Chaos Breaker/Troll: Difference between revisions

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'''2B'''
'''2B'''
*A wide arc-shaped smack that will hit opponents out of the air at the proper angles. The last of Troll's cancellable moves and one you probably won't be using very often for that purpose.
*A wide arc-shaped smack that will hit opponents out of the air at the proper angles. Another one of Troll's cancellable moves and one you probably won't be using very often for that purpose.


'''2C'''
'''2C'''
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'''6D'''
'''6D'''
*Like 5D, but with crappy range, two hits and the ability to knockdown.
*Like 5D, but with crappy range, two hits and the ability to knockdown. Can be cancelled on the first hit.


====Jumping====
====Jumping====

Revision as of 17:21, 13 December 2011

Introduction

Troll is the one and only charge character in the game who just happens to have a command throw that he can use to great effect. His overly large hitbox and very slow normals make him incredibly hard to play as for a beginner, but he is still one of the more viable characters in the game. Other than his command throw, his primary source of damage comes from counter-hitting his opponent with his Headbutt which just happens to have super armor. Patience and constantly looking for openings are what Troll is all about.

Character Feature

  • When stick is left in neutral, Troll will regenerate life.

The Basics

Combos

2B>[2]8A>236236A/B/C

  • Slow normal, pounce, to supercancel. A pretty ridiculous combo that only works at point-blank range, but it does inflict a lot of damage like most of Troll's moves.

5B/2B>[4]6A/B

  • Fairly basic 2-in-1 that involves his club charge move. 5B combos into [4]6A and 2B combos into [4]6B. Probably not a combo you'll be using often.

632146C, 2C or Lv.3 Headbutt

  • Command throw to basic juggle. Essentially something you do when you don't have the meter for 236236X after the command throw. His C command throw does the most damage, but it also comes out the slowest. Feel free to mix in other command throws, bearing in mind the kind of damage return you're actually expecting. 2C is much easier to land than Headbutt, but Lv.3 Headbutt does more damage. Make sure you don't accidentally charge too long and use Lv.5 Headbutt or the inital rush forward will make the move whiff completely.

632146X, 236236A/B/C

  • Command throw to super. Basically you want to wait until your opponent falls back down to the middle of Troll's sprite before activating the super in order to get all the hits. Loses one hit off the super in the corner.

Strategy

Item Compatibility

Character Chemistry

Matchups

Move Analysis

Normals and Command Normals

Standing

5A

  • Mid-level punch that comes out quick for one of Troll's normals. Which isn't saying much.

5B

  • Identical to the 5A animation, it comes out slower and does more damage. One of Troll's few cancellable moves.

5C

  • Downward club swing.

5D

  • Overhead stomp that pushes Troll forward a fair distance. Surprisingly enough, this move is actually cancellable, meaning that it is possible to hit your opponent with an overhead and then punish with a super. Not too shabby.

Crouching

2A

  • Lower-aimed punch that hits along the floor but will not stop clash-dashes. Has more range than 5A, which makes it slightly more useful as a poke.

2B

  • A wide arc-shaped smack that will hit opponents out of the air at the proper angles. Another one of Troll's cancellable moves and one you probably won't be using very often for that purpose.

2C

  • Upward club swing that serves as Troll's most useful anti-air and also works for juggles.

2D

  • Troll's one and only low which basically consists of him diving along the floor to knock the legs out from under his opponents.

Command

6A

  • An upward punch that's pretty much aimed right in front of Troll's head and seems as though it's meant to serve as an anti-air. Unfortunately its piss-poor range and speed make it pretty useless for actually hitting opponents who are right next to Troll's head, but there is a small chance it will actually do what it's supposed to.

6B

  • Troll's version of a blowback technique that most characters have assigned to 6D. It looks like an awkward slap with bad range and the recovery is so terrible that the only things you might be able to get off a wall-bounce are 2A or 236236X. In fact, you're better off just using his command throw instead of trying to perfectly space a wall-bounce that will probably be blocked.

6C

  • Another fine example of Troll's recycled animations, this move basically combines 5C and 2C and hits your opponent over the head first, then launches them up into the air. It also moves Troll slightly forward as he swings his club like a dumbass, but you're probably better off just using 2C.

6D

  • Like 5D, but with crappy range, two hits and the ability to knockdown. Can be cancelled on the first hit.

Jumping

j.A

  • A slightly angled jumping punch that works for clashing or trying (and probably failing) to get out the fastest air normal before your opponent does.

j.B

  • Suspiciously like 5A and 5B in that the animation is the same as j.A, only slower and with the range of the hitbox slightly increased.

j.C

  • Heavy jump-in that looks exactly like the other jumping normals, except for the swinging effect at the top of the hitbox which just happens to make it larger. You can use it as part of Troll's pressure game and also for comboing into his command throws.

j.D

  • More of a belly flop than a body splash, Troll's j.D doesn't extend to his entire hitbox and seems to be very limited in its actual usage. Almost like a more crappy version of Iron Tager's elbow drop that you can't actually combo from.

Normal Throws

Mana-Counter

Specials

Crush: [4]6A/B/C

Stomp: [2]8A/B/C

Headbutt: [D], ]D[

Throw: 63214A/B/C

Endless Beating: A/B/C, repeatedly

Mana Bursts

Beat to Death: 236236A/B/C

Trample to Death: 236236D

Frame Data