Galaxy Fight: Universal Warriors/Rolf

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GfRolf.gif

Introduction

Normals

Standing Weak Attack
5A
Regular Damage Regular Startup Regular Active Regular Recovery
7
Notes Dash Damage Dash Startup Dash Active Dash Recovery
  • Regular version is dash cancellable.
  • Regular version has quick recovery.
  • Both versions are special cancellable.
  • Both versions continue juggles.
10
Standing Normal Attack
5B
Regular Damage Regular Startup Regular Active Regular Recovery
23
Notes Dash Damage Dash Startup Dash Active Dash Recovery
  • Dash version is special cancellable.
  • Both versions continue juggles.
34
Standing Strong Attack
5C
Regular Damage Regular Startup Regular Active Regular Recovery
Rolf 5C.jpg
32
Notes Dash Damage Dash Startup Dash Active Dash Recovery
* Both versions continue juggles. 48
Close Standing Weak Attack
cl.5A
Regular Damage Regular Startup Regular Active Regular Recovery
Rolf Close 5A.jpg
6
Notes Dash Damage Dash Startup Dash Active Dash Recovery
  • Regular version has quick recovery.
  • Regular version is dash cancellable.
  • Both versions are special cancellable.
  • Both versions continue juggles.
9
Close Standing Normal Attack
cl.5B
Regular Damage Regular Startup Regular Active Regular Recovery
Rolf Close 5B.jpg
22
Notes Dash Damage Dash Startup Dash Active Dash Recovery
  • Regular version is dash cancellable.
  • Both versions are special cancellable.
  • Both versions continue juggles.
33
Close Standing Strong Attack
cl.5C
Damage Start Active Recovery
Rolf Close 5C.jpg
55
Notes Dash Damage Dash Startup Dash Active Dash Recovery
  • Hits twice.
  • Deals a lot of damage and stun, but unsafe to use.
  • Both versions continue juggles.
82
Crouching Weak Attack
2+A
Damage Startup Active Recovery Notes
Rolf 2A.jpg
7
  • Hits low.
  • Special and Dash cancellable.
  • Continues juggles.
  • Links into 5A, cl.5A, 3+A, and 3+B.
Crouching Normal Attack
2+B
Damage Start Active Recovery Notes
Rolf 2B.jpg
23
  • Hits low.
  • Continues juggles.
  • Special and Dash cancellable.
Crouching Strong Attack
2+C
Damage Start Active Recovery Notes
Rolf 2C.jpg
32
  • Hits low.
  • Knocks down opponent.
  • Ends juggles.

Command Normals

Comet Tail
3+A
Damage Start Active Recovery Notes
Comet Tail.jpg 6
  • Hits low.
  • Dash and Special Cancellable.
  • Does not continue juggles.
  • Can be linked after 5A or 2A.
Stardust Arrow
3+B
Damage Start Active Recovery Notes
Stardust Arrow.jpg 22
  • Hits low.
  • Dash and Special Cancellable.
  • Does not continue juggles.
  • Can be linked after 5A.
Metro Launcher
3+C
Damage Start Active Recovery Notes
Metro Launcher.jpg 32
  • Does a good amount of stun.
  • Can't juggle opponent when launched.
  • Ends juggles.

Throws

Boost Overdrop Input Damage Notes
Boost Overdrop.jpg 4/6 + B 32 Rolf throws the opponent behind him and reverses the side he's on. For the first frame after recovering from Boost Overdrop, the opponent is facing away from Rolf.

The opponent has to block towards Rolf during that frame. You can catch opponents off guard with a Striking Napalm if they are not blocking.

Boost Pressure Input Damage
Boost Pressure.jpg 4/6 + C 32

Special Moves

Rolf Shot
236+A/B/C
Rolf Shot.jpg
A Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
B Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
C Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -

Notes:

  • Rolf Shot can knock down the opponent when performed during a dash.
  • B and C versions cause the projectile to travel faster than the previous version.


Kneeling Rolf Shot
41236+A/B/C
Kneeling Rolf Shot.jpg
A Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
B Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
C Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -

Notes:

  • Rolf performs a roll and then fires a projectile. The beginning of the roll has invincibility. This move can also knock down the opponent when performed during a dash.
  • B and C versions cause the projectile to travel faster than the previous version.


Planet Breaker
623+A/B/C
Rolf Planet Breaker jpeg.jpg
A Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
B Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
C Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -

Notes:

  • B and C versions make Rolf travel further and higher than the previous version.

Counter Play:

  • All versions whiff the second hit on crouching Kazuma and G. Done.
  • B and C versions of regular and dashing Planet Breaker whiffs the second hit on Juri and Alvan when they're crouching.


Rapid Crush
214+A/B/C
Rapid Crush.jpg
A Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
B Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
C Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -

Notes:

  • B and C versions makes Rolf travel higher than the previous version.
  • Dashing Rapid Crush A has immense frame advantage. If connected, then Rolf can follow up with an extremely damaging combo.
  • If Dashing Rapid Crush is performed close to a crouching opponent, then Rolf will automatically Coss Up. The higher the version, the more easily he can Cross Up.

Counter Play:

  • Regular Rapid Crush is very laggy on block. Every character has some type of option to punish regular Rapid Crush on block.
  • If well-timed, Kazuma, Juri, Gunter, and Rolf can offensively guard cancel Dashing Rapid Crush.


Striking Napalm
360+A/B/C
Striking Napalm.jpg
A Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
B Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -
C Damage Startup, Active, and Recovery On Hit On Block
- - - -
Dash Damage Dash Startup, Active, and Recovery On Dash Hit On Dash Block
- - - -

Notes:

  • Striking Napalm has long reach and deals massive damage. It's great for catching back dashes and finishing juggles/combos.

Counter Play:

  • The move only hits twice on block. A consistent counter is to block, guard cancel a forward dash after the second hit, and then punish accordingly.

The Basics

Combos

  • 66, 214+A, 2B xx 214+A

This combo instantly bubble stuns an opponent when fully connected. Another way of landing the combo is by crossing-up the opponent with the first 214+A.

Advanced Strategies