Primeape is known for its go-bananas hyper-aggressive rushdown game. Ape has explosive damage, great approach options in forward dash and 5B, and can crack the opponent open with its plus on block 2A, instant overhead Skull Pound, and leaping command grab Beat em' Up. Ape is also capable of stealing rounds, as its already high damage is greatly increased on CH and its 5B has a unique comeback mechanic tied to it.
Getting in the opponent's zone is the key for Ape. It struggles against larger hitboxes and projectiles, although this can be mitigated with good play and an unhealthy amount of parries. Ape is also extremely fragile, and can't last very long in disadvantage state.
Primeape is a great pick for beginners and more experienced players alike, as its simple hot-blooded gameplay brings delight to most and defeat to the rest!
Playstyle
Primeape is a rushdown character that struggles at long range but forces very effective mix up close.
Pick if you like
Avoid if you dislike
Rushdown Rage: Ape can get in the opponent's face with its mobility and force very effective strike/throw and high/low mix.
Comeback Potential: Ape Rush becomes more powerful at lower health and combos into itself on counterhit, easily stealing games from unprepared opponents.
High Damage: Primeape has high damage special finishers, which can become even stronger once it takes damage or gains meter for an OTG Furious Stomp.
Stealthy Simian: Primeape's tiny frame makes it able to dodge many attacks that others can't.
Pocket-Sized Buttons: While fast with great frame data, Primeape's itty bitty normals make it difficult to challenge at midrange or keep threats at bay.
Fast But Fragile: Primeape has some of the lowest health and endurance values in the game, increasing the risk of the options its chooses to close the distance.
Low Safety: Ape is often slightly minus on block & has to go for hard reads with parry, leaving it wide open if the opponent doesn't swing.
Normals
5A
Damage
Endurance Damage
Guard
Cancel
Invul
Property
1
0
Mid
5AA, 3A, Special
-
-
Startup
Active
Recovery
Advantage
Cost
Unique
7
3
14
-1 [0]
-
-
Total: 23
Primeape swipes with their hand.
Primeape's fastest button and most consistent combo starter
Loops your Ape Rush pressure, beating defensive throws
Toggle Hitboxes
Toggle Hitboxes
5AA
Damage
Endurance Damage
Guard
Cancel
Invul
Property
1
0
Mid
3A, Special
-
-
Startup
Active
Recovery
Advantage
Cost
Unique
6
3
16
-3 [-2]
-
-
Total: 24
Primeape swipes with their other hand.
Combo filler allowing Primeape more time to confirm 5A
Can be staggered into 5B for a frametrap (loses to parry), giving your pressure an additional RPS point
Toggle Hitboxes
Toggle Hitboxes
4A
Damage
Endurance Damage
Guard
Cancel
Invul
Property
2
0
Mid
Special
Upper Body
-
Startup
Active
Recovery
Advantage
Cost
Unique
11
10
13
0 [-6]
-
-
Total: 33
Primeape kicks above their head.
Go-to anti-air normal
Toggle Hitboxes
Toggle Hitboxes
6A
Damage
Endurance Damage
Guard
Cancel
Invul
Property
2, 2
1, 1
Mid
Special, C-Cancel
-
-
Startup
Active
Recovery
Advantage
Cost
Unique
8, 12
5, 6
24
7 [-6]
-
-
Total: 53
Primeape punches horizontally twice.
Only the first hit can be cancelled
Primeape's best standard horizontal poke, but has lots of recovery due to the second hit always coming out
Alternative option to loop Ape Rush pressure; loses to throws/frame 8 mash & can't frametrap into 5B, but tacks on extra guard damage & is more rewarding on hit
High reward CH starter, carrying CH to your specials
Can be C-Cancelled for a surprising tick throw from what would normally be an uninterruptible blockstring
Primeape beats his chest, then releases a flurry of punches that ends in an uppercut.
Can be very strong in pressure, as it deals a lot of uninterruptable endurance damage (assuming the opponent does not have meter for burst)
Combos when cancelled from 4A, 6A and 5B
The only way to C-Cancel the final hit is by having three bars before using the move, then causing a Guard Break during it
Toggle Hitboxes
Toggle Hitboxes
Throws
Forward Throw 6C
Damage
Endurance Damage
Guard
Cancel
Invul
Property
2
-
Unblockable (Throw)
28B
-
Knockdown
Startup
Active
Recovery
Advantage
Cost
Unique
8
2
61
-
-
-
Total: 70
Primeape lifts the opponent above his head and tosses them forward.
Requires a meter to be stocked before the throw connects in order to cancel into 28B
Back Throw 4C
Damage
Endurance Damage
Guard
Cancel
Invul
Property
2
-
Unblockable (Throw)
28B
-
Knockdown
Startup
Active
Recovery
Advantage
Cost
Unique
8
2
61
-
-
-
Total: 70
Primeape lifts the opponent above his head and tosses them behind him.
Requires a meter to be stocked before the throw connects in order to cancel into 28B
Combos
Meterless BnBs
Combo into Sweep
5A5A x 3A
>>>>
Normal to Special Confirm
2A 6A/5A5A x 6B
>>>>
OR
>>>>>>
Note: 2A must connect close to the tip of its range, or as a meaty.
Late Hit Ape Rush (Midscreen Only)
6A (extremely spaced) x 5B 5A5A x 3A/6B
>>>>>>>>
OR
>>>>>>>>
Note: 6B must connect at the absolute tip of its range, and Primeape must be healthy enough that 5B only has 2 hits.
In general, it's a good idea to try 5A after Ape Rush hits; even if it doesn't combo, it'll at least frametrap & allow you to start your pressure if they block.
Counterhit Combos
Note: Because 4A and 6A carry the Counterhit state over to 5B and 6B, both of the counterhit combos can begin with Counterhit 4A/6A x 5B/6B.
Counterhit 5B can also link into 6A to start C-Cancel combos with less scaling.
Counterhit 5B
ch.5B 5A5A x 3A/5B/6B
>>>>>>
OR
>>>>>>
OR
>>>>>>
Counterhit 6B
ch.6B 6A x 6B
>>>>
One Meter Combos
6B Into OTG (Guaranteed in Corner Only)
6A x 6B 28B
>>>>
C-Cancel Combos
C-Cancel Launcher Combo
4A (or 5A5A, or 6A) x 6B cc j8A x jB
>>>>>>>>>>
Close To Corner
4A (or 5A5A, or 6A) x 6B cc j8A x 6A x 6B
>>>>>>>>>>>>
5B Juggle
6A x 6B cc j5A x 6A 5B 6A 6B
>>>>>>>>>>>>>>>>
Note: Works at any amount of health.
Two Meter Combos
Ape Rush Super Cancel
6A x 5B x 624B
>>>>
C-Cancel into OTG Finisher
6A x 6B cc j5A (or j8A) x jB x 28B
>>>>>>>>>>
C-Cancel Combos
Counterhit 6B into C-Cancel Loop
ch.6A (or 4A) x 6B x 6A x 6B cc j5A x 6A x 6B cc j8A jB
>>>>>>>>>>>>>>>>>>>>>>>>
Meter Dump Combos
Super Cancel into OTG
6A x 5B x 624B x 28B
>>>>>>
Corner 6B cc Loop into OTG
6A x 6B cc j5A x 6A x 5B x 6A x 6B cc j8A x jB x 28B
>>>>>>>>>>>>>>>>>>>>>>>>>>
Double 5B Juggle It's time to get funky - DaZe
6A x 6B cc j5A x 6A x 5B x 6A x 6B cc j5A 6A x 5B x 6A x 6B x 28B
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>
Note: Timing is HARD, especially if you want both hits of the last 6B. Only works with 2 or 3-hit 5B.