Introduction
Story
Overview
(Insert brief description about character and how they play, other details)
Strengths | Weaknesses |
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Default VS Mirror
Move List
Vertical Normals
5A
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 13 | - | - | - | -4 | -3 | - | Ground | |
A fast downwards vertical swing with the axe. Decent anti-air and "wall" of a poke. |
5AA
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 13 | - | - | - | +4 | +4 | - | Ground | |
A good damage natural combo and spacing poke used to frustrate opponents at close-mid range. Pushes out far on hit/block. In the cat matchup this loses a bit of value, as the second 5A in 5AA whiffs on them when crouching. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Horizontal Normals
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
2B
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 13 | - | - | - | +6 | +4 | - | Low | |
While its speed is a bit slower than some other characters' 2B's, the grapplers having a 2B containment tool like this is very powerful. The fact that it's cancelable ontop of its hit/block stun data is very strong for Gamof in particular, who can 2-in-1 it into super. |
Kick Normals
5K
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 9 | - | - | - | +4 | +4 | - | Ground | |
The grapplers main super confirm/poke thanks to its speed and chain options. |
5KA
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 9 | - | - | - | -2 | -2 | - | Ground | |
The grapplers main super confirm string. Safe on block and easy to confirm into super, this string does a lot of heavy lifting in the typical grappler 50/50 situation. |
Jumping Normals
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Special Moves
Gamo Tackle
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 32 | - | - | - | -2 | -4 | - | Ground, Parry | |
A slow, linear special move that's safe on block and has parry frames late into the animation, once he holds the axe directly in front of him. If you score the parry, instead of attacking, you gain +28 frames of advantage. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground | |
WIP |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Fourth Technique: Paired Shadow Gods
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground | |
WIP |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Gauge Moves
Super Gamo Torando
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 18 (2 pre flash, 16 post) | - | - | - | X | -5 | - | Ground | |
Gamof's primary damage super. He spins around 17 times, then does a massive 18th swing to send the opponent away. Used in juggles and in option selects to beat certain strings. Has invincibility while Gamof winds up post-flash. If invincible supers to blow through your opponents offense are your thing, but you also still want to be able to use combos, this super will probably make you want to pick Gamof over Gantetsu. Can only really be punished if it whiffs or if the opponent uses a counter versus the last swing. |
Plasma Giant Swing
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 9 (2 pre flash, 7 post) | - | - | - | X | X | - | Ground | |
Gamof's command grab super. The startup being what it is means that if the opponent is neutral, they can simply jump post flash. However, at 9 frames, this does punish many things in the game, and it has a bit more range than it might initially look. Gamof can also combo into this super from back turned hits, such as his 4B, giving him slightly higher damage combos off jump ins than, say, 5KA normally would |
Flying Gantetsu Buster
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 9 (2 pre flash, 7 post) | - | - | - | X | X | - | Ground | |
Gantetsu's command grab super. The startup being what it is means that if the opponent is neutral, they can simply jump post flash. However, at 9 frames, this does punish many things in the game, and it has a bit more range than it might initially look. Gantetsu can also combo into this super from back turned hits, such as his 4B, giving him slightly higher damage combos off jump ins than, say, 5KA normally would. Gantetsu gets a free ground-and-pound 9K afterwards. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground | |
Of particular note on this is the fact that Gamof/Gantetsu get their command grabs off a successful parry, which is extremely meter efficient for the reward it grants and might make a Byakko/Rai-On think twice about that block string infinite they love. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Miscellaneous
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |