Pokemon: Close Combat/Primeape: Difference between revisions
(jB cancel info on uppercut moves) |
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| '''Archetype:''' || Rushdown | | '''Archetype:''' || Rushdown | ||
|- | |- | ||
| '''Health:''' || | | '''Health:''' || 37 | ||
|- | |- | ||
| ''' | | '''Endurance:''' || 12 | ||
|- | |||
| '''Endurance Refresh:''' || 3 | |||
|- | |- | ||
| '''Walk Speed:''' || 4.3/-3 | | '''Walk Speed:''' || 4.3/-3 | ||
Line 14: | Line 16: | ||
| '''Prejump Frames:''' || 6f | | '''Prejump Frames:''' || 6f | ||
|- | |- | ||
| '''Fastest Attack:''' || 5A ( | | '''Fastest Attack:''' || 5A (7f) | ||
|} | |} | ||
Apes together strong. | Apes together strong. | ||
Line 34: | Line 36: | ||
|cons= | |cons= | ||
*'''Pocket-Sized Buttons''' While fast with great frame data, Primeape's itty bitty normals make it difficult to challenge at midrange or keep threats at bay. | *'''Pocket-Sized Buttons''' While fast with great frame data, Primeape's itty bitty normals make it difficult to challenge at midrange or keep threats at bay. | ||
*'''Fast But Fragile''' Primeape has some of the lowest health | *'''Fast But Fragile''' Primeape has some of the lowest health and endurance values in the game, increasing the risk of the options he chooses to close the distance. | ||
}} | }} | ||
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|cost = | |cost = | ||
<!------------> | <!------------> | ||
|startup = | |startup = 7 | ||
|active = 3 | |active = 3 | ||
|recovery = 14 | |recovery = 14 | ||
|advantage = -1 [ | |advantage = -1 [1] | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|startup | |startup = 7 | ||
|active | |active = 3 | ||
|recovery | |recovery = 14 | ||
}} | }} | ||
|description= Primeape swipes with their hand. | |description= Primeape swipes with their hand. | ||
Line 160: | Line 161: | ||
|grddamage = 1, 1 | |grddamage = 1, 1 | ||
|guard = Mid | |guard = Mid | ||
|cancel = Special, C Cancel | |cancel = Special, C-Cancel | ||
|invul = | |invul = | ||
|property = | |property = | ||
Line 167: | Line 168: | ||
|startup = 8, 11 | |startup = 8, 11 | ||
|active = 5, 6 | |active = 5, 6 | ||
|recovery = | |recovery = 24 | ||
|advantage = 7 [ | |advantage = 7 [-5] | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|startup = 8 | |startup = 8 | ||
Line 174: | Line 175: | ||
|inactive2 = 11 | |inactive2 = 11 | ||
|active3 = 6 | |active3 = 6 | ||
|recovery = | |recovery = 24 | ||
}} | }} | ||
|description= Primeape punches horizontally twice. | |description= Primeape punches horizontally twice. | ||
Line 273: | Line 274: | ||
|grddamage = 0 | |grddamage = 0 | ||
|guard = High | |guard = High | ||
|cancel = | |cancel = jB | ||
|invul = | |invul = | ||
|property = | |property = | ||
Line 313: | Line 314: | ||
|grddamage = 1 | |grddamage = 1 | ||
|guard = High | |guard = High | ||
|cancel = | |cancel = jB (Air Hit) | ||
|invul = | |invul = | ||
|property = | |property = | ||
Line 329: | Line 330: | ||
|description= Primeape performs a jumping punch. | |description= Primeape performs a jumping punch. | ||
*Longer range horizontally and faster compared to j5A, albeit less rewarding as an air-to-air | *Longer range horizontally and faster compared to j5A, albeit less rewarding as an air-to-air | ||
}} | }} | ||
}} | }} | ||
==Specials== | ==Specials== | ||
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|name = Ape Rush | |name = Ape Rush | ||
|subtitle = <big>B</big> | |subtitle = <big>B</big> | ||
[[File:PKMNCC_B.png]] | |input = [[File:PKMNCC_B.png]] | ||
|image = PKMNCC_Primeape_5B.png | |image = PKMNCC_Primeape_5B.png | ||
|caption = | |caption = | ||
Line 348: | Line 347: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = ( | |damage = (2 x 1-5), 1 | ||
|grddamage = (0 x 1-5), 2 | |grddamage = (0 x 1-5), 2 | ||
|guard = Mid | |guard = Mid | ||
Line 388: | Line 387: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 3, 3 | ||
|grddamage = 1 | |grddamage = 1, 1 | ||
|guard = Mid | |guard = Mid | ||
|cancel = jB, C Cancel | |cancel = jB, C-Cancel | ||
|invul = Air Attack | |invul = Air Attack | ||
|property = Knockdown | |property = Knockdown | ||
Line 398: | Line 397: | ||
|startup = 10 | |startup = 10 | ||
|active = 20 | |active = 20 | ||
|recovery = | |recovery = 52 | ||
|advantage = + | |advantage = +54 [-26] | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|startup = 10 | |startup = 10 | ||
|active = 20 | |active = 20 | ||
|recovery = | |recovery = 52 | ||
|specialRecovery = | |specialRecovery = | ||
}} | }} | ||
Line 425: | Line 424: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 8 | ||
|guard = Unblockable | |guard = Unblockable | ||
|cancel = jB | |cancel = jB | ||
Line 463: | Line 462: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 5/3 | ||
|grddamage = 4/2 | |grddamage = 4/2 | ||
|guard = High | |guard = High | ||
Line 473: | Line 472: | ||
|startup = 24 | |startup = 24 | ||
|active = ∞ | |active = ∞ | ||
|recovery = | |recovery = 33 | ||
|advantage = + | |advantage = +25 [-2] | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|startup = 24 | |startup = 24 | ||
|active = - | |active = - | ||
|recovery = | |recovery = 33 | ||
|specialRecovery = | |specialRecovery = | ||
}} | }} | ||
Line 486: | Line 485: | ||
}} | }} | ||
}} | }} | ||
== | ==Hyper Moves== | ||
{{MoveData | {{MoveData | ||
|name = Savage Upper | |name = Savage Upper | ||
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|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 5, 3 | ||
|grddamage = 1, 1 | |grddamage = 1, 1 | ||
|guard = Mid | |guard = Mid | ||
|cancel = jB, C Cancel (First Hit) | |cancel = jB, C-Cancel (First Hit) | ||
|invul = Full | |invul = Full | ||
|property = Knockdown | |property = Knockdown | ||
Line 521: | Line 519: | ||
|specialRecovery = | |specialRecovery = | ||
}} | }} | ||
|advantage = + | |advantage = +54 [-26] | ||
|description= Primeape soars upwards, but cooler. | |description= Primeape soars upwards, but cooler. | ||
*Primeape's only reversal | *Primeape's only reversal | ||
Line 542: | Line 540: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 5 | ||
|guard = Mid | |guard = Mid | ||
|cancel = | |cancel = j5A, j8A, jB | ||
|invul = | |invul = | ||
|property = OTG | |property = OTG | ||
Line 560: | Line 558: | ||
}} | }} | ||
|description= Primeape stomps repeatedly on the head of the opponent. | |description= Primeape stomps repeatedly on the head of the opponent. | ||
*Only | *Only hits when the opponent is in knockdown state | ||
*Notably combos out of Forward & Back Throw, jB, and Beat 'Em Up (2B) | *Notably combos out of Forward & Back Throw, jB, and Beat 'Em Up (2B) | ||
*Can combo off of 6B/623B if hit late enough | *Can combo off of 6B/623B if hit late enough | ||
}} | }} | ||
}} | }} | ||
==Super== | ==Super== | ||
Line 595: | Line 592: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 14 | ||
|grddamage = | |grddamage = 6 | ||
|guard = Mid | |guard = Mid | ||
|cancel = jB, C Cancel (Last Hit) | |cancel = jB, C-Cancel (Last Hit) | ||
|invul = | |invul = | ||
|property = Knockdown | |property = Knockdown | ||
Line 613: | Line 610: | ||
}} | }} | ||
|description= Primeape beats his chest, then releases a flurry of punches that ends in an uppercut. | |description= Primeape beats his chest, then releases a flurry of punches that ends in an uppercut. | ||
*Can be very strong in pressure, as it deals a lot of uninterruptable | *Can be very strong in pressure, as it deals a lot of uninterruptable endurance damage (barring the opponent does not have meter for burst) | ||
*Combos when cancelled from 4A and 6A | *Combos when cancelled from 4A and 6A | ||
*Cancel into jB costs one bar, but makes this move plus on block | *Cancel into jB costs one bar, but makes this move plus on block | ||
*The only way to perform a C-Cancel is by having three bars before using the move, then causing a Guard Break during it | |||
}} | }} | ||
}} | }} | ||
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|startup = 8 | |startup = 8 | ||
|active = 2 | |active = 2 | ||
|recovery = | |recovery = 61 | ||
|advantage = | |advantage = | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|startup = 8 | |startup = 8 | ||
|active = 2 | |active = 2 | ||
|recovery = | |recovery = 61 | ||
}} | }} | ||
|description= Primeape lifts the opponent above his head and tosses them. | |description= Primeape lifts the opponent above his head and tosses them forward. | ||
*Requires a meter to be stocked before the throw is done in order to cancel into 28B | |||
}} | }} | ||
}} | }} | ||
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|startup = 8 | |startup = 8 | ||
|active = 2 | |active = 2 | ||
|recovery = | |recovery = 61 | ||
|advantage = | |advantage = | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|startup = 8 | |startup = 8 | ||
|active = 2 | |active = 2 | ||
|recovery = | |recovery = 61 | ||
}} | }} | ||
|description= Primeape | |description= Primeape lifts the opponent above his head and tosses them behind him. | ||
*Requires a meter to be stocked before the throw is done in order to cancel into 28B | |||
}} | }} | ||
}} | }} | ||
==Combos== | |||
'''<big>BnBs:</big>'''<br> | |||
'''Combo into Sweep'''<br> | |||
5A5A x 3A | |||
{{Combos-PKMNCC | |||
|normal1=5 | |||
|normal2=5 | |||
|normal3=3 | |||
}} | |||
3 Damage, +1 Meter | |||
'''Normal to Special Confirm'''<br> | |||
2A 6A x 6B | |||
{{Combos-PKMNCC | |||
|normal1=2 | |||
|normal2=6 | |||
|special3=6 | |||
}} | |||
11 Damage | |||
'''<big>Meterless Extensions:</big>'''<br> | |||
'''Late Hit Ape Rush'''<br> | |||
2A 6A x 5B 5A5A x 3A | |||
{{Combos-PKMNCC | |||
|normal1=2 | |||
|normal2=6 | |||
|special3=5 | |||
|normal4=5 | |||
|normal5=5 | |||
|normal6=3 | |||
}} | |||
9 Damage, +1 Meter<br> | |||
Must be done at >50% health.<br> | |||
2A Must be hit at max range, and you must delay the 6A input by a few frames, or 5B will connect too early. | |||
'''Counterhit 5B'''<br> | |||
'''NOTE:''' 4A and 6A can carry Counterhit state over to 5B and 6B.<br> | |||
This allows you to do these combos starting from those moves as well.<br> | |||
5B 5A5A 3A | |||
{{Combos-PKMNCC | |||
|special1=5 | |||
|normal2=5 | |||
|normal3=5 | |||
|normal4=3 | |||
}} | |||
6+ Damage, +1 Meter<br> | |||
'''OR'''<br> | |||
5B 6A x 5B (or x 6B) | |||
{{Combos-PKMNCC | |||
|special1=5 | |||
|normal2=6 | |||
|special3=5 | |||
}} | |||
11+ Damage | |||
'''Counterhit 6B'''<br> | |||
6B 6A x 6B | |||
{{Combos-PKMNCC | |||
|special1=6 | |||
|normal2=6 | |||
|special3=6 | |||
}} | |||
14 Damage | |||
'''<big>1 Meter:</big>'''<br> | |||
'''28B Extension from BnB (Guaranteed in Corner Only)'''<br> | |||
6A x 6B 28B | |||
{{Combos-PKMNCC | |||
|normal1=6 | |||
|special2=6 | |||
|special3=28 | |||
}} | |||
13 Damage | |||
'''<big>2 Meters:</big>'''<br> | |||
'''BnB Into Super'''<br> | |||
6A x 5B x 624B | |||
{{Combos-PKMNCC | |||
|normal1=6 | |||
|special2=5 | |||
|special3=624 | |||
}} | |||
16+ Damage | |||
'''C-Cancel Launcher Combo'''<br> | |||
4A (or 5A5A/6A) x 6B cc j8A x jB 28B | |||
{{Combos-PKMNCC | |||
|normal1=4 | |||
|special2=6 | |||
|c3=5 | |||
|none4=9 | |||
|normal5=8 | |||
|special6=5 | |||
|special7=28 | |||
}} | |||
18 Damage | |||
==Colors== | ==Colors== |
Latest revision as of 17:25, 21 May 2024
Archetype: | Rushdown |
Health: | 37 |
Endurance: | 12 |
Endurance Refresh: | 3 |
Walk Speed: | 4.3/-3 |
Prejump Frames: | 6f |
Fastest Attack: | 5A (7f) |
Apes together strong.
Introduction
Primeape is known for his go-bananas hyper-aggressive rushdown game. Ape has one of the fastest buttons in the game in 5A, alongside consistent damage routes thanks to his great specials like Ape Rush and Fierce Upper. He has crazy pressure on block and a great comeback mechanic in Ape Rush. The result? A fast rushdown with the most explosive damage in the game.
Getting in to the opponent's zone is the key for Ape. He struggles against larger hitboxes and projectiles, although this can be mitigated with good play and an unhealthy amount of parries. Ape is also extremely fragile, and can't last very long in disadvantage state.
Primeape is a great pick for beginners and more experienced players alike; his explosive and expressive game brings delight to almost everyone--and defeat to the rest!
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Pick if you like | Avoid if you dislike |
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Normals
Toggle Hitboxes Toggle Hitboxes
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Specials
The Griddy. The Griddy.
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Toggle Hitboxes Toggle Hitboxes
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Jumpscare. Jumpscare.
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Hyper Moves
EX Griddy. EX Griddy.
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Toggle Hitboxes Toggle Hitboxes
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Super
Toggle Hitboxes Toggle Hitboxes
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Throws
Combos
BnBs:
Combo into Sweep
5A5A x 3A
![PKMNCC5.png](/images/3/3b/PKMNCC5.png)
![PKMNCC A.png](/images/9/98/PKMNCC_A.png)
![PKMNCC5.png](/images/3/3b/PKMNCC5.png)
![PKMNCC A.png](/images/9/98/PKMNCC_A.png)
![PKMNCC3.png](/images/d/d6/PKMNCC3.png)
![PKMNCC A.png](/images/9/98/PKMNCC_A.png)
3 Damage, +1 Meter
Normal to Special Confirm
2A 6A x 6B
![PKMNCC2.png](/images/c/cb/PKMNCC2.png)
![PKMNCC A.png](/images/9/98/PKMNCC_A.png)
![PKMNCC6.png](/images/b/b8/PKMNCC6.png)
![PKMNCC A.png](/images/9/98/PKMNCC_A.png)
![PKMNCC6.png](/images/b/b8/PKMNCC6.png)
![PKMNCC B.png](/images/8/8e/PKMNCC_B.png)
11 Damage
Meterless Extensions:
Late Hit Ape Rush
2A 6A x 5B 5A5A x 3A
![PKMNCC2.png](/images/c/cb/PKMNCC2.png)
![PKMNCC A.png](/images/9/98/PKMNCC_A.png)
![PKMNCC6.png](/images/b/b8/PKMNCC6.png)
![PKMNCC A.png](/images/9/98/PKMNCC_A.png)
![PKMNCC5.png](/images/3/3b/PKMNCC5.png)
![PKMNCC B.png](/images/8/8e/PKMNCC_B.png)
![PKMNCC5.png](/images/3/3b/PKMNCC5.png)
![PKMNCC A.png](/images/9/98/PKMNCC_A.png)
![PKMNCC5.png](/images/3/3b/PKMNCC5.png)
![PKMNCC A.png](/images/9/98/PKMNCC_A.png)
![PKMNCC3.png](/images/d/d6/PKMNCC3.png)
![PKMNCC A.png](/images/9/98/PKMNCC_A.png)
9 Damage, +1 Meter
Must be done at >50% health.
2A Must be hit at max range, and you must delay the 6A input by a few frames, or 5B will connect too early.
Counterhit 5B
NOTE: 4A and 6A can carry Counterhit state over to 5B and 6B.
This allows you to do these combos starting from those moves as well.
5B 5A5A 3A