Quinn

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Quinn is an acrobatic character who can leap to the sides of the screen and divebomb his opponents. He starts with a one time use full meter, and uses it to transform into his werewolf form. In werewolf form he gains super speed and an improved moveset across the board, and the transformation itself can also be used to cancel an attack's recovery.

Moveset[edit]

Normals[edit]

Input Move Description Frame Data Hit/Block stun Notes
Dpad none.png
Buttons a.png
Q5A.png
4 2 5
12
Dpad none.png
Buttons b.png
Q5B.png Quinn jumps forward and strikes
12 4 19
KD / 17 Knockdown. Juggles. Not an Overhead.
Dpad down.png
Buttons a.png
Q2A.png Swipes low.
5 4 9
16
Dpad down.png
Buttons b.png
Q2B.png Quinn slashes low, moving forward.
6 4 24
KD / 20 Hitbox is much longer than it appears.
Dpad up.png
Buttons a.png
QJA.png Quinn slashes in front of him.
9 17 7
17 Hitbox is very large and active.
Dpad up.png
Buttons b.png
QJB.png Quinn slashes behind him.
11 17 7
19 Hitbox is very large and active: QJB2.png

Throws[edit]

Input Move Description Frame Data Notes
Dpad right.png
Buttons b.png
Forward Throw Stabs the opponent, then throws them forward.
2 - 27
Dpad left.png
Buttons b.png
Backward Throw Stabs the opponent, then throws them backward.
2 - 31

Dash[edit]

Quinn leaps into the air. If he is close enough to a corner, he can cling to it and jump off with an attack.

Input Move Description Frame Data Notes
Dpad right.png
Dpad none.png
Forward Dash Leaps forward into the air.
41 - -
Wall Cling to corners.
Dpad left.png
Dpad none.png
Back Dash Leaps backwards into the air.
41 - -
Wall Cling to corners.

Specials[edit]

Input Move Description Frame Data Hit/Block stun Notes
Dpad down-right.png
Buttons a.png
Q3A.png Quinn slides forward and attacks.
12 5 8
KD / 11
Dpad down-right.png
Buttons b.png
Q3B.png Quinn charges up, then slashes in front of him.
11 9 8
KD / 16 External hitbox. Juggles
Dpad down-left.png
Buttons a.png
Q1A.png Quinn fakes back, then rushes forward to attack
11 6 11
KD / 11 Great for fakeouts.
Dpad down-left.png
Buttons b.png
Q1B.png Quinn slashes in an arc around him.
6 10 23
KD / 15 Invincible until recovery frames.

Rumble Meter[edit]

Input Move Description Frame Data Notes
Dpad none.png
Buttons ab.png
QAB.png Quinn transforms into Wolf mode.
10 - 8
Kills active projectiles.

Wolf Mode[edit]

Wolf Quinn can take one hit before being knocked back into human form. While in wolf mode, Quinn can cancel any attack into another attack. The screen position will become locked, and Wolf can dash to both corners from anywhere on screen. Any active projectiles will be killed upon transformation.

Input Move Description Frame Data Hit/Block stun Notes
Dpad none.png
Buttons a.png
W5A.png Wolf slashes forward
7 10 9
12
Dpad none.png
Buttons b.png
W5B.png Wolf shoulder charges forward.
15 12 12
15 Causes chip on block.
Dpad down.png
Buttons a.png
W2A.png Wolf slashes low.
7 10 6
13
Dpad down.png
Buttons b.png
W2B.png Wolf shoulder charges upward
11 12 20
KD / 8 Puts Quinn into the air. Causes chip on block.
Dpad up.png
Buttons a.png
WJA.png Wolf slashes both sides around him.
6 10 7
16 Covers both sides of Quinn.
Dpad up.png
Buttons b.png
WJB.png Quinn shoulder charges downward
12 6 9
16 Can Crossup. Causes chip on block.
Dpad right.png
Dpad none.png
Forward Dash Leaps forward into the air.
41
Wall Cling to corners.
Dpad left.png
Dpad none.png
Back Dash Leaps backward into the air.
41
Wall Cling to corners.

Stage[edit]

Arcade.png

Combos[edit]

Midscreen Combos[edit]

j.A or j.B > 5A > 5A > 1B

2A > 3A - Good for Quinn on hit or block

(Anti-Air) 5B > 3A (1-2 times) > 5A or 2A or 1B or 2B - Ender depends on height after 3A

(Wolf Mode) j.A or j.B > 5A > 5A > 2B > j.A or j.B

Corner Combos[edit]

j.A or j.B > 5B > 3B > 1B

(Wolf Mode) j.A or j.B > 5A > 5A > 5A > 2B > j.A or j.B


Notation

Strategy[edit]

Quinn is a highly mobile character who wants to get in and use his safe 3A to get strike throw mixups to loop the situation

Quinn's heavy normals have great range, but move him forward a great deal, leaving him open if he misses. They also provide little reward on hit besides a setup and can be canceled into his safe 3A on block. Unlike most other characters, you don't want to try and space them out as missing is very bad and getting any type of connect yields similar reward.

Anti-Airs:

1B is an amazing anti-air that covers all around Quinn. It is fairly active and has an amazing hitbox. Great for covering jumps near Quinn.

5B is much less suited for up close jumps and more for farther jumps. Quinn moves quite the distance before the hitbox comes out and it is slow, but the hitbox is good and it provides amazing reward on hit: 3-5 damage.


Quinn's dashes are a key part of his neutral, allowing him to access most parts of the screen with ease. Forward dash mid-screen is not super threatening, but it can be hard to anti-air on reaction and goes around 2/3 screen. It is a very strong tool for getting in, but it easy to deal with if anticipated and isn't super hard to block on reaction. Back dash is great for retreating with a life-lead to the corner, where Quinn's dashes really shine.

When dashing into the corner Quinn goes into his wall cling mode:

Pressing down in wall cling makes Quinn fall off the wall a short distance away from it. Used for pressuring opponents in the corner and getting down from the wall safely.

Pressing A or B while on the wall makes Quinn use that attack and go a medium distance from it: around 2/5 screen. This is good for hitting opponents a bit less than half screen away. it can also be used to cross-up opponents close to the wall with a j.B

Pressing away from the wall will cause Quinn to fly about 3/4 of a screen away. This is amazing at threatening opponents at almost any range and allows Quinn's space control in wall cling to be unmatched. If Quinn presses up and A or B he will go the same distance but use the air normal backwards in reference to an old bug that had a similar result

Quinn has little overhead and low presence during pressure, but he still has deadly mix-ups with his strike-throw 50/50s. Quinn's 3A leaves him point blank and -2 on block. If his opponent blocks then Quinn can throw. If they don't block then Quinn can use his 1B. Against everyone but Naomi Quinn's 1B will beat their 1B. Quinn gets 5B on a whiffed throw which can catch an opponent trying to jump away and gives Quinn a 5 hit combo

On defense Quinn has few options but they are very good. His DP has an absurd hitbox with good range and no blind-spots, although it is on the slower side. It is also very active.


Quinn's wolf mode isn't crucial to his game-plan, but can be very strong in some circumstances. Wolf cannot block so reversals are vry strong against it. Wolf's increase walk speed makes it easier to bait them, as does the locked screen which makes Wolfs dash act like he's near the corner all the time making the mobility options deadly and unpredictable.

Full-screen and after a knockdown are the best places to go into wolf mode.

Wolf's j.B dive-kick doesn't hit if used immediately, but if slightly delayed is a very threatening overhead option that leads to a full combo on hit. Wolf's B moves inflict chip, so against characters with no reversals or parries he gets free chip and makes their lives terrible.

History[edit]

  • 0.4.5.3: Autocorrect after jump attacks more consistent
  • 0.4.5.2:
    • LowB: +1 startup
    • Transformation: enemy projectiles no longer dies when time ends
    • LowB(wolf): -8 hitstun
    • Fixed various bugs with transformation
  • 0.4.5.1:
    • Fixed savestate issues in training in werewolf mode
    • Fixed bug where werewolf Quinn would preblock as normal quinn (no block in werewolf mode)
  • 0.4.5.0:
    • NeutralAB: now available
    • DownForwardB: decreased pushUp
  • 0.4.4.0:
    • Increased hit stuns on all air moves
    • You can now press forward to jump far off of a wall cling
    • DownForwardA: -2 recovery
    • Minimum height on wallcling increased
    • Maximum wallcling time increased
    • Push-up reduced on downForwardA
    • Push-up reduced on downBackA
    • Increased push-up on standB
    • No longer attacks the wrong way occasionally after walljump
    • Can no longer normal cancel out of sub11 command AA throw
    • P2 throws no longer behave differently from p1 throws
    • Prejump on dashes now properly throw invulnerable
  • 0.4.3.0:
    • DownForwardA: more pushup
    • DownBackA: more pushup
    • DownForwardB: -1 recovery
  • 0.4.0.0:
    • StandB: +3 startup, jump arc decreased
    • Only options off wall now: A or B or down(drop off)
    • You can attack in dash-hop
    • JumpA: New move
    • JumpB: New move
    • LowB: New move
    • Neutral A+B: Removed (to be replaced later)
  • 0.3.8.1: Getting hit in recovery of standB now puts you in standing hitstun
  • 0.3.8.0:
    • DownBackA: Now has proper attackbox collision priority
    • DownForwardA: Extremely small pushUp reduction, now has proper attackbox collision priority
  • 0.3.7.0:
    • You can no longer special cancel out of dive attacks
    • StandB: box changed significantly
  • 0.3.6.0: Added as a playable character.