Shoryuken Wiki

Ninja Masters/Goemon

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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

As a thief, Goemon excells on both Hit n' Run and keepaway. Featuring good pokes, a low projectile, defensive moves and one of the best (if not the best) regular throw on the game, capable to get an excellent damage from it while escaping from dangerous situations.

Pros

+ Chain Command Normals are great pokes

+ Specials for both agressive and defensive game

+ Regular Throw allows to get really good damage anywhere on the screen

+ Supers are allowed to condition your opponent to avoid dangerous situations


Cons

- His best damage requires meter

- No really good combo chains outside hit confirms

- Mixups are extremely hard to do and not really worth the reward

- The weapon is more a handicap than anything else

- Can't really execute any pressure without getting punished

Move list

Normals

Standing

Far

Kof.lp.png
Unarmed
Ninjamas GoeF5A-1.png
Damage Stun Guard Cancel Startup Active Recovery On Hit On Block
- - - - - - - - -

-

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

-


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

-

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

-


Kof.sp.png
Ninjamas GoeF5C.png
Damage Stun Guard Cancel Startup Active Recovery On Hit On Block
- - - - - - - - -

-


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

-

Close

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

-

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

-


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

-

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

-


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

-


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

-

Crouching

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

-

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

-


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

-

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

-


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

-


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

-

Jumping

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

-

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

-


Kof.lk.png
Unarmed
Ninjamas GoeJB-1.png
Ninjamas GoejB-2.png
Version Damage Stun Guard Cancel Startup Active Recovery On Hit On Block
Neutral - - - - - - - - -

-

Diagonal - - - - - - - - -

-

Kof.lk.png
Armed
Ninjamas GoejB-3.png
Ninjamas GoejB-4.png
Version Damage Stun Guard Cancel Startup Active Recovery On Hit On Block
Neutral - - - - - - - - -

-

Diagonal - - - - - - - - -

-


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

-


Kof.sk.png
Ninjamas GoejD-1.png
Ninjamas GoejD-2.png
Damage Stun Guard Cancel Startup Active Recovery On Hit On Block
- - - - - - - - -

-

Command Normals

-
Armed
Df.png + Kof.lp.png
Ninjamas Goe3A-1.png
Damage Stun Guard Cancel Startup Active Recovery On Hit On Block
- - - - - - - - -

overhead; staggers opponent if it connects as an overhead. Starts a chain combo.

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

overhead; staggers opponent if it connects as an overhead. Starts a chain combo.


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

overhead; staggers opponent if it connects as an overhead

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

Good Range and priority normal, has some startup.

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

Overhead. A bit of startup but excellent priority and range.

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

overhead

Universal Mechanics

Kof.lk.png+Kof.sp.png
Ninjamas Goe6B+C.png
Damage Stun Guard Cancel Startup Active Recovery On Hit On Block
- - - - - - - - -

-


D.png + Kof.lk.png+Kof.sp.png
Ninjamas Goe2B+C.png
Damage Stun Guard Cancel Startup Active Recovery On Hit On Block
- - - - - - - - -

-


F.png + Kof.lk.png
Close
Ninjamas GoeThrow-1.png
Damage 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 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 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 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 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 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 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 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 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 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 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. Sadly it can't be comboed into due to the startup.

Finisher

Anki Soujagyou
B.pngDp.png + Kof.lp.png+Kof.sp.png
Ninjamas GoeFIN-1.png
Ninjamas GoeFIN-2.png
Damage 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, but like his others desperation moves, it cannot be comboed into outside 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
Capcom Characters
Goemon
Houoh
Kamui
Karasu
Kasumi
Natsume
Nobunaga
Raiga
Ranmaru
Sasuke
Tenho
Unzen