Introduction
Gozu is a Jaguar ninja with the power of flames, and also wrist-mounted guns. He is centered around strong space control and chipping his opponent down with constant projectiles while running away. If Gozu has his way, he'll be jumping around and keeping his opponent beyond arm's reach, and force them to take risks and eat a bunch of damage just to get in at all. But his lack of reliable combo knockdowns and weak close range options means he has a tough time breaking out of smothering rushdown, and he can also be outpaced in the damage war if his opponent gets a good hit. If you don't mind the occasional long grind of a match and enjoy watching your opponent wade through a sea of projectiles while you happily stay just outside of their reach, Gozu is the man for you.
Strengths |
Weaknesses
|
- Obnoxious keepaway and the best Tag Zone camping in the game
- Incredibly annoying projectiles, including an air fireball
- Great air to air game
- Hell Flames stuffs almost every approach imaginable
- Fast movement and double jump make him hard to pin down
|
- Struggles to combo into a knockdown if super isn't available
- Poor reversal options; guard cancel doesn't knock down either
- Close range normals are stubby and his few long range normals are bad to whiff
|
Light Attacks
c.5A
c.5A
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
M
|
o
|
1
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
5
|
4
|
8
|
±0
|
+5
|
|
c.5B
c.5B
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
M
|
o
|
1
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
6
|
2
|
12
|
-4
|
+1
|
|
f.5A
f.5A
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
M
|
o
|
1
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
5
|
2
|
10
|
-2
|
+3
|
|
f.5B
f.5B
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
M
|
o
|
1
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
6
|
2
|
12
|
-4
|
+1
|
|
2A
2A
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
M
|
o
|
1
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
5
|
4
|
8
|
±0
|
+5
|
|
2B
2B
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
L
|
o
|
1
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
5
|
4
|
9
|
-1
|
+4
|
|
Strong Attacks
c.5A
c.5A
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
M
|
o
|
1
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
5
|
4
|
8
|
±0
|
+5
|
|
c.5B
c.5B
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
M
|
o
|
1
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
6
|
2
|
12
|
-4
|
+1
|
|
f.5A
f.5A
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
M
|
o
|
1
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
5
|
2
|
10
|
-2
|
+3
|
|
f.5B
f.5B
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
M
|
o
|
1
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
6
|
2
|
12
|
-4
|
+1
|
|
2A
2A
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
M
|
o
|
1
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
5
|
4
|
8
|
±0
|
+5
|
|
2B
2B
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
L
|
o
|
1
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
5
|
4
|
9
|
-1
|
+4
|
|
Weapon Attacks
c.5C
c.5C
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
M
|
o
|
3
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
9
|
3
|
15
|
+3
|
+7
|
|
f.5C
f.5C
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
M
|
o
|
3
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
9
|
4
|
15
|
+3
|
+7
|
|
c.2C
c.2C
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
L
|
o
|
3
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
12
|
3
|
15
|
+3
|
+7
|
|
f.2C
f.2C
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
L
|
o
|
3
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
12
|
3
|
15
|
+3
|
+7
|
|
6C
6C
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
M/M
|
o/o
|
3/3
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
9/20
|
4/3
|
21
|
-3
|
Pop-up
|
|
3C
3C
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
L/L
|
o/o
|
1/3
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
7/21
|
4/3
|
15
|
+3
|
+7
|
|
Jumping Attacks
j.A
j.A
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
H
|
o
|
1
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
4
|
-
|
-
|
-
|
-
|
|
j.B
j.B
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
H
|
o
|
1
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
3
|
25
|
-
|
-
|
-
|
|
j.6A
j.6A
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
H
|
o
|
2
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
4
|
11
|
-
|
-
|
-
|
|
j.6B
j.6B
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
H
|
o
|
2
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
4
|
6[3+3]
|
-
|
-
|
-
|
|
j.C
j.C
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
H
|
o
|
3
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
6
|
5[3+2]
|
-
|
-
|
-
|
|
j.6C
j.6C
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
H/H
|
o/o
|
1/3
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
4/10
|
3/5[3+2]
|
-
|
-
|
-
|
|
Universal Mechanics
3+A
3+A
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
L
|
o
|
2
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
8
|
18
|
13
|
-1
|
+3
|
|
|
B+C
B+C
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
H
|
x
|
3L
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
13
|
11
|
18
|
-11
|
+3
|
|
|
GC
GC
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
M
|
-
|
1/1/3L
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
6/13/20
|
4/3/3
|
30
|
-12
|
+2
|
Mediocre guard cancel with quick startup and lame range with no knockdown.
|
|
Special Moves
Mash A
Furnace Blast Mash A 236A Follow-up 236A Follow-up
|
Normal
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
M/M/M
|
-
|
1/1/3L
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
5/12/19
|
4/3/3
|
30
|
-12
|
+2
|
Short ranged mash move that can combo from lights. You’re able to move during the strikes, so you want to move forward to stay in range for the followup.
|
Follow-up 236A
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
L
|
-
|
3
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
-
|
6
|
14
|
-1
|
+3
|
Forward moving low palm strike. There is no high-hitting equivalent to this so it has little mixup potential. However the frames are quite good on hit and also on block, so if spaced right you can annoy people with this during pressure.
|
|
[2]8A
Mad Bull Blast [2]8A Pose Pose Fire Fire
|
Body
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
M
|
-
|
3S
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
15
|
6[2+2+2]
|
104
|
-70
|
Pursuit OK KD
|
Gozu poses and disappears, spawning a large advancing wall of flames on both sides of himself before reappearing. These eat through projectiles, but go slow enough that they’re fairly easy to dodge. Gozu can’t be hit until he reappears, and the initial explosion has a large hitbox for stuffing incoming attacks but the recovery is easy to punish. The OTG only comes into play if the opponent is hit by the initial explosion and the wall of flames hits them while they’re down.
|
Projectile
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
M/M
|
-
|
3S
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
23/23
|
-
|
[15]
|
-52
|
Pursuit OK KD
|
- Pursuit
- At max spacing: Attack level drops from 3 to 2, frame data is B-2F/H+2F.
|
|
41236A
Hell Flames 41236A Bombs Bombs :explosion: :explosion:
|
Bombs
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
M*4
|
o
|
3S*4
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
10*4
|
35*2/37*2
|
59[9]
|
-36
|
Pursuit OK KD
|
- Pursuit
- 8F weapon drop window.
- Rank A projectile
Gozu does a ninja hand pose and spawns bombs that fall and explode around him. He recovers before the bombs finish exploding, and they can negate weaker opposing projectiles. Until the explosion fully vanishes, he is considered unarmed. Camp on their tag point and use it, use it as oki, use it to keep them out, use it to do the dishes.
Bombs can be erased with normal attacks.
|
Explosion
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
M*4
|
o
|
3S*4
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
45*2/47*2
|
14*4
|
59[9]
|
-17F~+34F
|
Pursuit OK KD
|
|
623A/B/C
Flaming Bullets 623A/B/C A version A version B version B version C version C version
|
623A
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
M*3
|
o
|
3S*3
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
A 17/22/27
|
-
|
A 54
|
A +2
|
A +3
|
623B
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
M*3
|
o
|
3S*3
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
B 17/24/31
|
-
|
B 62
|
B -2
|
B -1
|
623C
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
M*3
|
o
|
3S*3
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
C 17/25/33
|
-
|
C 68
|
C -6
|
C -5
|
- 9F weapon drop window.
- All versions are Rank C projectiles.
Three gunshots that can go in any one of three directions: straight forward, diagonally up, and almost straight up. Normals and weak projectiles can destroy these, so they’re mostly for chip damage or just occupying screen space.
|
|
[2]8C
Killer Claws [2]8C
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
H
|
o
|
1
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
57
|
16 or 20
|
(10)
|
-10
|
Pursuit OK KD
|
- 9F weapon drop window.
- Active frame is when 16F is zoomed in and 20F is when zoomed out.
Gozu disappears before dropping down on his opponent with a large claw attack. This hits overhead, but is slow and can be throw punished on block pretty much every time.
|
|
jW.4C
Rolling Talon Shredder jW.4C
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
M
|
o
|
2
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
19(24)
|
-
|
(13)
|
-21
|
Pursuit OK KD
|
Shared ninja walldive. Unsafe and slow, so this tends to get you killed more than anything else.
|
|
214C
Thundering Heaven Blast 214C
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
M*5
|
o
|
3*5
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
13/17/21/25/29
|
1*5
|
55(9)
|
-36
|
Knockdown
|
- Pursuit
- 8F weapon drop window.
- When the 5th attack whiffs, B-40F
Shared ninja Kano ball. Rather than speed forward like Mezu, Gozu goes forward before going diagonally upwards at a middling pace. This one is really bad and only combos when super close. Avoid using it if you can.
|
|
236C
Crescent Moon 236C (Air OK) Ground version Ground version Air version Air version
|
Ground
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
M
|
o
|
3
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
11
|
-
|
51[14]
|
-11
|
-7
|
Shared ninja projectile. Nothing too special, but it’s the only thing that will reliably combo off of 2C at most ranges if you don’t have your super available. You are forced into your unarmed moveset until the projectile dissipates.
|
Air
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
M
|
o
|
3
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
7
|
-
|
[16]
|
-
|
-
|
- Pursuit
- Rank B projectile
Diagonal downwards air fireball. This has a pretty nice hitbox and doesn’t change your momentum at all, so it’s easy to just throw out for runaway or approaching or whatever. Very nice move. Similar to his other projectiles, Gozu is forced to use his unarmed moveset until this projectile is gone so he can’t throw a ground fireball after landing.
|
|
Desperation Moves
632146A
Jaguar Assault Attack 632146A
|
Damage
|
Guard
|
Cancel
|
Level
|
-
|
M*8
|
-
|
2*8
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Hit Adv
|
12/18/24/30/36/42/48/54
|
2*8
|
35
|
-24
|
Pursuit OK KD
|
Punch mash move but it’s a super. Great range (albeit less than Mezu’s super) so you can combo into this off of most chains. Like Mezu, the knockdown leaves them vulnerable to OTGs, but the only OTG Gozu can get is another super. Just don’t use it outside of combos because its recovery is awful.
|
|