Breakers Revenge/Condor

From SuperCombo Wiki

Introduction

Condor Heads is a Native American who wears chaps. Typically peaceful, he has been riled up recently and only fights to save his homeland from the evil Bai-Hu.

Overview

Condor is the big, slow grappler. Instead of green hand like Zangief, he has a green foot. He also has his deadly Tamahoo attack. He has a huge arsenal of command grabs and throws.

Winning with Condor against higher level opponents will require a lot of patience and a healthy understanding of when to take a risk.

Condor
Strengths Weaknesses
  • Most health in the game (not including Bai-Hu) and hard to stun
  • Risk system can give you massive damage on command grabs
  • TAMAHOO!
  • Big rewards off of anti-airs: Tamahoo Super will never drop and jumpstarts his vortex
  • Strong pokes
  • 360 command grab and a 720 super grab
  • No dash, also means he cannot breaker backdash
  • Tall character, he is easy to hit with instant overhead jump attacks
  • Breaker options are limited
  • Saizo matchup is especially rough
Condor
BRCondorVictory.png
Defense 132
Stun 3216

Move List

Normals

Standing


Damage Guard Stun Properties
- Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- Mid.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Crouching


Damage Guard Stun Properties
- Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- Low.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- Mid.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- Low.png - Knockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Close


Damage Guard Stun Properties
- Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- Mid.png - Specialcancel.pngSupercancel.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

2 hits. Second hit is not cancellable.

Neutral Jumping


Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Diagonal Jumping


Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Command Normals

Fumikomi Straight
6C
Damage Guard Stun Properties
- Mid.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Body Press
Jump, 1~3C
Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Heel Stomp
Jump, 1~3D
Damage Guard Stun Properties
- High.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -


Throws

Damage Guard Stun Properties
- Unblockable.png - Throw.pngKnockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Direction of throw input affects screen position. Generally you want the forward throw for corner carry and keeping Condor close in the corner.


Damage Guard Stun Properties
- Unblockable.png - Throw.pngKnockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Direction of throw input affects which side the opponent is thrown towards. Leaves Condor close to his opponent.


Damage Guard Stun Properties
- Unblockable.png - Throw.pngKnockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Sideswitches. Does low amount of damage


Damage Guard Stun Properties
- Unblockable.png - Throw.pngKnockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Mash throw with 6 hits. Opponent can counter mash to reduce hits.


Damage Guard Stun Properties
- Unblockable.png - Throw.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Mash throw with 10 hits. Opponent can counter mash to reduce hits.

You can link your Super Tamahoo afterwards making this Condor's most damaging grab. When this throw ends, the opponent is reset standing.


Damage Guard Stun Properties
- Unblockable.png - Throw.pngKnockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Mash throw with 4 hits. Opponent can counter mash to reduce hits.


Specials

Sky Bridge
236K
Condorfoot.gif
Green Foot
B Damage Guard Stun Properties
- Mid.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Kick opponent into the air and catch them, sideswitches.

D Damage Guard Stun Properties
- Mid.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Slower version.


Moonlight Slam
360+P
Condor360.gif
Damage Guard Stun Properties
- Unblockable.png - Throw.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Classic 360 command grab with a whiff animation. Condor does a spinning piledriver on his opponent hurting them badly! An excellent move to breaker with, does a lot of damage and has awesome range.


Grand Buffalo Horn
66K
Condorslide.gif
B Damage Guard Stun Properties
- Mid.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Strength of kick determines range of slide kick. Normally knocks down unless opponent is hit from the very last part of the slide kick. Goes under projectiles and hits low.

D Damage Guard Stun Properties
- Mid.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Strength of kick determines range of slide kick. Normally knocks down unless opponent is hit from the very last part of the slide kick. Goes under projectiles and hits low.


Tomahawk Jack
Any 3 buttons
Condortamahoo.gif
TAMAHOO!
Damage Guard Stun Properties
- Mid.png - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

An amazing move that negates projectiles ala Zangief's green hand, that has awesome priority especially versus air attacks, and seems to have some sort of invulnerability. Not that great versus grounded opponents but can catch them off guard occasionally.

When used as an Anti Air can be followed with Super for massive damage and a favorable knockdown. Tamahoo in moves Condor forward slightly on whiff, hit, and when it negates projectiles.


Supers

Atlas Rock Buster
236236P
Condorcombo.gif
Damage Guard Stun Properties
- Mid.png - Hardknockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

Awesome super, connects after an anti-air Tamahoo or Good Throw. Has small invulnerability window. The full super will connect against aerial opponents. The first hit has a giant reach and if it connects, the full super will.


Moonlight Shake
720+P
Condor720.gif
Damage Guard Stun Properties
- Unblockable.png - Throw.pngHardknockdown.png
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -

A super grab. It is a good breaker move. It does not seem to have a whiff animation so you can't waste meter spamming for it. If it connects, it will do a bunch of damage and take a super meter from you. Good Throw into Tamahoo Super does as much or more damage than this, but this move is still good. Good Throw has significantly less range than Grab Super.

Combos

  • Meterless Combos
    • 2A, 2A xx 236B - low hit main 2-in-1
    • 2A, cl. 5B, 2D - sweep ender BnB combo
  • Combos with meter
    • 2A, 2A, 2B xx 236236P - low hit super ender
    • 3A/B (Throw), 236236P - a great throw setup with super ender, but it must be too early to connect
    • Anti-air 5C xx Tomahawk, 236236P - Tomahawk use is limited but this is the best combo for use it.
    • Air to Air, 236236P - It is sometimes possible to add a Tomahawk between the juggle and the super but the juggle is much harder to connect.

Advanced Strategy

Condor can be played as a throw character but that sort of play style doesn't work well in Breakers. He has a decent rushdown game based around priority, with his only real mixups being crossups. Mixing up with grabs is so incredibly risky that it usually isn't worth it unless your opponent is terrified. If you advance extremely carefully with Condor and make sure to take full advantage of every opportunity, he is extremely possible to win with.

  • Having no dash makes it difficult to approach your opponent faster than they can run away. Using Buffalo Slide Kick after a knockdown can allow you to catch up to your opponent.
  • cr. HK is nuts: Incredible range, big damage, a knockdown, it does it all. If your opponent isn't respecting your wakeup games, meaty with this a few times and straight up kill them.
  • If you jump over a fireball and are expecting another fireball, you can Buffalo Slide Kick under the second fireball, or even land and just Tamahoo Super your opponent out of their second fireball. Of course, both of these actions are risky, but the risk is worth it if you are sure you're reading your opponent properly.
  • By inputting forward+A/B/D, forward+B/D, you can whiff cancel a normal into his Buffalo Slide Kick. This is especially good with his st.B/st.D attacks, as they both might entice an opponent to attack you if they think you have whiffed them. This fake-out is an excellent mindgame for Condor!

Breakering

Condor can breaker with Tamahoo but it will lose to any low attacks. He can breaker with any normal throw of course, he can also breaker with his SPD (360+P) which is amazing. It is fast and has a big range. His supers are also great breaker attacks, each doing massive damage. Breakering is kind of important for Condor, he can get a lot of damage this way whereas it can be hard for him to land a combo.

Mixup and Oki guide


Matchups

Matchup Table

Advantage
Great
Good Alsion III, Maherl
Even
Weak Rila, Pielle
Bad Saizo, Sho, Tia, Dao-Long

Character Specific Tips


Alsion III


Condor


Dao-Long


Maherl


Pielle


Rila


Saizo
Pray.

Saizo plays an excellent keep away game. Landing Tamahoo and starting your scariest offense is nigh impossible: Saizo has zero reason to ever jump at you. Bulldog your way in however you can and get to a range where 2D can connect or trade, and make the most of those knockdowns.

Saizo has a weak breaker game without meter. His meterless invincible reversal (214P, "Hair") needs to be super canceled or it's unsafe. In an Oki situation, bait reversals to either drain Saizo's resources or get them to overextend for a big punish.


Sho


Tia

Game Navigation

General
Controls
Notation
HUD
System
Strategy
FAQ
EXTRA
Characters
Sho
Pielle
Condor
Rila
Tia
Alsion III
Maherl
Dao-Long
Saizo
Bai-Hu