Chaos Breaker/Curse Head: Difference between revisions

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=== Normal Throws ===
=== Normal Throws ===
'''Front Throw: 6D (in close)'''
*Curse Head lifts his opponent with his hammer, then slams them into the ground in front of him. You should never see this move in a match. Cannot be pursued on knockdown.
'''Back Throw: 4D (in close)'''
*Curse Head lifts his opponent with his hammer and tosses them behind him. Seriously, don't use this. Can be pursued on knockdown.


=== Mana-Counter ===  
=== Mana-Counter ===  

Revision as of 13:55, 3 February 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

Mid-screen

5A xx 720X

  • Quick A normal to super throw. Not for beginners.

5D xx 360X or 720X

  • Overhead to command throw or super throw. After the command throw hits you can follow up with 236A or reset with 5A.

j.C, land, 236Cx3

  • Heavy jump-in to rekka. As Curse Head has next to no cancellable moves, using the hitstun off of j.C is one of the only ways to combo into his rekka.

j.C, land, 360C

  • Heavy jump-in to command throw. Follow-up with 236A if your heart so desires.

63214X, 236Cx3

  • Position swap to rekka. Pretty standard stuff.

63214X, 720X or 360X, 236A

  • Position swap to command throw or super throw.

Corner

Requirements: Earth Hammer + Zon Assist

j.C, 2C > Zon Assist, Earth Hammer SA, 2C > 214214X, 2C > Zon Assist, Earth Hammer SA, 2C > 236C

  • Basic kill combo for Curse Head with the Earth Hammer and Zon Assist. Even without Zon Assist, 2C and Earth Hammer SA can deliver some heavy damage by taking advantage of the fact that 2C launches and is cancellable. Performing 214214X during this time eliminates any and all recovery, allowing you to hit your opponent with 2C immediately after.

j.C, land, 2C, 2C > [4]6D, 5A

  • The double 2C only works on Nsidor and Goblin, but it is possible to omit the second 2C and perform a similar combo on the rest of the cast. The difference being that 5A will air reset them while it won't reset the mounted characters.

Strategy

Item Compatibility

Character Chemistry

Matchups

Move Analysis

Normals and Command Normals

Normal Throws

Front Throw: 6D (in close)

  • Curse Head lifts his opponent with his hammer, then slams them into the ground in front of him. You should never see this move in a match. Cannot be pursued on knockdown.

Back Throw: 4D (in close)

  • Curse Head lifts his opponent with his hammer and tosses them behind him. Seriously, don't use this. Can be pursued on knockdown.

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 5 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