Ninja Masters/Goemon

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< Ninja Masters
Revision as of 23:58, 10 December 2024 by GS Darkus (talk | contribs) (→‎Universal Mechanics: Reworked the description of regular Throw)
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
9 - - H Chain - - - - -

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

This overhead has different applications than 6A, it can be Chain Canceled into 5B for either a meterless combo or your Dark Combo.

If blocked and not canceled, it has worse recovery than 6A so be aware of that.

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

Same as the Unarmed Version


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

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

This overhead has a different application than 3A: With the stagger and the quick recovery it has you can do a short dash to convert into a combo, mainly 5A Chains.

Pretty safe if blocked so you can throw it out to scare people.

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

This Normal is pretty good, has about the same range and startup as u.5B but with more damage and better priority

Though it doesn't knocks down on hit, thanks to the priority it can be used as an Anti-Air if spaced well

Overall a useful Normal for poking.

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

The range on this thing is big and if the opponent tries to go Air-to-Air with you it will most surely knock them down, it can also be used as a jump-in although is not that great at it

An amazing Neutral tool, abuse liberally.

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

You can only use this move if you lost your Weapon, a good range poke but it has slow startup and is punishable if it hits up close

This move's main purpose is to launch your weapon towards you if it connects with it at around max range (This happens even if it hits the opponent on the way), this allows you to catch it once it comes down

Not a bad tool, but if you lost your Weapon that means you got stunned and probably aren't on a position to poke with it.

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

Knocks down on hit, covers a good distance 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
16, 15 - - - - 1 - - - -

This throw is probably one of the best of the game

It deals 16 damage when it launches the opponent, but it puts them into a Juggle state that you can follow with pretty much anything, either a Normal for resets or setups, his Air throw for style points or Specials/Supers for damage, here are some notable juggles:

  • 2146AB

Total damage: 48 Meterless, 78 with Meter 1 Frame to land it making it the most difficult but also giving the biggest damage outside of the corner.

  • 214A

Total damage: 46 Simple damage, 214B doesn't lands for some reason so stick to the B version.

4623AC Total damage: 120 The most damage off the throw but only works on the corner.


F.png + Kof.lk.png
Jump, close
Ninjamas GoeThrow-2.png
Damage Meter Stun Guard Cancel Startup Active Recovery On Hit On Block
- - - - - 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)


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