Fighting Style:
"Russian Wrestling Style"
Introduction
“
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You fight well, but you must work harder still. You need more practice, boy!
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”
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"Everyone's favorite Soviet Mexican Mountain Man Judo Master from West Virginia" or something. This guy's all over the place. If you couldn't tell by looking at him, he's the game's grappler, and one of the most extreme characters on the roster.
Strengths |
Weaknesses
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- Massive damage output with his command grabs
- Grabs and most knockdowns lead to a vortex, so one hit can mean death
- Roll is a unique approach option that can turn any mistake into a free command grab
- Best health and stun in the game
- Amazing air buttons
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- Stubby and/or slow ground buttons
- Slow movement and floaty jump make it a struggle to get in
- No way to deal chip whatsoever
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Stats
Forward walk speed
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Backward walk speed
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Prejump
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Jump length
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Backdash length
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Backdash distance
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Defense
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Stun
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1.937500
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1.453125
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6 frames
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38 frames
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1-11 invulnerable, 12-15 vulnerable
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80px
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3840
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576
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Normals
Standing
5LP close is identical close is identical
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
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-
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32
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4
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4
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4
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+5
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+3
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HL
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Y
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-
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Reset
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A slap with a lot of startup for a jab but great range. Get used to hearing that. Link into this after n.5MP/5MK/2MK to add a bit of extra damage to combos.
Crouched by Kazuya, Barts (crouch blocks it), Gekkou, Wulong, Lihua, Liza, J.McCoy, and Marco.
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5MP
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
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-
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96
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7
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6
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6
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+6
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+4
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HL
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N
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-
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Reset
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A clap with a lot of startup but great range. Not cancelable, but plenty active frames and it's hard to beat.
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n.5MP
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
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-
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32+32
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7
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2+2
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10
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+4/+6
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+2/+4
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HL
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Y/Y
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-
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Reset, KD if both hit
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A downwards smack that hits twice. High startup, but the hitbox is good for a close anti-air. Both of these are cancelable, granting easy combos into command grab.
Max activation range is 64px
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5HP
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
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-
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128
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10
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10
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10
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+2
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±0
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HL
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N
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-
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Reset
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Like 5MP, but even slower, more active, more damaging... It only has *slightly* more range than 5MP, and is much easier to counterpoke.
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n.5HP
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
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-
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128
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9
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10
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9
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+3
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+1
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HL
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Y
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-
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Reset
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Gonzales powerfully shoves the opponent. Long startup, but it’s very active, and has 1 less startup and recovery compared to 5HP. Also happens to be cancelable for big damage if you have an opening.
Max activation range is 72px
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5LK close is identical close is identical
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
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-
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32
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2
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6
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4
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+3
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+1
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L
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Y
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-
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Reset
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Gonzales sticks his leg out just a little bit. This is a standing low which happens to be his fastest ground normal.
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5MK close is identical close is identical
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
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-
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64+64
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6
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2+6
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6
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+4/+6
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+2/+4
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L
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Y/N
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-
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Reset
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The two-hit standing low, a slower move that looks like 5LK. You can cancel the first hit or link off the second into command grab, or 2LK/2HK.
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5HK
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
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-
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128
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6
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2,3
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22
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-5
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-7
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HL
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N
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-
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Reset
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Gonzales turns around and kicks upwards. The recovery is kind of awful, but you can OS between this and command grab with 6236HK~9LK. Tends to trade though this isn't too bad for Gonzales, and it's minus on grounded hit but only Lihua 2146P can actually punish it outright.
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n.5HK
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
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-
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128
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13
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3
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14
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KD
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+3
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L
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N
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-
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KD
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Gonzales turns and trips the opponent. A really slow standing low that knocks down. Largely outclassed by 5MK as you can combo into command throw for more damage. It’s safe on block, at least.
Max activation range is 68px
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Crouching
2LP
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
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-
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32
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4
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4
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8
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+1
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-1
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HL
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Y
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-
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Reset
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Your crouching jab. Weirdly high recovery, but you can chain jabs so it’s not a big deal. If nothing else, it's helpful for buffering command grab motions mid-combo.
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2MP
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
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-
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96
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7
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4
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10
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+4
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+2
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HL
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Y
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-
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Reset
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Sharing an animation with 2LP, this move is also cancelable. It has only a little more range than 2LP. Always buffer command throw during this.
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2HP
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
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-
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128
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6
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6
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18
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KD
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-4
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L
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N
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-
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KD
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The table flip. This doesn’t actually hit on the way up, just a small spot on the ground.
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2LK
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
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-
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96
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4
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4
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4
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+5
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+3
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K
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Y
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-
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Reset
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Gonzales does a funny looking low kick. It’s actually his longest cancelable normal, so feel free to throw this out. Identical frame data to 5LP/2LP, but more stun.
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2MK
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
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-
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96
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4
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6
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8
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+4
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+2
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L
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N
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-
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Reset
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Another low kick, this has slightly less range than 2LK somehow. It's not much of a poke, but you can still link command grabs off it.
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2HK
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
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-
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64+128
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4
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6(4)10
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6
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-8/KD
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-10/+4
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L
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N
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-
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Reset/KD
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Gonzales does the cossack dance, in case you forgot he was Russian. Only knocks down on the 2nd hit, which can be a liability if you far connect or trade on the first hit. Fast startup, so you can sometimes link into this if you want to be funny. It's a very useful combo ender any time someone's throw invulnerable, like on their wakeup. Plus on block, too.
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Jumping
Note: Gonzales's neutral jump normals are the same as his diagonal jump normals.
j.LP
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
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-
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64
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2
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Until landing
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-
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-
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-
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H
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-
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-
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Reset
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Gonzales does his best T. Hawk impression with this one. He truly is the ultimate grappler. Awesome hitbox that beats a lot of things.
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j.MP
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
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-
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112
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4
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18
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4
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-
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-
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H
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-
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-
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Reset
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This looks like j.LP, but the hitbox is even bigger somehow and it's not active for your whole jump. It's well worth using.
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j.HP
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
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-
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160
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6
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8
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16
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-
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-
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H
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-
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-
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Reset
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A brutal double axe handle. Good for ending air-to-air juggles. The hitbox is similar to his other jumping punches, but the active frames make those better for general use.
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j.LK
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
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-
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32
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2
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Until landing
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-
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-
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-
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H
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-
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-
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Reset
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A kick with both feet. The lower hitbox than j.LP allows this to work as an instant overhead vs himself and Barts. Otherwise it’s generally worse due to shorter horizontal reach.
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j.MK
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
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-
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112
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4
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18
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Until Landing
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-
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-
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H
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-
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-
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Reset
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Basically worse than j.LK in every way. Worse hitbox, not active for your full jump, doesn’t even recover before landing to let you put out another button.
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j.HK
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
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-
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160
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6
|
18
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Until landing
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-
|
-
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H
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-
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-
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Reset
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The Crossup Button, more of a belly flop than a body splash. You’re gonna learn to love this normal. The extra high stun means that j.HK 2HK twice will stun anyone.
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Butt Drop j.2LK+MK+HK
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
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-
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128
|
16
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17
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1 landing*, 38~44 (hit/block)
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-
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-
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H
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-
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-
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KD
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A goofy-looking buttstomp that’s one of the all-around best divekicks in the game. Starts up fast for a divekick, with a fat hitbox that can stuff air-to-airs and net cheeky crossups against grounded opponents.
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Throws
Power Bomb 4/6MP Max range 60 px Max range 60 px
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
|
-
|
128
|
-
|
-
|
-
|
-
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-
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-
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-
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-
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KD
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Gonzales does a powerbomb that grants great oki. The input OSes with an equally great button in n.5MP. Throws them to the same side. Overall the better throw.
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Judo Throw 4/6HP Max range 60 px Max range 60 px
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
|
-
|
128
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
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-
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Gonzales does a shoulder throw that OSes with a worse button in n.5HP and gives worse oki than the above. You don’t want to get this, but it happens sometimes.
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Special Moves
Zenpou Kaiten Ukemi
aka Roll LK+MK+HK Keep rollin' rollin' rollin' rollin' (what?) Keep rollin' rollin' rollin' rollin' (what?)
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Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
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Block Advantage
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Guard
|
Cancel
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Invuln
|
Juggle
|
-
|
-
|
-
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Total: 26 frames
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6*
|
-
|
-
|
-
|
-
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1-20F
|
-
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A dive roll that goes fully invincible for a long time with brief recovery and moves forward. You’re able to block during the recovery, making it only punishable by throws, though you may be unable to avoid chip damage in some situations. An awesome movement option and really his saving grace in most matchups.
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Daisharin Nage
aka Rising Nugget 632146P Max range 100 px Max range 100 px
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
0
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
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KD
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Gonzales Buster. Gonzales spins in the air before throwing them down. You can combo into this and it has no whiff animation. Cannot be executed via negative edge, though ruthless pianoing is still recommended for consistency. Enough advantage to walk/roll forward and meaty afterwards, but this oki pales in comparison to his Kick command throw. The input is much more convenient for footsies, as you're not forced to to jump or OS.
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Dai Tatsumakiotoshi 62369K Max range 100 px Max range 100 px
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
0
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
KD
|
The Barnaul Backbreaker. Same range as Daisharin but it does more damage, you can negative edge it, and it gives much better oki, setting up a j.HK crossup afterwards. This is balanced out by the input, forcing a forward jump if whiffed from neutral.
You can avoid jumping thanks to his long jump startup with 62369KKK to OS a roll on whiff, or 6236HK~9K to OS a standing heavy kick. This is also a non-issue if buffering it during any normal, making it the easy choice during combos. It also just looks cooler.
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|
Desperation
Chou Ginga Nage
aka Russian Space Program 4123646MP+HP Max range 100 px Max range 100 px
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
0
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
KD
|
Спутник toss. Functionally the same as 632146P (no negative edge) except it does way more damage and earns you a twitter clip every time you use it. When combined with Crush the damage on this thing can only be described as ludicrous.
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|
Combos
- n.5MP/5MK 2HK
- Good combo for situations where you can’t grab (throw protection still active).
- (meaty) 2LK 5HK
- works at a specific range where 2LK is safe from DPs like Kazuya's.
- (meaty) n.5HP 5MP/5HK
- Sadly, pushback prevents 2HK from connecting here.
- any Light(x2) 2LK xx command throw
- You could do 5LP/2LP to end, but it’s character specific while 2LK is consistent. Do input tricks like 6LP32LP14LP6P, 6LK(x2)23LK69K, etc.
- n.5MP/5MK 5LP/2LP/2LK xx command throw
- 2MK 5LK xx command throw
- n.5HP xx command throw
- 2MP xx command throw
- 5MK/2MK command throw
- Link, not a cancel.
Strategy
Command Grabs
Gonzales just wants to grab you. The good thing is that the range on all his command throws is massive at 100px, and outranges everyone else's throws except for like, Marco's weird command grab. It's important to note that all command grabs switch sides.
You have some choice normals to cancel into command grab. Any cancelable button - most notably 2LK and 2MP - will combo into command grab at their max range. This doesn't work for 5MK/2MK because they only link into command grab, and pushback will leave them slightly too far.
The roll is perfect for punishing fireballs if used preemptively. It's invincible for a long time, with a few throw-punishable frames. Use it from around 5HK range or further to avoid being punished, but it can work from closer if you do it early. Roll moves you forward 57px.
Gonzales also has some incredible air buttons. He has an easy time air-to-airing people to make up for his limited anti-airs - n.5MP needs you to be close, 5HK can trade or lose to some air buttons.
Use either j.LP or j.MP for this, they've got similar hitboxes. There's also j.HK for your big combo-starting crossup, or buttstomp for a tricky crossup that knocks down.
On timing oki after 62369K: you can roll, 2MP, and either wait, jump forward to cross up or walk back > jump forward to hit in front. After 2HK you have to delay your jump a little bit for j.HK to hit.
Gonzales 2LK makes a good meaty that's safe against most reversals at the right distance, 80~90px away. It recovers fast enough to just block Lihua's DP and crouch Kazuya and Wulong's.