Difference between revisions of "Fenrir"

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'''236236A''' 3-hit super that ends mid-screen. Very strong.
'''236236A''' 3-hit super that ends mid-screen. Very strong.
*:: Opponent can fall out if juggled too long.
::* Opponent can fall out if juggled too long.
 
== Awaken Art ==
 
'''236236B''' Diving super that knocks down.
::*Must be standing close to the opponent to connect. Does not auto-track.
::*Difficult to combo.
::*Complete invincibility.


== General Strategy ==
== General Strategy ==

Revision as of 05:45, 9 January 2018

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Background

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Introduction

A tricky character that rips off chunks of damage with swift, distance closing movements. He has plenty of moves that get him around projectiles and can instantly reach his opponent to put them in a defensive position. Coupled with damage-dealing Rekkas and possibly the best throw in the game, he's a real pain to deal with.

At the same time, he's different from most characters. Rather than having normal chains, only a handful of his moves string together, and those that can chain are not special cancellable.

Normals

5A: A quick bite with short range. Cancellable.

4A: Rapid-fire jab. Can link into 5A on counter-hit. Cancels into EX and Super only.

2A: A low and quick bite with short range. Chains into 2B. Cancellable.

1A: Rapid-fire low jab. Cancels into EX and Super only.

6A: Quick, thrusting poke. Links into 6B. Cancels into EX and Super only.

5B: Big bite. Unsafe on block, but Cancellable.

2B: Low Sweep. Unsafe on block. Cancels into EX and Super only.

6B: Strong, thrusting poke. Cancels into EX and Super only.

j.A: Standard jumping normal with small hit-box. Cross-up.

j.?A Straight chop. Decent falling hit-box.

j.B Jumping big bite.

Special Moves

236A: Beast Rekka A

  • Initial strike hits low, and is safe on block.

236B: Beast Rekka B

  • Initial strike is better for standing opponents.
  • Final hit bounces opponent higher.

236C: EX Beast Rekka

  • Has an armor point.
  • First his is VERY safe on block.
  • Bounces high enough to continue combo.

214A Flipping Slash A

  • Overhead.
  • Can avoid low attacks.

214B Flipping Slash B

  • Overhead.
  • Greater travel distance and height.
  • Avoids many attacks, such as fireballs.

214C Flipping Slash EX

  • A lunging attack that immediately closes the distance between He and the opponent.
  • In other words, instantly punish projectiles and some normals.
  • Can be used in the air.
  • Overhead.
  • Flips opponent into the air on standing and jumping opponents, making it a great confirm.
  • Hits grounded opponents as well. One of the game's only OTGs.

623A Lightning A

  • AA with fast start-up and great vertical hit-box.
  • Opponent can air tech.


623B Lightning B

  • A lingering ball of lightning.
  • Lasts a while and causes a hard knock down.
  • Sends opponent across the screen.
  • Can be ducked under.

623C EX Lightning

  • 2-hit variant of Lightning A.
  • Pushes opponent back on block.
  • Launching opponent high on hit.

[4]6A: Surprise Slide

  • Fast low that knocks down.
  • Punishable on block.

[4]6B: Fenroll

  • Knocks down on hit.
  • Flips away on block, making it harder to punish.
  • Can cross-up rising opponents.
  • Can act immediately once the animation ends.

[4]6C Dive

  • Performs a leaping move that closes in on the opponent from any distance.
  • Can immediately act after touching the ground.

Super Moves

236236A 3-hit super that ends mid-screen. Very strong.

  • Opponent can fall out if juggled too long.

Awaken Art

236236B Diving super that knocks down.

  • Must be standing close to the opponent to connect. Does not auto-track.
  • Difficult to combo.
  • Complete invincibility.

General Strategy

Combos

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General

Characters

YataSangetuZetueiKuroganeKuramaKougaGaouShinoFenrirRyuugenShiyuuTakuto