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. |
5AAA
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | Overhead | 13 | - | - | - | -7 | -7 | - | Ground | |
A somewhat gimmicky overhead that checks people pressing buttons after 5AA. For what it is and the pushout it gives, its shockingly safe... as long as its blocked/hit. |
5AAK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | Overhead | 13 | - | - | - | X | -4 | - | Ground | |
A shoulder tackle overhead that knocks down. Is safer on block, but slower startup. |
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
5B
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 12 | - | - | - | -4 | -5 | - | Ground | |
A strong, fast horizontal with decent follow-ups. Can be special cancelled into 236B for a combo. |
5BB
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 12 | - | - | - | -17 | -16 | - | Ground | |
While this hit/block advantage might seem bad on the surface, the safe of this move is protected by an extremely fast third option listed below. Whiffs some crouchers on block. |
5BBB
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | Low | 12 | - | - | - | +13 | +9 | - | Ground | |
An extremely fast low used to check people pressing buttons after 5BB. The +9 frame advantage is wild, but it does pushout a bit, limiting what can really take advantage of the frame data. Cannot be parried. |
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. |
4B
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 9 | - | - | - | X | +8 | - | Ground | |
Combo starting fast horizontal into command grab super. For some reason, it's also extremely plus on block. |
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 |
10t Bakudan do Kanjoyu Nage
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 2... sort of. Please see description. Bomb hits on frame 46. | - | - | - | - | -29 | - | Ground | |
Gantetsu throws a bomb about half screen, which then explodes. This super breaks the normal conventions of startup in Plasma Field, as the first hit of the super (Gantetsu's kick during the flash) is actually -during- the super flash, not before or after. It is the only super in the game like this, meaning it effectively is also the fastest super in the game. However, it also has short range and has no invincibility, so using this bomb as a reversal straight up won't work versus spaced low profile moves that can avoid the bomb hurtbox, as the bomb despawns if Gantetsu is hit before detonation. -29 on block might seem really bad (and it is) but the push out on bomb often limits what can actually hit him. The answer in many matchups is "nothing at all." |
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 | |
Gamof/Gantetsu slash past the enemy dramatically. Doesn't do much damage for the meter and is generally not worth it compared to B+M's reward. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | +30 | - | - | 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 so much. This + the fact they already can't do it on you at certain ranges makes this one of their hardest matchups. You also get high damage launchers like 3AA, though this is considerably more difficult to do and ultimately more expensive for meaningful conversions like super juggles. |
Auto Throw
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground | |
Auto Throw is a two-stage Plasma Field that grants Gamof/Gantetsu super armor during its duration. While in Auto Throw, you chase down the opponent and hit any button to automatically throw them. In general, this means that you can potentially blow a bar on this and not get any reward, particularly versus characters that have the means to effectively stall it, such as Zelkin. It is the worst use of meter Gamof/Gantetsu have. |
Miscellaneous
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Strategy
General Gameplan
Matchups
Gantetsu v. Byakko (6:4) The best way to describe this matchup is hilarious. Both grapplers give the cats a lot of trouble due to thier low jump height, high health, and big chunky safe normals. Gantetsu gets extra juice vs. both cats however due to the multi-faceted value of his anti-air bomb super, which both shuts down fanicer movement from the cats and serves as a no-brainer punish vs. stuff like Byakko's sword super if something goes wrong with it. If that wasn't enough, both grapplers are semi-immune to 5A jab pressure from the cats. Byakko can win this, but he has to guess right considerably more than Gantetsu and has to do so versus a character who is genuinely difficult to anti-air, even though Byakko is perhaps best equipped to do so.