Ochamaro(SS6)

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Normals

6B: Overhead. Soft knockdown.

Specials

214S: Rekka starter. All buttons are the same.
>214A: Mid hit.
>214B: Low hit.
>214C: Overhead. Does not Combo.
>>214A: Finisher. Soft knockdown.
>>214B: Finisher. Low hit.
>>214C: Finisher. Does not knock down, but has extra hit stun on crouch hit that allows combos
>>623A: Dash Grab. Does not combo. Poor damage.
>>623D: Throw counter Ender.
>>236E: Parry.


632146A: Command Grab Starter.
>A,A,B+C: 2nd hit.
>>C,C,A+B+C: 3rd hit.
>>>A,B,C,B, A+B+D: 4th hit. Make sure to NOT roll your fingers from A-B-C, it will not register that way (too fast despite what the input display says).


623D: Throw counter. Plays a special animation when an opponent attempts to throw while in this state. Can be followed up with 236AB (236BC?)
j.214D: Attacks with the cart and moves Ochamaro straight up in air. Not a low hit. Air options available after (can be followed up with an air attack).
6412364E (SS2): SD Transformation.

Supers

夕鶴の舞: 236AB: Command grab super. Works on a waking up opponent if an OTG hit was done right before (bug, arcade / ps2 arcade setting mode only)
冬曙 雪月花: 236BC / 6463214BC (SS2): Anti-Air Super.

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