From humble beginnings, forge yourself in the heat of battle and evolve to greater heights!
Tyrogue is an extremely unique character - starting as the weakest fighter in the game, then evolving into one of three much stronger options based on your gameplay. This uniqueness can be boon or bane for the scrappy NFE - you're often playing at a one round deficit, as your opponent will have the advantage over an unevolved Tyrogue no matter who they're playing. However, the might of the evolved Hitmon- family is more than enough to swing the battle back in your favor.
Tyrogue's evolution mechanic is based around the Punch Gauge and Kick Gauge, seen under your health bar. Upon landing certain moves (even if they're blocked) these gauges will rise to a maximum of nine each. When the values of these numbers have a sum of at least three, Tyrogue will evolve at the start of the next round, or when the Super move Evolution!! is used. As you might guess, the evolution is chosen based on which gauge is higher:
If the Kick Gauge is higher than the Punch Gauge by at least 3, Tyrogue will evolve into Hitmonlee.
If the Punch Gauge is higher than the Kick Gauge by at least 3, Tyrogue will evolve into Hitmonchan.
If the two gauges are close enough in number that neither of the above are true, Tyrogue will evolve into Hitmontop.
If Tyrogue has landed less than three total punches or kicks, it won't have enough experience to evolve at all!
Some players will choose to specialize in one of Tyrogue's evolutions, while others will embrace the character's immense adaptability to effectively counterpick the opponent mid-match! While you can also choose not to evolve by pressing B during the start of the round, be wary... a Tyrogue who hasn't evolved by Round 2 is in a risky position. However, legends speak of a Tyrogue who broke its limits, and achieved the power of a demon...
Focusing on the young warrior itself, you'll find a character with poor range, damage, and a crippling 1.5x damage from any hit it takes outside of a combo. Beyond its weaknesses, however, is a fighter with a surprisingly good advantage state and playstyle expression depending on your desired Hitmon. A Tyrogue choosing to use punches will be an up-close slugger with the threat of its overhead Tyrogue Drop, while a kick-focused Tyrogue will play a mobile whiff punish game with its Reckless Kicks. No matter your evolution, be sure to pressure your opponent with your Street Figher-esque chaining mechanic and disorient them with your invincible Novice Roll. Most of all, however, don't forget to stockpile meter - you're going to need it for your comeback!
Playstyle
Tyrogue is a fragile character who starts at a disadvantage, but can use its mixup ability to prepare its evolution and make a comeback.
Pick if you like
Avoid if you dislike
Future Champion: With its mixup options and speedy movement, Tyrogue is proficient at gaining meter, letting it act as a battery for its evolution in the next round.
Adaptability: Tyrogue is effectively four characters in one, allowing a talented player to pick and choose the best way to beat their opponent
Tiny Takedown: Tyrogue has a surprisingly effective advantage state with its plus-on-block options and cross-up roll.
Little Legend: Tyrogue's small size has benefits - many attacks that would doom the likes of Great Tusk and Slither Wing can be dodged with a well-timed jump or duck.
Low Base Attack: Tyrogue's damage is very low. If you want to win round one, you're going to need to work for it.
No Eviolite: While 38 health may seem decent, Tyrogue takes 50% extra damage on the first hit it receives in a combo, making it the frailest combatant in the game by a large margin.
Poor Coverage: Tyrogue's moves have notably low range, especially if it's denied access to its 6B.
Bad EV Distribution: A Tyrogue player who wants to evolve into a specific Hitmon may find themself in a position where they can't use certain specials without risking the wrong evolution.
Wrong Nature: A rough round one may prevent you from getting the evolution you want, or from evolving at all. For Hitmon players, it's essential that Tyrogue is able to scrape together enough punch or kick stacks to power up in round two.
Normals
5A
Damage
Endurance Damage
Guard
Cancel
Invul
Property
1
0
Mid
Special, 5A (once), 2A
-
-
Startup
Active
Recovery
Advantage
Cost
Unique
7
2
9
+5 [+3]
-
-
Total: 17
Tyrogue throws out a quick jab.
Key pressure/confirm tool due to its plus frames and chaining mechanic
Can chain into itself or 2A, though you can only do this once
Buffering a 3A will result in 2A
Has extra blockstun after chaining into itself, becoming [+6]
5A 8A will prevent chaining, allowing for deceptive pressure
Tyrogue puts all its might behind an upward swing.
Primary special ender for punch-based Tyrogue
Very solid anti-air
Launches, giving worse oki than 6B but with higher counter hit reward
Toggle Hitboxes
Toggle Hitboxes
Reckless Kicks 6B
Damage
Endurance Damage
Guard
Cancel
Invul
Property
2+2
0+2
Mid, High
-
-
-
Startup
Active
Recovery
Advantage
Cost
Unique
16, 8
6, 6
39
+14 [-13]
-
+ 1
Total: 74
Tyrogue unleashes a pair of kicks so reckless that it struggles to stop its momentum.
Primary special ender for kick-based Tyrogue
Combos out of 2A, but not 5A
Gives great oki while side-switching to deny the opponent's back roll
Overhead hit can catch opponents unaware but is risky due to how unsafe the move is
If the move is used while Tyrogue is cornered, the opponent will back roll away from the corner
Quick burst option, good for whiff punishing
Toggle Hitboxes
Toggle Hitboxes
Novice Roll 2B
Cancel
Invul
Startup
Recovery
Cost
Unique
-
12-25
31
9-34
-
-
Total: 64
Tyrogue launches into a roll, passing through the opponent.
Goes further the longer you hold
Invincible cross-up tool, centerpiece of Tyrogue's mix
Invincibility frames go from frame 12-31
Cannot be cancelled into
Whirlwind Kick jB
Damage
Endurance Damage
Guard
Cancel
Invul
Property
1x
1x
Mid
j2B
-
-
Startup
Active
Recovery
Advantage
Cost
Unique
1, 6
5 (per hit)
14
+15 [+9]
-
+ 1
Tyrogue spins through the air with a kick, as if it was a tornado.
Gives Tyrogue a burst of forward momentum, altering its jump arc
On hit or block, can be canceled into Tyrogue Drop for 1 meter
Frame advantage heavily depends on which hit connects last, is occasionally minus on block
Decent air mobility option, though with unreliable frame advantage as mentioned above
Toggle Hitboxes
Toggle Hitboxes
Tyrogue Drop j2B
Damage
Endurance Damage
Guard
Cancel
Invul
Property
3
1
High
-
-
-
Startup
Active
Recovery
Advantage
Cost
Unique
19
14
14
+20 [+10]
-
+ 1
Tyrogue brings its fists down through the air, hammering into the opponent.
Pressure starter, threatening a double overhead with j5A
Bounces Tyrogue up upon connecting
Halts Tyrogue's upward momentum
Combo filler, gaining you an extra from your jump-in
Toggle Hitboxes
Toggle Hitboxes
Hyper Moves
Double Bruiser 5B2B
Damage
Endurance Damage
Guard
Cancel
Invul
Property
3
1
Mid
-
-
-
Startup
Active
Recovery
Advantage
Cost
Unique
28
8
41
+44 [-10]
1
+ 1
Total: 76
Following a Bruise Uppercut, Tyrogue rolls towards the opponent to deliver a second swing.
Good metered damage
Respectable option for a Tyrogue that suddenly finds itself with a massive amount of meter
Toggle Hitboxes
Toggle Hitboxes
Cautious Roll 6B2B
Cancel
Invul
Startup
Recovery
Cost
Unique
-
-
7
9-34
1
-
Total: 40
Tyrogue turns its momentum from Reckless Kicks into an evasive roll.
Makes 6B slightly plus on block
Length variation allows for an ambiguous cross-up
Tyrogue must wait 7 frames until it can cancel into Cautious Roll
Has a significantly lower minimum duration than 2B
Supers
Ace Punch-Out 426B
Damage
Endurance Damage
Guard
Cancel
Invul
Property
3+3+3+3
1+1+1+1
Mid
-
Full 1-24
-
Startup
Active
Recovery
Advantage
Cost
Unique
17, 31, 31, 41
8, 8, 6, 11
20
+60 [-6]
2
+ (1*4)
Total: 172
Tyrogue delivers a devastating combo of punches, as if to influence its evolution.
Shorter and slightly weaker than 624B, but can secure guard breaks
Tyrogue's only reversal
Gives enough punches to course-correct towards Hitmonchan
Toggle Hitboxes
Toggle Hitboxes
Mega Kick Combo 624B
Damage
Endurance Damage
Guard
Cancel
Invul
Property
4+4+1+1+1+2
2
Mid
-
-
-
Startup
Active
Recovery
Advantage
Cost
Unique
17, 43, 41, 5x3
10, 6, 5x4
46
+42 [-51]
2
+ (1*4)
Total: 197
Tyrogue delivers a devastating combo of kicks, as if to influence its evolution.
Very punishable on block, but its range makes it a nuclear burst option
Gives enough kicks to course-correct towards Hitmonlee
Hitmonlee heavily relies on meter, so you may want to hold off on using this super
Toggle Hitboxes
Toggle Hitboxes
Evolution! 22B
Cancel
Invul
Startup
Recovery
Cost
Unique
-
-
202 [-200]
-
3
-
Total: 0
Tyrogue evolves prematurely!
A rarely seen option, as the Hitmons benefit greatly from meter and can usually afford to lose round 1
Only lasts 2 frames, can be used as a framekill in cross-evolution safejump setups
Gives any cancellable normal great frame advantage, giving your evolution a free combo/mixup
Cannot be used until Tyrogue has a combined three punch or kick stacks
Fills your endurance by your evolution's max endurance minus 10
Hitmons can input this move in training mode to devolve back into Tyrogue and reset the punch/kick gauge
Universal Mechanics
Forward Throw 6C
Evolution resources in a can
Evolution resources in a can
Damage
Endurance Damage
Guard
Cancel
Invul
Property
2
-
Unblockable (Throw)
-
-
-
Startup
Active
Recovery
Advantage
Cost
Unique
8
2
61
-
-
+ 1 OR + 1
Total: 70
Tyrogue tackles the opponent to the ground to unleash a few blows while they're down.
Increases the Punch Gauge by one by default
Input at the start of the throw to increase the Kick Gauge by one instead
Leaves Tyrogue very close afterwards, letting it comfortably throw loop in the corner
Back Throw 4C
Damage
Endurance Damage
Guard
Cancel
Invul
Property
2
-
Unblockable (Throw)
-
-
-
Startup
Active
Recovery
Advantage
Cost
Unique
8
2
61
-
-
+ 1 OR + 1
Total: 70
Tyrogue rolls behind the opponent to deliver a full-body kick (or an uppercut), swapping positions with the other fighter.
Increases the Kick Gauge by one by default
Input at the start of the throw to increase the Punch Gauge by one instead
Throw loops some characters midscreen if you immediately start running
Parry C
Damage
Endurance Damage
Guard
Cancel
Invul
Property
2
-
-
-
-
-
Startup
Active
Recovery
Advantage
Cost
Unique
-
-
-
-
-
-
Tyrogue throws its weight into a shoulder check.
Side switches in the corner at close range
Combos
Combo Theory:
All combos, unless specified otherwise, start from a grounded hit.
j2B x j5A can start all non-counterhit combos, deals 5 damage, but applies extra combo scaling.
After 5B:
On midscreen neutral wakeup, two 6As put you in throw range of any character while 6A 5A puts wider characters in an inescapable 2A/throw 50/50.
On corner neutral wakeup, all characters are susceptible to the strike/throw 50/50.
On corner roll, you can buffer a forward jump for a safejump with j5A. You can also use 22B then safejump with Hitmonchan's j5A.
6B leads to a guaranteed meaty 6A on any wakeup, including midscreen roll.
Meterless BnBs:
6A Starter
6A 5A x (2A/5A) x (5B/6B)
>>>>>>
Low Starter
2A x (2A/5A) x (5B/6B)
>>>>
CH into BnB
ch.(5A/4A/6A/2A) 6A x 5A x (2A/5A) x (5B/6B)
>>>>>>>>
CH Launcher
ch.5B 6A x (5B/6B)
>>>>
Note: The last special is an air hit, so the oki setups above won't work. A 5B ender is impossible in the corner.
CH j5B Extension
ch.6A j5B 6A 5A x (2A/5A) x (5B/6B)
(Notes: j5B can land two hits off counterhit 6A)
>>>>>>>>>>>>
Note: The combo will drop unless j5B lands two hits.
Jump-In Sweep
j2B x j5A 3A
>>>>>>
Air to Air
j8A 4A 6A x (5B/6B)
>>>>>>>>
Note: C-Cancelling the 6A and using Double Bruiser at the end are both good metered variations. The opponent may sometimes be too high to connect the 6A.
One Meter Combos:
Double Bruiser Extensions
Double Bruiser or 5B2B is your main 1 bar combo extender.
Any route that ends with 5B can be extended with 5B2B.
5B2B will fail to connect properly on counterhit; do the CH Launcher combo into a 5B2B ender instead.
5B2B can sometimes cross up in the corner; combo off of this with 5A x (5B/6B). If you have 2 bars, this too can be extended with another 5B2B.
Tatsu-In Sweep
j5B x j2B x j5A 3A
>>>>>>>>
C-Cancel Combos
6A C-Cancel
(ch.6A) 6A cc 6A 5A x (2A/5A) x (5B/6B)
>>>>>>>>>>>>
Two Meter Combos:
Super Confirm
6A 5A x 2A x (624B/426B)
>>>>>>
Note: A 426B (punch super) ender will only connect after 2A, is quite precise, and does less damage. Works off any starter for 6A combos.
CH Corner Carry
ch.6A 6A cc 6A 5A (2A/5A) x 5B2B
>>>>>>>>>>>>>>
Note: Does the same damage as a 6B ender on the 1 bar version but has far superior corner carry.
Meter Dump Combos:
Cross-Evolution Meter Recovery
6A x 22B x 3A
>>>>
Note: Works with any Hitmon. 6A x 22B is quite plus in general, and is good for landing unlikely starters like Hitmonlee 4A.
Stretch Legstrong here seems to have been training with fighters on 3rd Street, with an impressive divekick and the ability to amp up its normals to terrifying speeds with its install super.
With its elastic kicks, Hitmonlee has no trouble keeping an opponent at bay. That's not to say they'll only play at range, however - once it's time to get up close and personal, Hitmonlee can use its impressive mobility to run circles around the enemy. Beware a Hitmonlee dashing at you - there may be a flying knee with your name on it incoming.
Once Hitmonlee has closed the gap, it has a solid enough selection of pressure tools, such as its safe overhead Rolling Kick. However, to deliver a truly Yun-forgettable beatdown, one must release all tension and Limber Up! This install will shave massive amounts of recovery off the vast majority of Lee's kit, leading to suffocating pressure into dizzying combos like its signature divekick loops!
Despite all Hitmonlee's positives, it can't just jump away from its problems. You're not just playing Hitmonlee, but its unevolved form as well, and that means you need to restrict yourself from using Tyrogue's generally solid punching moves as much as you might otherwise like to, though this can be overcome with careful planning in round one. Beyond this weakness, Hitmonlee is very momentum-based; its defensive options are rather poor, and it won't be doing much damage without its install, forcing you to either stockpile meter as Tyrogue or collect it on its own by fishing for counterhits.
Ready to kick things into high gear?
Playstyle
Hitmonlee is an overwhelming offensive force that really doesn't want to be on the defense, keeping opponents at range until its time to dive in.
Pick if you like
Avoid if you dislike
Adamant Assault: Hitmonlee's straightforward but powerful normals can lock down an opponent as soon as you have the advantage.
Leaps and Bounds: Hitmonlee commands the skies more than its counterparts, especially with its long reach and divekick.
Roundhouse Reach: While not quite a zoner, Hitmonlee has impressive range on many of its attacks, letting it command the stage both near and far.
Limber Legs: Hitmonlee's install complements its offensive strengths, turning it into a pressure monster with amazing damage.
Leg Cramps: Hitmonlee's defensive options are limited, with its reversal only hitting aerial opponents.
Costly Combos: Hitmonlee wants as much meter as possible to start its gameplan, and can struggle to earn it without counterhits or jump-ins. Tyrogue can focus on meter gain in round one at the cost of suffering defeat, so be ready to pull off a comeback with what you earned!
Growing Pains: Of all the Hitmons, Hitmonlee is the most difficult to evolve Tyrogue into. Hitmonlee mains will need to make less use of Tyrogue's punching moves, like its useful 5B.
Normals
5A
Damage
Endurance Damage
Guard
Cancel
Invul
Property
2
0
Low
Special
-
-
Startup
Active
Recovery
Advantage
Cost
Unique
12
5
13 (Limber Up: 4)
+2 [0] (Limber Up: +11 [+8])
-
-
Total: 29
Hitmonlee kicks low, aiming under the opponent's guard.
A decent poke that creates distance or converts into a great knockdown with special cancels
Primary low option on offense, creates 50/50s with 6B
Limber Up: Links into itself, creating threatening pressure that can cancel into an overhead at any moment
Also links into other normals during install, including 2A to start divekick loops
Put up yer dukes! Hitmonchan is a boxer's boxer, ducking and weaving across the stage to keep an opponent on their toes. Just when your sparring partner thinks they have you figured out, unleash the elemental powers within you to send them to kingdom come!
Hitmonchan might appear to have low damage with its relatively weak individual attacks, but don't be fooled - you can crank out some serious hurt when you get the opponent in the corner. Once your opponent blocks virtually any move in your kit, you can smother them in your plus-on-block normals and leave them gasping for air - and vulnerable to Guard Breaks or frame traps as a result! While its powerful fundamentals can win games on their own, Hitmonchan's true claim to fame is its elemental mastery! Dart across the screen with Thunder Punch, lock them in place with Ice Punch, and chain multiple DPs together with the flaming might of Fire Punch!
While it might seem like an easy road to the championship title, things can get a bit rocky for Hitmonchan. While they have a variety of movement options, their movement speed is sluggish, especially compared to the other fighters you could have evolved into instead. Another problem that's shared by all three Hitmon brothers is the uphill battle of playing as Tyrogue - you can't become your desired character without a lot of extra effort.
But every boxer knows that the path to the top is never simple. Your opponent might knock you down, but you always get back up - you didn't hear no bell!
Playstyle
Hitmonchan is a powerful boxer with plus frames galore, and can dart in to overcome its slow movement.
Pick if you like
Avoid if you dislike
Bob and Weave: Despite its slow speed, Hitmonchan has a variety of tricks up its sleeves to approach or fake out the opponent.
Press the Advantage: Once an opponent is cornered, Hitmonchan's damage skyrockets, rewarding those who can close the distance.
Persistently Plus: Hitmonchan's massively advantageous normals allow it to reset pressure easily, leading to a suffocating offense.
Proper Reversal: While it shares the same mediocre health, Hitmonchan has the easiest time on the defense out of the whole Tyrogue family - having a classic DP can save your bacon in a pinch.
Long Range Lockdown: An opponent who can successfully play keep-away will prevent Hitmonchan from being able to do any serious damage.
Meager Mix: While Hitmonchan's pressure can go on for ages, it is notably lacking in mixup options, forcing it to open the opponent up with Guard Breaks or simple throws.
Humble Beginnings: Like the other Hitmons, Hitmonchan requires you play a game with the weaker Tyrogue before evolving, and you'll be missing out on the burst range of your kicks.
Normals
5A
Damage
Endurance Damage
Guard
Cancel
Invul
Property
1
0
Mid
6A, Special
-
-
Startup
Active
Recovery
Advantage
Cost
Unique
7
2
7
+7 [+4]
-
-
Total: 15
Hitmonchan throws out a speedy jab.
Key pressure tool, allowing for tick throws
High frame advantage and low enough recovery to block reversals after make it a powerful meaty
Toggle Hitboxes
Toggle Hitboxes
4A
Damage
Endurance Damage
Guard
Cancel
Invul
Property
2
1
Mid
4A2A, Special
Upper Body
-
Startup
Active
Recovery
Advantage
Cost
Unique
8
16
9
+5 [-1]
-
-
Total: 32
Hitmonchan aims an uppercut right at the opponent's jaw.
Basic anti-air/combo filler
Toggle Hitboxes
Toggle Hitboxes
4A2A
Damage
Endurance Damage
Guard
Cancel
Invul
Property
2
1
High
Super
-
-
Startup
Active
Recovery
Advantage
Cost
Unique
24
5
17
+5 [+2]
-
-
Total: 45
Swiftly after an uppercut, Hitmonchan swings downward to strike an opponent from overhead.
Don't try to mix your opponent up with 4A 3A, they'll simply parry
Outclassed as a frametrap option by 5B x 5A
Toggle Hitboxes
Toggle Hitboxes
6A
Damage
Endurance Damage
Guard
Cancel
Invul
Property
2
1
Mid
4A, 3A, Special
-
-
Startup
Active
Recovery
Advantage
Cost
Unique
9
6
17
+7 [+1]
-
-
Total: 31
Hitmonchan delivers a stronger strike forward.
Basic advancing combo filler
Toggle Hitboxes
Toggle Hitboxes
2A
Damage
Endurance Damage
Guard
Cancel
Invul
Property
4
2
Mid
426B (Screwdriver Blow), C-Cancel
-
-
Startup
Active
Recovery
Advantage
Cost
Unique
13
9
17
+4 [+5]
-
-
Total: 38
Hitmonchan puts its weight into a heavy blow, moving it forward.
Staple pressure option thanks to its range and plus frames
Hitmonchan winds up for a long but mighty uppercut, knocking the other fighter into the sky if it hits.
Can cancel out of the windup early with 5A, or by pressing 6 or 4 to dash forward or back, respectively
Combo starter that the opponent may be scared out of blocking due to the 4-way cancel options
+11 on dash cancel & does high endurance damage
Toggle Hitboxes
Toggle Hitboxes
Jawbuster 6B
Damage
Endurance Damage
Guard
Cancel
Invul
Property
5
1
Mid
426B (Screwdiver Blow), C-Cancel
Upper Body
-
Startup
Active
Recovery
Advantage
Cost
Unique
9
30
40
+49 [-31]
-
-
Total: 78
Hitmonchan rises into the air like a dragon, punching anything in front of or above it.
Standard DP; works as an anti-air, combo finisher, and reversal
Solid C-Cancel extender; hitting an opponent high up can combo into 5A for no additional meter
Very plus on blocked C-Cancel, threatening blockstring tool
Toggle Hitboxes
Toggle Hitboxes
Backpedal Blow 2B
Cancel
Invul
Startup
Recovery
Cost
Unique
-
-
24
5
-
-
Total: 28
Hitmonchan swerves backward out of the opponent's reach, ready to deliver a follow-up strike.
Great use in escaping midscreen pressure while potentially starting your own
More rewarding than standard backdash but you can be counterhit during the entire startup
Backpedal Blow (Strike) 2B2
Damage
Endurance Damage
Guard
Cancel
Invul
Property
4
1
Mid
426B (Screwdiver Blow)
Throw
-
Startup
Active
Recovery
Advantage
Cost
Unique
35
6
16
+15 [+2]
-
-
Total: 56
After dodging backward, Hitmonchan dashes back in to strike the unsuspecting opponent.
Input by by holding 2, no B press required
Defining RPS tool as a plus-on-block combo starter with an evasive startup
Can lose to common defensive options such as jump, parry or a well timed counterpoke so it's advised to stagger this move into your pressure to punish these options
Hitmonchan repositions itself behind the enemy before laying them low.
Parry C
Damage
Endurance Damage
Guard
Cancel
Invul
Property
3
-
-
-
-
-
Startup
Active
Recovery
Advantage
Cost
Unique
-
-
-
-
-
-
Hitmonchan advances forward with a powerful hook.
Combos
Meterless BnBs:
Basic 3A Combo
5A x 6A x 3A
>>>>
Basic 6B Combo
5A x 6A x 6B
>>>>
Extended 3A Combo
5A x 6A 5A x 6A x 3A
>>>>>>>>
Note: the second 5A may not hit the opponent if you are not at point-blank distance from the opponent. If they are in the corner, you can be slightly further away and still connect this combo.
Extended 6B Combo
5A x 6A 5A x 6A x 6B
>>>>>>>>
Note: the second 5A may not hit the opponent if you are not at point-blank distance from the opponent. If they are in the corner, you can be slightly further away and still connect this combo.
Basic Anti Air Combo
4A x 6B
>>
Counterhit Jawbuster
CH.6B 4A x 6B
>>>>
Note: Can also be started with Counterhit 6A.
One Meter Combos:
Thunder Combo Extension
5A x 6A x 2B6B 6A x 6B
>>>>>>>>>>
Icy BnB
5A x 6A x 624B 5B dash cancel 6A x 6B
>>>>>>>>>>>>
C-Cancel Combos
6B CC Corner Extension
5A x 6A 5A x 6A x 6B cc 4A x 2B 6A x 6B
>>>>>>>>>>>>>>>>>>
18 Damage. Time 4A such that it hits at high as it can.
Two Meter Combos:
Meter Dump Combos:
This page is still a work in progress. If you have any combos you think should be added to the wiki, let us know on the Discord!
Careening into the arena comes Hitmontop! Not content to specialize in either punches or kicks, this whirling warrior speeds across the field too fast to follow. Bounce off walls, spin through the sky, and dig through the ground to catch your opponent off guard.
Spacing is the name of the game for Hitmontop - whether certain attacks will combo or be safe depends on how far away you started the move, letting you spin in and then out again before the opponent's mind can catch up! Start combos or get knockdowns based on your distance, reflecting off the walls at incredible speed if you can perfectly utilize the space on the stage.
Hitmontop can't simply bounce around without a care, though - in order to really crank out the damage, Hitmontop wants its opponent in the air, which requires either meter or catching the other fighter off guard with a wall bounce. While its pre-evolution can do a good job of getting that meter, you're still stuck having to live through those awkward younger years before you can really bring the heat.
If you're ever in doubt about playing Hitmontop, remember the sacred mantra: Spin to win, baby!
Playstyle
Hitmontop has movement baked into many of its attacks, letting it dance in and out of reach to punish an overeager enemy.
Pick if you like
Avoid if you dislike
Rapid Rebounds: Hitmontop can launch itself around with its normals like no other combatant, giving it some of the strangest and strongest mobility in the game & very effective whiff punishing.
Launching Legend: Once Hitmontop gets the opponent in the air, it's all the way to the corner for them, with a hefty chunk of damage on the side.
Strike/Throw Star: Is that a dash-up throw, or a spinning kick? Your opponent can only try to guess as you rack up damage and meter.
Predictable Patterns: While your foe will still have to respect Dig, a lot of your best options lose to active poking.
Expensive Extensions: Hitmontop thrives on juggles, but they're hard to access without either meter or precise spacing.
Positioning Reliant: Many of Hitmontop's moves require spacing to combo, and it plays rather weirdly with the stage boundaries, requiring you to keep careful track of your screen position.
Humble Beginnings: Like the other Hitmons, Hitmontop requires you play a game with the weaker Tyrogue before evolving.
Normals
5A
Damage
Endurance Damage
Guard
Cancel
Invul
Property
2
1
Mid
Special, C-Cancel
-
-
Startup
Active
Recovery
Advantage
Cost
Unique
7
5
20
+5 [-1]
-
-
Total: 31
Hitmontop spins in place, kicking around itself in a circle.
Noncommittal pressure tool and combo filler
Great frametrap option that links with your entire kit including 3A on CH
Toggle Hitboxes
Toggle Hitboxes
4A
Damage
Endurance Damage
Guard
Cancel
Invul
Property
3
0
Mid
Special, C-Cancel
-
-
Startup
Active
Recovery
Advantage
Cost
Unique
11
13
15
+2 [-10]
-
-
Total: 38
Hitmontop spins away from the opponent, their kicks warding off any trying to approach.
If Hitmontop connects with a wall while using this attack, it will richochet in the opposite direction at high speed
Can be used while dashing for faster movement during the attack
Feeling a bit Fidgit-y, Hitmontop turns its body into a whirlwind of spikes and spinning limbs, launching itself through the air.
Quite literally impossible to safejump due to its entire startup being in Super Freeze
High damage, nearly scaling-agnostic combo ender
High commitment anti-air
Final hit does only 1 damage if the full super connects
Toggle Hitboxes
Toggle Hitboxes
Universal Mechanics
Forward Throw 6C
Damage
Endurance Damage
Guard
Cancel
Invul
Property
3
-
Unblockable (Throw)
-
-
-
Startup
Active
Recovery
Advantage
Cost
Unique
8
2
61
-
-
-
Total: 70
Catching the opponent with its feet, Hitmontop makes like a blender. Hopefully they didn't eat before the match...
Back Throw 4C
Damage
Endurance Damage
Guard
Cancel
Invul
Property
3
-
Unblockable (Throw)
-
-
-
Startup
Active
Recovery
Advantage
Cost
Unique
8
2
61
-
-
-
Total: 70
After spinning the other fighter on top of itself, Hitmontop throws them backward across the stage.
Parry C
Damage
Endurance Damage
Guard
Cancel
Invul
Property
3
-
-
-
-
-
Startup
Active
Recovery
Advantage
Cost
Unique
-
-
-
-
-
-
Hitmontop unleashes a rising flip kick.
Combos
Combo Theory
Any combo that begins with 5A or 2A can start from the following moves:
Jump-ins: j5A (either hit), j2A (not as an instant overhead)
Dashing attacks: 6A, 66A, rc.4A, rc.44A, and 6B when hit late; these are your main confirm tools
Pokes: 2A
Lows: 3A (C-Cancel)
6B does more base damage and is more consistent, but 5B scales better.
j2BB can be tacked on to grounded 6B combos for 1 bar, and jB can be added onto that for another bar of meter.
623B adds 11 unscaled damage onto virtually any juggle for 2 meter.
Dash Storage
When 66A or 44A is special cancelled or C-Cancelled, it will store the dash until Hitmontop returns to a neutral state.
A stored dash allows 66A and 44A to be input as simply 6A and 4A, and they will come out frame 7 as well.
66A x 426B allows easy access to dash storage in a 426B combo.
The button display will reflect this, assuming a 5A starter when applicable.
Meterless BnBs:
5A Damage
5A x 6B
>>
CH-Less Sweep
late hit (6A/66A/6B) 3A
>>
Double Jab Confirm
2A 2A x 5B
>>>>
Note: Better than 2A x 5B because 5B is better at farther ranges.
2A Poke into Side Swap (Fails in Reverse Corner)
2A 2A x 4B
>>>>
Ricochet Confirms
Hitmontop can surprise the opponent with a ricochet after 4A (usually off the actual corner, not the camera boundary) leading to high-damage but highly spacing-dependent combos. With ideal spacing, you can combo 4A into the ricochet. The move comes out automatically, but will be referred to as rc.4A/rc.44A.
For example, hitting an opponent with 4A, hitting them with the ricochet, and finishing with 5B would be 4A rc.4A x 5B.
The two types of ricochet combos are spaced and point-blank. A point-blank combo means that Hitmontop is tightly sandwiched between the opponent and the corner and is likely to side switch after rc.4A, while spaced means that there's room between the opponent and a cornered Hitmontop, meaning it'll usually stay on the same side.
At max spacing, rc.4A/rc.44A will not knock down. In this case, simply link into 5A to start your standard combos.
Ricochet Corner Steal (Spaced)
4A rc.4A x 6B (whiffed) 5A x (4B/6B)
>>>>>>
Note: Can also confirm from a stray rc.44A, in which case you should always do 6B 5A 4B; this is an option select that ends with side switch 6B at close range and same side 4B at long range.
One Meter Combos:
Gyro Tackle BnB
5A x 426B 5A x 6B 2A 66A x 5B
>>>>>>>>>>>>
Gyro Tackle Reverse Corner
5A x 426B 66A x 4B (input as 6B relative to starting direction)
>>>>>>
Note: Works midscreen as well, but particularly good for stealing the corner.
So, you've found the secret. Well done, you've unlocked a new ability. If you truly want to break beyond your limits, all you need to do is mash at the beginning of the match. Be careful, though - such power must have its drawbacks...
Limit Break Tyrogue is distinct from one that cancels its evolution between rounds. The only way to break your limits is to do so before Round 1 begins.
You'll know if Limit Break Tyrogue is in play as soon as round one begins: the and icons disappear, and Tyrogue will start the match with a full Hyper meter. On the surface, Tyrogue plays very similar: same normal and special attacks, albeit with no hope of evolving someday. However, in exchange for promised power in later rounds, LB Tyrogue demands it immediately with the legendary 3 bar super:
Beyond Your Limits! This half-screen, health bar halving command grab that can be woven easily into simple pressure strings or even confirmed into is easily one of the strongest moves in the entire game. LB Tyrogue can easily get to 3 meters for subsequent Limit Breaks due to having the other unique trait of gaining an additional meter at the start of Rounds 2 and 3. In total, LB Tyrogue can gain a total of up to 5 free bars throughout a match.
For all of their limit broken upsides, Tyrogue is still Tyrogue. Looking past the raging demon inside of Tyrogue, you will still see an unevolved Pokemon looking to prove themself in the high power world of Close Combat. Low endurance and damage output, even more apparent now due to being stuck as Tyrogue for the entire match, can result in Tyrogue struggling to chip opponents into the health range of its equalizing command grab. Tyrogue's gameplan is still as simple as ever, with the added caveat of aware opponents fearing an Akuma-style takedown on your wakeup or in neutral. With all this grit and muscle, who needs evolution?
Playstyle
Limit Break Tyrogue is a character who sacrifices its ability to evolve in exchange for a powerful super that effectively cuts the opponent's health in half.
Pick if you like
Avoid if you dislike
Meter Gain: With its mixup options and speedy movement, Tyrogue is proficient at gaining meter. Without an evolution in the wings, make use of your Supers more than ever before!
No Expectations: Evolution gauges completely removed, Tyrogue has no reason to care about what specials it's using; use whatever does the job best, punch or kick!
Little Legend: Tyrogue's small size has benefits - many attacks that would doom the likes of Great Tusk and Slither Wing can be dodged comfortably with a well-timed jump or duck.
Determination: Tyrogue gains 3 bars of meter at the beginning of the match, and one bar every round afterwards. They also unlock a high damage command grab that can be used to close a round that only looks half-over.
No Evolutions: Tyrogue must sacrifice the ability to evolve in order to break its limits. Is this power really worth it...?
Low Base Attack: Tyrogue's damage is very low, and can no longer be rectified by a powerful evolution in later rounds.
Still No Eviolite: While 38 health may seem decent, Tyrogue takes 50% extra damage on the first hit it receives in a combo, making it the frailest combatant in the game by a large margin.
Super Fatigue: Tyrogue's super costs 3 meter, denying them their other metered options round 1 and forcing an uphill battle of meter gain round 2.
Super
Beyond Your Limits! 22B
Damage
Endurance Damage
Guard
Cancel
Invul
Property
20
-
Unblockable
-
Full (1-11)
-
Startup
Active
Recovery
Advantage
Cost
Unique
11
35
73
+18
3
-
Total: 118
Tyrogue expends all its meter to gain the power of a demon.
Fully invulnerable for its entire duration
Usually seen after 6A, but technically cancels from 5A and 2A too
Fully unscaled, can be put at the end of grounded combos in place of a special ender
Whiffs against aerial opponents despite not being a true throw
Best used as a finisher, as meterless LB Ty is in a sticky situation
Not necessarily the only use for your meter; don't forget about your Hypers
Not a win button, more of an equalizer effectively cutting the opponent's health in half