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.

Strategies

Overview

Basics

Zoning

Mixups

Okizeme

Additional Notes

Match-ups

Serious Advantage Match-ups

Advantage Match-ups

Fair Match-ups

Disadvantage Match-ups

Serious Disadvantage Match-ups