Pokemon: Close Combat/Primeape: Difference between revisions
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|startup = 6 | |startup = 6 | ||
|active = 3 | |active = 3 | ||
|recovery = 14 | |recovery = 14 | ||
|specialRecovery = | |specialRecovery = | ||
}} | }} | ||
|description= Primeape swipes with their hand. | |description= Primeape swipes with their hand. | ||
*Primeape's fastest button | *Primeape's fastest button and most consistent combo starter | ||
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|startup = 6 | |startup = 6 | ||
|active = 3 | |active = 3 | ||
|recovery = 16 | |recovery = 16 | ||
|specialRecovery = | |specialRecovery = | ||
}} | }} | ||
|description= Primeape swipes with their other hand. | |description= Primeape swipes with their other hand. | ||
*Combo filler allowing Primeape more time to confirm 5A | *Combo filler allowing Primeape more time to confirm 5A | ||
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|startup = 11 | |startup = 11 | ||
|active = 10 | |active = 10 | ||
|recovery = 13 | |recovery = 13 | ||
|specialRecovery = | |specialRecovery = | ||
}} | }} | ||
|description= Primeape kicks above their head. | |description= Primeape kicks above their head. | ||
*Go-to antiair normal | *Go-to antiair normal | ||
*Primeape's most damaging cancellable attack, ideal for punishes | *Primeape's most damaging cancellable attack, ideal for punishes | ||
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|description= Primeape punches horizontally twice. | |description= Primeape punches horizontally twice. | ||
*Only the first hit can be cancelled | *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 | *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 | *Guaranteed to be plus on block, but can push out a bit far to take advantage of those plus frames | ||
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|description= Primeape launches forward with a kick. | |description= Primeape launches forward with a kick. | ||
*Incredible active frames makes this move much better when hit later into the animation | *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 | *Doing this attack from afar or as the opponent wakes up allows for pressure on block and combos on hit | ||
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|description= Primeape delivers a sweeping kick. | |description= Primeape delivers a sweeping kick. | ||
*Standard combo ender off 5AA, builds a bar of meter | *Standard combo ender off 5AA, builds a bar of meter | ||
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}} | }} | ||
|description= Primeape performs a jumping kick. | |description= Primeape performs a jumping kick. | ||
*Primeape's go-to jump-in | *Primeape's go-to jump-in | ||
*Can cancel into jB for additional high hits, or to combo from an air-to-air | *Can cancel into jB for additional high hits, or to combo from an air-to-air | ||
}} | }} | ||
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|startup = 9 | |startup = 9 | ||
|active = 18 | |active = 18 | ||
|recovery = 6 | |recovery = 6 | ||
}} | }} | ||
|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 | ||
*Unlike j5A this move can only cancel into jB on airborne opponents | *Unlike j5A this move can only cancel into jB on airborne opponents | ||
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|description= Primeape swings their arms while running forward. | |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 | *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 | *Combos into normals on counterhit, leading to explosive damage if catching the opponent mid-strike | ||
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|description= Primeape launches skyward. | |description= Primeape launches skyward. | ||
*Anti-air DP, as well as Primeape's strongest meterless combo ender | *Anti-air DP, as well as Primeape's strongest meterless combo ender | ||
* | *Cancels into jB costs one bar, but makes this uppercut plus on block | ||
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|description= Primeape leaps forward, landing in a cloud of violence on a successful landing. | |description= Primeape leaps forward, landing in a cloud of violence on a successful landing. | ||
*Can be aimed in mid-flight | *Can be aimed in mid-flight | ||
*Can be cancelled into | *Can be cancelled into jB mid-flight, meterlessly | ||
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|description= Primeape slams the ground with their fists. | |description= Primeape slams the ground with their fists. | ||
*Completely kills | *Completely kills air momentum, sending Primeape to the ground | ||
* | *Incredibly quick overhead/throw bait when done immediately after jumping | ||
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|advantage = +55 [-25] | |advantage = +55 [-25] | ||
|description= Primeape soars upwards, but cooler. | |description= Primeape soars upwards, but cooler. | ||
*Primeape's only reversal | *Primeape's only reversal | ||
*Cancel into | *Cancel into jB costs one bar, but makes this uppercut 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 | *Allows for combos when the move lands late in it's active frames, though this is not typically how the move is used | ||
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|startup = 4 | |startup = 4 | ||
|active = - | |active = - | ||
|recovery = 11 | |recovery = 11 | ||
|specialRecovery = | |specialRecovery = | ||
}} | }} | ||
|description= Primeape stomps repeatedly on the head of the opponent. | |description= Primeape stomps repeatedly on the head of the opponent. | ||
*Only comes out when the opponent is in knockdown state. Only hits when opponent is in knockdown state | *Only comes out when the opponent is in knockdown state. Only hits when opponent is in knockdown state | ||
*Notably combos out of Forward & Back Throw, j.B, and Beat 'Em Up (2B) | *Notably combos out of Forward & Back Throw, j.B, and Beat 'Em Up (2B) | ||
*Can combo off of 6B/623B if the move hits late enough | *Can combo off of 6B/623B if the move hits late enough | ||
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|description= Primeape beats his chest, then releases a flurry of punches. | |description= Primeape beats his chest, then releases a flurry of punches. | ||
*Can be very strong in pressure, as it deals a lot of uninterruptable guard damage (barring the opponent does not have meter for burst) | *Can be very strong in pressure, as it deals a lot of uninterruptable guard damage (barring the opponent does not have meter for burst) | ||
*Combos when cancelled from 4A and 6A(1) | *Combos when cancelled from 4A and 6A(1) | ||
}} | }} | ||
}} | }} |
Revision as of 13:11, 1 January 2024
Archetype: | Rushdown |
Health: | 28 |
Guard Health: | 10 |
Walk Speed: | 4.3/-3 |
Prejump Frames: | 6f |
Fastest Attack: | 5A (6f) |
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
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Specials
The Griddy. The Griddy.
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Jumpscare. Jumpscare.
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EX Moves
EX Griddy. EX Griddy.
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Super
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Throws
Colors