Important Moves
Standing Normals:
f.5A - A combo starter and extender. You use the regular version to crouch cancel into 2B and link after a Weak Rapid Crush. You use dash version to combo into the first hit of Planet Breaker and to stop your dashes.
66 f.5B - A combo and juggle extender. You only use the dash version because it can be special and stop canceled.
c.5A - Your primary combo starter and extender. You use the regular version to crouch cancel into 2B and link after a Weak Rapid Crush. You use the dash version to combo into the first hit of Planet Breaker.
c.5B - This is another combo and juggle extender. It also works as an anti-air because the hitbox is still active when Rolf raises his fist. Both the regular and dash versions are good for combo extension.
Crouching Normals:
2A - It’s used to link into f.5A or c.5A. In certain situations, 2A is also good for interrupting block strings.
2B - You’ll mostly use this to extend combos, but it also works as a combo starter. 2B can check the opponent’s crouch block. Depending on the situation, you can use 2B to dash into a combo, back dash away, or cross up the opponent.
2C - Only used to check the opponent’s crouch block. You can go for an okizeme after the knock down.
Jumping Normals:
8A - You only use this to punish crouching, short characters. After hitting them, you'll only go for a grab.
8B - You use this to punish crouching, heavy characters. The hitstun should give you enough time to follow up with 2B.
7A/9A - You use this to extend juggles.
7B/9B - You use this in air-to-air situations and to extend juggles.
7C/9C - A strong, overhead combo starter, but you often use it after stunning the opponent. It's also great for punishing crouching, heavy characters.
Throws:
Boost Overdrop 4/6B - A throw that causes an okizeme situation. Since the opponent faces away from you on the first frame, you can go for a low attack, a cross up, another grab, or just wait.
Boost Pressure 4/6C - Another throw to cause okizeme situations; however, the opponent does not face away on the first frame.
Specials:
Rolf Shot 236+A/B/C - Mainly used to combo into Striking Napalm.
Planet Breaker 623+A/B/C - A good anti-air tool. As a combo finisher, you want the first hit to stun the opponent.
Weak Rapid Crush 214+A - Another great combo starter and extender. You either use it out of a guard cancel, dash, or cross up to start a combo. In combos, you’ll cancel into it after using 66 f.5B, c.5B, or 2B. The dashing version is also great for starting block strings.
Striking Napalm 360+A/B/C - Your primary combo finisher because it inflicts a large amount of damage. It’s also great for punishing aerial approaches.
Galaxy Fight: Universal Warriors is a 2D fighting game released by Sunsoft in 1995.