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The Rumble Fish 2/Garnet
Introduction
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 |
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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 |
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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
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5SP
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cl.SP
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5LK
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5SK
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cl.SK
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Crouching Normals
2LP
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2SP
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2LK
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2SK
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Jumping Normals
j.LP
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j.SP
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j.LK
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j.SK
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Command Normal
Pinhead Split
6LK |
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Proud Slap
6SP |
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Special Moves
Piercing Heart 236X ==Middle Hit== 214LK ==Anti-Air Hitt== 214LP ==Lower Hit ==
214SP |
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Biting Gest 236K 236K 236SK-SK
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Gaze Slash 623K 623K
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Scheme Scythe
623X |
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Universal Mechanics
Throw
4/6SP |
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Detecting Eyes
LK+SP/LP+SK |
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Jolt Attack (air OK)
LP+LK |
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Advancing Attack
SP+SK |
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Super Arts
Piercing Soul 2141236K Offensive Arts
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Mimic Teller (While Knocked Down) 463214K Defensive Arts
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Sweet shuffle
2363214K |
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World's End
3421646P |
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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
External Links
youtube.com twitch.tv