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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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 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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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 hit 1 hit 1 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 hit 1 and 3 hit 1 and 3 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 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 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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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 Max range 48 px Max range 48 px
|
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 Max range 60 px Max range 60 px
|
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 LP version LP version MP version MP version 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
|
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
|
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
|
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 Max range 68 px Max range 68 px
|
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 Max range 72 px Max range 72 px
|
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 Max range 80 px Max range 80 px
|
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
- 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
- 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.
- 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