Tane Goketsu
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Introduction
Tane, formerly known as Otane, received an invitation for a fighting tournament from a King of a Certain Country. Tane hasn't been happy around the time of receiving the invitation. The winner was promised true happiness and Tane was willing to do her best to win.
Overview
Strengths |
Weaknesses
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- Extremely fast 2.B.
- Easy cross-up potential with 9.C.
- Good 2.C anti-air.
- Great 66.K. Extremely active and can end certain juggle combos.
- Best command grab in the game.
- Very good damage on all combos.
- Versatile Stress Shot Super that can allow for full screen punishes.
- Extremely damaging Stress Shot corner loops.
- Instant overhead options for most characters.
- j.2B jump loops.
- Small hurtbox. Hard to cross-up.
- Air throw back turns the opponent if they don't recover.
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- Most normals and specials are extremely unsafe on block.
- No reliable block strings.
- 66.P is extremely short and has significant start-up frames.
- [4]6.D is difficult to use in combos thanks to it's longer start-up.
- [4]6.B/D is punishable on block or on reaction with supers.
- [4]6.A/C can be punished on reaction at close/mid-screen.
- [2]8.B/D is not air unblockable, has an extremely long charge time, and does small amount damage.
- Lacks any significant range without her Stress Shot Super.
- Ippatsu Ougi super is extremely difficult to set-up and combo into.
- Kinjite Super only does an extra 15 damage at the cost of 3 Stress Meter.
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Strategy
Normal Moves
Coming soon...
Special Moves
Special
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Total Damage
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Permanent Damage
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Notes
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Rock Pulverizer Denture
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[4]6.A
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16T
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8P
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[4]6.C
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16T
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8P
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Heaven's Dance Kick
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[2]8.B
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5T
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2P
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Air Unblockable?
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[2]8.D
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12T
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6P
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2 Hits. Air Unblockable?
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Intimidating Face
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[4]6.B
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16T
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8P
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[4]6.D
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18T
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9P
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2 Hits.
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Meteor Swirling Bullets
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63214.A
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28T
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14P
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63214.C
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28T
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14P
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Super Moves
Super
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Total Damage
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Permanent Damage
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Notes
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Stress Shot - Gouketsu Intimidating Face Attack!
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236236.C
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60T
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30P
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Ippatsu Ougi - Absolute Demon Palm
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4146.C
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60T
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30P
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Unblockable.
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Kinjite - Super Gouketsu Intimdating Face Attack!!
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236236236.C
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75T
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37P
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3 Hits.
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Combos
Combo
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Total Damage
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Permanent Damage
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Notes
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Basic Combos
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9.D >> cl.5C (2 hits) > 3.C (4 hits) xx [4]6.B
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45
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22
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Charge [4]6.B during 3.C and release on the fourth hit.
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9.D >> cl.5C (2 hits) > 3.C (4 hits) xx 63214.C
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54
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27
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The Last hit of 63214.C will knockdown.
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9.D >> cl.5C (2 hits) > 3.C (4 hits) xx 236-236.C
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Requires 1 Stress Meter.
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9.D >> 2.B > B > 5.D > 3.C (4 hits) xx [4]6.B
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45
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22
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Charge [4]6.B during 3.C and release on the fourth hit.
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9.D >> 2.B > B > 5.D > 3.C (2 hits) xx 63214.C
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9.D >> 2.B > B > 5.D > 3.C (4 hits) xx 236-236.C
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Requires 1 Stress Meter.
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9.C >> 66.P > 3.C (4 hits) xx 63214.C
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65
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32
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9.C must hit late in order to chain into 66.P.
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9.C >> 66.P > 3.C (4 hits) xx [4]6.C
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51
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25
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Charge [4]6.B during 3.C and release on the fourth hit. 9.C must hit late in order to chain into 66.P.
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9.C >> 66.P > 3.C (4 hits) xx 236-236.C
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Requires 1 Stress Meter. 9.C must hit late in order to chain into 66.P.
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9.D > j.2B >> cl.5C (2 hits) > 3.C (4 hits) xx [4]6.B
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Charge [4]6.B during 3.C and release on the fourth hit.
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9.D > j.2B >> cl.5C (2 hits) > 3.C (4 hits) xx [4]6.B
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50
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25
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Charge [4]6.B during 3.C and release on the fourth hit.
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9.D > j.2B >> cl.5C (2 hits) > 3.C (4 hits) xx 63214.C
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49
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24
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63214.C will knockdown before the special is finished.
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9.D > j.2B >> cl.5C (2 hits) > 3.C (4 hits) xx 236-236.C
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Requires 1 Stress Meter.
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9.D > j.2B >> 2.B > B > 5.D > 3.C (4 hits) xx [4]6.B
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57
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28
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Charge [4]6.B during 3.C and release on the fourth hit.
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9.D > j.2B >> 2.B > B > 5.D > 3.C (4 hits) xx 236-236.C
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Requires 1 Stress Meter.
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Intermediate Combos
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(Corner Only) 9.D >> cl.5C (2 hits) > 3.B (1 hit) xx 236-236.C >> 5.C xx 236-236.C
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Requires 2 Stress Meter.
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Advanced Combos
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9.D >> 2.CD xx 236-236.C >> 5.D xx 236236.C >> 5.D xx 236-236.C >> 5.D
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131
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65
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Requires 3 Stress Meter.
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