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. An utterly oppressive top-tier with by far the best offense in the game, total scum character.

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 for no reason
  • Coward copter lets him escape situations that other characters can't
  • Great slow projectiles for space control
  • Stupid oki with stuck shuriken and tatsu 50/50s
  • Gets a cool command grab in Desperation health
  • Worst health and 2nd-worst stun in the game
  • Doesn't do that much damage on individual hits
  • Only reversals are throws
  • People will hate you


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
- 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
- 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, Liza.
Max activation range is 54px

5MP
DKG gekkou 5MP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 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
- 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. Make of it what you will.
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
- 128 4 6 18 -2 -4 HL N - Reset

Gekkou strikes with his palm. Good range and hits above Gekkou, so it makes a solid anti-air. The recovery sucks, though.
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
- 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, but still safe if you connect early. Cancelable, go for super if you've got it.
Max activation range is 70px

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

Funny kick to the face. Has slightly more range than jab, but more startup and fewer active frames.

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

A knee attack that works just like n.5LP. Might be a better choice to mash up close so you can confirm 2LK into 214K.
Max activation range is 54px

5MK
DKG gekkou 5MK.png
close is identical
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 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
- 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
- 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
- 96 5 8 24 -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
- 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.

Crouching

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

Jab, but make it crouching. Trades a frame of startup for a frame of advantage and a little more range, so it’s pretty good.

2MP
DKG gekkou 2MP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 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 off most random pokes.

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

Gekkou strikes with both hands together. Long range and relatively fast startup make this a great punisher for moves with a lot of pushback. You can just walk forward 2HP to punish Lihua’s Iaizan, for example.

2LK
DKG gekkou 2LK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 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
DKG gekkou 2MK 2.png
hit 2
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 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.

2HK
DKG gekkou 2HK 1.png
hit 1 and 3
DKG gekkou 2HK 2.png
hit 2
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 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.

Jumping

j.LP
DKG gekkou jLP.png
neutral jump is identical
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 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
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 128 6 8 6 - - H Y - Reset

A dropkick that makes a good air-to-air. Not as hard to beat as his others, 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
- 128 36 14 1 (landing)*, 35~40 (hit/block) - - H N - KD

Gekkou hangs from the ceiling for a moment before quickly diving down. Good hitbox, knocks down, has to be blocked high. High startup makes this not really worth using, but it recovers fast on whiff.

Throws

Jump Over Toss
4/6MP/HP
DKG gekkou throw.png
Max range 48 px
DKG gekkou pthrow.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 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 air tatsu to set up 214HK loops.

Ninja Toss
j.MP/HP
DKG gekkou airthrow 1.png
Max range 60 px
DKG gekkou airthrow 2.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 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
DKG gekkou 236p 2.png
MP version
DKG gekkou 236p 3.png
HP version
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
All - 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

j8.96P
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 - 224 14 1* varies, 1 landing* - - HL - - Reset

One of many annoying moves Gekkou has for whatever reason. 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 light and medium versions are identical and stick in the ground for a second, while the heavy version rolls along the ground. The LP and MP versions stick in the ground for 61 frames. These make good meaties, and will give you easy stun vs anyone who tries to DP out.

Jigokugoma
aka Tatsu

214K
DKG gekkou 214k.png
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
LK - 64+64+64 4 8+8+8 11 KD +4 HL - - Y,Y,KD
MK - 16+16+16+16 4 8+8+8+8 11 KD +4 HL - - Y,Y,Y,KD
HK - 16+16+16+16+16 4 8+8+8+8+8 11 KD +4 HL - - Y,Y,Y,Y,KD

This tatsu is Gekkou’s defining move, though he’s got no shortage of amazing ones. Great hitbox that’s disjointed on both sides, which makes it a bit of an anti-air. It knocks down after a few hits, so it’s good for hit confirms.
Where it goes really overboard is its ability to cross up a knocked down opponent. This WILL steal games for you. It’s basically impossible to tell which side it’ll hit on here, and the recovery is low enough that you can do it again, preferably with 214HK. Even if they guess right and block, Gekkou is usually safe in front and consistently safe on crossup.
Some characters can escape this - Barts will trade with flash kick, Liza and Marco win with their mash moves, and Boggy’s 28K can also win, but its high startup makes it tough. Other characters have to guess. Despite the frame data, pushback sometimes causes the last hit to whiff, making it -4.

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 - 64 4 2(2)2 varies, 1 landing* - - HL - - Y
MK - 48+48 4 2(2)2(2)2(2)2 varies, 1 landing* - - HL - - Y,Y
HK - 32+32+32 4 2(2)2(2)2(2)2(2)2(2)2 varies, 1 landing* - - HL - - Y,Y,Y

Gekkou’s air tatsu is another versatile tool. The main difference is that it doesn’t just knock down on the last hit, but allows you to juggle further. 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. A neutral or forward jump will move you forward, and a backwards jump will move you back. Thanks to your double jump, you can choose to do a retreating tatsu at any time during a normal jump.
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.63214MP
DKG gekkou j63214MP 1.png
Max range 68 px
DKG gekkou j63214MP 2.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 16 - - - - - - - - KD

Throws them straight down to the ground, followed by Gekkou attacking with daggers. It doesn’t seem like you have time to set up a 214HK crossup. Due to an oversight, this move resets combo damage scaling, so use it after air tatsu loops. Otherwise, the next air throw is preferred.

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

Finally, the classic Izuna drop, but this time with lightning. Coolness aside, this is his best air throw by far due to its range and damage. The bonus damage from Crush really makes it hurt!

Desperation

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

Note on Air Tatsu loops: You hit the juggle limit after 10 hits including the jump-in as seen here. The 11th hit will knock down in these combos. These have yet to be optimized, but a few notes:
For the most stun per hit, you want j.214LK (1 hit/64 stun). If you want less stun, use j.214HK (3 hits, usually connects 2, 32/hit). You can easily stun anyone with this combo.

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

  • n.5LP/n.5LK 2LP/2LK xx 214HK
  • 2LP n.5MP/2MP xx 214HK
  • 2LP/n.5MP 2MK xx 214LK
Sets up for 214HK 50/50
  • 6HK (walk) n.5HP xx 214HK
  • j.HP xx j.214HK 63214MP
Also works with other air throws, but this does the most damage

Wallbreak

  • j.HP xx 214MK (land) j8.HK xx 214MK (land) j8.MK xx 214MK (land) j8.96P
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 j8.96P’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) j8.96P n.5HP xx 214LK
Stuns characters with 512 stun and below.
  • (meaty) j8.96P j.MK xx 214MK...
You can start tatsu loops from this, too.

Strategy

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.

Midscreen left-right 50/50s ...2MK (whiff)214LK

   ---> 214K crossup
   ---> same side meaty of your choice

...214K (whiff)214HK

   ---> 214HK crossup
   ---> 6HK same side and plus
   ---> delay 214K same side

...2HK

   ---> 214MK same side 
   ---> 214HK crossup/delay 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.


General
FAQ
Controls
HUD
Mechanics
Characters
Kazuya
Barts
Gekkou
Wulong
Lihua
Liza
J. McCoy
Boggy
Marco
Gonzales
Azteca