Dan-Ku-Ga/Gekkou

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Fighting Style:
Ninjutsu

Introduction

Where there is light, there is shadow. Now you know the power of the Ninja!

Asshole ninja guy who wants to be the top dog of his clan or whatever. Gekkou has a kit that allows him to go in as a setplay machine or run away to his heart's content. What more could you ask for in a ninja?

Strengths Weaknesses
  • Almost every button is massively disjointed, highly active, or both
  • Fastest walk and jump speed in the playable cast, plus a double jump he can use any time
  • Coward copter lets him escape situations that most characters can't
  • Great slow projectiles for space control
  • Strong oki with j.896LP/MP and j.214K crossups
  • DM is a command grab with good range, granting a strong guard cancel option
  • Worst health and 2nd-worst stun in the game
  • Lacks far, grounded confirms so damage is inconsistent
  • Only reversals are throws (and backdash lol)

Stats

Forward walk speed Backward walk speed Prejump Jump length Backdash length Backdash distance Defense Stun
3.875000 2.906250 2 frames 35 frames (33 double jump) 1-26 invulnerable, 27 vulnerable 105px 4096 496


Normals

Standing

5LP
DKG gekkou 5LP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
5 32 1 5 4 +4 +2 HL N - Reset

Premium jab for mashing. You know you’ve got something good going when it’s mostly active frames. The hitbox is bigger than you'd expect.
Crouched by Wulong, Liza (crouch blocks it).

n.5LP
DKG gekkou nLP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
3 32 1 5 4 +4 +2 HL N - Reset

Gekkou elbows you, hitting slightly above him. Unlike far 5LP, it’s cancelable. Frame data is identical, though.
Crouched by Wulong and Liza.
Max activation range is 54px

5MP
DKG gekkou 5MP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
10 32 6 4 8 +6 +4 HL N - Reset

Elbow that looks like it could be a close normal. The slow startup and short range limits its utility.

n.5MP
DKG gekkou nMP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
10 32 3 2 9 +7 +5 HL Y - Reset

Gekkou... scratches you, I guess? Wouldn’t be anything special, except that it’s very plus so you can easily link into 2MP/2MK.
Crouched by Liza (crouch blocks it).
Max activation range is 65px

5HP
DKG gekkou 5HP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
14 128 4 6 18 -2 -4 HL N - Reset

Gekkou strikes with his palm. Good range and hits above Gekkou, so it makes a reliable anti-air. Basically just like Kazuya's 5HP.
Crouched by Wulong, Liza (crouch blocks it).

n.5HP
DKG gekkou n5HP 1.png
DKG gekkou n5HP 2.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
14 128 7 3/12 4 +3 +1 HL Y - Reset

Gekkou pulls out a dagger and slashes upwards. Incredibly active and a great anti-air, and still safe if you connect early. Cancelable, go for super if you've got it.
This is your best meaty if you have the opportunity. You can link 2HK or TK 214K if you land it meaty enough.
As a bonus, this move instantly lowers Gekkou's hurtbox, making him as low as Liza crouch-blocking. This might not come into play much, but it's weird enough to note.
Max activation range is 70px

5LK
DKG gekkou 5LK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
3 32 4 3 5 +5 +3 HL N - Reset

Funny kick to the face. Has slightly more range than jab and can't be crouched, so it's pretty good despite being slower.

n.5LK
DKG gekkou nLK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
3 32 1 5 4 +4 +2 HL Y - Reset

A knee attack that works just like n.5LP, chaining into kicks. As a result it's better to mash up close to go into 2LK xx 214K.
Max activation range is 54px

5MK
DKG gekkou 5MK.png
close is identical
close is identical
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
10 64 6 6 6 +6 +4 HL N - Reset

Now HERE’S an anti-air. Gekkou turns and kicks upward. The hitbox is huge and disjointed, and its low recovery makes it safe on block/easy to follow up with a juggle.
Generally if they divekick you have time to start an air tatsu loop, and if they mash LP/LK you can 5MK or n.5HP again for knockdown.
Crouched by Wulong, Liza (crouch blocks it).

5HK
DKG gekkou 5HK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
14 128 5 14 9 -1 -3 HL N - Reset

Another turning kick with Gekkou standing on his hands. Incredible range and active frames, but prone to getting counterpoked as there’s a hurtbox the same size as the hitbox.

n.5HK
DKG gekkou n5HK 1.png
DKG gekkou n5HK 2.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
15 128 3 3/3 20 -4 -6 HL Y - Reset

An upward kick with fast startup but awful recovery. Thankfully you can cancel this, so it’s worthwhile as a quick punish. Very short activation range means you can’t combo into it outside of jump-ins.
Max activation range is 44px

Leg Cutter
4HK
DKG gekkou 4HK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
13 96 5 8 24 (air) -10 -12 HL? N - Reset

Gekkou does a backflip, which is instantly airborne. It's clearly meant to be an anti-air and whiffs on grounded opponents besides standing Marco and Gonzales. The hitbox is just alright for what it is.

Ninja Dropkick
6HK
DKG gekkou 6HK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
13 32 16 13 0 +18 +7 HL N - Reset

Gekkou flips forward and comes down with a dropkick. Ridiculous frame advantage, especially against shorter characters where it will hit meaty. It can also work as an anti-air.
It can link into anything, including itself, but the second one will leave you too far to follow up. Your preferred followup is n.5HP xx 214HK or super.
Because 6HK has 0 recovery, you can use it as a safe meaty or to beat slides, blocking if you mistime it.

Crouching

2LP
DKG gekkou 2LP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
3 32 2 4 4 +5 +3 HL Y - Reset

Jab, but make it crouching. This has slightly better frame advantage and range than 5LP.

2MP
DKG gekkou 2MP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
10 64 4 4 8 +6 +4 HL Y - Reset

Gekkou leans in and elbows you. Makes good combo filler and a decent poke to boot. It can even link into itself. Cancel into 214HK to score a knockdown if close.

2HP
DKG gekkou 2HP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
14 128 5 6 18 -2 -4 HL N - Reset

Gekkou strikes with both hands together. This is one of the longest-reaching normals in the game, it's safe unless you use it up close, and it's more disjointed than similar pokes like McCoy 5HP or Boggy 2HP.
Because of its long range and fast startup, you can use it to punish "safe" moves with high pushback, like Lihua’s Iaizan.

2LK
DKG gekkou 2LK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
3 32 1 4 5 +4 +2 L Y - Reset

A good quick low kick. Another 1f startup move, but with slightly more range than even 2LP.

2MK
DKG gekkou 2MK 1.png
hit 1
hit 1
DKG gekkou 2MK 2.png
hit 2
hit 2
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
10 32 4 6(7)8 5 KD/KD -10/+3 L Y - KD

A weird sweep that hits in front and then behind Gekkou. Hitbox is just alright, but you can cancel it to make it safer.
Gekkou can use 2MK xx 214MK to set up for a crossup TK 214K, so 2MK is useful for ending combos.

2HK
DKG gekkou 2HK 1.png
hit 1 and 3
hit 1 and 3
DKG gekkou 2HK 2.png
hit 2
hit 2
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
14 64 7 5(4)4(4)5 8 KD/KD/KD -10/-1/+7 L N - KD

An even weirder sweep with both legs that hits front, back, front again. Not cancelable, but it’s plus if you get them to block the second front hit.
Against characters you can't safely run 214K 50/50s on like Liza, Boggy, and Marco, you can use this as a safe meaty. Otherwise, it's not great.
It's possible to guard cancel between the front hits, as well.

Jumping

j.LP
DKG gekkou jLP.png
neutral jump is identical
neutral jump is identical
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
3 32 2 Until landing - - - H Y - Reset

Your average jumping jab. A natural air-to-air that’ll sometimes tag people in the scrambles Gekkou creates.

j.MP
DKG gekkou jMP.png
neutral jump is identical
neutral jump is identical
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
11 96 4 18 4 - - H Y - Reset

Similar to j.LP, with more range and damage but a worse hurtbox. Still good and generally worth using.

j.HP
DKG gekkou jHP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
14 128 6 8 6 - - H Y - Reset

Gekkou stretches out, making his body a hitbox from hands to knees. Your prime cross-up button for its greater hitstun and damage.

j8.HP
DKG gekkou j8HP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
14 128 6 8 4 - - H Y - Reset

Gekkou sticks both his arms at an upward angle. Good air-to-air that hits on both sides.

j.LK
DKG gekkou jLK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
5 32 2 Until landing - - - H Y - Reset

A knee attack similar to j.LP, but the hitbox is lower, so it’s more of an annoying jump-in.

j8.LK
DKG gekkou j8LK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
4 32 2 Until landing - - - H Y - Reset

Gekkou does the splits in the air, hitting on both sides. Neat defensive option, cancel into tatsu on hit.

j.MK
DKG gekkou jMK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
10 128 4 18 4 - - H Y - Reset

Gekkou’s all-in-one jumping button. Great air-to-air with more range than punches, and it doubles as a cross-up.

j8.MK
DKG gekkou j8MK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
11 64 4 18 4 - - H Y - Reset

Similar to j8.LK, but it hits more below than to the sides. Good for continuing air tatsu loops, since you’ll tatsu the way you face if you use it from a neutral jump.

j.HK
DKG gekkou jHK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
15 128 6 8 6 - - H Y - Reset

Gekkou does an upside-down kick. Generally outclassed by j.HP since they play similar roles but j.HK can’t cross up.

j8.HK
DKG gekkou j8HK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
15 128 6 8 6 - - H Y - Reset

A dropkick that makes a good air-to-air. Not as hard to beat as his other buttons, but it’s got incredible range.

Dagger Dive
j.2LK+MK+HK
DKG gekkou j2KKK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
14 128 36 14 1 (landing)*, 35~40 (hit/block) - - H N - KD

Gekkou hangs from the ceiling for a moment before diving. Has a great hitbox for a divekick, but lots of startup prevents it from being used like typical divekicks. Because he falls so fast, it can be a tricky movement option after knockdown.

Throws

Jump Over Toss
4/6MP/HP
DKG gekkou throw.png
Max range 48 px
Max range 48 px
DKG gekkou pthrow.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
17 16 - - - - - - - - KD

Gekkou flips over the opponent and throws them forward. Gives you time to set up an air shuriken in the corner. If the walls are broken, you can do a quick TK 214K or divekick to get close and start oki.

Ninja Toss
j.MP/HP
DKG gekkou airthrow 1.png
Max range 60 px
Max range 60 px
DKG gekkou airthrow 2.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
17 16 - - - - - - - - KD

For once, this throw actually throws in the direction you input. Gekkou tosses the opponent to the ground. He has command air throws for damage purposes, but if you’re jumping around you might get this by accident. Air throw will work if you're close enough with any input but 8. Pressing 7/4/1MP/HP will throw back, others will throw forward.

Special Moves

Kurojuuji
aka Shuriken

236P
DKG gekkou 236p 1.png
LP version
LP version
DKG gekkou 236p 2.png
MP version
MP version
DKG gekkou 236p 3.png
HP version
HP version
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
LP 10* 224 21 1 28 -1 -3 HL - - Reset
MP/HP 12* 224 21 1 28 -1 -3 HL - - Reset

Gekkou takes the shuriken from his back and throws it. The MP and HP versions throw 2 and 3, which have a larger hitbox compared to 236LP, but the same frame data. Slow startup makes this niche, but it is still a slow fireball with a lot of stun and a good hitbox.

Kaiten Kurojuuji
aka Air Shuriken

j.896P
DKG gekkou 896p 1.png
DKG gekkou 896p 2.png
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
All 14* 224 14 1* min 35 air, 5 landing -12 -14 HL - - Reset

Gekkou stalls before throwing the big shuriken at a fairly steep angle. This can do two things, both involving taking up a lot of space.
The LP and MP versions are identical and stick in the ground for a second (61f), while the heavy version rolls along the ground. The former makes a good meaty, and will give you easy stun vs anyone who tries to DP out.
If you really want to make someone mad, double jump offscreen and throw it.

Jigokugoma
aka Tatsu

214K
DKG gekkou 214k.png
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
LK 7+5+4 64+64+64 4 8+8+8 7+4 landing KD +4 HL - - KD
MK 7+5+4+3 16+16+16+16 4 8+8+8+8 7+4 landing KD +4 HL - - KD
HK 7+5+4+3+2 16+16+16+16+16 4 8+8+8+8+8 7+4 landing KD +4 HL - - KD

This tatsu is one of Gekkou's best moves, though the air version is better. It has a great hitbox that's disjointed, making it a bit of an anti-air. It's airborne instantly and low crushes while active. Most importantly, Gekkou can cross up an opponent on knockdown, including while 214K is active.
This gives him access to easy looping setplay, but it's not unstoppable. First off, you can't even cross up Marco, Gonzales, and Azteca. Second, characters with reversals that don't care about side can trade favorably or win (Barts, Liza, Boggy can be inconsistent). Each rep doesn't deal much damage, and even though crossup is typically safe on block, it only gets 1-3 hits.
Meanwhile, you can GC the gaps between hits if you block it in front, which gets more generous if he doesn't start point blank (i.e. cancels) due to slow movement speed. Pushback sometimes causes the last hit to whiff, making it -4.
Note: 214K's hits don't actually juggle, but "catch" the opponent, holding them in place for 18f/until the next hit. This is why it still knocks down on cross up, or if it catches an extended hurtbox.

Air Jigokugoma
aka Air Tatsu

j.214K
DKG gekkou j214k.png
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
LK 9 64 4 2(2)2 min 12 air, 5 landing - -2 or worse HL - - Y
MK 9+5 48+48 4 [2(2)]x4 min 12 air, 5 landing - -2 or worse HL - - Y,Y
HK 9+5+3 32+32+32 4 [2(2)]x6 min 12 air, 5 landing - -2 or worse HL - - Y,Y,Y

Gekkou’s air tatsu is another versatile tool, with all hits juggling instead of knocking down. If you can land a jump-in, cancel into air tatsu and you’ll earn big damage. Thankfully, air tatsu can be blocked high or low.
The direction your air tatsu goes is based on your jump, with neutral or forward j.214K moving forward, and a backwards j.214K moving back. Thanks to your double jump, you can choose to do a retreating tatsu at any time during a normal jump.
You can TK tatsu with 2148K/2149K for a risky approach option that starts juggles, or to set up crossups that you can follow up on with the right spacing (see Okizeme). You can even combo into this after specific starters (meaty n.5HP, 6HK, meaty j.896P). TK tatsu whiffs entirely on crouching Barts (hits his crouching hitstun reel), Gekkou, Wulong, Lihua, Liza, J. McCoy, and Marco (hits his crouching hitstun reel).
Despite having 2, 4, and 6 active portions, the air tatsus hit only 1, 2, and 3 times, skipping the even-numbered hits.

Kokushi Raikouzan
j.321MP
DKG gekkou j63214MP 1.png
Max range 68 px
Max range 68 px
DKG gekkou j63214MP 2.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
19 16 - - - - - - - - KD

Throws them straight down to the ground, followed by Gekkou attacking with daggers. Due to an oversight, this move resets combo damage scaling, so use it after air tatsu loops.
After j.321MP, you have plenty of setup opportunity with a simple jump forward to meaty 2LK/2MK or crossup j.214K. If you're in the corner, this even brings you out of the corner a bit, letting you continue the setplay.

Izuna Otoshi
j.41236HP
DKG gekkou j43216hp 1.png
Max range 72 px
Max range 72 px
DKG gekkou j43216hp 2.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
23 16 - - - - - - - - KD

Finally, the classic Izuna drop, but this time with lightning. Coolness aside, this is his strongest air throw due to its range and damage, but it has less setplay potential than j.321MP. The bonus damage from Crush really makes it hurt!

Desperation

Senpuu Kaen Jigoku
6412HP+HK
DKG gekkou 6412hphk 1.png
Max range 80 px
Max range 80 px
DKG gekkou 6412hphk 2.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
39 0 - - - - - - - - KD

Gekkou’s super is a command grab that does incredible damage. He kicks the opponent into the air, teleports, and spins with his hands on fire. Combo into this from whatever you want as long as you’re in range - n.5HP xx 6412HP+HK does a good ~50% without Crush. It also serves as a reversal, naturally.

Combos

For a lot of combos, you can link into 2MK instead of canceling into tatsu. This is good to avoid pushing the opponent into the corner where you can't do 50/50s.

Midscreen

  • any LP/LK n.5MP 2HP
All 1f links into n.5MP except 2LP. 2LP can also link into 2MP/2MK (1f link)
  • n.5LP/n.5LK 2LP/2LK xx 214HK
  • 2LP n.5MP/2MP xx 214HK
2LP 2MP is a 1-frame link, but the cancel is easier
  • n.5MP/2LP/2MP 2MK xx 214LK
Sets up for 214HK 50/50 - 2LP 2MK is a 1f link
  • 6HK (walk) n.5HP xx 214HK
  • 6HK (walk) n.5MP 2MP xx 6412HP+HK
Does more damage than n.5HP xx super, but you need to walk in closer
  • 6HK j.214K
Naturally, you can combo 6HK into TK tatsu if you input 2148K/2149K. It's possible with any strength, but hard with j.214LK, sometimes whiffing entirely on Lihua and Wulong.
The following characters don't get hit by TK tatsu if hit by 6HK while crouching: Gekkou, Wulong, Lihua, Liza, J. McCoy.
  • j.HP xx j.214K j.321MP
Also works with other jump normals and air throws, but this does the most damage
  • 6HK j.214LK (j.MK j.214LK)x3 j.MK (stun) 6HK j.214LK (j.MK j.214LK)x5 n.5HP (stun)
Tatsu loop into redizzy on Gonzales - video

Wallbreak

  • j.HP/j.MK xx 214MK (land) j8.HK xx 214MK (land) j8.MK xx 214MK (land) j.896P
Basic tatsu loop. Breaks wall at j8.HK xx 214MK, and Gekkou lands on the other side of the opponent for the j8.MK.
Stuns the whole cast due to j.896P’s incredible stun. You can use basically any air normals - lots of room to experiment.

Corner-only

  • n.5LP/n.5LK 2LP/2LK(x2) xx 214HK
  • (meaty) j.896P n.5HP xx 214LK
Stuns characters with 512 stun and below.
  • (meaty) j.896P j.MK xx 214MK...
You can start tatsu loops from this, too.

Strategy

Gekkou has some incredible neutral buttons along with plenty of unique and annoying options. A double jump that he can use at any time (instead of just canceling air normals), an air fireball that can either stick in the ground as an active hitbox or roll along the ground, and a fast horizontal movement option in his air tatsu allow Gekkou to play on offense or defense.

His main weakness is his poor health/stun and lack of dedicated reversal move. He can throw or backdash on wakeup, otherwise he has to eat whatever meaty they put out.

Notable normals: 5LP, 5MK, n.5HP, 2LP, 2MP, 2MK, 6HK, j.HP, j.MK.

Okizeme

Gekkou has some real open-world mixups with both versions of 214K. Any juggle with j.214K can go back into the mix with 2MK or j.321MP. It's a lot easier than going for the full tatsu loop against shorter characters like Wulong.

Important points:

  • Don't bother with 214K against the following characters: Barts, Liza, Boggy, Marco. Their reversals don't care about side, and will either trade favorably (Barts, Liza sometimes) or win (Boggy, Marco). You can use 2HK or set up meaty j.896P.
  • If you go for a TK tatsu into the wall/corner, you can pick up a juggle with j.LK/j.MK or TK 214MK/HK. When midscreen, Gekkou is generally too far, so having wall/corner is important.

2MK

  • 2MK xx 214LK
      • 214K crossup
      • same side meaty of your choice
    • 2MK xx 214MK
      • TK 214K crossup
      • slight delay 2MK same side

    You can use 2MK to end juggles and go for mix with TK 214K as an alternative to j.321MP. video example.

    2HK

    • 2HK
        • 214MK same side
        • 214HK crossup/delay same side
      • 2HK 2MP framekill
        • TK 214K

      Throw

      video example

      • [9] j.2KKK
      early whiffs into crossup 2LK/2MK, delayed hits. Also works off DM.
      • [9] (land) TK 214HK crossup
      • P2 corner only: Throw, 6HK, [8] late j.214MK/HK video example

      214K

      • 214K
        • [9] (land) 214LK TK 214K crossup
          video example, keep in mind the juggle limit
        • [9] (land) 2HK/6HK TK 214MK/HK crossup
        • [9] (land) 2HK/6HK same side meaty
      • 214K (whiff)214HK
          • 214HK crossup
          • 6HK same side and plus
          • delay 214K same side

        Any crossup 214K gives you a knockdown long enough for you to walk up and easily time another ambiguous 214K crossup if you want to loop the 50/50.

        j.321MP

        if you delay it enough, j.214K can sometimes hit same side

        Tatsu Loops

        Keep in mind the number of loops you can do based on your starter. If you start with j.214MK (2 hits) you have 4 more juggle hits (4 j.214LKs, 2 j.214MKs, etc.) and moves which reset don't count. Your best enders are either j.HK(x2) for more stun or n.5HP (walk forward) n.5HP for more damage. The latter reliably stuns <=512 characters but might fail for higher stun characters.

        Example: You hit the juggle limit after 10 hits including the jump-in as seen here. The 11th hit will knock down in this combo.

        For the most stun per hit, you want j.214LK (1 hit/64 stun). If you want less stun, use j.214MK (2 hits, 48/hit). You can easily stun anyone with this combo: j.HP xx 214MK, [j8.MK xx 214MK](x2), j.896P

        It can be hard to do tatsu loops because of the side switch. You can use j.214LK and microwalk between each rep to keep going in the same direction. video example

        Here's another simple combo off raw j.214LK.
        First combo: j.214LK, j.8MK xx 214LK, j.HK xx 214MK, j.8HK(x2)
        Second combo: j.214LK, j.MK xx 214LK, [j8.MK xx 214LK]x2, j.8HK(x2)

        Guard Cancels

        Gekkou's special moves leave him with poor GC options unless he has DM. Sometimes you can get out of frame traps with 214K's low crush property, but it's usually not worth the risk.

        Matchups

        WIP

        J. McCoy

        Roundstart is important in this matchup. Main thing to watch out for is [4]64P or 2HK/3HK. You might be tempted to 2HP the latter since he steps into range, but that loses to slides. Instead, 5MK beats [4]64P and lets Gekkou block before slides reach him.

        Gekkou 6HK can beat or be safe against slide. If you land while slide is active you can block, and it will catch McCoy's recovery if you time it right.

        You can use 214K to punish the gap before the mash move's final hit, but watch out for trades which you'll lose. You can also beat it cleanly with 2HP.

        For GC against [4]6LP, Gekkou will trade or lose with 214K, but DM is a reliable answer.


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