The Rumble Fish 2/Garnet

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TRF2 MAIN GARNET.png

Introduction

GARNET COLORS.png
Gender Female Blood type O(Rh-) Birthday July 23rd Fighting Style Specializes in very precise kicks Birthplace Unknown (Resides in America) Height 170cm Weight 47kg Voice Actor Nakaya Yuki

Fun fact (RF2): Ballet is her hobby, and being able to tell if people are mad is her special skill. She enjoys trying new sweets (But she can’t eat too much)

Gameplay

Garnet is a tricky, technical rushdown character who excels at pushing opponents towards the corner and capitalising on mistakes with huge damage. With fantastic ground movement speed and solid light normals for poking and starting pressure, opponents can very easily find themselves backed against the wall, where Garnet can begin her onslaught of staggers and frame traps, all of which lead to some of the most damaging meterless combos in the game, especially if she has her Boost Dive active. However, her ground game, while strong, is somewhat limited thanks to a lack of safety on her special moves and her heavy normals being quite risky to throw out in neutral, and her extremely slow and floaty jump arc makes her very easy to anti-air.
Overall, Garnet is a strong character who rewards aggression, creativity, and a little bit of execution.

Pros Cons
Amazing Boost Dive augments her already impressive damage Slightly awkward normals limit her poking ability
Incredible meterless damage with SK Biting Gest Extremely floaty jump makes her highly susceptible to anti-airs
Piercing Heart cancels can be used to create tricky pressure sequences Generally unsafe specials means her ways to extend pressure without meter are limited

Version Differences

The following differences all apply to The Rumble Fish 2 for NesicaxLive v1.1.

  • New abilities added to Garnet's Boost Dive:
    • LK Gaze Slash (623LK) and the second hit of SK Gaze Slash (623SK) now disable recovery options, allowing for more consistent combo possibilities
    • Attacks now deal double guard damage when landing against a blocking opponent's weak point
  • Move properties changed for Proud Slap (6SP):
    • Increased startup and no longer blows opponents away on hit, but now has a larger hitbox downwards, allowing it to hit crouching opponents
    • Can now be followed up with Gaze Slash (623K) or Scheme Stifle (421K) on hit and block
  • New aerial command normal: j.4SK, an aerial turnaround kick
  • Removed upper body vulnerable portion from the second part of Garnet's Ground Dodge

Move Set

Standing Normals

5LP
GARNET LP.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Mid - - - - No -

Move Description

5SP
GARNET SP.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Mid - - - - No -

Move Description

cl.SP
GARNET CSP.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Mid - - - - No -

Move Description


5LK
GARNET LK.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Mid - - - - No -

Move Description

5SK
GARNET SK.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Mid - - - - No -

Move Description

cl.SK
GARNET CSK.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Mid - - - - No -

Move Description

Crouching Normals

2LP
GARNET 2LP.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Mid - - - - No -

Move Description

2SP
GARNET 2SP.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Mid - - - - No -

Move Description

2LK
GARNET 2LK.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Low - - - - No -

Move Description

2SK
GARNET 2SK.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Low - - - - No -

Move Description

Jumping Normals

j.LP
GARNET 8LP.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- High - - - - No -

Move Description

j.SP
GARNET 8SP.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- High - - - - No -

Move Description

j.LK
GARNET 8LK.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- High - - - - No -

Move Description

j.SK
GARNET 8SK.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- High - - - - No -

Move Description

Command Normal

Pinhead Split
6LK
GARNET 6LK-2.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- High 24 - - -4/-5 No Yes

Garnet's command overhead. Slow, but cancels into specials or AA for a combo. Its low hitbox means it can also catch opponents out of a GD.

Proud Slap
6SP
GARNET 6SP.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Mid 25 - - 0 No No

Slow jumping kick that causes a wallbounce near the corner, and a vertical launch on counter hit. Has generous low invulnerability, but it will whiff on most crouching opponents, leaving you in a lengthy recovery animation that's asking to get punished.

Special Moves

Piercing Heart
236X
GARNET 214LK.PNG
==Middle Hit==
214LK
GARNET 214LP.PNG
==Anti-Air Hitt==
214LP
GARNET 214SP.PNG
==Lower Hit ==
214SP
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- - - - - - - -
Version Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
214LK - Mid - - - - - -

Can be held. Press 4 or 6 on hit for an additional attack that will pull/push the opponent in that direction.

Press SK to get out of stance for a quick feint to add pressure.
Version Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
214LP - Mid - - - - - -

Can be held. Press 4 or 6 on hit for an additional attack that will pull/push the opponent in that direction.

Press SK to get out of stance for a quick feint to add pressure.
Version Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
214SP - Low - - - - - -

Can be held. Press 4 or 6 on hit for an additional attack that will pull/push the opponent in that direction.

Press SK to get out of stance for a quick feint to add pressure.
Biting Gest
236K
GARNET 236K.PNG
236K
GARNET 236SK-SK.PNG
236SK-SK
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Low - - - - - -

Move Description

Gaze Slash
623K
GARNET 623K.PNG
623K
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Mid - - - - - -

Move Description

Scheme Scythe
623X
GARNET 421K.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- High - - - - - -

Move Description

Universal Mechanics

Throw
4/6SP
GARNET THROW.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- - - - - - No -

Move Description

Detecting Eyes
LK+SP/LP+SK
GARNET BOOST.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- - - - - - No -

A "weak point" is put onto the opponent and when hit they will flash white and take massive damage. One of the best Boost Dives on a character who really needs it. Watch a lifebar get depleted after your opponent whiffs a DP.

Jolt Attack (air OK)
LP+LK
GARNET JOLT.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Mid - - - - No -

Move Description

Advancing Attack
SP+SK
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Unblockable - - - - No -

Move Description

Super Arts

Piercing Soul
2141236K
GARNET OA.PNG
Offensive Arts
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Mid - - - - No -

Move Description

Mimic Teller (While Knocked Down)
463214K
GARNET DA.PNG
Defensive Arts
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- - - - - - No -

Move Description

Sweet shuffle
2363214K
GARNET CA.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Mid - - - - No -

Move Description

World's End
3421646P
GARNET CA2.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Mid - - - - No -

Move Description

Combos

  • 2LP > 2LK > 5SP > 236SK~SK, dash 2LP > 5SK > 5SP(1) > 236LK

Basic meterless combo. By slightly delaying the follow-up string after the launcher, you can ensure a knockdown. You can pick up the juggle higher if you want to try and chase down an air tech, but it's generally not advisable to do so.

  • 2LP > 2LK > 5SP > 5SK > 236SK~SK > 214236K

Basic combo into OA. Preferable to the meterless combo when possible, since it leads to better oki. Delay the super slightly if your combo is longer, to make sure the opponent can't escape the second hit.

  • 6B > AA > cl.SP > 5SK > 236SK~SK, dash 2LP > 5SK > 5SP(1) 236LK

Easy confirm from overhead into Advancing Attack. You can technically go straight into 236SK from 6B, but AA makes it safer since it's easier to confirm.

  • CORNER (2 hits) > 236SK~SK > j.LP > j.LK > j.SK > j.SP, dash 2LP > cl.SK > 2SP > 236LK/623K

Highly damaging corner combo that builds a ton of Offensive Gauge. Best used as a punish since you can't really confirm into it.

  • JA > j.SK > j.SP, land j.LK > j.SK > j.SP

Basic combo from Jolt Attack. Slightly delay the first jump before continuing the combo. After j.SK > j.SP, you can also choose to follow up with something like 2SP > 236LP~6LP if you want.

Strategy

quit mashing and block!

Colors

{{{colors}}}

External Links

youtube.com twitch.tv


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