Primeape is known for its go-bananas hyper-aggressive rushdown game. Ape is an unstoppable force in neutral, with both strong mobility and advancing normals allowing it to work its way in while denying air approaches with its Fierce Upper. Once it's in, almost all of its normals along with its infamous Ape Rush contribute to its RPS-heavy playstyle, choking out endurance regeneration by opting for on-hit mixups instead of knockdowns. 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 effective RPS situations while denying endurance regeneration.
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
+4 [-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
Can string into 6B for damage or 3A for meter, or Ape can use the move's advantage to run on-hit RPS
Toggle Hitboxes
Toggle Hitboxes
4A
Damage
Endurance Damage
Guard
Cancel
Invul
Property
3
1
Mid
Special
Upper Body
-
Startup
Active
Recovery
Advantage
Cost
Unique
10
10
14
+6 [0]
-
-
Total: 33
Primeape kicks above their head.
Go-to anti-air normal
High hitstun allows for a one-hit confirm or pressure
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
11, 12
5, 6
24
7 [-6]
-
-
Total: 56
Primeape punches horizontally twice.
Primeape's best standard horizontal poke, but has lots of recovery due to the second hit always coming out
Links into 5A for longer ground combos
Solid pressure normal due to its endurance damage and multiple cancel windows
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
11 Damage
Note: 2A must connect close to the tip of its range, or as a meaty. In the corner, you can instead do 2A 6A x 6B for 13 damage.
Late Hit Ape Rush (Midscreen Only)
6A (extremely spaced) x 5B 5A5A x 3A/6B
>>>>>>>>
8 Damage OR
>>>>>>>>
11 Damage
Note: 6A's second hit 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
ch.5B 6A 5A5A x 3A/5B/6B
>>>>>>>>
10-17 Damage OR
>>>>>>>>
10-21 Damage OR
>>>>
12-18 Damage
Note: Omit the 5A5A when ending with 6B above 17 health, or when ending with 5B at 17-13 health.
Counterhit 6B
ch.6B 4A x 6B
>>>>
15 Damage
Note: The 4A has to hit rather low for both hits of 6B to connect.
One Meter Combos
6B Into OTG (Guaranteed in Corner Only)
6A x 6B 28B
>>>>
16 Damage
C-Cancel Combos
C-Cancel Launcher Combo
6A x 6B cc j8A x jB
>>>>>>>>>>
15 Damage
Close To Corner
6A x 6B cc j8A x 4A x 6B
>>>>>>>>>>>>
18 Damage
5B Juggle
6A x 6B cc j8A 4A x 5B 4A x 6B
>>>>>>>>>>>>>>>>
21-22 Damage
Note: Works at any amount of health, though if 5B has 3 or 6 hits you have to swap the second 4A for 5A, dealing 1 less damage.
Two Meter Combos
Ape Rush Super Cancel
6A x 5B x 624B
>>>>
19-24 Damage
C-Cancel into OTG Finisher
6A x 6B cc j8A x jB x 28B
>>>>>>>>>>
20 Damage
C-Cancel Combos
Counterhit 6B into C-Cancel Loop
ch.4A (or 6A) x 6B x 6A x 6B cc j8A x 6A x 6B cc j8A 4A x 6B
>>>>>>>>>>>>>>>>>>>>>>>>>>
27 Damage
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.