Strategy
Rolf's overall strategy is to use a mix between rushdown and runaway while forcing okizemes. Due to his inconsistent combos, Rolf relies on guard cancel opportunities to land his Weak Rapid Crush to start a combo. Rolf can force these opportunities by annoying the opponent to approach him. With his 2B and 2C crouching normals, Rolf can poke the opponent to see if they're crouch blocking. If they aren't, then he can start a combo or go for an okizeme. If they are, then he cancels into a back dash and runs away. To help with the runaway strategy, Rolf's double jump reduces the risk of being punished for back dashing. Rolf is sent into a juggle state during a back dash, and the double jump acts as a quick escape option. Completing his overall strategy, Rolf's grabs are his best option for mixing up his approaches. The range of the grab catches opponents off guard, and the quick recovery allows Rolf to start okizemes. During an okizeme, the opponent can choose to either block, grab, attack, or back dash. Rolf's move set can cover all of these wake up options, but he has to guess correctly.
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 back dashes and aerial approaches.
Galaxy Fight: Universal Warriors is a 2D fighting game released by Sunsoft in 1995.