Dan-Ku-Ga/Gonzales

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Fighting Style:
"Russian Wrestling Style"

Introduction

You fight well, but you must work harder still. You need more practice, boy!

"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
  • 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
  • Stubby and/or slow ground buttons
  • Slow movement and floaty jump make it a struggle to get in
  • No way to deal chip whatsoever


Stats

Forward walk speed Backward walk speed Prejump Jump length Backdash length Backdash distance Defense Stun
1.937500 1.453125 6 frames 38 frames 1-11 invulnerable, 12-15 vulnerable 80px 3840 576


Normals

Standing

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

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.

5MP
DKG gonzales 5MP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 96 7 6 6 +6 +4 HL N - Reset

A clap with a lot of startup but great range. Not cancelable, but plenty active frames and it's hard to beat.

n.5MP
DKG gonzales nMP 1.png
DKG gonzales nMP 2.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 32+32 7 2+2 10 +4/+6 +2/+4 HL Y/Y - Reset, KD if both hit

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

5HP
DKG gonzales 5HP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 128 10 10 10 +2 0 HL N - Reset

Like 5MP, but even slower, more active, more damaging... It only has *slightly* more range than 5MP, and is much easier to counterpoke.

n.5HP
DKG gonzales n5HP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 128 9 10 9 +3 +1 HL Y - Reset

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

5LK
DKG gonzales 5LK.png
close is identical
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 32 2 6 4 +3 +1 L Y - Reset

Gonzales sticks his leg out just a little bit. This is a standing low which happens to be his fastest ground normal.

5MK
DKG gonzales 5MK 1.png
DKG gonzales 5MK 2.png
close is identical
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 64+64 6 2+6 6 +4/+6 +2/+4 L Y/N - Reset

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.

5HK
DKG gonzales 5HK 1.png
DKG gonzales 5HK 2.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 128 6 2,3 22 -5 -7 HL N - Reset

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.

n.5HK
DKG gonzales n5HK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 128 13 3 14 KD +3 L N - KD

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

Crouching

2LP
DKG gonzales 2LP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 32 4 4 8 +1 -1 HL Y - Reset

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.

2MP
DKG gonzales 2MP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 96 7 4 10 +4 +2 HL Y - Reset

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.

2HP
DKG gonzales 2HP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 128 6 6 18 KD -4 L N - KD

The table flip. This doesn’t actually hit on the way up, just a small spot on the ground.

2LK
DKG gonzales 2LK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 96 4 4 4 +5 +3 K Y - Reset

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.

2MK
DKG gonzales 2MK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 96 4 6 8 +4 +2 L N - Reset

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.

2HK
DKG gonzales 2MK.png
DKG gonzales 2HK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 64+128 4 6(4)10 6 -8/KD -10/+4 L N - Reset/KD

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.

Jumping

Note: Gonzales's neutral jump normals are the same as his diagonal jump normals.

j.LP
DKG gonzales jLP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 64 2 Until landing - - - H - - Reset

Gonzales does his best T. Hawk impression with this one. He truly is the ultimate grappler. Awesome hitbox that beats a lot of things.

j.MP
DKG gonzales jMP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 112 4 18 4 - - H - - Reset

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.

j.HP
DKG gonzales jHP.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 160 6 8 16 - - H - - Reset

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.

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

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.

j.MK
DKG gonzales jMK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 112 4 18 Until Landing - - H - - Reset

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.

j.HK
DKG gonzales jHK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 160 6 18 Until landing - - H - - Reset

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.

Butt Drop
j.2LK+MK+HK
DKG gonzales j2KKK.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 128 16 17 1 landing*, 38~44 (hit/block) - - H - - KD

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.

Throws

Power Bomb
4/6MP
DKG gonzales throw.png
Max range 60 px
DKG gonzales mpthrow.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 128 - - - - - - - - KD

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.

Judo Throw
4/6HP
DKG gonzales throw.png
Max range 60 px
DKG gonzales hpthrow.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 128 - - - - - - - - -

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.

Special Moves

Zenpou Kaiten Ukemi
LK+MK+HK
DKG gonzales kkk.png
Keep rollin' rollin' rollin' rollin' (what?)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- - - - 6 - - - - 20F -

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. An awesome movement option and really his saving grace in most matchups.

Daisharin Nage
6246P
DKG gonzales spthrow.png
Max range 100 px
DKG gonzales 6246p.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 0 - - - - - - - - -

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.

Dai Tatsumakiotoshi
62369K
DKG gonzales spthrow.png
Max range 100 px
DKG gonzales 62369K.png
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.

Desperation

Chou Ginga Nage
aka Russian Space Program

42646MP+HP
DKG gonzales spthrow.png
Max range 100 px
DKG gonzales super.png
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Juggle
- 0 - - - - - - - - KD

Спутник toss. Functionally the same as 6246P (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.

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
  • 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.

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