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
Rock Pulverizer Denture
[4]6.A or [4]6.C
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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16
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8
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N/A
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Mid
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-
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-
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-
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-
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-
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-
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Odd arcing projectile that can be followed up for combos. Huge risk/reward thanks to it's huge start-up and the denture's arcs but can be used to deny jump-ins.
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Heaven's Dance Kick
[2]8.B
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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5
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2
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N/A
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Mid
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-
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-
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-
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-
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-
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-
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Start-up invincible and only hits once.
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[2]8.D
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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12
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6
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N/A
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Mid
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-
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-
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-
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-
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-
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-
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Start-up invincible and only hits twice. Has a different angle compared to the light version.
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Intimidating Face Attack
[4]6.B
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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16
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8
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N/A
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Mid
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-
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-
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-
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-
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-
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-
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Not good for controlling space. Unsafe on block and can be punished by supers. Use it to end combos.
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[4]6.D
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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18
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9
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N/A
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Mid
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-
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-
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-
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-
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-
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-
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Hits twice. Not good for controlling space. Unsafe on block and can be punished by supers. Much harder to use in combos thanks to it's longer start-up.
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Swirling Meator Bullets
63214.A or 63214.C
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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28
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14
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N/A
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N/A (Command Grab)
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-
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-
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-
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-
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-
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-
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Extremely good command grab. Can be used to start or end combos. IPS doesn't like the command grab's projectiles and tends to knockdown before the attack is finished so it's best to optimize your hits so you don't get punished.
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Super Moves
Stress Shot
236-236.C
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Goketsu Intimidating Face Attack!!
Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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60
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30
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N/A
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Mid
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-
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-
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-
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-
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-
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-
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Air Unblockable. Ignores Projectiles. Tane's most versatile super that can be used to corner loop, punish and juggle into itself.
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Ippatsu Ougi
4146.C
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Absolute Demon Palm!!
Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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60
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30
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N/A
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Unblockable
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-
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-
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-
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-
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-
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-
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Thanks to its huge start-up it's very hard to use this super.
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Kinjite
236-236-236.C
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Super Goketsu Intimidating Face Attack!!
Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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75
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60
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N/A
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Mid
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-
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-
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-
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-
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-
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-
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Air Unblockable. Just like the Stress Shot but instead, it's three projectiles. Difficult to combo into, it barely does extra damage, and its utility is limited compared to the Stress Shot Super.
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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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