Chad
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|
Full name |
Chad Apicolo
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Health |
339
|
Play-style |
Rushdown
|
Weight |
Heavyweight (10/12)
|
Introduction
Chad Apicolo is a highly aggressive and tricky rushdown character. As an amateur capoeirista, he specializes in incredible speed and acrobatic offense, always wanting to be in the opponent's face at all times. To compliment this playstyle, he also makes use of more esoteric tactics, such as a backturned stance that supplies him with effective mixups and special boomerang projectiles that can disorient and trap his foes.
If you want to play each match as fast as you possibly can, and are willing to experiment with atypical playstyles and strange movement, you'll be rewarded with a truly one-of-a-kind mixup machine. For better or for worse, there's really no one quite like Chad.
Playstyle
Chad Apicolo is an unorthodox, highly mobile rushdown character possessing a variety of advancing strikes and a unique backturned stance.
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Strengths |
Weaknesses
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- Speedy and Sneaky: Chad's primary offensive options are very fast, with animations that will often mislead the opponent into defending incorrectly while evading their attempts at counterattacking.
- Light-Footed: Chad can close distances extremely well, with strong jump-ins and grounded approach options that cover large distances while remaining safe.
- Amateur Wrestler: Though it's not the primary focus of his gameplan, Chad has a shockingly effective throw game, with options that are hard to break and give him either strong damage or powerful okizeme.
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- Useless Moves: Chad has a fairly large movelist, which would normally be a good thing if half of it wasn't complete garbage. He often puts himself into a knocked down state after many of his strings, which doesn't really benefit him as his grounded options are barely better than the average character's.
- Learning Curve: Chad's combo routes and grounded pokes are somewhat different in both form and function compared to what nearly everyone else uses, which can make him awkward to play and downright dysfunctional when applying traditional strategies.
- Atemi Fodder: Although many of Chad's stronger strings are safe on block, their committal nature makes them very easy to atemi. He has to stick to shorter and weaker offense if he doesn't want to get caught for massive damage.
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Attacks
Go Lone 214
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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214
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-
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-
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-
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-
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-
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-
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-
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-
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Chad rolls forward and enters a face-up downed state. Not particularly useful, Chad's only unique downed option is 6P+G which isn't exactly stellar.
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Sol Guiñada PPP ppp ppp pp3p pp3p
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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P
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-
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-
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-
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-
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-
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-
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-
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-
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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PP
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-
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-
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-
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-
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-
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-
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-
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-
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Decent jab string, Chad swings wide so it's difficult to sidestep.
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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PPP
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-
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-
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-
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-
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-
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-
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-
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-
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Very mashable string, difficult to punish.
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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PP3P
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-
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-
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-
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-
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-
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-
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-
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-
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Mid option. Puts Chad into backturn, good combo filler especially when followed with BT 2P.
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Naranja PPK
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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PPK
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-
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-
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-
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-
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-
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-
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-
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-
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Low option, pretty hard to see as Chad doesn't really crouch down when kicking.
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Zumo Naranja PKK
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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PK
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-
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-
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-
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-
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-
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-
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-
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-
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Ideal neutral poke. Good range and hits mid, use often.
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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PKK
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-
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-
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-
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-
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-
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-
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-
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-
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Easy to react to low, PPK is better.
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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PKK2G
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-
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-
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-
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-
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-
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-
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-
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-
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One of the few string cancels that is somewhat practical. Recovers fast and lets you bop your opponent if they try to block low or low atemi the PKK.
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Relógio 66PPP green green yellow yellow red red
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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66P
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-
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-
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-
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-
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-
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-
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-
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-
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Evasive approaching launcher. Can be repeated multiple times to increase power, launch height, and guard break level.
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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66PG
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-
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-
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-
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-
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-
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-
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-
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-
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Gives backturn and reduces recovery. An excellent way to enter backturn quickly, and leads to high damage combos.
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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66PP
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-
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-
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-
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-
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-
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-
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-
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-
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Yellow guard break, will probably see the most use of any 66p extension.
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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66PPG
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-
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-
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-
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-
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-
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-
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-
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-
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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66PPP
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-
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-
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-
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-
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-
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-
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-
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-
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Red guard break, cannot be cancelled into backturn. People will usually Atemi you if you try to do this, but it gives incredible reward if they don't.
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44P
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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44P
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-
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-
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-
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-
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-
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-
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-
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-
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Green guard break. Chad spins while smacking the opponent upside the head. This move is very quick and has the counterhit damage boost applied to it, so you can obliterate someone in a poking war if you time this well. Appears to be safe on block.
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Laon Nuo 3P
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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3P
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-
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-
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-
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-
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-
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-
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-
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-
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Counter-hit launcher, on the slower end so not very good.
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Que Nada 1PPK
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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1P
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-
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-
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-
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-
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-
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-
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-
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-
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Hits mid, despite appearances.
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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1PP
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-
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-
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-
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-
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-
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-
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-
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-
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True combo, decent mid poke string that compliments Chad's high strings well.
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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1PPK
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-
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-
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-
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-
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-
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-
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-
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-
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Hopping launcher, has decent utility as combo filler, and can be used for high reward in neutral with proper conditioning.
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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1PPK2
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-
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-
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-
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-
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-
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-
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-
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-
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Puts you in a face up downed state. Not much use for this. Can combo into downed K or downed PK if it connects.
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Verde Viento 7P
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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7P
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-
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-
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-
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-
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-
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-
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-
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-
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A quick aerial boomerang projectile. Unsafe on hit if very close. Has various utilities, can be used as an anti-super tool, an OTG, or just for simple poking at midrange. Has a hitbox when returning, but that's highly unrealistic to connect.
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Sidestep P
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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Sidestep P
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-
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-
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-
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-
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-
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-
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-
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-
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Standard sidestep launcher, always good to have. Gives basically the same launch as 66P.
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Maca de Hibus Running P
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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Running P
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-
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-
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-
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-
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-
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-
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-
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-
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Running slide, the frame data on this is actually quite good but Chad doesn't have a running mid option so this isn't that threatening.
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Toronja K
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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K
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-
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-
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-
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-
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-
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-
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-
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-
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Solid mid poke, good range and decent damage.
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Guruguru Ke 6KKK full string full string 2k cancel 2k cancel 2k~2g feint 2k~2g feint
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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6K
|
-
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-
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-
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-
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-
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-
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-
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-
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A handstand high kick. Looks cool, but this whole string is kinda bleh.
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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6KK
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-
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-
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-
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-
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-
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-
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-
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-
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Causes backturn, not a combo but not awful for getting into backturn.
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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6KKK
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-
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-
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-
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-
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-
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-
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-
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-
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Yellow guard break. Causes backturn, easy to parry but can be mixed up with 2k cancel.
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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6KKK2K
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-
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-
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-
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-
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-
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-
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-
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-
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Mixes up the timing and gives a launch on hit. In theory you would use this to bait atemi, but it's actually so slow that they can just atemi you again.
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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6KKK2K~2G
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-
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-
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-
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-
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-
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-
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-
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-
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Chad takes a nap I guess. Maybe the most pointless thing in the entire game.
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Nakakakauapu 66K
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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66K
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-
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-
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-
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-
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-
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-
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-
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-
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Fast, long range yellow guard break. Counter-hit launcher, and great combo ender. One of Chad's best moves.
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Maka Kodore 44K
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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44K
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-
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-
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-
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-
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-
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-
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-
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-
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Fast red guard break, would be godlike if Chad got anything decent post guard break. Does not hit OTG.
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Gafanhoto 2K
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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2K
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-
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-
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-
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-
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-
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-
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-
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-
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Solid low, good range with an ambiguous animation.
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Charo Hacho 3KKK
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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3K
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-
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-
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-
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-
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-
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-
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-
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-
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Another mid poke very similar to 5K
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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3KK
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-
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-
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-
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-
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-
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-
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-
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-
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Chad performs a physics-defying high kick. If the opponent gets hit by 3K, they cannot duck this. Not a true combo, and easy to Atemi. Use sparingly.
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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3KKK
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-
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-
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-
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-
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-
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-
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-
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-
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True combo from 3KK, if you get into that situation its basically free damage but otherwise avoid.
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Compasso 1KK
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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1K
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-
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-
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-
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-
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-
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-
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-
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-
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Can be used to bait low parry if they want to parry the ender.
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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1KK
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-
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-
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-
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-
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-
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-
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-
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-
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Slow, predictable low. Easy to parry.
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Montagna 8K
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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8K
|
-
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-
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-
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-
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-
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-
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-
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-
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Fast counterhit launcher, causes backturn. Green guard break. Chad has no way to manually enter backturn without using an attack, making this your fastest way to do so in neutral.
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Machaco 9K
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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9K
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-
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-
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-
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-
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-
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-
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-
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-
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Giant arcing mid kick that gives a mini-launch on hit, similar to Gamon's 3K. Chad gets a 3K into 66K afterwards on every character, and more on the lighter ones. A great approach option, as it is safe on block and cannot be atemi'd.
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Sidestep K
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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Sidestep K
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-
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-
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-
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-
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-
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-
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-
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-
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|
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Makaronada Running K running k running k ~2g feint ~2g feint
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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Running K
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-
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-
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-
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-
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-
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-
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-
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-
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Yellow guard break, hits high which means that you can just duck to stop all of Chad's running options. Since it knocks Chad down when used, this essentially enforces a mixup on guard break between downed P and downed K.
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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Running K~2G
|
-
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-
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-
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-
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-
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-
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-
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-
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Chad does a front handspring. Good for him.
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Dikobala 6K+G
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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6K+G
|
-
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-
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-
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-
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-
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-
|
-
|
-
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Godawful high kick, just don't use this. Super minus on hit and block.
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|
Elbomer 3K+G KK
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Input
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Damage
|
Startup
|
Active
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Recovery
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Guard
|
Break
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On Hit
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On Block
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3K+G
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Big low sweep, sadly not a knockdown, but decent due to its high range.
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Input
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Damage
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Startup
|
Active
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Recovery
|
Guard
|
Break
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On Hit
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On Block
|
3K+G K
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Don't use this, you'll get atemi'd.
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Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
3K+G KK
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Launcher on hit. Sadly this is incredibly easy to atemi and has no combo utility. Avoid this string.
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|
Aerial Attacks
Air PP
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Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
Air PP
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Air PK
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
Air PK
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Air 3K
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
Air 3K
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Theoretically makes Chad the best character in the game, instant J.3K into BT J.3K in one jump is an infinite when looped, works on the whole cast.
Essentially TAS only however, extremely difficult to perform. Outside of this, a useful option for entering backturn while establishing pressure.
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|
Air 9K
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
Air 9K
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Shares an animation with 1PPK, but not the properties. Essentially a really quick air-to-air
|
|
Air 7K
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
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Air 7K
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Chad performs a whirling split kick. Giant hitbox and high active frames, not a ton of reward but basically guaranteed to connect with your opponent if you're even relatively close to them.
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Back Turned Attacks
6
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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6
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Uniquely, Chad's backturn (BT) state is effectively a stance for him, and gives him access to a number of new attacks that can only be performed when turned around.
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2P
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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2P
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Counter-hit launcher, staple combo filler for Chad.
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6K
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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6K
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Mid-hitting poke, decent combo filler and great for BT mixups.
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2KK
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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2K
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Strong launcher that ducks highs and mids. The primary reason you want to enter backturn, try to pester your opponent with BT 6K and 3K and launch them when they poke back.
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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2KK
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3K
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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3K
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Low kick with high utility. Good for mix in neutral and great repeatable combo filler. Difficult to atemi while in a juggle, as it hits very low to the ground.
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Crouching K
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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Crouching K
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Chad drops to the floor in a fetal position. A mediocre low that puts you in an unfavorable situation. Kind of funny though.
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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Crouching KK
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This "stance" doesn't have a mid option, but you can delay this followup to catch early Atemi attempts.
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P+K
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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P+K
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Yellow guard break. A decent mid option, no follow-ups possible on guard break. A decent way to safely leave backturned stance, as it pushes you very far from the opponent while hitting mid, basically guaranteeing a safe exit.
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Throws
Grand Roux P+G
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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P+G
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Causes backturn, gives some really good oki.
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Capessa Serradura 3P+G
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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3P+G
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Chad channels his inner WWE and performs a Bulldog. Use for running mix as a substitute for a running mid.
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Hurricanrana Running P+G
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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Running P+G
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Chad performs a stylish headscissors takedown, deals slightly higher damage than average and has a very fast throw animation, it's basically impossible to break this if you aren't already predicting it.
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Destornillador 1P+G
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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1P+G
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Silly looking triple piledriver, deals crazy good damage but loses oki compared to 5P+G. Must be broken with a 4P+G input.
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Coco Bomba Lying down 6P+G
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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Lying down 6P+G
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Chad rolls forwards before smashing the opponent's head into his knee. Deals really solid damage, but is super easy to see coming and interrupt.
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Super Attacks
Verde Tempest 41236PP
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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41236P
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Chad throws a large boomerang projectile straight forwards. A strange super, quicker than average, but will whiff on opponents at longer ranges for seemingly no reason. Can hit on the way back, but somewhat finnicky. As it is a yellow guard break, you can create some crazy oki situations with this.
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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41236PP
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Super followup, unlike the first one this actually does hit on the way back, though it still whiffs at long range. Makes the opponent think twice about trying to whiff punish, and gives Chad time to set up nonsense while they panic.
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