Ninja Masters/Goemon: Difference between revisions

From SuperCombo Wiki
(→‎Strategy: Reworked the entire section)
(→‎Command Normals: Added a missing command normal, reworded old info)
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{{MoveData
{{MoveData
  | name    = -
  | name    =  
  | input    = {{Motion|3}} + {{Icon-SNK|A}}
  | input    = {{Motion|3}} + {{Icon-SNK|A}}
  | subtitle = Armed
  | subtitle = Armed
Line 528: Line 528:
   | subtitle =
   | subtitle =
   | damage = -
   | damage = -
   | guard = -
   | guard = H
   | startup = -
   | startup = -
   | cancel = -
   | cancel = -
   | description = overhead; staggers opponent if it connects as an overhead. Starts a chain combo.
   | description = If it hits a crouching opponent, it will stagger them.
   }}
   }}
  }}
  }}
{{MoveData
{{MoveData
  | name    = -
  | name    =  
  | input    = {{Motion|3}} + {{Icon-SNK|A}}
  | input    = {{Motion|3}} + {{Icon-SNK|A}}
  | subtitle = Unarmed
  | subtitle = Unarmed
Line 545: Line 545:
   | subtitle =
   | subtitle =
   | damage = -
   | damage = -
   | guard = -
   | guard = H
   | startup = -
   | startup = -
   | cancel = -
   | cancel = -
   | description = overhead; staggers opponent if it connects as an overhead. Starts a chain combo.
   | description = If it hits a crouching opponent, it will stagger them.
   }}
   }}
  }}
  }}
Line 554: Line 554:


{{MoveData
{{MoveData
  | name    = -
  | name    =  
  | input    = {{Motion|6}} + {{Icon-SNK|A}}
  | input    = {{Motion|6}} + {{Icon-SNK|A}}
  | subtitle =  
  | subtitle =  
Line 564: Line 564:
   | subtitle =
   | subtitle =
   | damage = -
   | damage = -
   | guard = -
   | guard = H
   | startup = -
   | startup = -
   | cancel = -
   | cancel = -
   | description = overhead; staggers opponent if it connects as an overhead
   | description = If it hits a crouching opponent, it will stagger them.
   }}
   }}
}}
}}


{{MoveData
{{MoveData
  | name    = -
  | name    =  
  | input    = {{Motion|4}} + {{Icon-SNK|B}}
  | input    = {{Motion|4}} + {{Icon-SNK|B}}
  | subtitle = Unarmed
  | subtitle = Unarmed
Line 582: Line 582:
   | subtitle =
   | subtitle =
   | damage = -
   | damage = -
   | guard = -
   | guard = HL
   | startup = -
   | startup = -
   | cancel = -
   | cancel = -
Line 590: Line 590:


{{MoveData
{{MoveData
  | name    = -
  | name    =  
  | input    = {{Motion|2}} + {{Icon-SNK|B}}
  | input    = {{Motion|2}} + {{Icon-SNK|B}}
  | subtitle = Armed
  | subtitle = Armed
Line 600: Line 600:
   | subtitle = Jumping Unarmed
   | subtitle = Jumping Unarmed
   | damage = -
   | damage = -
   | guard = -
   | guard = H
   | startup = -
   | startup = -
   | cancel = -
   | cancel = -
   | description = Overhead. A bit of startup but excellent priority and range.
   | description = A bit of startup but excellent priority and range.
   }}
   }}
  }}
  }}


{{MoveData
{{MoveData
  | name    = -
  | name    =  
| input    = {{Motion|6}} + {{Icon-SNK|B}}{{Icon-SNK|C}}
| subtitle = Armed
| image    = Ninjamas_Goe6BC.png
| image2  =
| data    =
  {{AttackData-NinjaMas
  | version =
  | subtitle =
  | damage = -
  | guard = HL
  | startup = -
  | cancel = -
  | description = You can only use this move if you lost your Weapon, amazing range but has bad startup and damage, if this move connects with your Weapon, it will pull it closer making it easier to recover.
  }}
}}
 
{{MoveData
| name    =
  | input    = Dash {{Motion|3}} + {{Icon-SNK|D}}
  | input    = Dash {{Motion|3}} + {{Icon-SNK|D}}
  | subtitle = Unarmed
  | subtitle = Unarmed
Line 618: Line 636:
   | subtitle =
   | subtitle =
   | damage = -
   | damage = -
   | guard = -
   | guard = H
   | startup = -
   | startup = -
   | cancel = -
   | cancel = -
   | description = overhead
   | description = Knocks down on hit, goes pretty far but is unsafe on block
   }}
   }}
}}
}}

Revision as of 11:23, 9 December 2024

Nm gaemon select.png

Introduction

Unarmed Weapon
Goemon-sprite1.gif Goemon-sprite2.gif

Story:

A lone-wolf thief who has kept the country astir.

Steals only from those who fill their pockets through bad deeds, however, and gives away the wealth to orphans and poor people.

Having heard rumors of the Golden Palace, seeks it as the next target.

Strategy

Goemon is a toolbox, he has a move for nearly every situation, featuring a low-hitting projectile, an amazing regular throw and equally amazing Normals for poking, neutral and pressuring, all this makes him a character that is difficult to answer properly and can quickly overwhelm the opponent.

However, he has no reliable Anti-air, his most Damaging combos are tight on execution and so are his most damaging throw juggles, an error on your inputs can leave you with no meter and thus no reliable Reversal option... This is where Goemon struggles as his defense is bad without meter, making it easy for the opponent to pressure him if they win the neutral.

To play Goemon, you need to have your Neutral well defined and know how to get in with your strong tools, as well as improving your execution so you can get his Combos properly.


Weapon info Goemon's weapon is a hand Cannon, while armed he cannot use his 4B, j.2B or 214P, his Fireball changes to be a mid-height one that travels at the same speed as his unarmed Fireball and slightly increased damage The command grab also changes; This one sends the opponent almost a screen away which is useful to force characters without projectiles into a distance A good state for different situations and demands matchup knowledge from the opponent

Pros Cons
  • Great Normals all around, useful for poking and pressuring, both with and without the weapon
  • Low Fireball to win Fireball wars
  • Amazing regular throw that can be juggled after for big damage
  • Supers are strong conditioning tools
  • Combos into Specials and Supers require good execution
  • Most damaging Juggles after regular throw are tight, being 1 frame in some cases
  • Has serious issues to get out of the opponent's pressure without meter
  • Lack of a reliable Anti-air makes some matchups a nightmare



Move list

Normals

Standing

Far

Kof.lp.png
Unarmed
Ninjamas GoeF5A-1.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
- - - - - - - - - -

-

Kof.lp.png
Armed
Ninjamas GoeF5A-2.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
- - - - - - - - - -

-


Kof.lk.png
Unarmed
Ninjamas GoeF5B-1.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
- - - - - - - - - -

-

Kof.lk.png
Armed
Ninjamas GoeF5B-2.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
- - - - - - - - - -

-


Kof.sp.png
Ninjamas GoeF5C.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
- - - - - - - - - -

-


Kof.sk.png
Ninjamas GoeF5D.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
- - - - - - - - - -

-

Close

Kof.lp.png
Unarmed
Ninjamas GoeCl5A-1.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
- - - - - - - - - -

-

Kof.lp.png
Armed
Ninjamas GoeCl5A-2.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
- - - - - - - - - -

-


Kof.lk.png
Unarmed
Ninjamas GoeCl5B-1.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
- - - - - - - - - -

-

Kof.lk.png
Armed
Ninjamas GoeCl5B-2.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
- - - - - - - - - -

-


Kof.sp.png
Ninjamas GoeCl5C.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
- - - - - - - - - -

-


Kof.sk.png
Ninjamas GoeCl5D.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
- - - - - - - - - -

-

Crouching

D.png Kof.lp.png
Unarmed
Ninjamas Goe2A-1.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
- - - - - - - - - -

-

D.png Kof.lp.png
Armed
Ninjamas Goe2A-2.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
- - - - - - - - - -

-


D.png Kof.lk.png
Unarmed
Ninjamas Goe2B-1.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
- - - - - - - - - -

-

D.png Kof.lk.png
Armed
Ninjamas Goe2B-2.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
- - - - - - - - - -

-


D.png Kof.sp.png
Ninjamas Goe2C.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
- - - - - - - - - -

-


D.png Kof.sk.png
Ninjamas Goe2D.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
- - - - - - - - - -

-

Jumping

Kof.lp.png
Unarmed
Ninjamas GoejA-1.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
- - - - - - - - - -

-

Kof.lp.png
Armed
Ninjamas GoejA-2.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
- - - - - - - - - -

-


Kof.lk.png
Unarmed
Ninjamas GoeJB-1.png
Ninjamas GoejB-2.png
Version Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
Neutral - - - - - - - - - -

-

Diagonal - - - - - - - - - -

-

Kof.lk.png
Armed
Ninjamas GoejB-3.png
Ninjamas GoejB-4.png
Version Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
Neutral - - - - - - - - - -

-

Diagonal - - - - - - - - - -

-


Kof.sp.png
Ninjamas GoejC.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
- - - - - - - - - -

-


Kof.sk.png
Ninjamas GoejD-1.png
Ninjamas GoejD-2.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
- - - - - - - - - -

-

Command Normals

Df.png + Kof.lp.png
Armed
Ninjamas Goe3A-1.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
- - - H - - - - - -

If it hits a crouching opponent, it will stagger them.

Df.png + Kof.lp.png
Unarmed
Ninjamas Goe3A-2.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
- - - H - - - - - -

If it hits a crouching opponent, it will stagger them.


F.png + Kof.lp.png
Ninjamas Goe6a-1.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
- - - H - - - - - -

If it hits a crouching opponent, it will stagger them.

B.png + Kof.lk.png
Unarmed
Ninjamas Goe4B.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
- - - HL - - - - - -

Good Range and priority normal, has some startup.

D.png + Kof.lk.png
Armed
Ninjamas Goej2B.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
- - - H - - - - - -

A bit of startup but excellent priority and range.

F.png + Kof.lk.pngKof.sp.png
Armed
Ninjamas Goe6BC.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
- - - HL - - - - - -

You can only use this move if you lost your Weapon, amazing range but has bad startup and damage, if this move connects with your Weapon, it will pull it closer making it easier to recover.

Dash Df.png + Kof.sk.png
Unarmed
Ninjamas GoeD3D.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
- - - H - - - - - -

Knocks down on hit, goes pretty far but is unsafe on block

Universal Mechanics

Kof.lk.png+Kof.sp.png
Ninjamas Goe6B+C.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
- - - - - - - - - -

-


D.png + Kof.lk.png+Kof.sp.png
Ninjamas Goe2B+C.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
- - - - - - - - - -

-


F.png + Kof.lk.png
Close
Ninjamas GoeThrow-1.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
- - - low no 1 - - - -

Goemon throws the opponent on a juggling state. Causes damage when throws and when the opponent falls, but the catch is that you can juggle the opponent with your specials, so you can increase the damage. The most simple example is using his 214A. Excellent throw for almost any kind of situation.


F.png + Kof.lk.png
Jump, close
Ninjamas GoeThrow-2.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
- - - low no 1 - - - -

Pretty good when your opponent tries to avoid your keepaway.

Special Moves

Command Grab
(close)
Rdp.png + Kof.sk.png
Ninjamas Goe421D-1.png
Dogouhou
Ninjamas Goe421D-2.png
Saiki Funou Naguri
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
- - - - no 1 - - - -

Unnarmed, Goemon hits the opponent and then smacks him on the ground. Perfect positioning for a mixup after it

If his weapon is drawn, he loads the cannon and shoots them almost a screen away. Not particulary usefull outside of start your keepaway game once again.


Gougekihou
Armed
Qcf.png + P.png
Ninjamas Goe236P-2.png
Version Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
Light - - - - - - - - - -
Heavy - - - - - - - - - -
EX - - - - - - - - - -

Goemon shoots a fireball out of his cannon. Kinda slow and fire effect. Not effective on fireball wars.

A version is slow.

B version has regular speed.

A+B version is pretty fast and does good damage.


Chitekkyu
Unarmed
Qcf.png + P.png
Ninjamas Goe236P-1.png
Version Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
Light - - - - - - - - - -
Heavy - - - - - - - - - -
EX - - - - - - - - - -

Goemon throws a spiked iron ball which rolls along the ground. Useful move to pester your opponent from afar and trick on fireball wars.

A version is slow and does low damage. Allows some mixups

B bersion is faster and does a bit more damage.

A+B version is gold-coloured and has a " fire " effect when it hits. Faster than the regular versions.


Tenchubaku
Qcf.png + K.png (x3)
Ninjamas Goe236K-1.png
Ninjamas Goe236K-2.png
Ninjamas Goe236K-3.png
Version Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
Light - - - - - - - - - -
Heavy - - - - - - - - - -
EX - - - - - - - - - -

Goemon hits the opponent for each consecutive " qcf + K " . Good damage and knockdown, easy to combo into.

All versions are the same.


Bakuensho
Dp.png + P.png
Ninjamas Goe623P-1.png
Ninjamas Goe623P-2.png
Version Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
Light - - - - - - - - - -
Heavy - - - - - - - - - -
EX - - - - - - - - - -

Goemon throws a bomb at an angle while leaping backwards. Mostly used for trickery get-aways. If you hold the button Goemon will delay the throw and the hop, but if the opponent touches the bomb, it will explode immediatly.

A version is the weaker but also the safer one.

B version has better damage but is also risky.

A+B has the best damage from all, but is also the most unsafe one.


Kaensho
Unarmed
Qcb.png + P.png
Ninjamas Goe214P-1.png
Ninjamas Goe214P-2.png
Version Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
Light - - - - - - - - - -
Heavy - - - - - - - - - -
EX - - - - - - - - - -

Goemon waves his arm and creates a trail of fire. Good multi purpose move, can be comboed and is a situational anti-air.

A version is the fastest one and the easier one to combo into.

B version is kinda slower but has better damage and seems to has more active frames.

A+B version hits 2 times from point blank, best damage from all. Your go to move for finishing combos or after a throw.


Spirit Gauge

Power Move

Tekkyu Kaengoku
Qcb.pngF.png + Kof.lp.png+Kof.lk.png
Ninjamas GoePOW-1.png
Ninjamas GoePOW-2.png
Version Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
Level 0 - - - - - - - - - -
Level 1 - - - - - - - - - -
Level 2 - - - - - - - - - -
-3 - - - - - - - - - -

Goemon slams a large ball and chain on to the ground. It hits on the initial swing so it can be a preemptive anti-air. Also allows cheap kills or some slight blockstrings.

A+B version without full meter does good damage.

A+B version with full meter does more damage and fire knockdown, empties your gauge. Not really usefull, you better save your meter to power-up your specials.


Combo Super

Messatsu • Tekkenchu
Chain Combo Ender
F.png + Kof.lk.png
Ninjamas GoeCS.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
- - - - - - - - - -

Goemon hits the opponent several times, then throws them in to the air and blasts them away with a large energy punch.

Desperation Move

Rekka Senmetsusho
Rdp.pngF.png + Kof.lp.png+Kof.sp.png
Ninjamas GoeDM-1.png
Ninjamas GoeDM-2.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
- - - - - - - - - -

Goemon makes a burst of fire appear in his hand, then does a flaming swing. Hits 2 times for good damage. Can't be comboed into normally but can be executed inside a chain, also can be used after a throw.

Finisher

Anki Soujagyou
B.pngDp.png + Kof.lp.png+Kof.sp.png
Ninjamas GoeFIN-1.png
Ninjamas GoeFIN-2.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
- - - - - - - - - -

Goemon lifts his arms and lets a variety of pointy implements on chains spring out of his sleeves. Nice range and priority, like his other desperation move it can be done inside a chain or with a throw juggle.

Combos

Weapon Combos

Weapon Chains
-------------------- 
Punch Starters        
``````````````  
LP far     ---> HP (*)    -----> HP         ----> qcf + HP (E)
LP close     |  LK           |                    f + HP (O, E)
             |               |                    d + HK (_, E)
             |               |
             |               |
             |               --> LK         ----> HP       -----> qcf + HP (E)
             |               |                 |  f + LP (O, E)   f + HP (O, E)
             |               |                 |  d + HK (_, E)   d + HK (_, E)
             |               |                 |
             |               |                 |
             |               |                 -> HK       -----> HK (O, L, E)
             |               |
             |               |
             |               --> HK         ----> HK (O, L, E)
             |                  
             |
             |
             -> HK        -----> HK (O, L, E)


f + LP (O) ---> f + HP (O, E)


df + LP (O)---> HP        -----> HP         ----> HP       -----> qcf + HP (E)
                f + LP (O, E)    f + HP (SE)                      f + HP (O, E)
                                 qcf + HP (E)                     d + HK (_, E)


HP close (*)--> HP        -----> qcf + HP (E)
             |                   f + HP (O, E)
             |                   d + HK (_, E)
             |
             |
             -> LK        -----> HP         ----> qcf + HP (E)
             |               |   f + LP (O, E)    f + HP (O, E)
             |               |   d + HK (_, E)    d + HK (_, E)
             |               |
             |               |
             |               --> HK         ----> HK (O, L, E)
             |
             |
             -> HK        -----> HK (O, L, E)


Kick Starters
`````````````
LK close (_)--> HP        -----> qcf + HP (E)
             |                   f + HP (O, E)
             |                   d + HK (_, E)
             |
             |
             -> LK        -----> HP         ----> qcf + HP (E)
             |                |  f + LP (O, E)    f + HP (O, E)
             |                |  d + HK (_, E)    d + HK (_, E)
             |                |
             |                |
             |                -> HK         ----> HK (O, L, E)
             |
             |
             -> HK        -----> HK (O, L, E)   



HK close (*)--> HP (*)    -----> HP         ----> qcf + HP (E)
             |  LK           |                    f + HP (O, E)
             |               |                    d + HK (_, E)
             |               |
             |               |
             |               --> LK         ----> HP       -----> qcf + HP (E)
             |               |                 |  f + LP (O, E)   f + HP (O, E)
             |               |                 |  d + HK (_, E)   d + HK (_, E)
             |               |                 |
             |               |                 |
             |               |                 -> HK       -----> HK (O, L, E)
             |               |
             |               |
             |               --> HK         ----> HK (O, L, E)
             |                  
             |
             |
             -> HK        -----> HK (O, L, E)


Unarmed Combos

Chain Attacks 
-------------
Punch Starters        
``````````````  
LP far     ---> HP (*)    -----> HP         ----> f + HP (O, E)
LP close     |  LK           |                    d + HK (_, E)
             |               |
             |               |
             |               --> LK         ----> HP       -----> f + HP (O, E)
             |               |                 |  b + HP (E)      d + HK (_, E)
             |               |                 |  f + LP (O, E)  
             |               |                 |  d + HK (_, E)
             |               |                 |
             |               |                 |
             |               |                 -> HK       -----> HK (O, L, E)
             |               |
             |               |
             |               --> HK         ----> HK (O, L, E)
             |                  
             |
             |
             -> HK        -----> HK (O, L, E)


f + LP (O) ---> f + HP (O, E)


df + LP (O)---> HP        -----> HP         ----> HP       -----> f + HP (O, E)
                f + LP (O, E)    f + HP (SE)                      d + HK (_, E)
                                                                  


HP close (*)--> HP        -----> f + HP (O, E)
             |                   d + HK (_, E)
             |
             |
             -> LK        -----> HP         ----> f + HP (O, E)
             |               |   b + HP (E)       d + HK (_, E)
             |               |   f + LP (O, E)   
             |               |   d + HK (_, E)
             |               |
             |               |
             |               --> HK         ----> HK (O, L, E)
             |
             |
             -> HK        -----> HK (O, L, E)


Kick Starters
`````````````
LK close (_)--> HP        -----> f + HP (O, E)
             |                   d + HK (_, E)
             |
             |
             -> LK        -----> HP         ----> f + HP (O, E)
             |                |  b + HP (E)       d + HK (_, E)
             |                |  f + LP (O, E)     
             |                |  d + HK (_, E)
             |                |
             |                |
             |                -> HK         ----> HK (O, L, E)
             |
             |
             -> HK        -----> HK (O, L, E)   



HK close (*)--> HP (*)    -----> HP         ----> f + HP (O, E)
             |  LK           |                    d + HK (_, E)
             |               |
             |               |
             |               --> LK         ----> HP       -----> f + HP (O, E)
             |               |                 |  b + HP (E)      d + HK (_, E)
             |               |                 |  f + LP (O, E)   
             |               |                 |  d + HK (_, E)
             |               |                 |
             |               |                 |
             |               |                 -> HK       -----> HK (O, L, E)
             |               |
             |               |
             |               --> HK         ----> HK (O, L, E)
             |                  
             |
             |
             -> HK        -----> HK (O, L, E)


Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Goemon
Houoh
Kamui
Karasu
Kasumi
Natsume
Nobunaga
Raiga
Ranmaru
Sasuke
Tenho
Unzen