Glacius's Move List

Taken from my Glacius thread over at Double Helix Games’s Forums. I don’t want to walk all over my SRK site, so if you can’t find it here first, shoot over there. We’ve been in discussions since E3. Eventually, a lot of strategy will begin to migrate to SRK :wink:

Command List

(Openers)
Icelance: F+MP
Cold Shoulder: D, DB, B+LK
Puddle Punch: D, DF, F+LK
Shatter: D, DF, F+LP
Shadow Cold Shoulder: D, DB, B+KK
Shadow Puddle Punch: D, DF, F+KK

(Command Attacks)
Ice Lance: F+MP
Ice Pick: B+FP

(Special Moves)
Hail: D, DB, B+LP
Cold Shoulder: D, DB, B+LK
Puddle Punch: D, DF, F+LK
Shatter: D, DF, F+LP

(Linkers)
Cold Shoulder: D, DB, B+LK/MK
Puddle Punch: D, DF, F+LK/MK
Shatter: D, DF, F+LP/MP
Shadow Colder Shoulder: D, DB, B+KK
Shadow Puddle Punch: D, DF, F+KK < UPDATE: No longer a linker as the shadow version now has DP properties to it

(Shadows)
Shadow Hail: D, DB, B+PP < UPDATE: This now acts as a linker when used in a combo
Shadow Cold Shoulder: D, DB, B+KK
Shadow Puddle Punch: D, DF, F+KK
Shadow Shatter: D, DF, F+PP

(Enders)
Hail: D, DB, B+HP
Cold Shoulder: D, DB, B+HK
Puddle Punch: D, DF, F+HK
Shatter: D, DF, F+HP
Shadow Shatter: D, DF, F+PP

(Finishers)
Ultra: D, DF, F+PPP

  • Rotendo

I’m bored so I’ll post frame data.

1st number = start up
2nd number = active
3rd number = recovery
4th number = adv on hit
5th number = adv on block
Close = close ranged version of normal

NOTE: May or may not be completely accurate. Taken from in game training mode. Also note that frame advantage for certain moves (especially jumping normals) will vary depending on how early or deep you land them during their active/recovery frames.

Throw 5 frame start up, 10 frame to tech. Should be attack invincible for 3 frames.

s.LP = 5/2/11/2/-2

s.MP = 7/2/20/1/-3 Close = 6/2/16/1/-2

s.HP = 10/3/24/-3/-1 Close= 8/3/22/-1/-5

s.LK = 5/2/13/0/-3 Close = 5/2/12/1/-2

s.MK = 9/2/18/1/-3 Close = 6/2/12/3/1

s.HK = 11/3/26/-3/-8 Close = 8/3/15/1/-2

c.LP = 4/2/10/2/1

c.MP = 6/2/18/-1/-2

c.HP = 10/3/19/-3/-8

c.LK = 5/2/12/1/0

c.MK = 7/3/16/2/-1

c.HK = 8/3/26/-/-11 HARD KNOCKDOWN

j.LP = 6/8/-3/14/14

j.MP = 7/3/2/16/16

j.HP = 9/3/2/18/18

j.LK = 8/4/1/13/13

j.MK = 9/6/-1/13/14

j.HK = 11/5/0/13/14

f+MP (Ice Lance) = 8/3/ 26/-6/-8

b+HP (Ice Pick) = 9/3/24/-/-7

Does Glacius have a standing overhead? I feel like my wake-up offense is easily shutdown by duck block and instant overhead always leads to me getting combo’d after I land on hit.

I believe there’s a specific timing you need for the instant overheads so that you can combo safely afterwards. Filthie Rich was doing it correctly on the 1337lounge stream. I’ll have to look through it again and see.

Remember that Glacius’ shatter move is unblockable. He doesn’t have a traditional mix up game because he has an unblockable projectile so use that plus hail to mix people up on their wake up. Otherwise keep the zone going and take advantage of stray hits from ice lance, jumping kick normals and hail to lead to combos.

You can also anticipate their landing from them jumping over your Hails. If you know the distance of each Shatter, you can use that to your advantage and time a Shatter just as they land.

No slinky fireiceball? Meh.