf + P | Nightmare | 17 | 21 |
qcb + K | Crow | 17 | 19 |
dp + P | Phobia | 18 | 22 |
hcf + K | Morbid Angel | 21 | 21 |
hcf + K (Break) | Morbid Angel | 0 | 0 |
qcfx2 + P | Lucky Strike | 33 | 46 |
qcfx2 + K | Gattling Freezer | 33 | 44 |
Super Moves
Full Blast: QCFx2+P (C)
- Either ver. can be delayed by holding P.
- The S. Power version does 25% damage, and the P. Power does 38%.
- This first slash of the P. Power does less damage (19% damage) than the S. Power.
- If the S. Power counter hits, the opponent is juggled.
Creeping Death: QCFx2+K (CA)
- This super will only damage the opponent if Freeman is attacked WHILE WALKING.
- At the corner it's possible to combo a Crouching C after the S. Power version of this super.
- This super can reverse Jumping & Standing attacks.
- The P. Power ver. does more damage than is stated in Training Mode (MAME ver. mostly).
Attributes
To come.
Frame Data
To come.
Attack Notes
To come.
Combos
Anywhere:-
Jumping C or D-->Down+AB-->QCB+C (x3)
Jumping C or D-->Standing C-->QCF+A
Jumping C or D-->Standing C-->QCFx2+P
Jumping C or D-->Down+AB-Feint->Crouching C-->QCFx2+P (Better chance of working at the corner)
HCF+K, Break-->Standing C-Feint->Crouching C-->QCFx2+P
Crouching B 1~3 times (at least one if not at corner)-->QCB+A (x3)
Crouching B 1~3 times (at least one if not at corner)-->QCFx2+P
T.O.P. Notes
Freeman's TOP move is a barrier that surrounds his body. Recovery on the move is ok, but be cautious.
Overall Strategy
Freeman is a bit of an odd character. On paper, he looks fantastic, with decent speed, good damage behind his attacks, and invincibility frames on a lot of his specials. However, he suffers three crippling flaws: worst brake move in the game, terrible combo-ability, and lack of any sort of a jump-in stopper. The last one is the worst; he somewhat makes up for poor combo-ability with his powerful attacks, but since almost any character can jump in on him at will, there is little he can do on defense.
Matchup Notes
To come.
Advanced Tactics
To come.