Introduction
Torao Onigawara is a man who values his adherence to the path of martial arts above all else. Once a renowned instructor who gave martial arts training to soldiers in the military, he has since lost everything, now forced to live on the streets of Eden. With nowhere to truly call home, all he has left is an old, tattered gi, and the philosophy he wholly dedicated himself to so many years ago -- to live and breathe karate.
Gameplay
Unlike most characters, his reverse style is incredibly useful because of his ability to switch in and out of it instantly while attacking. His LK is your main way of doing this. From there he has two moves: HP gives you a hook that knocks down and slides the opponent. The range is pretty short, but it's safe and damaging. HK gives you a roundhouse that also knocks down and has much more range, but is less safe. His escape dash attacks are instant and both knock down, and you can OTG another HP escape dash attack, but both have short range; you've got to be stepping on their toes for the HP one.
Things to know:
His HP can chain (not cancel) into his LK.
Strengths | Weaknesses |
---|---|
|
|
Attributes
- Forward Walk Speed: 2
- Back Walk Speed: 1.5
- Forward Dash: 14f
- Back Dash: 12f
- Prejump: 4f
- Neutral Jump: 40f
- Forward Jump: 36f
- Back Jump: 36f
- Forward Super Jump: 36f
- Back Super Jump: 36f
- POW charge: 10f
Move List
Frame Data Source: https://docs.google.com/spreadsheets/d/14u59eRbO9A-CC2qSxLPIzUWcyLRR1VsRM923tbWqnW8/edit?usp=sharing
Standing Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 5 | 5 | 14/7 |
On Hit | On Block | Guard | Properties |
-2/+7 | +1/+10 | Low/High | - |
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 5 | 6 | 22/11 |
On Hit | On Block | Guard | Properties |
-12/+2 | -9/+5 | Low/High |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 6 | 4 | 22/11 |
On Hit | On Block | Guard | Properties |
+3/+17 | -7/+7 | Low/High | - |
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 8 | 6/*3 | 25/11 |
On Hit | On Block | Guard | Properties |
+4 | -6 | Low/High |
|
Not remotely useful knowledge but for some reason the throw hurtbox changes when hitting the move. Maybe it was meant to have reduced lag on hit too |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 7 | 6 | 32 |
On Hit | On Block | Guard | Properties |
-6 | -16 | Low/High | - |
TBA |
Crouch Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 5 | 4 | 14 |
On Hit | On Block | Guard | Properties |
-2 | +1 | Low/High | - |
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 6 | 6/*2 | 24/*20 |
On Hit | On Block | Guard | Properties |
+5 | -5 | Low/High |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 5 | 4/*2 | 19/*22 |
On Hit | On Block | Guard | Properties |
-5 | -2 | Low |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 8 | 6/*3 | 26/*28 |
On Hit | On Block | Guard | Properties |
+1 | -9 | Low |
|
TBA |
Comand Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 12 | 3 | 27/15/*28 |
On Hit | On Block | Guard | Properties |
-12/+2 | -9/+5 | Low/High |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 17 | 3 | 27/15/*28 |
On Hit | On Block | Guard | Properties |
+1/+15 | -9/+5 | Low/High |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 10 | 6 | 28 |
On Hit | On Block | Guard | Properties |
0 | +4 | Low/High |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 13 | 6 | 45 |
On Hit | On Block | Guard | Properties |
+25 KD | -29 | Low |
|
TBA |
Rising Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 4 | 12 | until landing |
On Hit | On Block | Guard | Properties |
- | - | High | - |
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 5 | 8 | until landing |
On Hit | On Block | Guard | Properties |
- | - | High | - |
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 6 | 10 | until landing |
On Hit | On Block | Guard | Properties |
- | - | High | - |
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 6 | 7 | until landing |
On Hit | On Block | Guard | Properties |
- | - | High | - |
TBA |
Falling Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 5 | until landing | until landing |
On Hit | On Block | Guard | Properties |
+27 | +25 | High |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 5 | until landing | until landing |
On Hit | On Block | Guard | Properties |
+27 | +25 | High |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 6 | 10 | until landing |
On Hit | On Block | Guard | Properties |
+27 | +25 | High | - |
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 7 | 9 | until landing |
On Hit | On Block | Guard | Properties |
+27 | +25 | High | - |
TBA |
Throws
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 2 | 1 | - |
On Hit | On Block | Guard | Properties |
+47 SpKD | - | Throw |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 2 | 1 | - |
On Hit | On Block | Guard | Properties |
+47 SpKD | - | Throw |
|
TBA |
Stance Switch and Reverse Stance Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
- | - | - | 10/18 |
On Hit | On Block | Guard | Properties |
- | - | - |
|
2nd value in recovery comes from 4/6sw |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 7 | 3 | 34 |
On Hit | On Block | Guard | Properties |
+67 SKD | -6 guard break, -19 | Low/High |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 14 | 10 | 36 |
On Hit | On Block | Guard | Properties |
- | -7 guard break | Low/High |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 7 | 7 | 25 |
On Hit | On Block | Guard | Properties |
-3 | -13 | Low/High |
|
Parry out-prioritised by hurtboxes so it only works on spaced moves, the parrybox on f8-9 is mostly covered by a hurtbox so it's useless, stays in reverse stance |
Escape Dash and Escape Attack
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 13 | - | 5 |
On Hit | On Block | Guard | Properties |
- | - | - |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 14 | 8 | 26 |
On Hit | On Block | Guard | Properties |
+75 SpKD | -12 | High |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 17 | 8 | 26/14 |
On Hit | On Block | Guard | Properties |
+87 SpKD | 0 | High |
|
can combo to forward throw for some reason |
Deadly Skills
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 10, 11 | 1, 4 | 29/*36 |
On Hit | On Block | Guard | Properties |
-7 | -13 | Low/High |
|
Torao dashes forward and releases a series of punches. Can use in combos, but I think his HP/HK finishers yield better damage. Good whiff punisher, and you can use it to chip the opponent to death. |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 20, 21 | 1, 4 | 29/*36 |
On Hit | On Block | Guard | Properties |
-7 | -13 | Low/High |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 25, 36, 39, 50, 60 | 2, (9), 1, (2), 3, (8), 3, (7), 2 | 23 |
On Hit | On Block | Guard | Properties |
- | -3 | Low/High |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 30 | 3 | 23 |
On Hit | On Block | Guard | Properties |
+6 | -4 | Low/High |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 32 | 3 | 28 |
On Hit | On Block | Guard | Properties |
- | -9 | Low/High |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 15 | 9 | 12 |
On Hit | On Block | Guard | Properties |
- | +5 | Low/High |
|
Torao's main pain bringer. It's a little slow and obvious, but once it reaches its active frames it has really high priority. Use HK as a pre-emptive anti-air and LK to stuff things from a distance. Only use from a distance, otherwise be ready to eat whatever the opponent can give you. |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 16 | 9 | 14 |
On Hit | On Block | Guard | Properties |
- | +3 | Low/High |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 4 | 10 | 8, 26 |
On Hit | On Block | Guard | Properties |
- | - | - |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 8 | 20 | 9, 26 |
On Hit | On Block | Guard | Properties |
- | - | - |
|
This move is great. If you don't have a super ready, be a bit wary of using it, but if you do, whore parry-->Dosu Dragon. |
Super Deadly Skill
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 9 + 35 + 7, 17 | 5, (7), 6 | 7 |
On Hit | On Block | Guard | Properties |
+68 SKD | -17 | Low/High |
|
Your standard high-damage rush super. Difficult to combo into, unless you use j. anything --> Kenka. |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 9 + 36 + 6 | 4 | 40 |
On Hit | On Block | Guard | Properties |
+64 SKD | - | Unblockable |
|
A really good move. It does super high damage, and is invincible for the entire startup. This is why Torao is really dangerous once he gets meter: he can super you in the middle of attack strings, multi-hit moves, etc. It guard crushes, but your opponent can roll right past it if they're fast enough. |