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.