Ninja Masters/Goemon: Difference between revisions

From SuperCombo Wiki
(→‎Normals: Added descriptions and damage, also fixed the formatting for the jump normals)
Line 65: Line 65:
   | version =  
   | version =  
   | subtitle =
   | subtitle =
   | damage = -
   | damage = 4
   | guard = -
   | guard = HL
   | startup = -
   | startup = -
   | cancel = -
   | cancel = Chain
   | description = -
 
Special
 
Super
   | description = Extremely quick poke with good cancel options for frame traps, up close it can combo into 623P and is a great chain starter
 
Whiffs against all crouchers though, so be careful with that.
   }}
   }}
}}
}}
Line 82: Line 88:
   | version =  
   | version =  
   | subtitle =
   | subtitle =
   | damage = -
   | damage = 6
   | guard = -
   | guard = HL
   | startup = -
   | startup = -
   | cancel = -
   | cancel = -
   | description = -
   | description = Slightly more damaging and slower than the Unarmed version but in exchange it doesn't whiffs against crouchers, it also doesn't combos into 623S anymore, outside of that it retains the same advantages as the Unarmed version.
   }}
   }}
}}
}}
Line 102: Line 108:
   | version =  
   | version =  
   | subtitle =
   | subtitle =
   | damage = -
   | damage = 21
   | guard = -
   | guard = HL
   | startup = -
   | startup = -
   | cancel = -
   | cancel = -
   | description = -
   | description = Long range arm swing that knocks down on hit, does nice damage but the lack of cancel options and mediocre recovery makes it not have much use other than occasionally punishing with it.
   }}
   }}
}}
}}
Line 119: Line 125:
   | version =  
   | version =  
   | subtitle =
   | subtitle =
   | damage = -
   | damage = 25
   | guard = -
   | guard = HL
   | startup = -
   | startup = -
   | cancel = -
   | cancel = -
   | description = -
   | description = Amazing long-range poke with good damage but no cancel options and has a bit of recovery
 
While it doesn't grant you a knockdown on hit like the Unarmed version, the range more than makes up for that, and if you start the round with your weapon ready you can just throw it out and will beat a lot of stuff
 
Definitely a move you should use whenever you have your weapon out, it will pester your opponents a lot.
   }}
   }}
}}
}}
Line 131: Line 141:
  | name    = {{Icon-SNK|C}}
  | name    = {{Icon-SNK|C}}
  | input    =
  | input    =
  | subtitle =
  | subtitle = Watch your shins
  | image  = Ninjamas_GoeF5C.png
  | image  = Ninjamas_GoeF5C.png
  | image2  =
  | image2  =
Line 138: Line 148:
   | version =
   | version =
   | subtitle =
   | subtitle =
   | damage = -
   | damage = 9
   | guard = -
   | guard = L
   | startup = -
   | startup = -
   | cancel = -
   | cancel = -
   | description = -
   | description = Quick kick to the shins, a bit more range than 5A with double the damage but no cancel options
 
It hits low, but there's not much you can do to take advantage of that other than tick throwing, although the crouching version is better for that.
   }}
   }}
}}
}}
Line 157: Line 169:
   | version =
   | version =
   | subtitle =
   | subtitle =
   | damage = -
   | damage = 24
   | guard = -
   | guard = HL
   | startup = -
   | startup = -
   | cancel = -
   | cancel = -
   | description = -
   | description = This is by far his worst Normal; It has less range than u.5B, more startup, more recovery and it doesn't even knocks down on hit!
 
This thing's only good point is that it does marginally better damage but that doesn't really matters
 
Avoid this crappy kick.
   }}
   }}
}}
}}
Line 181: Line 197:
   | startup = -
   | startup = -
   | cancel = -
   | cancel = -
   | description = -
   | description = Same as the Far version.
   }}
   }}
}}
}}
Line 198: Line 214:
   | startup = -
   | startup = -
   | cancel = -
   | cancel = -
   | description = -
   | description = Same as the Far version.
   }}
   }}
}}
}}
Line 213: Line 229:
   | version =  
   | version =  
   | subtitle =
   | subtitle =
   | damage = -
   | damage = 21
   | guard = -
   | guard = HL
   | startup = -
   | startup = -
   | cancel = -
   | cancel = Chain
   | description = -
 
Special
 
Super
   | description = Quick uppercut with exceedingly good cancel options, it can be used to confirm pretty much anything you want except 623P, 2146AB and 4216AC, though these last two serve as neat frame traps specially against jump-happy opponents
 
Be careful about a detail though, if you Chain cancel into this from 5A or cl.5D it will whiff on crouchers
 
It also can serve as a niche Anti-air but is risky, still a move you should definitely use to bully your opponent.
   }}
   }}
}}
}}
Line 230: Line 254:
   | version =  
   | version =  
   | subtitle =
   | subtitle =
   | damage = -
   | damage = 27
   | guard = -
   | guard = HL
   | startup = -
   | startup = -
   | cancel = -
   | cancel = Chain
   | description = -
 
Special
 
Super
   | description = Similar to Wc.5B with more damage but doesn't combos into anything other than Chains and 236K, though it retains the same applications
 
It also has the same problem as Uc.5B when chained into from 5A or cl.5D.
   }}
   }}
}}
}}
Line 249: Line 279:
   | version =
   | version =
   | subtitle =
   | subtitle =
   | damage = -
   | damage = 9
   | guard = -
   | guard = -
   | startup = -
   | startup = -
   | cancel = -
   | cancel = Chain
   | description = -
   | description = Basically the same as the Far version but can be Chain cancelled to make use of the fact that it hits low, making it a pretty good starter due to this.
   }}
   }}
}}
}}
Line 268: Line 298:
   | version =
   | version =
   | subtitle =
   | subtitle =
   | damage = -
   | damage = 24
   | guard = -
   | guard = HL
   | startup = -
   | startup = -
   | cancel = -
   | cancel = Chain
   | description = -
 
Special
 
Super
   | description = A Ucl.5B with more damage but cannot be used as an Anti-air (Even though U.5B is not good at that)
 
It retains the same cancel options but also can be Chain canceled into 5B to extend punishes
 
Pretty good normal overall.
   }}
   }}
}}
}}
Line 288: Line 326:
   | version =  
   | version =  
   | subtitle =
   | subtitle =
   | damage = -
   | damage = 6
   | guard = -
   | guard = HL
   | startup = -
   | startup = -
   | cancel = -
   | cancel = Special
   | description = -
   | description = This thing is fast, REALLY fast, it might as well be the quickest Normal of the game while having good range to boot
 
Great Normal to just throw whenever and poke.
   }}
   }}
}}
}}
Line 305: Line 345:
   | version =  
   | version =  
   | subtitle =
   | subtitle =
   | damage = -
   | damage = 6
   | guard = -
   | guard = HL
   | startup = -
   | startup = -
   | cancel = -
   | cancel = -
   | description = -
   | description = Pretty much the same as the Unarmed version but with slightly more recovery.
   }}
   }}
}}
}}
Line 324: Line 364:
   | version =  
   | version =  
   | subtitle =
   | subtitle =
   | damage = -
   | damage = 24
   | guard = -
   | guard = L
   | startup = -
   | startup = -
   | cancel = -
   | cancel = Special
   | description = -
 
Super
   | description = 2-Hit iron ball that can be canceled only on the 2nd hit, though it won't actually combo into anything other than 236K even at max range but depending on the spacing the 2nd hit can whiff leaving you completely open as its recovery is bad
 
Not a bad Normal to throw for here and there and can be a surprisingly good punish tool if you space it correctly but is not that good either.
   }}
   }}
}}
}}
Line 341: Line 385:
   | version =  
   | version =  
   | subtitle =
   | subtitle =
   | damage = -
   | damage = 27
   | guard = -
   | guard = HL
   | startup = -
   | startup = -
   | cancel = -
   | cancel = -
   | description = -
   | description = This move is interesting, if done it with proper spacing and timing it can be an Anti-air which is hard to contest but getting it under those circumstances is difficult due to the startup of the move, and since it lacks cancel options it will reset to Neutral most of the time
 
Outside of that is a poke, but you can use the standing version for that since it has better range and startup
 
Definitely a Normal you can experiment with.
   }}
   }}
}}
}}
Line 360: Line 408:
   | version =
   | version =
   | subtitle =
   | subtitle =
   | damage = -
   | damage = 9
   | guard = -
   | guard = L
   | startup = -
   | startup = -
   | cancel = -
   | cancel = Special
   | description = -
   | description = Pretty much a 2A that's a bit slower and has less range but hits low, making it a great Normal to Tick Throw.
   }}
   }}
}}
}}
Line 379: Line 427:
   | version =
   | version =
   | subtitle =
   | subtitle =
   | damage = -
   | damage = 24
   | guard = -
   | guard = L
   | startup = -
   | startup = -
   | cancel = -
   | cancel = -
   | description = -
   | description = This sweep moves him forward slightly, improving its range a bit
 
Not much use for it other than punishing with a knockdown or to finish a chain.
   }}
   }}
}}
}}
Line 399: Line 449:
   | version =  
   | version =  
   | subtitle =
   | subtitle =
   | damage = -
   | damage = 9
   | guard = -
   | guard = H
   | startup = -
   | startup = -
   | cancel = -
   | cancel = -
   | description = -
   | description = This Normal is amazing, it stays out for the entire jump, has good range and is almost impossible to contest on Air-to-Air situations, really its only bad side is that it is mediocre for jump-ins due to the low hitstun
 
Still one of Goemon's best Normals, abuse liberally.
   }}
   }}
}}
}}
Line 416: Line 468:
   | version =  
   | version =  
   | subtitle =
   | subtitle =
   | damage = -
   | damage = 9
   | guard = -
   | guard = H
   | startup = -
   | startup = -
   | cancel = -
   | cancel = -
   | description = -
   | description = Same as the Unarmed version.
   }}
   }}
}}
}}
Line 430: Line 482:
  | subtitle = Unarmed
  | subtitle = Unarmed
  | image  = Ninjamas_GoeJB-1.png
  | image  = Ninjamas_GoeJB-1.png
| image2  = Ninjamas_GoejB-2.png
  | data    =
  | data    =
   {{AttackData-NinjaMas
   {{AttackData-NinjaMas
   | version = Neutral
   | version = Neutral
   | subtitle =
   | subtitle =
   | damage = -
   | damage = 19
   | guard = -
   | guard = H
   | startup = -
   | startup = -
   | cancel = -
   | cancel = -
   | description = -
   | description = Weird hammer strike that only hits forward
 
Not much to say, a mediocre Air-to-Air at best.
   }}
   }}
}}
{{MoveData
| name    = {{Icon-SNK|B}}
| input    =
| subtitle = Diagonal
| image  = Ninjamas_GoejB-2.png
| image2  =
| data    =
   {{AttackData-NinjaMas
   {{AttackData-NinjaMas
  | header = no
   | version =  
   | version = Diagonal
   | subtitle =
   | subtitle =
   | damage = -
   | damage = 19
   | guard = -
   | guard = H
   | startup = -
   | startup = -
   | cancel = -
   | cancel = -
   | description = -
   | description = Is like j.A with less range but with more damage, though is outclassed badly by both j.A and j.D so it doesn't really counts with a purpose or reason to be used.
   }}
   }}
}}
}}
{{MoveData
{{MoveData
  | name    = {{Icon-SNK|B}}
  | name    = {{Icon-SNK|B}}
Line 457: Line 519:
  | subtitle = Armed
  | subtitle = Armed
  | image  = Ninjamas_GoejB-3.png
  | image  = Ninjamas_GoejB-3.png
  | image2  = Ninjamas_GoejB-4.png
  | image2  =
  | data    =
  | data    =
   {{AttackData-NinjaMas
   {{AttackData-NinjaMas
   | version = Neutral
   | version = Neutral
   | subtitle =
   | subtitle =
   | damage = -
   | damage = 27
   | guard = -
   | guard = H
   | startup = -
   | startup = -
   | cancel = -
   | cancel = -
   | description = -
   | description = Pretty much the latter hit of W.2B but in the air
 
Not much else to say, it also gets heavily outclassed by Wj.B so theere's not a real reason to use it.
   }}
   }}
}}
{{MoveData
| name    = {{Icon-SNK|B}}
| input    =
| subtitle = Armed Diagonal
| image  = Ninjamas_GoejB-4.png
| image2  =
| data    =
   {{AttackData-NinjaMas
   {{AttackData-NinjaMas
  | header = no
   | version =  
   | version = Diagonal
   | subtitle =
   | subtitle =
   | damage = -
   | damage = 27
   | guard = -
   | guard = H
   | startup = -
   | startup = -
   | cancel = -
   | cancel = -
   | description = -
   | description = Oh boy, this Normal is amazing on everything
 
It starts about as quick as j.A but it has better range and triple the damage while also being a great  jump-in
 
Thanks to the range it can contest a lot of Anti-Airs, forcing the opponent to respect you when you jump, mix this with W.5B and Projectiles to give yourself a solid neutral
 
Overall another of Goemon's best Normals, feel free to abuse the heck out of it.
   }}
   }}
}}
}}
Line 491: Line 568:
   | version =
   | version =
   | subtitle =
   | subtitle =
   | damage = -
   | damage = 10
   | guard = -
   | guard = H
   | startup = -
   | startup = -
   | cancel = -
   | cancel = -
   | description = -
   | description = Similar to j.A but worse on all aspects except damage, you shouldn't really try to use this knee.
   }}
   }}
}}
}}
Line 505: Line 582:
  | subtitle =
  | subtitle =
  | image  = Ninjamas_GoejD-1.png
  | image  = Ninjamas_GoejD-1.png
  | image2  = Ninjamas_GoejD-2.png
  | image2  =
  | data    =
  | data    =
   {{AttackData-NinjaMas
   {{AttackData-NinjaMas
   | version =
   | version =
   | subtitle =
   | subtitle =
   | damage = -
   | damage = 22
   | guard = -
  | guard = H
  | startup = -
  | cancel = -
  | description = Defensive boot, a neat Air-to-Air you can throw here and there when the opponent tries to contest you.
  }}
}}
{{MoveData
| name    = {{Icon-SNK|D}}
| input    =
| subtitle = Diagonal
| image  = Ninjamas_GoejD-2.png
| image2  =
| data    =
  {{AttackData-NinjaMas
  | version =
  | subtitle =
  | damage = 22
   | guard = H
   | startup = -
   | startup = -
   | cancel = -
   | cancel = -
   | description = -
   | description = Goemon's designated jump-in, good damage and range as well as having a lot of reward when you land it
 
It can crossup but is very hard to do properly, so just stick to using it as his jump-in.
   }}
   }}
}}
}}

Revision as of 23:04, 10 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 with 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
4 - - HL Chain

Special

Super

- - - - -

Extremely quick poke with good cancel options for frame traps, up close it can combo into 623P and is a great chain starter

Whiffs against all crouchers though, so be careful with that.

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

Slightly more damaging and slower than the Unarmed version but in exchange it doesn't whiffs against crouchers, it also doesn't combos into 623S anymore, outside of that it retains the same advantages as the Unarmed version.


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

Long range arm swing that knocks down on hit, does nice damage but the lack of cancel options and mediocre recovery makes it not have much use other than occasionally punishing with it.

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

Amazing long-range poke with good damage but no cancel options and has a bit of recovery

While it doesn't grant you a knockdown on hit like the Unarmed version, the range more than makes up for that, and if you start the round with your weapon ready you can just throw it out and will beat a lot of stuff

Definitely a move you should use whenever you have your weapon out, it will pester your opponents a lot.


Kof.sp.png
Watch your shins
Ninjamas GoeF5C.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
9 - - L - - - - - -

Quick kick to the shins, a bit more range than 5A with double the damage but no cancel options

It hits low, but there's not much you can do to take advantage of that other than tick throwing, although the crouching version is better for that.


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

This is by far his worst Normal; It has less range than u.5B, more startup, more recovery and it doesn't even knocks down on hit!

This thing's only good point is that it does marginally better damage but that doesn't really matters

Avoid this crappy kick.

Close

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

Same as the Far version.

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

Same as the Far version.


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

Special

Super

- - - - -

Quick uppercut with exceedingly good cancel options, it can be used to confirm pretty much anything you want except 623P, 2146AB and 4216AC, though these last two serve as neat frame traps specially against jump-happy opponents

Be careful about a detail though, if you Chain cancel into this from 5A or cl.5D it will whiff on crouchers

It also can serve as a niche Anti-air but is risky, still a move you should definitely use to bully your opponent.

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

Special

Super

- - - - -

Similar to Wc.5B with more damage but doesn't combos into anything other than Chains and 236K, though it retains the same applications

It also has the same problem as Uc.5B when chained into from 5A or cl.5D.


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

Basically the same as the Far version but can be Chain cancelled to make use of the fact that it hits low, making it a pretty good starter due to this.


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

Special

Super

- - - - -

A Ucl.5B with more damage but cannot be used as an Anti-air (Even though U.5B is not good at that)

It retains the same cancel options but also can be Chain canceled into 5B to extend punishes

Pretty good normal overall.

Crouching

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

This thing is fast, REALLY fast, it might as well be the quickest Normal of the game while having good range to boot

Great Normal to just throw whenever and poke.

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

Pretty much the same as the Unarmed version but with slightly more recovery.


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

Super

- - - - -

2-Hit iron ball that can be canceled only on the 2nd hit, though it won't actually combo into anything other than 236K even at max range but depending on the spacing the 2nd hit can whiff leaving you completely open as its recovery is bad

Not a bad Normal to throw for here and there and can be a surprisingly good punish tool if you space it correctly but is not that good either.

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

This move is interesting, if done it with proper spacing and timing it can be an Anti-air which is hard to contest but getting it under those circumstances is difficult due to the startup of the move, and since it lacks cancel options it will reset to Neutral most of the time

Outside of that is a poke, but you can use the standing version for that since it has better range and startup

Definitely a Normal you can experiment with.


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

Pretty much a 2A that's a bit slower and has less range but hits low, making it a great Normal to Tick Throw.


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

This sweep moves him forward slightly, improving its range a bit

Not much use for it other than punishing with a knockdown or to finish a chain.

Jumping

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

This Normal is amazing, it stays out for the entire jump, has good range and is almost impossible to contest on Air-to-Air situations, really its only bad side is that it is mediocre for jump-ins due to the low hitstun

Still one of Goemon's best Normals, abuse liberally.

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

Same as the Unarmed version.


Kof.lk.png
Unarmed
Ninjamas GoeJB-1.png
Version Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
Neutral 19 - - H - - - - - -

Weird hammer strike that only hits forward

Not much to say, a mediocre Air-to-Air at best.

Kof.lk.png
Diagonal
Ninjamas GoejB-2.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
19 - - H - - - - - -

Is like j.A with less range but with more damage, though is outclassed badly by both j.A and j.D so it doesn't really counts with a purpose or reason to be used.


Kof.lk.png
Armed
Ninjamas GoejB-3.png
Version Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
Neutral 27 - - H - - - - - -

Pretty much the latter hit of W.2B but in the air

Not much else to say, it also gets heavily outclassed by Wj.B so theere's not a real reason to use it.

Kof.lk.png
Armed Diagonal
Ninjamas GoejB-4.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
27 - - H - - - - - -

Oh boy, this Normal is amazing on everything

It starts about as quick as j.A but it has better range and triple the damage while also being a great jump-in

Thanks to the range it can contest a lot of Anti-Airs, forcing the opponent to respect you when you jump, mix this with W.5B and Projectiles to give yourself a solid neutral

Overall another of Goemon's best Normals, feel free to abuse the heck out of it.


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

Similar to j.A but worse on all aspects except damage, you shouldn't really try to use this knee.


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

Defensive boot, a neat Air-to-Air you can throw here and there when the opponent tries to contest you.

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

Goemon's designated jump-in, good damage and range as well as having a lot of reward when you land it

It can crossup but is very hard to do properly, so just stick to using it as his jump-in.

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