Breakers Revenge/Condor: Difference between revisions

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= Introduction =
{{Infobox Character BreakersR
Condor is a Native American who does not wear any pants.  Instead he only wears pant legs and underwear.  Typically peaceful, he has been riled up recently and only fights to save his homeland from the evil [[Bai-Hu_(BR)|Bai-Hu]].
|name=Condor
|filename=Condor
|defense=132
|stun=3216
}}


Condor is a throw characterInstead of green hand like Zangief, he has a green footHe also has his deadly Tamahoo atackHe has a command grab and more normal throws than any other character in the game. His normal throws even have comboability into his super, making him deadly in the right hands!
==Move List==
===Normals===
<big>'''Standing'''</big>
------
{{MoveData
|image=BreakersR_Condor_5A.png
|caption=
|name=
|input=5A
|data=
  {{AttackData-BreakersR
|Damage=
|Guard= {{Mid}}
|Stun=
|Properties={{Specialcancel}}{{Supercancel}}
|Startup=
|Active=
|Recovery=
|Adv. Hit=
  |Adv. Guard=
  |description=
  }}
}}


= Moves List =
== Normal Grabs ==
Condor is special because of his large amount of grabs.  Each button has a grab assigned to it, which is different from every other character.  Condor does not have an air grab, though.
*Regular Throw - f or b + HP while close.  The direction you press changes the direction that Condor hops in during the throw animation.  You always want to try for a forward throw so that you can stay close.  A decent throw that keeps the pressure on.
*Heavy Kick Throw - f or b + HK while close.  The direction used decides where the opponent gets grounded.  Not his best throw, don't bother with it.
*Crappy Throw - f or b + LP or LK while close.  This throw sucks, that is why it is called the crappy throw.
*Good Throw - d/f + LK or LP while close.  This is a mashable throw, mash on buttons to make it do more hits and your opponent can mash on buttons to make it do less hits.  Max hits is 10.  You can link your Super Tamahoo afterwards making this Condor's best normal grab.  When this throw ends, the opponent is reset standing.  Mixup afterwards with a grab is possible if used sparingly.
*Hump - d/f + HK while close.  Condor humps the enemy.  Mashable.  Worthless but funny.
*Headbite - d/f + HP while close.  Condor hits his head on the enemies head.  Mashable.  Worthless.


== Normal Moves ==
{{MoveData
*Body Splash - d + HP in the air. Great crossup, standard move in other fighters especially for throw charactersHas a giant hitbox.
|image=BreakersR_Condor_5B.png
*Downkick - d + HK in the air. Also crosses up, great move with good priority.
|caption=
*Dash Punch - f + HP, overall worthless move. Moves Condor forward quickly for an attack.
|name=
|input=5B
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{Mid}}
|Stun=
|Properties={{Specialcancel}}{{Supercancel}}
|Startup=
|Active=
|Recovery=
  |Adv. Hit=
  |Adv. Guard=
  |description=
  }}
}}


== Special Moves ==
*Tamahoo - A + B + C, or some other combo of 3 buttons pressed simultaneously.  An amazing move that negates projectiles ala Zangief's green hand, that has awesome priority especially versus air attacks, and seems to have some sort of invulnerability.  Not that great versus grounded opponents but can catch them off guard occasionally.
*Green Foot - qcf + K.  Kicks opponent into the air and catches them and hurts them.  The HK version reaches farther but has a longer startup.  Essential for combos.
*Spinning Piledriver (SPD) - 360 + P.  If done out of range, he will display a whiff animation.  Condor does a spinning piledriver on his opponent hurting them badly!  An excellent move to breaker with, does a lot of damage and has awesome range.
*Buffalo Slide Kick - F, F + K.  Strength of kick determines range of slide kick.  Normally knocks down unless opponent is hit from the very last part of the slide kick.  Goes under projectiles and hits low.


== Super Moves ==
{{MoveData
*Tamahoo Super - qcf, qcf + P. Awesome super, connects after an anti-air Tamahoo or Good Throw. Has small invulnerability window. The full super will connect against aerial opponents. The first hit has a giant reach and if it connects, the full super will.
|image=BreakersR_Condor_5C.png
*Grab Super - 720 + P. A super grab. It is a good breaker move. It does not seem to have a whiff animation so you can't waste meter spamming for itIf it connects, it will do a bunch of damage and take a super meter from youGood Throw into Tamahoo Super does as much or more damage than this, but this move is still good. Good Throw has significantly less range than Grab Super.
|caption=
|name=
|input=5C
|data=
{{AttackData-BreakersR
|Damage=
  |Guard= {{Mid}}
  |Stun=
  |Properties=
  |Startup=
  |Active=
  |Recovery=
  |Adv. Hit=
  |Adv. Guard=
  |description=
  }}
}}


= The Basics =
*Notable Normal Throws
**Good Throw, D/F + LK/LP while close - This throw combos into super.  That makes it great.


*Notable Normals
{{MoveData
**Crouching A - Condor's basic combo starter. Does not hit low, but comes out quickly.
|image=BreakersR_Condor_5D.png
**Far Standing D - This move has a surprising amount of range and priority. It will beat Saizo's vertical jump C from pretty far away and will cleanly beat plenty of other moves.
|caption=
**Vertical Jumping D - This is a great air-to-air move with awesome priority.
|name=
**Downkick, D + HK in the air - This move will cross up and has a lot of priority because it hits so far below Condor. A great move to use in place of Body Splash if you're in range.
|input=5D
**Body Splash, D + HP in the air - Body Splash has a larger horizontal hitbox than Downkick, but a smaller vertical hitbox. This move is an excellent crossup to use as your opponent is getting up.
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{Mid}}
|Stun=
|Properties={{Specialcancel}}{{Supercancel}}
|Startup=
|Active=
  |Recovery=
  |Adv. Hit=
|Adv. Guard=
  |description=
  }}
}}


*Crossups
<big>'''Crouching'''</big>
**Downkick, D + HK in the air - see above
------
**Body Splash, D + HP in the air - see above
{{MoveData
|image=BreakersR_Condor_2A.png
|caption=
|name=
|input=2A
|data=
{{AttackData-BreakersR
|Damage=
|Guard={{Mid}}
|Stun=
|Properties={{Specialcancel}}{{Supercancel}}
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}


*Meterless combos
**cr.A x2 xx Green Foot (lk version) - Basic combo, can be performed off of jump in attacks.  Do it really fast!  This is his bread and butter.
**cr.A, cl.st.B, cr.D - Knockdown combo, can be done off of jump in attacks.
**cl.st.B, st.D xx Green Foot (hk version) - Breakerable.  Cancel the first hit of close st.D or the only hit of far st.D to make this combo work.  It is still breakerable though, but if they breaker with a backdash or jump then sometimes green foot will catch them out of it.


*Combos with meter
{{MoveData
**cr.A x2 xx Tamahoo Super - A basic super combo. This combo does more damage than comboing into Green Foot, but you may want to save your super meter for times when you would be unable to combo without using a super, or for his super grab.
|image=BreakersR_Condor_2B.png
**Good Throw (D/F + LK/LP), Tamahoo Super - Another great combo that does a ton of damage. To do this combo easily, just mash out the super as hard as you can while you're mashing the throw for more damage and it will link just fine.
|caption=
**Any air-to-air normal, land, Tamahoo Super - Good way to get damage out of Condor's aerial pokes.
|name=
**Anti-air st.D/cr.C, Tamahoo Super - Another good way to get damage. Any of Condor's normals can combo into super in an anti-air situation due to the game's juggle system but cr.C and st.D are going to me some of your more common anti-air attacks that aren't Tamahoo.
|input=2B
**Anti-air Tamahoo, Tamahoo Super - Amazing combo as Tamahoo has great reach. This combo will connect very easily with no real timing or spacing necessaryA staple Condor combo that is crucial to learn to use frequently. This is a fantastic use of super meter.
|data=
{{AttackData-BreakersR
|Damage=
|Guard={{Low}}
|Stun=
|Properties={{Specialcancel}}{{Supercancel}}
  |Startup=
  |Active=
|Recovery=
  |Adv. Hit=
  |Adv. Guard=
  |description=
  }}
}}


= Advanced Strategy =
Condor can be played as a throw character but that sort of play style doesn't work well in Breakers.  He has a decent rushdown game based around priority, with his only real mixups being crossups.  Mixing up with grabs is so incredibly risky that it usually isn't worth it.  If you advance extremely carefully with Condor and make sure to take full advantage of every opportunity, he is extremely possible to win with.


Having no dash makes it difficult to approach your opponent faster than they can run awayUsing Buffalo Slide Kick after a knockdown can allow you to catch up to your opponentTamahoo moves Condor slightly forward and has a good deal of priority and invulnerability, but it can be hit low so you always have to be careful of sweepsIf you jump over a fireball and are expecting another fireball, you can Buffalo Slide Kick under the second fireball, or even land and just Tamahoo Super your opponent out of their second fireball. Of course, both of these actions are risky, but the risk is worth it if you are sure you're reading your opponent properly.
{{MoveData
|image=BreakersR_Condor_2C.png
|caption=
|name=
|input=2C
|data=
  {{AttackData-BreakersR
|Damage=
|Guard={{Mid}}
|Stun=
|Properties=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
  |Adv. Guard=
  |description=
  }}
}}


= Match-ups =


== Vs. Alsion 3: ==
{{MoveData
|image=BreakersR_Condor_2D.png
|caption=
|name=
|input=2D
|data=
{{AttackData-BreakersR
|Damage=
|Guard={{Low}}
|Stun=
|Properties={{Knockdown}}
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}


== Vs. Condor (self): ==
<big>'''Close'''</big>
------
{{MoveData
|image=BreakersR_Condor_cl5A.png
|caption=
|name=
|input=5A
|data=
{{AttackData-BreakersR
|Damage=
|Guard={{Mid}}
|Stun=
|Properties={{Specialcancel}}{{Supercancel}}
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}


== Vs. Dao-Long: ==


== Vs. Mahrel: ==
{{MoveData
|image=BreakersR_Condor_cl5B.png
|caption=
|name=
|input=5C
|data=
{{AttackData-BreakersR
|Damage=
|Guard={{Mid}}
|Stun=
|Properties={{Specialcancel}}{{Supercancel}}
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}


== Vs. Pielle: ==


== Vs. Rila: ==
{{MoveData
|image=BreakersR_Condor_cl5C.png
|caption=
|name=
|input=5C
|data=
{{AttackData-BreakersR
|Damage=
|Guard={{Mid}}
|Stun=
|Properties={{Specialcancel}}{{Supercancel}}
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}


== Vs. Saizo: ==


== Vs. Sho: ==
{{MoveData
|image=BreakersR_Condor_cl5D.png
|caption=
|name=
|input=5D
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{Mid}}
|Stun=
|Properties={{Specialcancel}}{{Supercancel}}
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=2 hits. Second hit is not cancellable.
}}
}}


== Vs. Tia: ==
<big>'''Neutral Jumping'''</big>
------
{{MoveData
|image=BreakersR_Condor_njA.png
|caption=
|name=
|input=nj.A
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{High}}
|Stun=
|Properties=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}


{{Breakers}}
 
{{MoveData
|image=BreakersR_Condor_njB.png
|caption=
|name=
|input=nj.B
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{High}}
|Stun=
|Properties=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
 
{{MoveData
|image=BreakersR_Condor_njC.png
|caption=
|name=
|input=nj.C
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{High}}
|Stun=
|Properties=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
 
{{MoveData
|image=BreakersR_Condor_njD.png
|caption=
|name=
|input=nj.D
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{High}}
|Stun=
|Properties=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
 
<big>'''Diagonal Jumping'''</big>
------
{{MoveData
|image=BreakersR_Condor_djA.png
|caption=
|name=
|input=dj.A
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{High}}
|Stun=
|Properties=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
 
{{MoveData
|image=BreakersR_Condor_djB.png
|caption=
|name=
|input=dj.B
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{High}}
|Stun=
|Properties=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
 
{{MoveData
|image=BreakersR_Condor_djC.png
|caption=
|name=
|input=dj.C
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{High}}
|Stun=
|Properties=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
 
{{MoveData
|image=BreakersR_Condor_djD.png
|caption=
|name=
|input=dj.D
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{High}}
|Stun=
|Properties=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
===Command Normals===
{{MoveData
|image=BreakersR_Condor_6C.png
|caption=
|name=Fumikomi Straight
|input=6C
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{Mid}}
|Stun=
|Properties=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
 
 
{{MoveData
|image=BreakersR_Condor_2jC.png
|caption=
|name=Body Press
|input=Jump, 1~3C
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{High}}
|Stun=
|Properties=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
 
{{MoveData
|image=BreakersR_Condor_2jD.png
|caption=
|name=Heel Stomp
|input=Jump, 1~3D
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{High}}
|Stun=
|Properties=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
 
 
===Throws===
{{MoveData
|image=BreakersR_Condor_Throw.png
|caption=
|name=Piledriver
|input=4/6C
|data=
{{AttackData-BreakersR
|Damage=
|Guard={{Unblockable}}
|Stun=
|Properties={{Throw}}{{Knockdown}}
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=Direction of throw input affects screen position. Generally you want the forward throw for corner carry and keeping Condor close in the corner.
}}
}}
 
 
{{MoveData
|image=BreakersR_Condor_Throw6D.png
|caption=
|name=Suplex
|input=4/6D
|data=
{{AttackData-BreakersR
|Damage=
|Guard={{Unblockable}}
|Stun=
|Properties={{Throw}}{{Knockdown}}
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=Direction of throw input affects which side the opponent is thrown towards. Leaves Condor close to his opponent.
}}
}}
 
 
{{MoveData
|image=BreakersR_Condor_Throw6A.png
|caption=
|name=Body Slam
|input=4/6A/B
|data=
{{AttackData-BreakersR
|Damage=
|Guard={{Unblockable}}
|Stun=
|Properties={{Throw}}{{Knockdown}}
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=Sideswitches. Does low amount of damage
}}
}}
 
 
{{MoveData
|image=BreakersR_Condor_Throw3C.png
|caption=
|name=Head Crash
|input=3C
|data=
{{AttackData-BreakersR
|Damage=
|Guard={{Unblockable}}
|Stun=
|Properties={{Throw}}{{Knockdown}}
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=Mash throw with 6 hits. Opponent can counter mash to reduce hits.
}}
}}
 
 
{{MoveData
|image=BreakersR_Condor_Throw3A.png
|caption=
|name=Choke
|input=3A/B
|data=
{{AttackData-BreakersR
|Damage=
|Guard={{Unblockable}}
|Stun=
|Properties={{Throw}}
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=Mash throw with 10 hits. Opponent can counter mash to reduce hits.
 
You can link your Super Tamahoo afterwards making this Condor's most damaging grab.  When this throw ends, the opponent is reset standing.
}}
}}
 
 
{{MoveData
|image=BreakersR_Condor_Throw3D.png
|caption=
|name=Bear Hug
|input=3D
|data=
{{AttackData-BreakersR
|Damage=
|Guard={{Unblockable}}
|Stun=
|Properties={{Throw}}{{Knockdown}}
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=Mash throw with 4 hits. Opponent can counter mash to reduce hits.
}}
}}
 
 
===Specials===
{{MoveData
|image=condorfoot.gif
|caption=Green Foot
|name=Sky Bridge
|input=236K
|data=
{{AttackData-BreakersR
|version=B
|Damage=
|Guard= {{Mid}}
|Stun=
|Properties=
|Startup=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=Kick opponent into the air and catch them, sideswitches.
}}
{{AttackData-BreakersR
|version=D
|Damage=
|Guard= {{Mid}}
|Stun=
|Properties=
|Startup=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=Slower version.
}}
}}
 
 
{{MoveData
|image=condor360.gif
|caption=
|name=Moonlight Slam
|input=360+P
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{Unblockable}}
|Stun=
|Properties={{Throw}}
|Startup=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=Classic 360 command grab with a whiff animation.  Condor does a spinning piledriver on his opponent hurting them badly!  An excellent move to breaker with, does a lot of damage and has awesome range.
}}
}}
 
 
{{MoveData
|image=condorslide.gif
|caption=
|name=Grand Buffalo Horn
|input=66K
|data=
{{AttackData-BreakersR
|version=B
|Damage=
|Guard= {{Mid}}
|Stun=
|Properties=
|Startup=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=Strength of kick determines range of slide kick.  Normally knocks down unless opponent is hit from the very last part of the slide kick.  Goes under projectiles and hits low.
}}
{{AttackData-BreakersR
|version=D
|Damage=
|Guard= {{Mid}}
|Stun=
|Properties=
|Startup=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=Strength of kick determines range of slide kick.  Normally knocks down unless opponent is hit from the very last part of the slide kick.  Goes under projectiles and hits low.
}}
}}
 
 
{{MoveData
|image=condortamahoo.gif
|caption=TAMAHOO!
|name=Tomahawk Jack
|input=Any 3 buttons
|data=
{{AttackData-BreakersR
|Damage=
|Guard= {{Mid}}
|Stun=
|Properties=
|Startup=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=An amazing move that negates projectiles ala Zangief's green hand, that has awesome priority especially versus air attacks, and seems to have some sort of invulnerability.  Not that great versus grounded opponents but can catch them off guard occasionally.
 
When used as an Anti Air can be followed with Super for massive damage and a favorable knockdown.
Tamahoo in moves Condor forward slightly on whiff, hit, and when it negates projectiles.
}}
}}
 
 
===Supers===
{{MoveData
|image=condorcombo.gif
|caption=
|name=Atlas Rock Buster
|input=236236P
|data=
{{AttackData-BreakersR
|Damage=
|Guard={{Mid}}
|Stun=
|Properties={{Hardknockdown}}
|Startup=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=Awesome super, connects after an anti-air Tamahoo or Good Throw.  Has small invulnerability window.  The full super will connect against aerial opponents.  The first hit has a giant reach and if it connects, the full super will.
}}
}}
 
 
{{MoveData
|image=condor720.gif
|caption=
|name=Moonlight Shake
|input=720+P
|data=
{{AttackData-BreakersR
|Damage=
|Guard={{Unblockable}}
|Stun=
|Properties={{Throw}}{{Hardknockdown}}
|Startup=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=A super grab.  It is a good breaker move.  It does not seem to have a whiff animation so you can't waste meter spamming for it.  If it connects, it will do a bunch of damage and take a super meter from you.  Good Throw into Tamahoo Super does as much or more damage than this, but this move is still good.  Good Throw has significantly less range than Grab Super.
}}
}}
 
==Combos==
*'''Meterless Combos'''
**2A, 2A xx 236B - low hit main 2-in-1
**2A, cl. 5B, 2D - sweep ender BnB combo
 
*'''Combos with meter'''
**2A, 2A, 2B xx 236236P - low hit super ender
**3A/B (Throw), 236236P - a great throw setup with super ender, but it must be too early to connect
**Anti-air 5C xx Tomahawk, 236236P - Tomahawk use is limited but this is the best combo for use it.
**Air to Air, 236236P - It is sometimes possible to add a Tomahawk between the juggle and the super but the juggle is much harder to connect.
 
==Advanced Strategy==
Condor can be played as a throw character but that sort of play style doesn't work well in Breakers.  He has a decent rushdown game based around priority, with his only real mixups being crossups.  Mixing up with grabs is so incredibly risky that it usually isn't worth it unless your opponent is terrified.  If you advance extremely carefully with Condor and make sure to take full advantage of every opportunity, he is extremely possible to win with.
 
*Having no dash makes it difficult to approach your opponent faster than they can run away.  Using Buffalo Slide Kick after a knockdown can allow you to catch up to your opponent.
 
*'''cr. HK is nuts''': Incredible range, big damage, a knockdown, it does it all. If your opponent isn't respecting your wakeup games, meaty with this a few times and straight up kill them.
 
*If you jump over a fireball and are expecting another fireball, you can Buffalo Slide Kick under the second fireball, or even land and just Tamahoo Super your opponent out of their second fireball. Of course, both of these actions are risky, but the risk is worth it if you are sure you're reading your opponent properly.
 
*By inputting forward+A/B/D, forward+B/D, you can whiff cancel a normal into his Buffalo Slide Kick.  This is especially good with his st.B/st.D attacks, as they both might entice an opponent to attack you if they think you have whiffed them.  This fake-out is an excellent mindgame for Condor!
 
===Breakering===
Condor can breaker with Tamahoo but it will lose to any low attacks.  He can breaker with any normal throw of course, he can also breaker with his SPD (360+P) which is amazing.  It is fast and has a big range.  His supers are also great breaker attacks, each doing massive damage.  Breakering is kind of important for Condor, he can get a lot of damage this way whereas it can be hard for him to land a combo.
 
===Mixup and Oki guide===
<youtube>https://youtu.be/YB7U2nSfiaU</youtube>
 
 
==Matchups==
===Matchup Table===
{| class="wikitable"
|+ Advantage
|-
| Great ||
|-
| Good || Alsion III, Maherl
|-
| Even ||
|-
| Weak || Rila, Pielle
|-
| Bad || Saizo, Sho, Tia, Dao-Long
|}
 
===Character Specific Tips===
--------
'''Alsion III'''<br>
 
--------
'''Condor'''<br>
 
--------
'''Dao-Long'''<br>
 
--------
'''Maherl'''<br>
 
--------
'''Pielle'''<br>
 
--------
'''Rila'''<br>
 
--------
'''Saizo'''<br>
Pray.
 
Saizo plays an excellent keep away game. Landing Tamahoo and starting your scariest offense is nigh impossible: Saizo has zero reason to ever jump at you. Bulldog your way in however you can and get to a range where 2D can connect or trade, and make the most of those knockdowns.
 
Saizo has a weak breaker game without meter. His meterless invincible reversal [https://wiki.supercombo.gg/w/Breakers_Revenge/Saizo#Specials (214P, "Hair")] needs to be super canceled or it's unsafe. In an Oki situation, bait reversals to either drain Saizo's resources or get them to overextend for a big punish.
--------
'''Sho'''<br>
 
--------
'''Tia'''<br>
 
{{Navbox-BreakersR}}
[[Category:Breakers Revenge]]

Latest revision as of 14:54, 13 December 2023

Introduction

Condor Heads is a Native American who wears chaps. Typically peaceful, he has been riled up recently and only fights to save his homeland from the evil Bai-Hu.

Overview

Condor is the big, slow grappler. Instead of green hand like Zangief, he has a green foot. He also has his deadly Tamahoo attack. He has a huge arsenal of command grabs and throws.

Winning with Condor against higher level opponents will require a lot of patience and a healthy understanding of when to take a risk.

Condor
Strengths Weaknesses
  • Most health in the game (not including Bai-Hu) and hard to stun
  • Risk system can give you massive damage on command grabs
  • TAMAHOO!
  • Big rewards off of anti-airs: Tamahoo Super will never drop and jumpstarts his vortex
  • Strong pokes
  • 360 command grab and a 720 super grab
  • No dash, also means he cannot breaker backdash
  • Tall character, he is easy to hit with instant overhead jump attacks
  • Breaker options are limited
  • Saizo matchup is especially rough
Condor
BRCondorVictory.png
Defense 132
Stun 3216

Move List

Normals

Standing


Damage Guard Stun Properties
- Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- Mid.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Crouching


Damage Guard Stun Properties
- Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- Low.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- Mid.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- Low.png - Knockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Close


Damage Guard Stun Properties
- Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

2 hits. Second hit is not cancellable.

Neutral Jumping


Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Diagonal Jumping


Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Command Normals

Fumikomi Straight
6C
Damage Guard Stun Properties
- Mid.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Body Press
Jump, 1~3C
Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Heel Stomp
Jump, 1~3D
Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Throws

Damage Guard Stun Properties
- Unblockable.png - Throw.pngKnockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Direction of throw input affects screen position. Generally you want the forward throw for corner carry and keeping Condor close in the corner.


Damage Guard Stun Properties
- Unblockable.png - Throw.pngKnockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Direction of throw input affects which side the opponent is thrown towards. Leaves Condor close to his opponent.


Damage Guard Stun Properties
- Unblockable.png - Throw.pngKnockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Sideswitches. Does low amount of damage


Damage Guard Stun Properties
- Unblockable.png - Throw.pngKnockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Mash throw with 6 hits. Opponent can counter mash to reduce hits.


Damage Guard Stun Properties
- Unblockable.png - Throw.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Mash throw with 10 hits. Opponent can counter mash to reduce hits.

You can link your Super Tamahoo afterwards making this Condor's most damaging grab. When this throw ends, the opponent is reset standing.


Damage Guard Stun Properties
- Unblockable.png - Throw.pngKnockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Mash throw with 4 hits. Opponent can counter mash to reduce hits.


Specials

Sky Bridge
236K
Condorfoot.gif
Green Foot
B Damage Guard Stun Properties
- Mid.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Kick opponent into the air and catch them, sideswitches.

D Damage Guard Stun Properties
- Mid.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Slower version.


Moonlight Slam
360+P
Condor360.gif
Damage Guard Stun Properties
- Unblockable.png - Throw.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Classic 360 command grab with a whiff animation. Condor does a spinning piledriver on his opponent hurting them badly! An excellent move to breaker with, does a lot of damage and has awesome range.


Grand Buffalo Horn
66K
Condorslide.gif
B Damage Guard Stun Properties
- Mid.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Strength of kick determines range of slide kick. Normally knocks down unless opponent is hit from the very last part of the slide kick. Goes under projectiles and hits low.

D Damage Guard Stun Properties
- Mid.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Strength of kick determines range of slide kick. Normally knocks down unless opponent is hit from the very last part of the slide kick. Goes under projectiles and hits low.


Tomahawk Jack
Any 3 buttons
Condortamahoo.gif
TAMAHOO!
Damage Guard Stun Properties
- Mid.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

An amazing move that negates projectiles ala Zangief's green hand, that has awesome priority especially versus air attacks, and seems to have some sort of invulnerability. Not that great versus grounded opponents but can catch them off guard occasionally.

When used as an Anti Air can be followed with Super for massive damage and a favorable knockdown. Tamahoo in moves Condor forward slightly on whiff, hit, and when it negates projectiles.


Supers

Atlas Rock Buster
236236P
Condorcombo.gif
Damage Guard Stun Properties
- Mid.png - Hardknockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Awesome super, connects after an anti-air Tamahoo or Good Throw. Has small invulnerability window. The full super will connect against aerial opponents. The first hit has a giant reach and if it connects, the full super will.


Moonlight Shake
720+P
Condor720.gif
Damage Guard Stun Properties
- Unblockable.png - Throw.pngHardknockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

A super grab. It is a good breaker move. It does not seem to have a whiff animation so you can't waste meter spamming for it. If it connects, it will do a bunch of damage and take a super meter from you. Good Throw into Tamahoo Super does as much or more damage than this, but this move is still good. Good Throw has significantly less range than Grab Super.

Combos

  • Meterless Combos
    • 2A, 2A xx 236B - low hit main 2-in-1
    • 2A, cl. 5B, 2D - sweep ender BnB combo
  • Combos with meter
    • 2A, 2A, 2B xx 236236P - low hit super ender
    • 3A/B (Throw), 236236P - a great throw setup with super ender, but it must be too early to connect
    • Anti-air 5C xx Tomahawk, 236236P - Tomahawk use is limited but this is the best combo for use it.
    • Air to Air, 236236P - It is sometimes possible to add a Tomahawk between the juggle and the super but the juggle is much harder to connect.

Advanced Strategy

Condor can be played as a throw character but that sort of play style doesn't work well in Breakers. He has a decent rushdown game based around priority, with his only real mixups being crossups. Mixing up with grabs is so incredibly risky that it usually isn't worth it unless your opponent is terrified. If you advance extremely carefully with Condor and make sure to take full advantage of every opportunity, he is extremely possible to win with.

  • Having no dash makes it difficult to approach your opponent faster than they can run away. Using Buffalo Slide Kick after a knockdown can allow you to catch up to your opponent.
  • cr. HK is nuts: Incredible range, big damage, a knockdown, it does it all. If your opponent isn't respecting your wakeup games, meaty with this a few times and straight up kill them.
  • If you jump over a fireball and are expecting another fireball, you can Buffalo Slide Kick under the second fireball, or even land and just Tamahoo Super your opponent out of their second fireball. Of course, both of these actions are risky, but the risk is worth it if you are sure you're reading your opponent properly.
  • By inputting forward+A/B/D, forward+B/D, you can whiff cancel a normal into his Buffalo Slide Kick. This is especially good with his st.B/st.D attacks, as they both might entice an opponent to attack you if they think you have whiffed them. This fake-out is an excellent mindgame for Condor!

Breakering

Condor can breaker with Tamahoo but it will lose to any low attacks. He can breaker with any normal throw of course, he can also breaker with his SPD (360+P) which is amazing. It is fast and has a big range. His supers are also great breaker attacks, each doing massive damage. Breakering is kind of important for Condor, he can get a lot of damage this way whereas it can be hard for him to land a combo.

Mixup and Oki guide


Matchups

Matchup Table

Advantage
Great
Good Alsion III, Maherl
Even
Weak Rila, Pielle
Bad Saizo, Sho, Tia, Dao-Long

Character Specific Tips


Alsion III


Condor


Dao-Long


Maherl


Pielle


Rila


Saizo
Pray.

Saizo plays an excellent keep away game. Landing Tamahoo and starting your scariest offense is nigh impossible: Saizo has zero reason to ever jump at you. Bulldog your way in however you can and get to a range where 2D can connect or trade, and make the most of those knockdowns.

Saizo has a weak breaker game without meter. His meterless invincible reversal (214P, "Hair") needs to be super canceled or it's unsafe. In an Oki situation, bait reversals to either drain Saizo's resources or get them to overextend for a big punish.


Sho


Tia

Game Navigation

General
Controls
Notation
HUD
System
Strategy
FAQ
EXTRA
Characters
Sho
Pielle
Condor
Rila
Tia
Alsion III
Maherl
Dao-Long
Saizo
Bai-Hu