Chaos Breaker/Curse Head: Difference between revisions

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* Button strength determines duration of counter frames and number of rekka hits. A is shortest with 1 hit, B is longer with 2 hits, and C is longest with three hits.
* Button strength determines duration of counter frames and number of rekka hits. A is shortest with 1 hit, B is longer with 2 hits, and C is longest with three hits.
* Puts you counter-hit state immediately after the catch frames end.
* Puts you counter-hit state immediately after the catch frames end.
* Has the same properties as dash-clashes in that it will only stop clashable moves that hit above the knees.
* Not a move you actually want to ever use.
* Not a move you actually want to ever use.



Revision as of 13:07, 19 January 2012

Introduction

Curse Head is the "grappler" of the game and has highly damaging and frightening command throws. On top of his hefty base damage, he can also buff his damage output with the Earth Hammer and receive the biggest boost out of all the characters. Definitely one of the more challenging characters to play as, but highly dangerous in the right hands.

The Basics

Combos

j.C, land, 236Cx3

j.C, land, 360C

632146X, 236Cx3 632146X, 2B

Strategy

Item Compatibility

Character Chemistry

Matchups

Move Analysis

Normals and Command Normals

Normal Throws

Mana-Counter

Specials

Brandish: 236X>236X>236X

  • Fiery hammer rekkas.
  • Button strength controls how far forward you move as you swing.
  • Button strengths can be mixed.

Hammer Counter: 421X

  • Catch-counter that clashes with a move then retaliates with rekka
  • Button strength determines duration of counter frames and number of rekka hits. A is shortest with 1 hit, B is longer with 2 hits, and C is longest with three hits.
  • Puts you counter-hit state immediately after the catch frames end.
  • Has the same properties as dash-clashes in that it will only stop clashable moves that hit above the knees.
  • Not a move you actually want to ever use.

Hook Turn: 63214X

  • Command throw.
  • Position swap.
  • No damage.
  • Combo followups possible.

Hammer Swing: 360+X

  • Command throw.
  • Launches.
  • Combo followups possible.
  • Hold 2 to throw against wall.

Horn Throw: [4]6D

  • Blockable.
  • Throws opponent behind you and will wall bounce.

Mana Bursts

Berserker Fury: 214214X

  • Super armor power-up that lasts 6 seconds.
  • Unlike super armor in other games, taking hits from supers will not end the armor.

Super Hammer Swing: 720+X

  • Super throw that does 15 hits.
  • Comes out in 2F, invincible on startup, and will even grab Bernhard out of his barrier.
  • 214214X takes precedence over this command which can lead to using the wrong super.
  • Has longer reach than his regular command throw, making it excellent for counter attacks.

Frame Data