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{{ | {{DT Character Intro | ||
|char=Torao | |||
|Forward Walk Speed=2 | |||
|Back Walk Speed=1.5 | |||
|Forward Dash=14f | |||
|Back Dash=12f | |||
|Prejump=4f | |||
|Neutral Jump=40f | |||
|Forward Jump=36f | |||
|Back Jump=36f | |||
|Forward Super Jump=36f | |||
|Back Super Jump=36f | |||
|POW charge=10f | |||
|content= | |||
==Introduction== | ==Introduction== | ||
Torao Onigawara is a man who values his adherence to the path of martial arts above all else. Once a renowned instructor who gave martial arts training to soldiers in the military, he has since lost everything, now forced to live on the streets of Eden. With nowhere to truly call home, all he has left is an old, tattered gi, and the philosophy he wholly dedicated himself to so many years ago -- to live and breathe karate. | Torao Onigawara is a man who values his adherence to the path of martial arts above all else. Once a renowned instructor who gave martial arts training to soldiers in the military, he has since lost everything, now forced to live on the streets of Eden. With nowhere to truly call home, all he has left is an old, tattered gi, and the philosophy he wholly dedicated himself to so many years ago -- to live and breathe karate. | ||
== Gameplay == | == Gameplay == | ||
Unlike most characters, his reverse style is incredibly useful because of his ability to switch in and out of it instantly while attacking. His LK is your main way of doing this. From there he has two moves: HP gives you a hook that knocks down and slides the opponent. The range is pretty short, but it's safe and damaging. HK gives you a roundhouse that also knocks down and has much more range, but is less safe. His escape dash attacks are instant and both knock down, and you can OTG another HP escape dash attack, but both have short range; you've got to be stepping on their toes for the HP one. | Unlike most characters, his reverse style is incredibly useful because of his ability to switch in and out of it instantly while attacking. His LK is your main way of doing this. From there he has two moves: HP gives you a hook that knocks down and slides the opponent. The range is pretty short, but it's safe and damaging. HK gives you a roundhouse that also knocks down and has much more range, but is less safe. His escape dash attacks are instant and both knock down, and you can OTG another HP escape dash attack, but both have short range; you've got to be stepping on their toes for the HP one. | ||
Things to know: | '''Things to know:''' | ||
His HP can chain (not cancel) into his LK. | His HP can chain (not cancel) into his LK. | ||
Line 22: | Line 35: | ||
}} | }} | ||
}} | }} | ||
Line 44: | Line 48: | ||
|input=LP | |input=LP | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-DT | ||
|damage= | |damage= | ||
|guard=Low/High | |guard=Low/High | ||
Line 50: | Line 54: | ||
|active=5 | |active=5 | ||
|recovery=14/7 | |recovery=14/7 | ||
|onhit= | |onhit=-2/+7 | ||
|onblock=+1/+10 | |onblock=+1/+10 | ||
|properties= | |properties= | ||
|description= | |description= | ||
TBA | TBA | ||
}} | |||
}} | |||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
Line 61: | Line 68: | ||
|input=LP>LP | |input=LP>LP | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-DT | ||
|damage= | |damage= | ||
|guard=Low/High | |guard=Low/High | ||
Line 74: | Line 81: | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
Line 83: | Line 89: | ||
|input=HP | |input=HP | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-DT | ||
|damage= | |damage= | ||
|guard=Low/High | |guard=Low/High | ||
Line 103: | Line 109: | ||
|input=LK | |input=LK | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-DT | ||
|damage= | |damage= | ||
|guard=Low/High | |guard=Low/High | ||
|startup=8 | |startup=8 | ||
|active=6 | |active=6/*3 | ||
|recovery=25/11 | |recovery=25/11 | ||
|onhit=+4 | |onhit=+4 | ||
|onblock=-6 | |onblock=-6 | ||
|properties= *Invul f31> feet | |properties= *Invul f31> feet | ||
*Counts as a heavy move | *Counts as a heavy move | ||
*Hitting on active frames 1-3 cuts active frames 4-6 | |||
|description= | |description= | ||
Not remotely useful knowledge but for some reason the throw hurtbox changes when hitting the move. Maybe it was meant to have reduced lag on hit too | Not remotely useful knowledge but for some reason the throw hurtbox changes when hitting the move. Maybe it was meant to have reduced lag on hit too | ||
Line 124: | Line 131: | ||
|input=HK | |input=HK | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-DT | ||
|damage= | |damage= | ||
|guard=Low/High | |guard=Low/High | ||
Line 146: | Line 153: | ||
|input=2LP | |input=2LP | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-DT | ||
|damage= | |damage= | ||
|guard=Low/High | |guard=Low/High | ||
Line 166: | Line 173: | ||
|input=2HP | |input=2HP | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-DT | ||
|damage= | |damage= | ||
|guard=Low/High | |guard=Low/High | ||
|startup=6 | |startup=6 | ||
|active=6 | |active=6/*2 | ||
|recovery=24/*20 | |recovery=24/*20 | ||
|onhit=+5 | |onhit=+5 | ||
|onblock=-5 | |onblock=-5 | ||
|properties= *Reduced recovery on hit/block on active frames 1-2 | |properties= *Reduced recovery on hit/block on active frames 1-2 and cuts active frames 3-6 | ||
|description= | |description= | ||
TBA | TBA | ||
Line 186: | Line 193: | ||
|input=2LK | |input=2LK | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-DT | ||
|damage= | |damage= | ||
|guard=Low | |guard=Low | ||
|startup=5 | |startup=5 | ||
|active=4 | |active=4/*2 | ||
|recovery=19/*22 | |recovery=19/*22 | ||
|onhit=-5 | |onhit=-5 | ||
|onblock=-2 | |onblock=-2 | ||
|properties= *Increased recovery on hit/block on active frames 1-2 | |properties= *Increased recovery on hit/block on active frames 1-2 and cuts active frames 3-4 | ||
* | *avoids feet hurtboxes | ||
|description= | |description= | ||
TBA | TBA | ||
Line 207: | Line 214: | ||
|input=2HK | |input=2HK | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-DT | ||
|damage= | |damage= | ||
|guard=Low | |guard=Low | ||
|startup=8 | |startup=8 | ||
|active=6 | |active=6/*3 | ||
|recovery=26/*28 | |recovery=26/*28 | ||
|onhit=+1 | |onhit=+1 | ||
|onblock=-9 | |onblock=-9 | ||
|properties= *Increased recovery on hit/block on active frames 1-3 | |properties= *Increased recovery on hit/block on active frames 1-3 | ||
* | *causes st.sitstun if spaced | ||
|description= | |description= | ||
TBA | TBA | ||
Line 230: | Line 237: | ||
|input=6LP | |input=6LP | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-DT | ||
|damage= | |damage= | ||
|guard=Low/High | |guard=Low/High | ||
Line 238: | Line 245: | ||
|onhit=-12/+2 | |onhit=-12/+2 | ||
|onblock=-9/+5 | |onblock=-9/+5 | ||
|properties= *Invul f12 | |properties= *Invul f12 head | ||
*Increased recovery on hit/block | *Increased recovery on hit/block | ||
*f12 no collision | |||
|description= | |description= | ||
TBA | TBA | ||
Line 251: | Line 259: | ||
|input=6HP | |input=6HP | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-DT | ||
|damage= | |damage= | ||
|guard=Low/High | |guard=Low/High | ||
Line 260: | Line 268: | ||
|onblock=-9/+5 | |onblock=-9/+5 | ||
|properties= *Increased recovery on hit/block | |properties= *Increased recovery on hit/block | ||
*Hits EDs | |||
|description= | |description= | ||
TBA | TBA | ||
Line 271: | Line 280: | ||
|input=3HP | |input=3HP | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-DT | ||
|damage= | |damage= | ||
|guard=Low/High | |guard=Low/High | ||
Line 292: | Line 301: | ||
|input=3HK | |input=3HK | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-DT | ||
|damage= | |damage= | ||
|guard=Low | |guard=Low | ||
Line 316: | Line 325: | ||
|input=8LP | |input=8LP | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-DT | ||
|damage= | |damage= | ||
|guard=High | |guard=High | ||
Line 336: | Line 345: | ||
|input=HP | |input=HP | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-DT | ||
|damage= | |damage= | ||
|guard=High | |guard=High | ||
Line 356: | Line 365: | ||
|input=8LK | |input=8LK | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-DT | ||
|damage= | |damage= | ||
|guard=High | |guard=High | ||
Line 376: | Line 385: | ||
|input=8HK | |input=8HK | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-DT | ||
|damage= | |damage= | ||
|guard=High | |guard=High | ||
Line 398: | Line 407: | ||
|input=8LP | |input=8LP | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-DT | ||
|damage= | |damage= | ||
|guard=High | |guard=High | ||
Line 418: | Line 427: | ||
|input=8HP | |input=8HP | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-DT | ||
|damage= | |damage= | ||
|guard=High | |guard=High | ||
Line 439: | Line 448: | ||
|input=8LK | |input=8LK | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-DT | ||
|damage= | |damage= | ||
|guard=High | |guard=High | ||
Line 459: | Line 468: | ||
|input=8HK | |input=8HK | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-DT | ||
|damage= | |damage= | ||
|guard=High | |guard=High | ||
Line 481: | Line 490: | ||
|input=4/6+HP (close) | |input=4/6+HP (close) | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-DT | ||
|damage= | |damage= | ||
|guard=Throw | |guard=Throw | ||
Line 502: | Line 511: | ||
|input=4/6+HK (close) | |input=4/6+HK (close) | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-DT | ||
|damage= | |damage= | ||
|guard=Throw | |guard=Throw | ||
Line 525: | Line 534: | ||
|input=LK+HK | |input=LK+HK | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-DT | ||
|damage= | |damage= | ||
|guard= | |guard= | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery=10/18 | |recovery=10/18 (2nd value in recovery comes from 4/6sw) | ||
|onhit= | |onhit= | ||
|onblock= | |onblock= | ||
Line 536: | Line 545: | ||
*Holding 4/6 before pressing HPHK moves Torao in the pressed direction and extends recovery | *Holding 4/6 before pressing HPHK moves Torao in the pressed direction and extends recovery | ||
|description= | |description= | ||
}} | }} | ||
}} | }} | ||
Line 546: | Line 555: | ||
|input=r.5P | |input=r.5P | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-DT | ||
|damage= | |damage= | ||
|guard=Low/High | |guard=Low/High | ||
|startup=7 | |startup=7 | ||
|active=3 | |active=3 | ||
|recovery=34 | |recovery=34/*39 | ||
|onhit=+67 SKD | |onhit=+67 SKD | ||
|onblock=-6 guard break, -19 | |onblock=-6 guard break, -19 | ||
|properties= *First frame guard breaks | |properties= *First frame guard breaks | ||
*stays in reverse stance | *stays in reverse stance | ||
*increased recovery on hit/block | |||
|description= | |description= | ||
TBA | TBA | ||
Line 567: | Line 577: | ||
|input=r.2K | |input=r.2K | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-DT | ||
|damage= | |damage= | ||
|guard=Low/High | |guard=Low/High | ||
Line 578: | Line 588: | ||
*Guard breaks | *Guard breaks | ||
*techable launch | *techable launch | ||
*hits EDs | |||
|description= | |description= | ||
TBA | TBA | ||
Line 589: | Line 600: | ||
|input=r.2P | |input=r.2P | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-DT | ||
|damage= | |damage= | ||
|guard=Low/High | |guard=Low/High | ||
Line 598: | Line 609: | ||
|onblock=-13 | |onblock=-13 | ||
|properties= *Invul f1-6, 8-9 parry | |properties= *Invul f1-6, 8-9 parry | ||
*f30/60> no collision | |||
|description= | |description= | ||
Parry out-prioritised by hurtboxes so it only works on spaced moves, the parrybox on f8-9 is mostly covered by a hurtbox so it's useless, stays in reverse stance | Parry out-prioritised by hurtboxes so it only works on spaced moves, the parrybox on f8-9 is mostly covered by a hurtbox so it's useless, stays in reverse stance | ||
}} | }} | ||
}} | }} | ||
===Escape Dash and Escape Attack=== | ===Escape Dash and Escape Attack=== | ||
Line 611: | Line 623: | ||
|input=LP+HP | |input=LP+HP | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-DT | ||
|damage= | |damage= | ||
|guard= | |guard= | ||
Line 631: | Line 643: | ||
|input=Punch while holding ED | |input=Punch while holding ED | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-DT | ||
|damage= | |damage= | ||
|guard=High | |guard=High | ||
Line 653: | Line 665: | ||
|input=Kick while holding ED | |input=Kick while holding ED | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-DT | ||
|damage= | |damage= | ||
|guard=High | |guard=High | ||
Line 676: | Line 688: | ||
|input=236+LP | |input=236+LP | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-DT | ||
|damage= | |damage= | ||
|guard=Low/High | |guard=Low/High | ||
Line 698: | Line 710: | ||
|input= | |input= | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-DT | ||
|damage= | |damage= | ||
|guard=Low/High | |guard=Low/High | ||
Line 720: | Line 732: | ||
|input=236+P~PP | |input=236+P~PP | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-DT | ||
|damage= | |damage= | ||
|guard=Low/High | |guard=Low/High | ||
Line 740: | Line 752: | ||
|input=236+P~LK | |input=236+P~LK | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-DT | ||
|damage= | |damage= | ||
|guard=Low/High | |guard=Low/High | ||
Line 760: | Line 772: | ||
|input=236+P~HK | |input=236+P~HK | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-DT | ||
|damage= | |damage= | ||
|guard=Low/High | |guard=Low/High | ||
Line 780: | Line 792: | ||
|input= | |input= | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-DT | ||
|damage= | |damage= | ||
|guard=Low/High | |guard=Low/High | ||
Line 800: | Line 812: | ||
|input= | |input= | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-DT | ||
|damage= | |damage= | ||
|guard=Low/High | |guard=Low/High | ||
Line 821: | Line 833: | ||
|input=214+LP | |input=214+LP | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-DT | ||
|damage= | |damage= | ||
|guard= | |guard= | ||
Line 842: | Line 854: | ||
|input=214+HP | |input=214+HP | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-DT | ||
|damage= | |damage= | ||
|guard= | |guard= | ||
Line 864: | Line 876: | ||
|input=63214+HK | |input=63214+HK | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-DT | ||
|damage= | |damage= | ||
|guard=Low/High | |guard=Low/High | ||
Line 887: | Line 899: | ||
|input=2141236+HP | |input=2141236+HP | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-DT | ||
|damage= | |damage= | ||
|guard=Unblockable | |guard=Unblockable |
Latest revision as of 21:10, 13 April 2025
Introduction
Torao Onigawara is a man who values his adherence to the path of martial arts above all else. Once a renowned instructor who gave martial arts training to soldiers in the military, he has since lost everything, now forced to live on the streets of Eden. With nowhere to truly call home, all he has left is an old, tattered gi, and the philosophy he wholly dedicated himself to so many years ago -- to live and breathe karate.
Gameplay
Unlike most characters, his reverse style is incredibly useful because of his ability to switch in and out of it instantly while attacking. His LK is your main way of doing this. From there he has two moves: HP gives you a hook that knocks down and slides the opponent. The range is pretty short, but it's safe and damaging. HK gives you a roundhouse that also knocks down and has much more range, but is less safe. His escape dash attacks are instant and both knock down, and you can OTG another HP escape dash attack, but both have short range; you've got to be stepping on their toes for the HP one.
Things to know:
His HP can chain (not cancel) into his LK.
Strengths | Weaknesses |
---|---|
|
|
Attributes
- Forward Walk Speed: 2
- Back Walk Speed: 1.5
- Forward Dash: 14f
- Back Dash: 12f
- Prejump: 4f
- Neutral Jump: 40f
- Forward Jump: 36f
- Back Jump: 36f
- Forward Super Jump: 36f
- Back Super Jump: 36f
- POW charge: 10f
Move List
Frame Data Source: https://docs.google.com/spreadsheets/d/14u59eRbO9A-CC2qSxLPIzUWcyLRR1VsRM923tbWqnW8/edit?usp=sharing
Standing Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 5 | 5 | 14/7 |
On Hit | On Block | Guard | Properties |
-2/+7 | +1/+10 | Low/High | - |
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 5 | 6 | 22/11 |
On Hit | On Block | Guard | Properties |
-12/+2 | -9/+5 | Low/High |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 6 | 4 | 22/11 |
On Hit | On Block | Guard | Properties |
+3/+17 | -7/+7 | Low/High | - |
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 8 | 6/*3 | 25/11 |
On Hit | On Block | Guard | Properties |
+4 | -6 | Low/High |
|
Not remotely useful knowledge but for some reason the throw hurtbox changes when hitting the move. Maybe it was meant to have reduced lag on hit too |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 7 | 6 | 32 |
On Hit | On Block | Guard | Properties |
-6 | -16 | Low/High | - |
TBA |
Crouch Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 5 | 4 | 14 |
On Hit | On Block | Guard | Properties |
-2 | +1 | Low/High | - |
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 6 | 6/*2 | 24/*20 |
On Hit | On Block | Guard | Properties |
+5 | -5 | Low/High |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 5 | 4/*2 | 19/*22 |
On Hit | On Block | Guard | Properties |
-5 | -2 | Low |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 8 | 6/*3 | 26/*28 |
On Hit | On Block | Guard | Properties |
+1 | -9 | Low |
|
TBA |
Comand Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 12 | 3 | 27/15/*28 |
On Hit | On Block | Guard | Properties |
-12/+2 | -9/+5 | Low/High |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 17 | 3 | 27/15/*28 |
On Hit | On Block | Guard | Properties |
+1/+15 | -9/+5 | Low/High |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 10 | 6 | 28 |
On Hit | On Block | Guard | Properties |
0 | +4 | Low/High |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 13 | 6 | 45 |
On Hit | On Block | Guard | Properties |
+25 KD | -29 | Low |
|
TBA |
Rising Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 4 | 12 | until landing |
On Hit | On Block | Guard | Properties |
- | - | High | - |
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 5 | 8 | until landing |
On Hit | On Block | Guard | Properties |
- | - | High | - |
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 6 | 10 | until landing |
On Hit | On Block | Guard | Properties |
- | - | High | - |
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 6 | 7 | until landing |
On Hit | On Block | Guard | Properties |
- | - | High | - |
TBA |
Falling Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 5 | until landing | until landing |
On Hit | On Block | Guard | Properties |
+27 | +25 | High |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 5 | until landing | until landing |
On Hit | On Block | Guard | Properties |
+27 | +25 | High |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 6 | 10 | until landing |
On Hit | On Block | Guard | Properties |
+27 | +25 | High | - |
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 7 | 9 | until landing |
On Hit | On Block | Guard | Properties |
+27 | +25 | High | - |
TBA |
Throws
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 2 | 1 | - |
On Hit | On Block | Guard | Properties |
+47 SpKD | - | Throw |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 2 | 1 | - |
On Hit | On Block | Guard | Properties |
+47 SpKD | - | Throw |
|
TBA |
Stance Switch and Reverse Stance Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
- | - | - | 10/18 (2nd value in recovery comes from 4/6sw) |
On Hit | On Block | Guard | Properties |
- | - | - |
|
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 7 | 3 | 34/*39 |
On Hit | On Block | Guard | Properties |
+67 SKD | -6 guard break, -19 | Low/High |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 14 | 10 | 36 |
On Hit | On Block | Guard | Properties |
- | -7 guard break | Low/High |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 7 | 7 | 25 |
On Hit | On Block | Guard | Properties |
-3 | -13 | Low/High |
|
Parry out-prioritised by hurtboxes so it only works on spaced moves, the parrybox on f8-9 is mostly covered by a hurtbox so it's useless, stays in reverse stance |
Escape Dash and Escape Attack
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 13 | - | 5 |
On Hit | On Block | Guard | Properties |
- | - | - |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 14 | 8 | 26 |
On Hit | On Block | Guard | Properties |
+75 SpKD | -12 | High |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 17 | 8 | 26/14 |
On Hit | On Block | Guard | Properties |
+87 SpKD | 0 | High |
|
can combo to forward throw for some reason |
Deadly Skills
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 10, 11 | 1, 4 | 29/*36 |
On Hit | On Block | Guard | Properties |
-7 | -13 | Low/High |
|
Torao dashes forward and releases a series of punches. Can use in combos, but I think his HP/HK finishers yield better damage. Good whiff punisher, and you can use it to chip the opponent to death. |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 20, 21 | 1, 4 | 29/*36 |
On Hit | On Block | Guard | Properties |
-7 | -13 | Low/High |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 25, 36, 39, 50, 60 | 2, (9), 1, (2), 3, (8), 3, (7), 2 | 23 |
On Hit | On Block | Guard | Properties |
- | -3 | Low/High |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 30 | 3 | 23 |
On Hit | On Block | Guard | Properties |
+6 | -4 | Low/High |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 32 | 3 | 28 |
On Hit | On Block | Guard | Properties |
- | -9 | Low/High |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 15 | 9 | 12 |
On Hit | On Block | Guard | Properties |
- | +5 | Low/High |
|
Torao's main pain bringer. It's a little slow and obvious, but once it reaches its active frames it has really high priority. Use HK as a pre-emptive anti-air and LK to stuff things from a distance. Only use from a distance, otherwise be ready to eat whatever the opponent can give you. |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 16 | 9 | 14 |
On Hit | On Block | Guard | Properties |
- | +3 | Low/High |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 4 | 10 | 8, 26 |
On Hit | On Block | Guard | Properties |
- | - | - |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 8 | 20 | 9, 26 |
On Hit | On Block | Guard | Properties |
- | - | - |
|
This move is great. If you don't have a super ready, be a bit wary of using it, but if you do, whore parry-->Dosu Dragon. |
Super Deadly Skill
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 9 + 35 + 7, 17 | 5, (7), 6 | 7 |
On Hit | On Block | Guard | Properties |
+68 SKD | -17 | Low/High |
|
Your standard high-damage rush super. Difficult to combo into, unless you use j. anything --> Kenka. |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 9 + 36 + 6 | 4 | 40 |
On Hit | On Block | Guard | Properties |
+64 SKD | - | Unblockable |
|
A really good move. It does super high damage, and is invincible for the entire startup. This is why Torao is really dangerous once he gets meter: he can super you in the middle of attack strings, multi-hit moves, etc. It guard crushes, but your opponent can roll right past it if they're fast enough. |