Pokemon: Close Combat/Primeape: Difference between revisions
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[[File:PKMNCC Primeape Portrait.png| | |||
{| class="wikitable" style="float:right; margin-left: 10px;" | |||
|- | |||
| align="center" colspan="2" |[[File:PKMNCC Primeape Portrait.png|center|frameless|500px]] | |||
|- | |||
| '''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== | ==Introduction== | ||
Primeape | |||
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! | |||
{{CharacterPickReasons | {{CharacterPickReasons | ||
Line 11: | 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. | ||
}} | |||
==Normals== | |||
{{MoveData | |||
|input = 5A | |||
|subtitle = [[File:PKMNCC_A.png]] | |||
|image = PKMNCC_Primeape_5A.png | |||
|caption = | |||
|hitbox = PKMNCC_Primeape_5AHitbox.png | |||
|hitboxcaption = | |||
|linkname= | |||
|data = | |||
{{AttackData-PKMNCC | |||
|version = | |||
|subtitle = | |||
|damage = 1 | |||
|grddamage = 0 | |||
|guard = Mid | |||
|cancel = 5AA, 3A, Special | |||
|invul = | |||
|property = | |||
|cost = | |||
<!------------> | |||
|startup = 7 | |||
|active = 3 | |||
|recovery = 14 | |||
|advantage = -1 [1] | |||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|startup = 7 | |||
|active = 3 | |||
|recovery = 14 | |||
}} | |||
|description= Primeape swipes with their hand. | |||
*Primeape's fastest button and most consistent combo starter | |||
}} | |||
}} | |||
{{MoveData | |||
|input = 5AA | |||
|subtitle = [[File:PKMNCC_A.png]][[File:PKMNCC_A.png]] | |||
|image = PKMNCC_Primeape_5AA.png | |||
|caption = | |||
|hitbox = PKMNCC_Primeape_5AAHitbox.png | |||
|hitboxcaption = | |||
|linkname= | |||
|data = | |||
{{AttackData-PKMNCC | |||
|version = | |||
|subtitle = | |||
|damage = 1 | |||
|grddamage = 0 | |||
|guard = Mid | |||
|cancel = 3A, Special | |||
|invul = | |||
|property = | |||
|cost = | |||
<!------------> | |||
|startup = 6 | |||
|active = 3 | |||
|recovery = 16 | |||
|advantage = -3 [-1] | |||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|startup = 6 | |||
|active = 3 | |||
|recovery = 16 | |||
|specialRecovery = | |||
}} | |||
|description= Primeape swipes with their other hand. | |||
*Combo filler allowing Primeape more time to confirm 5A | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|input = 4A | |||
|subtitle = [[File:PKMNCC4.png]][[File:PKMNCC_A.png]] | |||
|image = PKMNCC_Primeape_4A.png | |||
|caption = | |||
|hitbox = PKMNCC_Primeape_4AHitbox.png | |||
|hitboxcaption = | |||
|linkname= | |||
|data = | |||
{{AttackData-PKMNCC | |||
|version = | |||
|subtitle = | |||
|damage = 2 | |||
|grddamage = 0 | |||
|guard = Mid | |||
|cancel = Special | |||
|invul = Air Attack | |||
|property = | |||
|cost = | |||
<!------------> | |||
|startup = 11 | |||
|active = 10 | |||
|recovery = 13 | |||
|advantage = 0 [-5] | |||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|startup = 11 | |||
|active = 10 | |||
|recovery = 13 | |||
|specialRecovery = | |||
}} | |||
|description= Primeape kicks above their head. | |||
*Go-to antiair normal | |||
*Primeape's most damaging cancellable attack, ideal for punishes | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|input = 6A | |||
|subtitle = [[File:PKMNCC6.png]][[File:PKMNCC_A.png]] | |||
|image = PKMNCC_Primeape_6A.png | |||
|caption = | |||
|hitbox = PKMNCC_Primeape_6A1Hitbox.png | |||
|hitboxcaption = | |||
|hitbox2 = PKMNCC_Primeape_6A2Hitbox.png | |||
|hitbox2caption = | |||
|linkname= | |||
|data = | |||
{{AttackData-PKMNCC | |||
|version = | |||
|subtitle = | |||
|damage = 2, 2 | |||
|grddamage = 1, 1 | |||
|guard = Mid | |||
|cancel = Special, C-Cancel | |||
|invul = | |||
|property = | |||
|cost = | |||
<!------------> | |||
|startup = 8, 11 | |||
|active = 5, 6 | |||
|recovery = 24 | |||
|advantage = 7 [-5] | |||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|startup = 8 | |||
|active = 5 | |||
|inactive2 = 11 | |||
|active3 = 6 | |||
|recovery = 24 | |||
}} | |||
|description= Primeape punches horizontally twice. | |||
*Only the first hit can be cancelled | |||
*Primeape's best standard horizontal poke, but has a lot of recovery due to the second hit always coming out | |||
*Guaranteed to be plus on block, but can push out a bit far to take advantage of those plus frames | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|input = 2A | |||
|subtitle = [[File:PKMNCC2.png]][[File:PKMNCC_A.png]] | |||
|image = PKMNCC_Primeape_2A.png | |||
|caption = | |||
|hitbox = PKMNCC_Primeape_2AHitbox.png | |||
|hitboxcaption = | |||
|linkname= | |||
|data = | |||
{{AttackData-PKMNCC | |||
|version = | |||
|subtitle = | |||
|damage = 3 | |||
|grddamage = 1 | |||
|guard = Mid | |||
|cancel = | |||
|invul = | |||
|property = Knockdown (Air Hit) | |||
|cost = | |||
<!------------> | |||
|startup = 16 | |||
|active = 19 | |||
|recovery = 15 | |||
|advantage = +3 [-9] | |||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|startup = 16 | |||
|active = 19 | |||
|recovery = 15 | |||
|specialRecovery = | |||
}} | |||
|description= Primeape launches forward with a kick. | |||
*Incredible active frames makes this move much better when hit later into the animation | |||
*Doing this attack from afar or as the opponent wakes up allows for pressure on block and combos on hit | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|input = 3A | |||
|subtitle = [[File:PKMNCC3.png]][[File:PKMNCC_A.png]] | |||
|image = PKMNCC_Primeape_3A.png | |||
|caption = | |||
|hitbox = PKMNCC_Primeape_3AHitbox.png | |||
|hitboxcaption = | |||
|linkname= | |||
|data = | |||
{{AttackData-PKMNCC | |||
|version = | |||
|subtitle = | |||
|damage = 1 | |||
|grddamage = 1 | |||
|guard = Low | |||
|cancel = 28B | |||
|invul = | |||
|property = Knockdown | |||
|cost = | |||
<!------------> | |||
|startup = 10 | |||
|active = 10 | |||
|recovery = 38 | |||
|advantage = +40 [-30] | |||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|startup = 10 | |||
|active = 10 | |||
|inactive2 = | |||
|active3 = | |||
|recovery = 34 | |||
|specialRecovery = | |||
}} | |||
|description= Primeape delivers a sweeping kick. | |||
*Standard combo ender off 5AA, builds a bar of meter | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|input = j5A | |||
|subtitle = [[File:PKMNCC_A.png]] [[File:PKMNCC_J.png]] | |||
|image = PKMNCC_Primeape_JA.png | |||
|caption = | |||
|hitbox = PKMNCC_Primeape_j5A1Hitbox.png | |||
|hitboxcaption = | |||
|hitbox2 = PKMNCC_Primeape_j5A2Hitbox.png | |||
|hitbox2caption = | |||
|linkname= | |||
|data = | |||
{{AttackData-PKMNCC | |||
|version = | |||
|subtitle = | |||
|damage = 3 | |||
|grddamage = 0 | |||
|guard = High | |||
|cancel = jB | |||
|invul = | |||
|property = | |||
|cost = | |||
<!------------> | |||
|startup = 11 | |||
|active = 15 | |||
|recovery = 6 | |||
|advantage = +20 [+11] | |||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|startup = 11 | |||
|active = 15 | |||
|inactive2 = | |||
|active3 = | |||
|recovery = 6 | |||
|specialRecovery = | |||
}} | |||
|description= Primeape performs a jumping kick. | |||
*Primeape's go-to jump-in | |||
*Can cancel into jB for additional high hits, or to combo from an air-to-air | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|input = j8A | |||
|subtitle = [[File:PKMNCC8.png]][[File:PKMNCC_A.png]] [[File:PKMNCC_J.png]] | |||
|image = PKMNCC_Primeape_J8A.png | |||
|caption = | |||
|hitbox = PKMNCC_Primeape_j8A1Hitbox.png | |||
|hitboxcaption = | |||
|hitbox2 = PKMNCC_Primeape_j8A2Hitbox.png | |||
|hitbox2caption = | |||
|linkname= | |||
|data = | |||
{{AttackData-PKMNCC | |||
|version = | |||
|subtitle = | |||
|damage = 4 | |||
|grddamage = 1 | |||
|guard = High | |||
|cancel = jB (Air Hit) | |||
|invul = | |||
|property = | |||
|cost = | |||
<!------------> | |||
|startup = 9 | |||
|active = 18 | |||
|recovery = 6 | |||
|advantage = +23 [+18] | |||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|startup = 9 | |||
|active = 18 | |||
|recovery = 6 | |||
}} | |||
|description= Primeape performs a jumping punch. | |||
*Longer range horizontally and faster compared to j5A, albeit less rewarding as an air-to-air | |||
}} | |||
}} | }} | ||
== | ==Specials== | ||
{{MoveData | |||
|name = Ape Rush | |||
|subtitle = <big>B</big> | |||
|input = [[File:PKMNCC_B.png]] | |||
|image = PKMNCC_Primeape_5B.png | |||
|caption = | |||
|hitbox = | |||
|hitboxcaption = | |||
|linkname= | |||
|data = | |||
{{AttackData-PKMNCC | |||
|version = | |||
|subtitle = | |||
|damage = (2 x 1-5), 1 | |||
|grddamage = (0 x 1-5), 2 | |||
|guard = Mid | |||
|cancel = 624B | |||
|invul = | |||
|property = | |||
|cost = | |||
<!------------> | |||
|startup = 12, 5 | |||
|active = 5, 10 | |||
|recovery = 24 | |||
|advantage = +3 [-2] | |||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|startup = 12 | |||
|active = 5 | |||
|inactive2 = 5 | |||
|active3 = 10 | |||
|recovery = 24 | |||
}} | |||
|description= Primeape swings their arms while running forward. | |||
*Scales off Primeape's current health, starting with 2 hits and gaining an additional hit at 18HP, 13HP, 7HP, and 2HP | |||
*Combos into normals on counterhit, leading to explosive damage if catching the opponent mid-strike | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|name = Fierce Upper | |||
|subtitle = <big>6B</big> | |||
|input = [[File:PKMNCC6.png]][[File:PKMNCC_B.png]] | |||
|image = PKMNCC_Primeape_6B.png | |||
|caption = The Griddy. | |||
|hitbox = PKMNCC_Primeape_6B1Hitbox.png | |||
|hitboxcaption = | |||
|hitbox2 = PKMNCC_Primeape_6B2Hitbox.png | |||
|hitbox2caption = | |||
|linkname= | |||
|data = | |||
{{AttackData-PKMNCC | |||
|version = | |||
|subtitle = | |||
|damage = 3, 3 | |||
|grddamage = 1, 1 | |||
|guard = Mid | |||
|cancel = jB, C-Cancel | |||
|invul = Air Attack | |||
|property = Knockdown | |||
|cost = | |||
<!------------> | |||
|startup = 10 | |||
|active = 20 | |||
|recovery = 52 | |||
|advantage = +54 [-26] | |||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|startup = 10 | |||
|active = 20 | |||
|recovery = 52 | |||
|specialRecovery = | |||
}} | |||
|description= Primeape launches skyward. | |||
*Anti-air DP, as well as Primeape's strongest meterless combo ender | |||
*Cancel into jB costs one bar, but makes this move plus on block | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|name = Beat 'Em Up | |||
|subtitle = <big>2B</big> | |||
|input = [[File:PKMNCC2.png]][[File:PKMNCC_B.png]] | |||
|image = PKMNCC_Primeape_2B.png | |||
|caption = Jumpscare. | |||
|hitbox = PKMNCC_Primeape_2BHitbox.png | |||
|hitboxcaption = | |||
|linkname= | |||
|data = | |||
{{AttackData-PKMNCC | |||
|version = | |||
|subtitle = | |||
|damage = 8 | |||
|guard = Unblockable | |||
|cancel = jB | |||
|invul = | |||
|property = Knockdown | |||
|cost = | |||
<!------------> | |||
|startup = 27 | |||
|active = ∞ | |||
|recovery = 26 | |||
|advantage = 28 [n/a] | |||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|startup = 27 | |||
|active = - | |||
|recovery = 26 | |||
|specialRecovery = | |||
}} | |||
|description= Primeape leaps forward, landing in a cloud of violence on a successful landing. | |||
*Can be aimed in mid-flight | |||
*Can be cancelled into jB mid-flight, meterlessly | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|name = Skull Pound | |||
|subtitle = <big>jB</big> | |||
|input = [[File:PKMNCC_B.png]] [[File:PKMNCC_J.png]] | |||
|image = PKMNCC_Primeape_JB.png | |||
|caption = | |||
|hitbox = PKMNCC_Primeape_jB1Hitbox.png | |||
|hitboxcaption = | |||
|hitbox2 = PKMNCC_Primeape_jB2Hitbox.png | |||
|hitbox2caption = | |||
|linkname= | |||
|data = | |||
{{AttackData-PKMNCC | |||
|version = | |||
|subtitle = | |||
|damage = 5/3 | |||
|grddamage = 4/2 | |||
|guard = High | |||
|cancel = | |||
|invul = | |||
|property = Knockdown | |||
|cost = | |||
<!------------> | |||
|startup = 24 | |||
|active = ∞ | |||
|recovery = 33 | |||
|advantage = +25 [-2] | |||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|startup = 24 | |||
|active = - | |||
|recovery = 33 | |||
|specialRecovery = | |||
}} | |||
|description= Primeape slams the ground with their fists. | |||
*Completely kills air momentum, sending Primeape to the ground | |||
*Incredibly quick overhead/throw bait when done immediately after jumping | |||
}} | |||
}} | |||
{| | ==Hyper Moves== | ||
{{MoveData | |||
|name = Savage Upper | |||
|subtitle = <big>623B</big> | |||
|input = [[File:PKMNCC6.png]][[File:PKMNCC2.png]][[File:PKMNCC3.png]][[File:PKMNCC_B.png]] | |||
|image = PKMNCC_Primeape_6B.png | |||
|- | |caption = EX Griddy. | ||
| | |hitbox = PKMNCC_Primeape_623B1Hitbox.png | ||
| | |hitboxcaption = | ||
| | |hitbox2 = PKMNCC_Primeape_623B2Hitbox.png | ||
| | |hitbox2caption = | ||
| | |linkname= | ||
|} | |data = | ||
{{AttackData-PKMNCC | |||
|version = | |||
|subtitle = | |||
|damage = 5, 3 | |||
|grddamage = 1, 1 | |||
|guard = Mid | |||
|cancel = jB, C-Cancel (First Hit) | |||
|invul = Full | |||
|property = Knockdown | |||
|cost = 1 | |||
<!------------> | |||
|startup = 7 | |||
|active = 22 | |||
|recovery = 11 | |||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|startup = 7 | |||
|active = 22 | |||
|recovery = 11 | |||
|specialRecovery = | |||
}} | |||
|advantage = +54 [-26] | |||
|description= Primeape soars upwards, but cooler. | |||
*Primeape's only reversal | |||
*Cancel into jB costs one bar, but makes this move plus on block | |||
*Allows for combos when the move lands late in it's active frames, though this is not typically how the move is used | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|name = Furious Stomp | |||
|subtitle = <big>28B</big> | |||
|input = [[File:PKMNCC2.png]][[File:PKMNCC8.png]][[File:PKMNCC_B.png]] | |||
|image = PKMNCC_Primeape_28B.png | |||
|caption = | |||
|hitbox = | |||
|hitboxcaption = | |||
|linkname= | |||
|data = | |||
{{AttackData-PKMNCC | |||
|version = | |||
|subtitle = | |||
|damage = 5 | |||
|guard = Mid | |||
|cancel = j5A, j8A, jB | |||
|invul = | |||
|property = OTG | |||
|cost = 1 | |||
<!------------> | |||
|startup = 4 | |||
|active = ∞ | |||
|recovery = 11 | |||
|advantage = +30 [n/a] | |||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|startup = 4 | |||
|active = - | |||
|recovery = 11 | |||
|specialRecovery = | |||
}} | |||
|description= Primeape stomps repeatedly on the head of the opponent. | |||
*Only hits when the opponent is in knockdown state | |||
*Notably combos out of Forward & Back Throw, jB, and Beat 'Em Up (2B) | |||
*Can combo off of 6B/623B if hit late enough | |||
}} | |||
}} | |||
==Super== | ==Super== | ||
{{MoveData | |||
|name = Rampage | |||
|subtitle = <big>624B</big> | |||
|input = [[File:PKMNCC6.png]][[File:PKMNCC2.png]][[File:PKMNCC4.png]][[File:PKMNCC_B.png]] | |||
|image = PKMNCC_Primeape_624B.png | |||
|caption = | |||
|hitbox = PKMNCC_Primeape_624B1Hitbox.png | |||
|hitboxcaption = | |||
|hitbox2 = PKMNCC_Primeape_624B2Hitbox.png | |||
|hitbox2caption = | |||
|hitbox3 = PKMNCC_Primeape_624B3Hitbox.png | |||
|hitbox3caption = | |||
|hitbox4 = PKMNCC_Primeape_624B4Hitbox.png | |||
|hitbox4caption = | |||
|hitbox5 = PKMNCC_Primeape_624B5Hitbox.png | |||
|hitbox5caption = | |||
|hitbox6 = PKMNCC_Primeape_624B6Hitbox.png | |||
|hitbox6caption = | |||
|hitbox7 = PKMNCC_Primeape_624B7Hitbox.png | |||
|hitbox7caption = | |||
|hitbox8 = PKMNCC_Primeape_624B8Hitbox.png | |||
|hitbox8caption = | |||
|linkname= | |||
|data = | |||
{{AttackData-PKMNCC | |||
|version = | |||
|subtitle = | |||
|damage = 14 | |||
|grddamage = 6 | |||
|guard = Mid | |||
|cancel = jB, C-Cancel (Last Hit) | |||
|invul = | |||
|property = Knockdown | |||
|cost = 2 | |||
<!------------> | |||
|startup = 44 [-40 Super Freeze] | |||
|active = 21 | |||
|recovery = 19 | |||
|advantage = +55 [-25] | |||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|startup = 44 | |||
|active = 21 | |||
|recovery = 19 | |||
}} | |||
|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 endurance damage (barring the opponent does not have meter for burst) | |||
*Combos when cancelled from 4A and 6A | |||
*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 | |||
}} | |||
}} | |||
==Throws== | ==Throws== | ||
{{MoveData | |||
|name = Forward Throw | |||
|subtitle = <big>6C</big> | |||
|input = [[File:PKMNCC6.png]][[File:PKMNCC_C.png]] | |||
|image = PKMNCC_Primeape_6C.png | |||
|caption = | |||
|hitbox = | |||
|hitboxcaption = | |||
|linkname= | |||
|data = | |||
{{AttackData-PKMNCC | |||
|version = | |||
|subtitle = | |||
|damage = 2 | |||
|guard = Unblockable | |||
|cancel = | |||
|invul = | |||
|property = Knockdown | |||
|cost = | |||
<!------------> | |||
|startup = 8 | |||
|active = 2 | |||
|recovery = 61 | |||
|advantage = | |||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|startup = 8 | |||
|active = 2 | |||
|recovery = 61 | |||
}} | |||
|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 | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|name = Back Throw | |||
|subtitle = <big>4C</big> | |||
|input = [[File:PKMNCC4.png]][[File:PKMNCC_C.png]] | |||
|image = PKMNCC_Primeape_4C.png | |||
|caption = | |||
|hitbox = | |||
|hitboxcaption = | |||
|linkname= | |||
|data = | |||
{{AttackData-PKMNCC | |||
|version = | |||
|subtitle = | |||
|damage = 2 | |||
|guard = Unblockable | |||
|cancel = | |||
|invul = | |||
|property = Knockdown | |||
|cost = | |||
<!------------> | |||
|startup = 8 | |||
|active = 2 | |||
|recovery = 61 | |||
|advantage = | |||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|startup = 8 | |||
|active = 2 | |||
|recovery = 61 | |||
}} | |||
|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== | |||
{{ColorGallery | filePrefix=PKMNCC_Primeape_Color | imagewidths= | imageheights = | colors= | |||
{{ColorGallery/Color|1| text = A}} | |||
{{ColorGallery/Color|2| text = B}} | |||
{{ColorGallery/Color|3| text = C}} | |||
{{ColorGallery/Color|4| text = D}} | |||
{{ColorGallery/Color|5| text = E}} | |||
}} | |||
{{Navbox-PKMNCC|center|}} | {{Navbox-PKMNCC|center|}} | ||
[[Category:Pokemon: Close Combat]]</noinclude> | [[Category:Pokemon: Close Combat]]</noinclude> |
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!
Primeape is a rushdown character who is very laughable at range, but a menace once he's up close and personal. |
Pick if you like | Avoid if you dislike |
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Normals
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Specials
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Hyper Moves
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Super
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Throws
Combos
BnBs:
Combo into Sweep
5A5A x 3A
3 Damage, +1 Meter
Normal to Special Confirm
2A 6A x 6B
11 Damage
Meterless Extensions:
Late Hit Ape Rush
2A 6A x 5B 5A5A x 3A
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