Chaos Breaker/GerhardsenII: Difference between revisions

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Revision as of 13:26, 21 December 2011

Introduction

GerhardsenII is a character that relies on tick throws and rushing down with his grenades, rather than actually firing his cannon. His normals are far from impressive, but he has a number of tricks available to him that can score big damage if they're set up right. Like Troll, Gerhardsen is a very large character and has really bad magic defense, which means that he can be hit by things most other characters can't and will also pay for it a lot more.

The Basics

Combos

Mid-screen

5B/5C > 236A (with a bullet) xx 236236A or 214214B/C (in the corner)

  • 2B works as well, but it doesn't really make much of a difference. The basic idea is comboing into a loaded cannon shot, then linking the super after to juggle. You basically just need to perform the super immediately after and everything will take care of itself. You can use 214214X in the corner as an alternative to do more damage.

j.A/j.B/j.C/5B > 214X > any supers

  • All of Gerhardsen's jump-ins generate a lot of hitstun, so it's fairly easy to combo off of them. Burst cancel into pretty much anything after a successful hit for good damage.

j.C, 236A xx 236236A

  • Heavy jump-in to Gerhardsen's usual cannon shenanigans. Requires a loaded bullet to work.

j.D, j.D, 214A

  • An unusual combo that works because of way j.D comes out. Basically you need to throw the first j.D as you're falling and about to land, then throw the second right as you jump again, then land and combo into 214A. Easy enough, right?

j.D, 5B >214B/C

  • Same principle as the double j.D, minus the second jump. Use 214B/C to get more range as the 5B will push your opponent further away.

j.C, 214C > 2141236C

  • Jump-in to supercancel. The trick to doing this properly is to cancel on the first hit of 214C and not the second or else the most damaging part of the super will not connect.

j.D, 2C > 236X xx 236236X

  • In order for this to work, you have to time the j.D as low to the ground as possible so that you're hitting the opponent with 2C at pretty much exactly the same time they're getting hit with j.D. From there you can shoot them with the cannon and then combo into super. Basically just keep their position in mind and how quickly you can get the command out. Try 236C > 236236A if you're confused by it.

counter hit A > 214A

  • Not something you'll use very often, but a good way to get a quick return off a counter hit.

2C > 66D xx 236236A

  • A pretty silly combo that involves swapping sides before hitting your opponent with the super. A decent way of pushing your opponent into the corner, but you'll probably have a hard time landing 2C outside of a punish.

Corner

j.C, 236A (with bullet)xx 2C > 236B (no bullet) xx 214214X

  • Gerhardsen's cannon shenanigans in the corner. Basically the same thing you can do at mid-screen, except for the 2C > 236B juggle. Very damaging.

214A xx 214A

  • The basic idea is to do the command fast enough after the first one puts your opponent into the air to hit them again, but not fast enough to cancel into the follow-up if you have a loaded bullet. Doesn't really do a lot of damage, but it's free.

2C > 236B x N (no bullets)

  • The corner loop that nobody talks about. All you have to do is launch with 2C, then delay the cancel into 236B so that you actually hit your opponent with the very top of the flame. This pushes your opponent high enough that you can recover and hit them with 2C again and keep it going. This is one of the more tricky loops to keep up, but it does a lot of damage and can even do 100% if you get the timing right. The main problem is that you need to land 2C in the corner and you probably won't get that chance against an opponent who knows what they're doing.


Strategy

Item Compatibility

Character Chemistry

Matchups

Move Analysis

Normals and Command Normals

Normal Throws

Mana-Counter

Specials

Cannon Fire-Shell: 236A/B/C

Cannon Fire: 236A/B/C

Cannon Jump: 623A/B/C

  • (After Cannon Jump) Cannon Jump Attack: A/B/C/D

Cannon Spin: 214A/B/C

Reload: 22A/B/C

Cannon Advance: 66D

Cannon Retreat: 44D

Mana Bursts

Special Shell: 236236A/B/C

Cluster Shell: 214214A/B/C

Shell Bunker: 2141236A/B/C

Hell Flame: 236236D (Only when Draconic Figurine is equipped)

Frame Data

Attack Cancel State Total Start-up Active Hit Guard
5A No Mid 18 6 +3 -1
6A No Mid 18 6 +3 -1
2A No Mid 18 6 +3 -1
j.A No Overhead 17
5B Yes Mid 27 10 +2 -4
6B Yes Mid 28 11 +2 -4
2B Yes Mid 28 11 +2 -4
j.B No Overhead 17
5C Yes Mid 43 17 0 -16
6C No Mid 53 17 Blowback -16
2C Yes Mid 44 14 Float -16
j.C No Overhead 17
5D No Overhead 52 36
6D No Overhead 52 36
2D No Low 52 36
j.D No Overhead 22