Ranma CRH/Genma

From SuperCombo Wiki
File:Akane.gif
's Character Select Portrait

Introduction

Moves List

Normal Moves

s.LP
s.HP
s.LK
s.HK
c.LP
c.HP
c.LK
c.HK
j.LP
j.HP
j.LK
j.HK

Throws

Panda Suplex - B / F + HP

Command Normals

Mukiryoku Otoshi / Lassitude Drop - j.D + HK

Lingering overhead attack. Makes for a good ambiguous cross-up option.


Kaeru Rekishi-tai / Run Over Frog - LP + LK / HP + HK

Has upper-body invincibility on startup. A bit too slow to use as a reliable anti-air, so it's mostly used as a way to reliably avoid projectiles.

Special Moves

Panda's Fierce Attack - Hold B -> F + K

Quick horizontal ramming attack. HK version travels farther, moves faster, and does more damage. Can be used to punish some moves at a distance, but this move is unsafe on block. Good combo ender.


Panda Brainstorm - Hold D -> U + P

Invincible anti-air move. HP version travels farther, moves faster, and does more damage. Has invincibility as long as it's rising and has a nice hitbox, but it's very punishable on block or a miss. If the HP version hits a grounded opponent at point-blank range, it will hit twice and get a guaranteed dizzy. High-risk, high-reward move on a read.



Super Move

Panda Jigoku Meguri / Panda Hell Tour - F, F + HP

A dashing throw. Travels very quickly and is unblockable. One of the best Super Moves in the game, though it's still held back by regular Taunt limitations.

Overview

Combos

j.HP (or j.D + HK) -> [B] -> LP (x1-5) -> F + HP

Standard jump-in combo. The number of LP hits you can land depends on how close you are after your jump attack. If you're close but didn't cross up, do 3 LPs. If you've crossed up the opponent, you can get 5 LPs, which will definitely dizzy the opponent.


j.HP (or j.D + HK) -> [D] -> cr.LK -> U + HP

Standard jump-in unblockable combo. If the initial hit is blocked close to the ground, the cr.LK becomes unblockable. Your go-to follow-up after a knockdown.


j.HP (or j.D + HK) -> [D] -> cr.HP -> U + HP

Powerful dizzy follow-up. Comboing into cr.HP requires tight timing.


F + HP (throw) xN

Corner only shenanigans. With the exception of Genma mirror matches, if you throw a cornered opponent into the corner, you will be left at a range where you can throw them again on wake-up but they can't throw you back. The opponent must time an invincible reversal to escape the throw loop.

Match-ups

Serious Advantage Match-ups

Advantage Match-ups

Fair Match-ups

Disadvantage Match-ups

Serious Disadvantage Match-ups