Fenrir
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|
Full name |
Fenrir
|
Health |
299
|
Play-style |
Setplay
|
Weight |
Super Lightweight (1/12)
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B/W/H |
96/60/92
|
Introduction
Fenrir is a rushdown character who possesses uniquely strong defense. She can stay on her opponent constantly with barrages of quick attacks, and shut them down just as easily when they return fire with her unique high/mid parry. This combined with her delayed Snowflake projectile lets her get away with extended setplay sequences as the opponent is heavily discouraged from striking back, lest they get Atemi'd for massive damage.
When the opponent does find a hit, Fenrir's weaknesses begin to show, as she has incredibly low health and weight, and can die just as quickly as she can kill. She essentially needs to keep her momentum going at all times, and though it comes at great risk she has an excellent set of tools for the job.
Playstyle
Fenrir is a defensively-oriented setplay character who creates unfavorable situations for the opponent using her Snowflake projectiles.
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Strengths |
Weaknesses
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- Busted Atemi: Fenrir's P+K is an incredibly strong defensive option which acts as both a high and mid parry.
- Unique Offense: Snowflake allows Fenrir to set up tons of useful offensive pressure and unblockables.
- Great Pokes: Fenrir has an excellent selection of high, mid, and low pokes that can pester the opponent constantly during the match.
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- Glass Cannon: Fenrir has the second-lowest health in the game, and her incredibly low weight makes her very easy to combo.
- Weak to Sidestep: Snowflakes can be countered primarily just through good use of sidestepping, and Fenrir's options for catching sidesteps are less than stellar.
- Terrible Super: Fenrir has maybe the worst super in the game, and it should really just be avoided entirely.
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Attacks
Hold 3
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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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Hold 3
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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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Really weird unique stance. Auto-parries against certain mid kicks. Requires further testing.
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PPPP pppp pppp k ender k ender mid option mid option low option low option
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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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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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Good mash string, surprisingly solid damage.
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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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PPPP
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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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The game will tell you this is a natural combo. The game is lying.
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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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PPPK
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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. Despite shared animation, does not carry sidestep K's unique properties.
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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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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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Mid that doesn't combo. Unremarkable.
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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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PPKK
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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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PK
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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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Solid long-range mid option, but slightly worse than both PPP and KK.
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66PK
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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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1st hit of 66PK, quick yellow guard break, very good.
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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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66PK
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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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Probably Fenrir's best grounded launcher. Super useful, as it's guaranteed after the 66P guard break and can even be comboed into with Snowflake. Use often.
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214P
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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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214P
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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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Nice and quick red guard break. Too much recovery for launch afterwards, best option is sidestep K or 3PPP if you lack the execution.
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3PPPK mid ender mid ender sweep ender sweep 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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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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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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3PP
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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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3PPP
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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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Excellent string. Quick, hits mid, and deals good damage. All around amazing and extremely spammable
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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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3PPPK
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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 ender, whiffs often in juggles but good mix when combined with 2K 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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3PPP2K
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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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Big damage juggle ender, useful as well as mix in neutral.
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1PP
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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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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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2nd hit is very good for keeping opponents juggled.
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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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Generic sidestep P. Notable as one of Fenrir's 3 normal hit launchers.
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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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Low slide. Will sometimes OTG, but pretty inconsistent.
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KK6K mid ender mid ender sweep ender sweep 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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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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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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KK
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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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Excellent-er neutral poke, basically always a good idea to press 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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KK6K
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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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Less than excellent green guard break. Little application.
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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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KK2K
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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 low option, can catch people if you're doing KK6K a bunch for some reason.
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|
66KK6K
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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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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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66KK
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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, fairly good as an approach option.
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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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66KK6K
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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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Useful for picking up juggles in various scenarios, though easy to Atemi. Best used after groundbounce.
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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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Stubby low poke. Completely unseeable but low damage.
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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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Decent option for juggles, but mostly outclassed by 1PP and 2KKK. Use when the opponent starts atemi-ing all your stuff.
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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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-
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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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Guaranteed after Sidestep K, solid mid poke.
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9KK
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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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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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9KK
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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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Weird mixup tool, very gimmicky and interruptible even on hit.
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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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9KP
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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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Aerial Snowflake. Same applications as P+K+G, extra useful as it can be used to end juggles and have the opponent wake up into a potential unblockable/launch. Will sometimes whiff OTG against smaller characters.
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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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9KK~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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Nice option for faking the low, can be used to bait for crouch throws, launchers, etc. Still interruptible, so watch out for stray buttons.
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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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Puts the opponent into a unique stagger state on hit, which allows links afterwards. The opponent is counted as crouching while in this state, so keep that in mind when attempting to combo. 3K and 2K will work naturally, anything else requires a microdash.
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|
Running 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
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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, decent synergy with running P but otherwise unremarkable.
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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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-
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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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Unique parry, stops every parryable high and mid in the game. Has fewer active frames so requires more precise timing. This is an amazing tool that takes a lot of the guessing game out of her defense. Obviously, abuse whenever you can.
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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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-
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-
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Natural launcher, slow but high reward. Big damage on counterhit.
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4K+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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4K+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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-
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-
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Mid spinning knee, good for catching sidesteps and fishing for counterhits but severely lacking in range.
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3K+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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3K+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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-
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-
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Big ol sweep. Somewhat low damage but lots of application as an evasive option, neutral poke, and unblockable when combined with Snowflake.
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Snowflake P+K+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+K+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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-
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-
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Incredibly vital move, defines Fenrir's offensive game. Fenrir throws two snowflake projectiles into the air which slowly descend on the stage, hitting mid. Useful for a variety of scenarios, can anti-air as well as assist in pressure and creating unblockable setups. Allows 66PK to become a true combo if it is performed immediately afterwards. Worth noting that two snowflakes cannot connect, once one lands the other disappears.
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Crouching Attacks
Crouching KKK
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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
|
Guard
|
Break
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On Hit
|
On Block
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Crouching K
|
-
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-
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-
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-
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-
|
-
|
-
|
-
|
Great low poke and useful OTG
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Input
|
Damage
|
Startup
|
Active
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Recovery
|
Guard
|
Break
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On Hit
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On Block
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Crouching KK
|
-
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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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Fenrir staggers when blocked, making the attack highly unsafe on block.
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Input
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Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
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On Hit
|
On Block
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Crouching KKK
|
-
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-
|
-
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-
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-
|
-
|
-
|
-
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Vital combo extender after 6K+G. Easily Atemi-able when used in neutral.
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|
Aerial Attacks
Air 2K
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Input
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Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
Air 2K
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Very long active frames but very low hitstun, will not combo into anything on standing opponents. Can hit OTG.
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|
Throws
P+G
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Input
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Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
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On Hit
|
On Block
|
P+G
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
3P+G
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
3P+G
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Hilarious animation, can combo out of sidestep K with a microdash but be wary of throw breaks.
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|
6P+G
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
6P+G
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Slightly higher damage than normal throw, stick to this one for most scenarios.
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|
Super Attacks
66P+K+G P+K+G
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
66P+K+G
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Awfully slow super, not particularly useful.
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
66P+K+G P+K+G
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Significantly faster than the initial shot, but still bad.
|
|