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◈Backstory  ◈Overview ◈ Normal Moves ◈ Universal moves Special moves

argagarg is a water Shaman and patient fish known in his circles for his wise advice even though Outsiders wrongly view the fish folk as a savage and violent race but they couldn't be more wrong

  • can fill alot of screen space
  • best anti air normal
  • poisons
  • GIANT FISH
Argagarg chibi
Health - 6

Charge Time(Super Meter ) - 14s

Pre-Jump Startup: 3F (universal)

Wakeup -38f (universal)

Play Style

zoning, keepaway, poison

Normal Moves

Stretchy Upward Punch

5A

A

A

Grave neutral A

up up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
12
7
14
-2

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a good anti air when guessing correctly when the opponent is going to jump, can cancel into B or C on hit or Block

Stretchy Punch

6A

fA

Grave neutral A

you wanna bro?

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
11
15
20
-14

another one of Args space controlling tools, can follow up on a fish hit, or lock them in place long enough for projectiles to close in on them, can cancel into B or C on hit or block

Close Punch

4A

bA

Grave neutral A

god fist fish hand

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
5
6
11
+1

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a powerful anti air when you predict they will jump in on you, can cancel into B or C on hit or block

Stretchy Diagonal Punch

jA

jA

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
16
9
23
~

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this is args stretchy air punch, it can be effective but given how floaty his jump is it also can be easily punished even on hit, use this sparingly

Universal Moves

Throw

4A+j or 5/6A+J

T(A+J)

or +

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
3
4
16
KD

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just a standard throw, causes knockdown, back version switches sides with the opponent

Yomi Counter

5

no input

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
~
~
~
~

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yomi counter by having no inputs in the buffer on active frame of opponents throw, causes knockdown and refills your super to maximum

Special Moves

Flying Fish

B

B

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
18
1
30
~

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a powerful projectile that does no damage on hit but has a large amount of hitstun that allows for followup damage, hold for poison fish version, ends up being +19 on hit at point blank

Flying Poison Fish

 [B]

B(hold)

(hold)

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
~(2)
19
1
23
~

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A slower moving version of blue fish that has no hit or block stun, but poisons the enemy for 2 damage over a short period of time, if Arg gets hit they opponent loses poison status, Arg has many setups to allow poison fish to hit easily

Rushing River

C

C

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
~
13
1
30
-28

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summons a river that pushes grounded opponents back to fullscreen at a moderate speed, press C again with a directional infuence to summon a yellow fish that does 1 damage on hit, good for covering screen space and preventing people from getting in, long recovery makes it highly punishable especially from jump ins, cancel into this or protect it with other projectiles

 

Staff Drill

jB

jB

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
14
18
7
~+5

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a downward arcing move that is good defensively but suffers vs air options, has multiple hits so can beat standard armored moves

Sparking Bubble

jC

jC

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
~
78
2
33
~

th

an air move that provides a large amount of horizontal momentum, direction input to go forward or backwards, long recovery can make it very punishable from midscreen and closer, can follow into a pop move for offense

Sparking Bubble(pop)

jC

jC

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
8
2
33
~-12

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a very niche follow up to air B bubble, very short active frames that knockdown on hit, but with a very long and punishable recovery on block, use this sparingly

Super Moves

Bubble Shield

5S

S

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
~
0+4
1
0
~

one of the best super in Fantasy Strike, the superfreeze lets you get a peek at what your opponent is doing and can allow you to pop to counter some options, lasts for quite a long time and can be activated at anytime with an additional S input even mid action

Bubble Shield(pop)

5S

S

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
1
10
18
0
~

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the popping of the ground super, causes knockdown on hit, no penalty on block given its basically a free action, use this to make people scared of jumping in on you when your waking up

Giant Fish

jS

jS

Grave neutral A

up slap!

Damage
Startup
Active
Recovery
Frame Adv.
Adv.
~
0
1
2
~

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this is args go to super when you want to put pressure on the opponent and fill the screen with hitboxes, knocks down on hit and covers arg about 15 frames into the animation, pretty safe even at midscreen, and allows you to setup other projectiles