Pokemon: Close Combat/Primeape: Difference between revisions
No edit summary |
mNo edit summary |
||
(4 intermediate revisions by 2 users not shown) | |||
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 472: | 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 593: | 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) | ||
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 forward. | |description= Primeape lifts the opponent above his head and tosses them forward. | ||
Line 685: | Line 685: | ||
}} | }} | ||
}} | }} | ||
==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!
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 |
---|---|
|
|
Normals
Toggle Hitboxes Toggle Hitboxes
|
---|
Toggle Hitboxes Toggle Hitboxes
|
---|
Toggle Hitboxes Toggle Hitboxes
|
---|
Toggle Hitboxes Toggle Hitboxes
|
---|
Toggle Hitboxes Toggle Hitboxes
|
---|
Toggle Hitboxes Toggle Hitboxes
|
---|
Toggle Hitboxes Toggle Hitboxes
|
---|
Toggle Hitboxes Toggle Hitboxes
|
---|
Specials
Toggle Hitboxes Toggle Hitboxes
|
---|
Toggle Hitboxes Toggle Hitboxes
|
---|
Toggle Hitboxes Toggle Hitboxes
|
---|
Hyper Moves
Toggle Hitboxes Toggle Hitboxes
|
---|
Super
Toggle Hitboxes Toggle Hitboxes
|
---|
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