妖怪 腐れ外道, Youkai Kusaregedo
Colors
Introduction
Hungry hungry demon.
Strengths |
Weaknesses
|
|
- Extremely slow walk and dash
- Easy to bully if he loses his weapon
- The things that make him a huge threat are locked behind dreaded execution
|
Data
- Damage taken: 90%
- Rage duration: 9 seconds
- Amount to rage: 30
- Walk speed: 200
- Backwalk speed: 80
- Dash speed: 800
- Jump duration: 56 frames
- Width: 36
- Throw range: 28
- Throw recovery: 39 frames
- Tier placing: S
Normals
Far Slashes
|
5A:
- An annoyingly large hitbox perfect for harassment, not the fastest thing on startup. Pretty minus when blocked and no cancel options but it's basically safe.
|
|
5B:
- Properties: Cancelable. Recoil cancel on block. Deflectable.
- His midrange poke with good air traction and a huge hitbox. Good for recoil cancelling into vomit at long-ish distance. Has trouble anti-airing if they're too close. Watch out for deflects. Cancel window is before the hitbox comes out; as Gedo raises his arm to swipe.
|
|
5AB:
- Properties: Deflectable.
- Really big multihit punish. Kind of slow and later hits can miss if it connects at max range. Generally good move if there's an opening for it like after vomit connects.
|
|
2A:
- Properties: Recoil cancel on block.
- Funny little hand poke with great startup, reach, and frames on block/hit. Another annoying normal for them to get around. Recoil cancels aren't the best thing for you to do off of this but maybe cancelling into deflect will catch them mashing afterwards.
|
|
2B:
- Properties: Hits low. Recoil cancel on block. Knockdown.
- Big low-hitting sweep with good frames. Recoil canceling into command grab forms an OS because there's no cancel window on hit/whiff for this attack.
|
|
2AB:
- Properties: Deflectable. Knockdown.
- The hitboxes for this one fly all over the place. Click here too see an animated version. Effective as a preemptive anti-air, but very punishable if it whiffs. Generally misses grounded opponents.
|
Near Slashes
|
n.5A:
- Another funny get-off-me attack. Can tick into command grab.
|
|
n.5B:
- Properties: Recoil cancel on block. Deflectable.
- Horizontal bone poke. Like with 2B recoil cancel can OS for a command throw setup. Can also tick on hit but it has slightly different timing from a recoil cancel.
|
|
n.5AB:
- Gedo uses his head and hits you with it. Pretty good range, strong damage, kind of slow for a close heavy. Don't use this outside of guaranteed situations (i.e. vomit/punishes) pretty much.
|
|
n.2A:
- Same as far 2A but no recoil animation.
|
|
n.2B:
- Properties: Hits low. Recoil cancel on block. Knockdown.
- Same as 2B.
|
|
n.2AB:
- Properties: Deflectable.
- Bone spikes. Great close range anti-air and hits ground.
|
Overheads
|
5BC:
- Properties: Hits high. Knockdown.
- Goes pretty far forward and has an okay time beating out attacks. Hilariously punishable even for an overhead, but it has a cancel window near the end for command grab gimmickry.
|
|
u.5BC:
- Properties: Hits high. Knockdown.
- Same as 5BC.
|
Kicks
|
5C:
- Gedo sticks his foot forward. Cancel window comes out before the hitbox so this can keep you grounded for a command throw from neutral. Okay poke.
|
|
6C:
- Properties: Knockdown.
- Big dumb backflip anti-air. Huge hitbox, active for a good time, quick to start up but low damage. Very good at stuffing jumps but VERY punishable on whiff/block.
|
|
2C:
- Weird tongue pseudo-anti air. Can keep opponents out and has decent range.
|
|
3C:
- Properties: Hits low. Knockdown.
- Big long tongue sweep. Very irritating for opponents to block but long punishable recovery.
|
Jumping
|
j.A:
- Properties: Hits high.
- His only aerial that's even remotely safe. It's quick for the space it covers.
|
|
j.B:
- Properties: Hits high. Knockdown.
- Huge elbow drop. Active for a long time, great hitbox, hilariously punishable on block or whiff.
|
|
j.AB:
- Hits hard, super active and covers a huge range beneath him. Always input at the beginning of the jump; active hitbox "starts" early but it doesn't go underneath him until later. Punishable as hell on block, but stuffs well (except for some anti-air) and can cross up.
|
|
j.C:
- Properties: Hits high. Knockdown.
- Butt drop. If you mess up a command throw input you get this a lot. Thankfully it's not that bad and can cross up. Like with the rest of Gedo's aerials outside of j.A very punishable on whiff/block.
|
Dashing
|
66A:
- Dashing n.5A. Good for tick throws.
|
|
66B:
- Properties: Hits low. Recoil cancel on block. Knockdown.
- Dashing 2B with all the same uses as it. Keeps the run's momentum so it has even better range.
|
|
66AB:
- Properties: Knockdown.
- Running n.5AB pretty much. Still unsafe, but good range. Safe way to hit opponents that step on your vomit puddles or somehow get grabbed by hands.
|
|
66C:
- Dashing 5C with a really really really weird amount of plus frames. Not like Gedo really needs plus frames so stick with his other dashing normals for easier punishes/tick setups.
|
Unarmed
|
u.5S:
- n.5A from all distances pretty much.
|
|
u.2S:
- Slow bad version of 2A. Really slow.
|
|
j.uS:
- Super short version of j.A. You basically can't hit with this.
|
|
u.66S:
- 66A but it knocks down. I guess you could use this.
|
System
|
Deflect - 216D:
- Big silly deflect. Can catch mashers on a recoil cancel if they're challenging recoil into vomit.
|
|
Weapon Pickup - 5A:
- Fairly fast.
|
|
Taunt Disarm - Start Start Start:
- Don't ask me why his arm falls off. Don't ask him either.
|
Specials
|
Akuryou Yobi - 236A: (can be used unarmed)
- Really slow really punishable tracking unblockable that doesn't catch jumping opponents. Gives you time on hit to run forward and 66AB them, or 5AB if you're close. It even comes out on trade for whatever reason, though it'll just knock down. A funny gimmick at best.
- This stops being a gimmick in time slow, however. It being unblockable forces the opponent into a situation where reacting poorly results in them getting Issen'd for big damage. Gedo's strong meditation helps a lot in this regard as well.
|
|
Ieki Haki - 214A/214B:
- The Vomit. If you've got space, you can do this. If you recoil 5B from far enough away, you can do this. Very active. Stops grounded approaches/fireballs and leaves them in a bunch of hitstun so you can smack them with your button of choice. Usually a heavy. Not a low so don't expect to set up weird funny unblockables with this.
- Also works as an alternate to pursuit and you can try to do it multiple times until they get up.
|
|
Niku Mochiage - 421C:
- Weird pseudo-roll that avoids a surprising amount of stuff and is just kind of awkward to look at. Cancelling into this from roll can get you extra distance or avoid a punish. Can be used to buffer a command throw because of course.
|
|
Gedo no Rakuin Oshi - 6428C:
- The fastest command throw in the game and second only to Gaira's in sheer damage, with huge range. It's punishable on whiff if the opponent is looking for it and requires some very fast inputs or very smart buffer strategies to consistently do. Thankfully the buffer is VERY lenient so you can do this after a lot of stuff, gimmicky or otherwise. If a move seems useless, try buffering a command throw afterwards if you're in range. You can mash it out during hit/blockstun if you're confident you won't jump out due to mistiming.
- Some ways to do this during a roll include:
- Just doing the motion during a roll. Really hard to pull off unless you're REALLY fast. Gedo's roll having such a specific cancel window doesn't help with this at all.
- Inputting the command throw as 643D58C. The 3D counts as a 2 as far as the buffer window is concerned so it's just on you to do the inputs right and time the 8C.
- Inputting the command throw as 3D698741258C. There's less precise inputs involved but requires a pretty quick stick spin to work. It doesn't look like the right input at all but the buffer is really that lenient. Only issue is spinning the stick and returning it to neutral in time to 8C during the cancel window.
|
|
Doro Nage - 341236421BC:
- Projectile used for humiliation more than anything else. Read the IRC chatlogs for this one.
|
|
Tobi Zutsuki - 236CD - WFT: (can be used unarmed)
- Well at least you can do it unarmed. Gedo throws his head at you as a projectile. Deceptively active so you need to keep blocking until it's actually traveling back to him or you'll get disarmed and feel bad. Not really that good, and Gedo prefers meditating more often than not anyways.
|
|
Gedo no Emono Gari - 698741258CD - WFT:
- Impossible input aside this WFT hurts a lot and is very fast. Not as fast as his regular command grab but it can be very threatening if you're able to represent it. Less punishable on whiff than his normal command throw as well. Can be cancelled into from a roll but the buffer isn't as nice. Being sloppy with your inputs will net a 236CD instead, and you don't want that.
- Roll cancel buffer strats:
- Inputting 3D698741258CD. It's the same as one of the above strategies for 6428C but the input buffer being more strict makes it harder by comparison.
- Inputting 69874123D58CD. You need to hide the input during something that keeps you grounded, like a normal. It's more telegraphed but it's worth knowing.
|
Combos
Normal
- No, really, this is all he has.
- Advanced: 214S->214S->214S
Time Slow
- BCD 236S (setup)
- ...BCD (if they block)
- ...BCD (if they jump)
- ...5B BCD (if they hop?)
Strategies
Pick White Gedo.
<setrajonas> i'll play as gedo
<setrajonas> what do i do
<pockets`> sharkbutt all day
<pockets`> no if you actually want to play gedo, you need to #1 master his normals and #2 nail that sharkbutt
<pockets`> 2A is his best general fuck off poke
<pockets`> 5B at range is good but it has a huge blindspot
<pockets`> you can cancel 5B's startup for vomit
<pockets`> he's too slow and kenki gauge doesn't affect the big throw so you meditate away all his rage
<pockets`> generally behind a puddle of vomit
<pockets`> 2B is pretty boss since it hits low and has a recoil animation
<pockets`> so up close you can douche out with 2B throw on block cancel
<pockets`> also works with 66B
<pockets`> it isn't safe so if you guess wrong you can get wrecked but 3C is crazy long range and sweeps
<pockets`> his 6C is sick anti air
<pockets`> and I have to work poop fling into my gedo game now
<bellreisa> do you ever do meaty poop fling?
<bellreisa> how about antiair poop?
<bellreisa> perhaps end a blockstring in safe poop?
<setrajonas> poop on you
<bellreisa> or perhaps, get a little daring and counterhit poop trade in your favor, so you can combo off the poop
<pockets`> I haven't been able to test the properties of poop extensively because I haven't been able to do it reliably
<Xenozip> there is no safe poop, he laughs afterwords for like a full second
<pockets`> I bet it's safe on backhit
<pockets`> safe backhit poop
<Rithli> random poop
<Xenozip> i think its too messy to do poop up close you gotta aim it from afar
<bellreisa> is it possible to cancel the recovery
<bellreisa> lolcancel the poop fling, if you will
<Xenozip> if you will
<bellreisa> a hotdog paella
<Rithli> hotdog poop
<Rithli> umepoop
<setrajonas> KIMOCHII NEEEEEE
<bellreisa> daigo poopmehara
<bellreisa> rare footage of daigo actually constipated
<setrajonas> the secret of his success
<Xenozip> needs custom combo in sirlin mode, infinite poop
<Rithli> umepoop is what you do if you know you're going to a buffet
<setrajonas> daipoop
<Xenozip> im quoting that
<bellreisa> shitpoo jinrai kyaku
<setrajonas> genei poop
<Xenozip> so if i do a poop video will it be youtube poop?
<bellreisa> f f f
<Lokanas> lol
<Lokanas> 7/10
<sphy> wow cant believe I checked this channel and saw poop discussion and 15 minutes later I check again and it's still going
<Lokanas> lol
<bellreisa> that's what you get
<bellreisa> go back to eating poutine
<bellreisa> pooptine
<pockets`> haha poop doesn't even do chip damage
<Xenozip> but chips can cause poop damage
<pockets`> it's funny because it's true
<pockets`> must troll comic with poop
<setrajonas> comic poop
<bellreisa> so when you land a major ch with gedo
<bellreisa> would you say...
<bellreisa> that shit was pringles
<Icekin> 5/10
<pockets`> attention, IRC
<pockets`> mauve got pooped to death
<mauve> fucking gedo
Frame Data
Move
|
Damage
|
Startup
|
Active
|
Total
|
Cancel
|
Weapon Clash
|
Hit Adv.
|
Backhit Adv.
|
Block Adv.
|
Guard
|
Notes
|
5A |
7 |
14 |
4 |
38 |
1~4(4) |
- |
-6 |
+2 |
-19 |
Mid |
Medium attack
|
5B |
15 |
16 |
6 |
42 |
8~15(8) |
14~15(2) / 22~23(2) |
-6 |
+2 |
-18 |
Mid |
Medium attack, Deflectable(med)
|
5AB |
10, 11, 13 |
25 |
2 |
80 |
x |
- |
-8 |
+2 |
-26 |
Mid |
Heavy attack, Deflectable(heavy)
|
2A |
4 |
8 |
4 |
20 |
x |
- |
-2 |
-2 |
-6 |
Mid |
Weak attack
|
2B |
16 |
18 |
6 |
40 |
x |
14~17(4) |
KD |
KD |
-13 |
Low |
Knockdown attack
|
2AB |
29 |
13 |
32 |
59 |
x |
- |
+3 |
+13 |
-21 |
Mid |
Heavy attack, Deflectable(heavy)
|
n.5A |
5 |
10 |
5 |
22 |
1~4(4) |
- |
-2 |
-2 |
-7 |
Mid |
Weak attack
|
n.5B |
14 |
17 |
4 |
37 |
1~6(6) |
14~16(3) / 21~23(3) |
-2 |
+6 |
-18 |
Mid |
Medium attack, Deflectable(med)
|
n.5AB |
32 |
19 |
8 |
58 |
x |
- |
-2 |
+8 |
-26 |
Mid |
Heavy attack
|
n.2A |
4 |
8 |
4 |
20 |
x |
- |
-2 |
-2 |
-7 |
Mid |
Weak attack
|
n.2B |
16 |
18 |
6 |
40 |
x |
14~17(4) |
KD |
KD |
-13 |
Low |
Knockdown attack
|
n.2AB |
27 |
17 |
10 |
54 |
x |
- |
+0 |
+10 |
-21 |
Mid |
Heavy attack
|
5C |
7 |
9 |
6 |
30 |
1~4(4) |
- |
-3 |
+5 |
-16 |
Mid |
Medium attack
|
6C |
10 |
10 |
5 |
78 |
x |
- |
KD |
KD |
-63 |
Mid |
Knockdown attack 10-49f airborne
|
2C |
2 |
9 |
11 |
31 |
x |
- |
-4 |
+4 |
-17 |
Low |
Medium attack
|
3C |
7 |
12 |
8 |
37 |
x |
- |
KD |
KD |
-20 |
Low |
Knockdown attack
|
j.A |
8 |
6 |
2 |
20 |
x |
- |
-- |
-- |
-- |
High |
Weak attack, Deflectable(weak)
|
j.B |
13 |
17 |
17 |
38 |
x |
- |
-- |
-- |
-- |
High |
Medium attack Knockdown attack
|
j.AB |
27 |
6 |
6 |
56 |
x |
- |
-- |
-- |
-- |
High |
Medium attack Knockdown attack
|
j.C |
12 |
11 |
11 |
56 |
x |
- |
-- |
-- |
-- |
High |
Medium attack Knockdown attack
|
ju.C |
12 |
11 |
11 |
56 |
x |
- |
-- |
-- |
-- |
High |
Medium attack Knockdown attack
|
5BC |
14 |
20 |
14 |
60 |
35~40(4) |
- |
KD |
KD |
-34 |
High |
Medium attack Knockdown attack
|
u.5BC |
14 |
20 |
14 |
60 |
35~40(4) |
- |
KD |
KD |
-34 |
High |
Medium attack Knockdown attack
|
66A |
5 |
14 |
5 |
26 |
1~5(5) |
- |
-2 |
-2 |
-7 |
Mid |
Weak attack
|
66B |
12 |
13 |
6 |
35 |
1~4(4) |
9~12(4) |
KD |
KD |
-26 |
Low |
Knockdown attack
|
66AB |
18 |
13 |
8 |
38 |
1~5(5) |
- |
KD |
KD |
-20 |
Mid |
Knockdown attack
|
66C |
8 |
17 |
7 |
27 |
1~5(5) |
- |
+8 |
+16 |
-5 |
Low |
Medium attack
|
u.5S |
5 |
10 |
5 |
22 |
x |
- |
-2 |
-2 |
-7 |
Mid |
Weak attack
|
u.2S |
4 |
25 |
5 |
29 |
1~4(4) |
- |
+6 |
+6 |
+1 |
Mid |
Weak attack
|
ju.S |
5 |
5 |
8 |
22 |
x |
- |
-- |
-- |
-- |
High |
Weak attack
|
u.66S |
5 |
14 |
5 |
26 |
1~4(4) |
- |
KD |
KD |
-7 |
Mid |
Knockdown attack
|
u.66C |
8 |
17 |
7 |
27 |
1~5(5) |
- |
+8 |
+16 |
-5 |
Low |
Medium attack
|
2BC |
8 |
22 |
9 |
30 |
x |
- |
-- |
-- |
-- |
Mid |
|
u.2BC |
8 |
22 |
4 |
30 |
x |
- |
-- |
-- |
-- |
Mid |
|
8BC |
16 |
39 |
5 |
80 |
x |
- |
-- |
-- |
-- |
Mid |
|
u.8BC |
16 |
39 |
5 |
80 |
x |
- |
-- |
-- |
-- |
Mid |
|
Akuryou Yobi - 236A |
8 |
52 |
30 |
94 |
x |
- |
+99 |
+99 |
-- |
Mid |
|
Ieki Haki - 214A/214B |
4 |
26 |
72 |
48 |
x |
- |
+48 |
+48 |
-10 |
Mid |
|
Niku Mochiage - 421C |
x |
x |
x |
37 |
x |
- |
-- |
-- |
-- |
Mid |
1-23f throw invincible 5-23f lower body fully invincible 24-32f lower body invincible
|
Doro Nage - 341236421BC |
14 |
42 |
x |
166 |
x |
- |
-87 |
KD |
-112 |
Mid |
|
Gedo no Rakuin Oshi - 6428C |
48 |
1 |
1 |
66 |
x |
- |
-- |
-- |
-- |
Mid |
|
Tobi Zutsuki - 236CD |
30 |
27 |
39 |
148 |
x |
- |
KD |
KD |
-109 |
Mid |
|
Gedo no Emono Gari - 698741258CD |
68 |
5 |
1 |
42 |
x |
- |
-- |
-- |
-- |
Mid |
|