Breakers Revenge/Condor: Difference between revisions

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= Introduction =
= Introduction =
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.
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]].


Condor is a throw character.  Instead of green hand like Zangief, he has a green foot.  He also has his deadly Tamahoo atack.  He 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!
Condor is a throw character.  Instead of green hand like Zangief, he has a green foot.  He also has his deadly Tamahoo atack.  He 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!

Revision as of 20:05, 9 March 2009

Introduction

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.

Condor is a throw character. Instead of green hand like Zangief, he has a green foot. He also has his deadly Tamahoo atack. He 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!

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/B + HP while close. The direction you press changes the direction that Condor recovers in. 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/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/B + LP/LK while close. This throw sucks, that is why it is called the crappy throw.
  • Good Throw - D/F + LK/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

  • Body Splash - D + HP in the air. Great crossup, standard move in other fighters especially for throw characters. Has a giant hitbox.
  • Downkick - D + HK in the air. Also crosses up, great move with good priority.
  • Dash Punch - F + HP, overall worthless move. Moves Condor forward quickly for an attack.

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

  • 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.
  • 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 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.

The Basics

Advanced Strategy

Match-ups

Vs. Alsion 3:

Vs. Condor (self):

Vs. Dao-Long:

Vs. Mahrel:

Vs. Pielle:

Vs. Rila:

Vs. Saizo:

Vs. Sho:

Vs. Tia:

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