Pokemon: Close Combat/Primeape

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PKMNCC Primeape Portrait.png
Archetype: Rushdown
Health: 37
Endurance: 12
Endurance Refresh: 3
Walk Speed: 4.3/-3
Prejump Frames: 6f
Fastest Attack: 5A (7f)

Apes together strong.

Introduction

Primeape is known for his go-bananas hyper-aggressive rushdown game. Ape has one of the fastest buttons in the game in 5A, alongside consistent damage routes thanks to his great specials like Ape Rush and Fierce Upper. He has crazy pressure on block and a great comeback mechanic in Ape Rush. The result? A fast rushdown with the most explosive damage in the game.

Getting in to the opponent's zone is the key for Ape. He struggles against larger hitboxes and projectiles, although this can be mitigated with good play and an unhealthy amount of parries. Ape is also extremely fragile, and can't last very long in disadvantage state.

Primeape is a great pick for beginners and more experienced players alike; his explosive and expressive game brings delight to almost everyone--and defeat to the rest!


Playstyle
PKMNCC Primeape NavboxIcon.png Primeape is a rushdown character who is very laughable at range, but a menace once he's up close and personal.
Pick if you like Avoid if you dislike
  • Comeback Potential Primeape's 5B becomes more powerful the lower health he has, leading to explosive turnarounds off errant hits.
  • OTGs 28B lets Primeape tag extra damage into hard knockdowns such as throw, 2B and 6B.
  • Pocket-Sized Buttons While fast with great frame data, Primeape's itty bitty normals make it difficult to challenge at midrange or keep threats at bay.
  • Fast But Fragile Primeape has some of the lowest health and endurance values in the game, increasing the risk of the options he chooses to close the distance.

Normals

5A
PKMNCC A.png
PKMNCC Primeape 5A.png
PKMNCC Primeape 5AHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
1 0 Mid 5AA, 3A, Special - -
Startup Active Recovery Advantage Cost
7 3 14 -1 [1] -
Total: 23

Primeape swipes with their hand.

  • Primeape's fastest button and most consistent combo starter
Toggle Hitboxes
Toggle Hitboxes
5AA
PKMNCC A.pngPKMNCC A.png
PKMNCC Primeape 5AA.png
PKMNCC Primeape 5AAHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
1 0 Mid 3A, Special - -
Startup Active Recovery Advantage Cost
6 3 16 -3 [-1] -
Total: 24

Primeape swipes with their other hand.

  • Combo filler allowing Primeape more time to confirm 5A
Toggle Hitboxes
Toggle Hitboxes


4A
PKMNCC4.pngPKMNCC A.png
PKMNCC Primeape 4A.png
PKMNCC Primeape 4AHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
2 0 Mid Special Air Attack -
Startup Active Recovery Advantage Cost
11 10 13 0 [-5] -
Total: 33

Primeape kicks above their head.

  • Go-to antiair normal
  • Primeape's most damaging cancellable attack, ideal for punishes
Toggle Hitboxes
Toggle Hitboxes


6A
PKMNCC6.pngPKMNCC A.png
PKMNCC Primeape 6A.png
PKMNCC Primeape 6A1Hitbox.png
PKMNCC Primeape 6A2Hitbox.png
Damage Endurance Damage Guard Cancel Invul Property
2, 2 1, 1 Mid Special, C-Cancel - -
Startup Active Recovery Advantage Cost
8, 11 5, 6 24 7 [-5] -
Total: 53

Primeape punches horizontally twice.

  • Only the first hit can be cancelled
  • Primeape's best standard horizontal poke, but has a lot of recovery due to the second hit always coming out
  • Guaranteed to be plus on block, but can push out a bit far to take advantage of those plus frames
Toggle Hitboxes
Toggle Hitboxes


2A
PKMNCC2.pngPKMNCC A.png
PKMNCC Primeape 2A.png
PKMNCC Primeape 2AHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
3 1 Mid - - Knockdown (Air Hit)
Startup Active Recovery Advantage Cost
16 19 15 +3 [-9] -
Total: 49

Primeape launches forward with a kick.

  • Incredible active frames makes this move much better when hit later into the animation
  • Doing this attack from afar or as the opponent wakes up allows for pressure on block and combos on hit
Toggle Hitboxes
Toggle Hitboxes


3A
PKMNCC3.pngPKMNCC A.png
PKMNCC Primeape 3A.png
PKMNCC Primeape 3AHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
1 1 Low 28B - Knockdown
Startup Active Recovery Advantage Cost
10 10 38 +40 [-30] -
Total: 53

Primeape delivers a sweeping kick.

  • Standard combo ender off 5AA, builds a bar of meter
Toggle Hitboxes
Toggle Hitboxes


j5A
PKMNCC A.png PKMNCC J.png
PKMNCC Primeape JA.png
PKMNCC Primeape j5A1Hitbox.png
PKMNCC Primeape j5A2Hitbox.png
Damage Endurance Damage Guard Cancel Invul Property
3 0 High jB - -
Startup Active Recovery Advantage Cost
11 15 6 +20 [+11] -
Total: 31

Primeape performs a jumping kick.

  • Primeape's go-to jump-in
  • Can cancel into jB for additional high hits, or to combo from an air-to-air
Toggle Hitboxes
Toggle Hitboxes


j8A
PKMNCC8.pngPKMNCC A.png PKMNCC J.png
PKMNCC Primeape J8A.png
PKMNCC Primeape j8A1Hitbox.png
PKMNCC Primeape j8A2Hitbox.png
Damage Endurance Damage Guard Cancel Invul Property
4 1 High jB (Air Hit) - -
Startup Active Recovery Advantage Cost
9 18 6 +23 [+18] -
Total: 32

Primeape performs a jumping punch.

  • Longer range horizontally and faster compared to j5A, albeit less rewarding as an air-to-air
Toggle Hitboxes
Toggle Hitboxes

Specials

Ape Rush
B
PKMNCC B.png
PKMNCC Primeape 5B.png
Damage Endurance Damage Guard Cancel Invul Property
(2 x 1-5), 1 (0 x 1-5), 2 Mid 624B - -
Startup Active Recovery Advantage Cost
12, 5 5, 10 24 +3 [-2] -
Total: 55

Primeape swings their arms while running forward.

  • Scales off Primeape's current health, starting with 2 hits and gaining an additional hit at 18HP, 13HP, 7HP, and 2HP
  • Combos into normals on counterhit, leading to explosive damage if catching the opponent mid-strike


Fierce Upper
6B
PKMNCC6.pngPKMNCC B.png
PKMNCC Primeape 6B.png
PKMNCC Primeape 6B1Hitbox.png
The Griddy.
The Griddy.
PKMNCC Primeape 6B2Hitbox.png
Damage Endurance Damage Guard Cancel Invul Property
3, 3 1, 1 Mid jB, C-Cancel Air Attack Knockdown
Startup Active Recovery Advantage Cost
10 20 52 +54 [-26] -
Total: 81

Primeape launches skyward.

  • Anti-air DP, as well as Primeape's strongest meterless combo ender
  • Cancel into jB costs one bar, but makes this move plus on block
Toggle Hitboxes
Toggle Hitboxes


Beat 'Em Up
2B
PKMNCC2.pngPKMNCC B.png
PKMNCC Primeape 2B.png
PKMNCC Primeape 2BHitbox.png
Jumpscare.
Jumpscare.
Damage Endurance Damage Guard Cancel Invul Property
8 - Unblockable jB - Knockdown
Startup Active Recovery Advantage Cost
27 26 28 [n/a] -
Total: 52

Primeape leaps forward, landing in a cloud of violence on a successful landing.

  • Can be aimed in mid-flight
  • Can be cancelled into jB mid-flight, meterlessly
Toggle Hitboxes
Toggle Hitboxes


Skull Pound
jB
PKMNCC B.png PKMNCC J.png
PKMNCC Primeape JB.png
PKMNCC Primeape jB1Hitbox.png
PKMNCC Primeape jB2Hitbox.png
Damage Endurance Damage Guard Cancel Invul Property
5/3 4/2 High - - Knockdown
Startup Active Recovery Advantage Cost
24 33 +25 [-2] -
Total: 56

Primeape slams the ground with their fists.

  • Completely kills air momentum, sending Primeape to the ground
  • Incredibly quick overhead/throw bait when done immediately after jumping
Toggle Hitboxes
Toggle Hitboxes

Hyper Moves

Savage Upper
623B
PKMNCC6.pngPKMNCC2.pngPKMNCC3.pngPKMNCC B.png
PKMNCC Primeape 6B.png
PKMNCC Primeape 623B1Hitbox.png
EX Griddy.
EX Griddy.
PKMNCC Primeape 623B2Hitbox.png
Damage Endurance Damage Guard Cancel Invul Property
5, 3 1, 1 Mid jB, C-Cancel (First Hit) Full Knockdown
Startup Active Recovery Advantage Cost
7 22 11 +54 [-26] 1
Total: 39

Primeape soars upwards, but cooler.

  • Primeape's only reversal
  • Cancel into jB costs one bar, but makes this move plus on block
  • Allows for combos when the move lands late in it's active frames, though this is not typically how the move is used
Toggle Hitboxes
Toggle Hitboxes


Furious Stomp
28B
PKMNCC2.pngPKMNCC8.pngPKMNCC B.png
PKMNCC Primeape 28B.png
Damage Endurance Damage Guard Cancel Invul Property
5 - Mid j5A, j8A, jB - OTG
Startup Active Recovery Advantage Cost
4 11 +30 [n/a] 1
Total: 14

Primeape stomps repeatedly on the head of the opponent.

  • Only hits when the opponent is in knockdown state
  • Notably combos out of Forward & Back Throw, jB, and Beat 'Em Up (2B)
  • Can combo off of 6B/623B if hit late enough

Super

Rampage
624B
PKMNCC6.pngPKMNCC2.pngPKMNCC4.pngPKMNCC B.png
PKMNCC Primeape 624B.png
PKMNCC Primeape 624B1Hitbox.png
PKMNCC Primeape 624B2Hitbox.png
PKMNCC Primeape 624B3Hitbox.png
PKMNCC Primeape 624B4Hitbox.png
PKMNCC Primeape 624B5Hitbox.png
PKMNCC Primeape 624B6Hitbox.png
PKMNCC Primeape 624B7Hitbox.png
PKMNCC Primeape 624B8Hitbox.png
Damage Endurance Damage Guard Cancel Invul Property
14 6 Mid jB, C-Cancel (Last Hit) - Knockdown
Startup Active Recovery Advantage Cost
44 [-40 Super Freeze] 21 19 +55 [-25] 2
Total: 83

Primeape beats his chest, then releases a flurry of punches that ends in an uppercut.

  • Can be very strong in pressure, as it deals a lot of uninterruptable endurance damage (barring the opponent does not have meter for burst)
  • Combos when cancelled from 4A and 6A
  • Cancel into jB costs one bar, but makes this move plus on block
  • The only way to perform a C-Cancel is by having three bars before using the move, then causing a Guard Break during it
Toggle Hitboxes
Toggle Hitboxes

Throws

Forward Throw
6C
PKMNCC6.pngPKMNCC C.png
PKMNCC Primeape 6C.png
Damage Endurance Damage Guard Cancel Invul Property
2 - Unblockable - - Knockdown
Startup Active Recovery Advantage Cost
8 2 61 - -
Total: 70

Primeape lifts the opponent above his head and tosses them forward.

  • Requires a meter to be stocked before the throw is done in order to cancel into 28B


Back Throw
4C
PKMNCC4.pngPKMNCC C.png
PKMNCC Primeape 4C.png
Damage Endurance Damage Guard Cancel Invul Property
2 - Unblockable - - Knockdown
Startup Active Recovery Advantage Cost
8 2 61 - -
Total: 70

Primeape lifts the opponent above his head and tosses them behind him.

  • Requires a meter to be stocked before the throw is done in order to cancel into 28B

Combos

BnBs:

Combo into Sweep
5A5A x 3A

PKMNCC5.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC3.pngPKMNCC A.png

3 Damage, +1 Meter


Normal to Special Confirm
2A 6A x 6B

PKMNCC2.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC B.png

11 Damage


Meterless Extensions:

Late Hit Ape Rush
2A 6A x 5B 5A5A x 3A

PKMNCC2.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC B.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC3.pngPKMNCC A.png

9 Damage, +1 Meter
Must be done at >50% health.
2A Must be hit at max range, and you must delay the 6A input by a few frames, or 5B will connect too early.


Counterhit 5B
NOTE: 4A and 6A can carry Counterhit state over to 5B and 6B.
This allows you to do these combos starting from those moves as well.

5B 5A5A 3A

PKMNCC5.pngPKMNCC B.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC3.pngPKMNCC A.png

6+ Damage, +1 Meter
OR
5B 6A x 5B (or x 6B)

PKMNCC5.pngPKMNCC B.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC B.png

11+ Damage


Counterhit 6B

6B 6A x 6B

PKMNCC6.pngPKMNCC B.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC B.png

14 Damage


1 Meter:

28B Extension from BnB (Guaranteed in Corner Only)
6A x 6B 28B

PKMNCC6.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC B.png>> PKMNCC28.pngPKMNCC B.png

13 Damage


2 Meters:

BnB Into Super
6A x 5B x 624B

PKMNCC6.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC B.png>> PKMNCC624.pngPKMNCC B.png

16+ Damage


C-Cancel Launcher Combo
4A (or 5A5A/6A) x 6B cc j8A x jB 28B