Pokemon: Close Combat/Primeape: Difference between revisions
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|grddamage = 1, 1 | |grddamage = 1, 1 | ||
|guard = Mid | |guard = Mid | ||
|cancel = Special, C Cancel | |cancel = Special, C-Cancel | ||
|invul = | |invul = | ||
|property = | |property = | ||
Line 168: | 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 175: | Line 175: | ||
|inactive2 = 11 | |inactive2 = 11 | ||
|active3 = 6 | |active3 = 6 | ||
|recovery = | |recovery = 24 | ||
}} | }} | ||
|description= Primeape punches horizontally twice. | |description= Primeape punches horizontally twice. | ||
Line 274: | Line 274: | ||
|grddamage = 0 | |grddamage = 0 | ||
|guard = High | |guard = High | ||
|cancel = | |cancel = jB | ||
|invul = | |invul = | ||
|property = | |property = | ||
Line 314: | Line 314: | ||
|grddamage = 1 | |grddamage = 1 | ||
|guard = High | |guard = High | ||
|cancel = | |cancel = jB (Air Hit) | ||
|invul = | |invul = | ||
|property = | |property = | ||
Line 330: | 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 | ||
}} | }} | ||
}} | }} | ||
Line 388: | Line 387: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = 3 | |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 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 487: | Line 486: | ||
}} | }} | ||
== | ==Hyper Moves== | ||
{{MoveData | {{MoveData | ||
|name = Savage Upper | |name = Savage Upper | ||
Line 506: | Line 505: | ||
|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 559: | 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 | ||
Line 594: | Line 593: | ||
|subtitle = | |subtitle = | ||
|damage = 14 | |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 611: | 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 | |||
}} | }} | ||
}} | }} | ||
Line 640: | Line 640: | ||
|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 | *Requires a meter to be stocked before the throw is done in order to cancel into 28B | ||
}} | }} | ||
Line 681: | Line 681: | ||
|recovery = 61 | |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 | *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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Jumpscare. Jumpscare.
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Hyper Moves
EX Griddy. EX Griddy.
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Super
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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