兇國 日輪守 我旺, Kyogoku Hinowanokami Gaoh
Colors
Introduction
The man with the courtesy name that never ends. When he levels up he puts all his points into mustache power.
Gaoh is a pretty straightforward character. He has enormous range, above-average damage, good mobility, and not much else! He plays sort of like a more aggressive version of Charlotte.
Strengths |
Weaknesses
|
- Above average movement speed.
- Normals with enormous range make him difficult to get in on, so he is a strong zoning character.
- Similarly long ranged deflect.
- Blockable "grab" that happens to be 3 frame startup, allowing him to punish things easily.
|
- Terrible rage balance and his WFT is almost useless.
- No real ways of forcing damage and few ways of baiting out enemy attacks.
- Chipping tools are easy to react to.
- No safe pressure options.
- Poor wakeup game.
|
Data
- Damage taken: 100%
- Rage duration: 9 seconds
- Amount to rage: 32
- Walk speed: 544
- Backwalk speed: 480
- Dash speed: 1456
- Jump duration: 51 frames
- Width: 24
- Throw range: 16
- Throw recovery: 50 frames
- Tier placing: C
Normal Moves
Far Slashes
5A
5A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
6
|
Mid
|
Recoil
|
-
|
Recoil Cancel, Deflectable (Light), Weapon Clash 3~8(6)
|
Weak attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
9
|
2
|
10
|
-2
|
-2
|
-12
|
- Useful poke. Good speed, good range, quickish recovery on block. Solid all around spacing tool but doesn't hurt much
|
|
5B
5B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
11
|
Mid
|
1~2 (2)
|
-
|
Recoil Cancel, Deflectable (Medium), Weapon Clash 3~9 (7)
|
Medium Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
10
|
4
|
18
|
-4
|
+2
|
-18
|
- Very similar to 5A, but longer range, almost twice as much damage, but more recovery on block. This is actually really good to use as antiair if you throw it out early.
|
|
5AB
5AB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
30
|
Mid
|
1~3 (3)
|
-
|
Recoil Cancel, Deflectable (Heavy), Weapon Clash 4~17 (14)
|
Heavy Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
18
|
8
|
34
|
-5
|
+5
|
-26
|
- Ridiculous range and high damage, but really slow on startup and poor block recovery. The recoil time is annoying, since you can only cancel the early part of the recovery. Watch your spacing for this one, unless you have a good read it's probably not the best thing to toss out.
- Sometimes okay to use against jumpins, depending on the character you're facing. Anyone with a strong downwards strike can definitely hit you, so be careful.
|
|
2A
2A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
5
|
Mid
|
7~12 (6)
|
-
|
Deflectable (Weak), Weapon Clash 1~6 (6)/10~19 (10)
|
Light Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
7
|
3
|
9
|
-2
|
+2
|
-14
|
- Short ranged low poke. In fact the cross barely even moves. This is an okay spacing tool but overall the recoil time makes it more risky than it should be.
|
|
2B
2B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
9
|
Mid
|
11~16
|
-
|
Deflectable (Medium)
|
Medium Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
11
|
5
|
15
|
-2
|
+6
|
-14
|
- Now this is a handy move.
- This is his only medium poke that is cancelable on hit, which means it will actually combo into 623S and 236A. And, believe it or not, 236CD, though the timing is pretty strict. This makes for great ranged punishment fodder when you can't get something faster out. The cancel window is too small to hit confirm easily, unfortunately.
- Unfortunately it's not very good for antiair. His hurtbox extends first, so if it's not at the maximum range of the attack, Gaoh will either trade or get stuffed by jumpins trying to hit with it.
- Because its cancel window is not large, you can abuse hitstop by doing this from out of range and buffer the attack in anyway to OS a combo if they stick something out.
|
|
2AB
2AB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
29
|
Low
|
1~8 (8)
|
-
|
Recoil Cancel, Weapon Clash 5~14 (10)
|
Heavy Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
15
|
5
|
35
|
KD
|
KD
|
-26
|
- About the same range as 2A, high damage, comes out slightly faster than 5AB, and hits low, but it's pretty easily evaded and the recoil time has the same problems as 5AB. The damage and speed makes this a useful punishing tool, since it'll do more damage than his combos and keep them close. There's not much reason to high block against Gaoh, so this won't mix the opponent up as much as it might simply just catch them not blocking low by default.
- If connected this should be followed up with a low pursuit for more damage.
|
|
Near Slashes
n.5A
n.5A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
5
|
Mid
|
7~12 (6)
|
-
|
Weapon Clash 1~6 (6)/10~19 (10)
|
Weak Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
6
|
3
|
7
|
0
|
0
|
-5
|
- Gaoh backfists him in the face. This is a surprisingly good poke! The hitbox is nice, it does a little more damage than you'd expect, and it pushes them away nicely. Good tick throw setup, but it can be crouched under in some matchups.
- Can combo into 623C but that's impossible to confirm.
|
|
n.5B
n.5B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
5, 5
|
Mid
|
13~16 (4)
|
-
|
Deflectable (Medium), Weapon Clash 2~10 (9)
|
Medium Attac
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
11
|
2
|
20
|
-2
|
+6
|
-18
|
- Good combo starter and punisher, but if you're close enough to do this the recovery period on block is going to murder you. Unless you want to confirm your hit or punish them while they're trying to duck your throws, stick with n.2B instead.
|
|
n.5AB
n.5AB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
27
|
Mid
|
1~12 (12)
|
-
|
Deflectable (Heavy), Recoil Cancel, Weapon Clash 4~18 (15)
|
Heavy Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
19
|
9
|
29
|
-1
|
+9
|
-26
|
- Against a grounded opponent, there is no reason to use this attack. It starts up painfully slow for a close attack, it isn't cancelable on hit, and it actually does less damage than 2AB. The recoil window is huge, allowing you to confirm a block into 236AB or something.
- However, the air hitbox is ENORMOUS. It will knock pretty much anyone out of the air if they try to cross you up or jump straight up. Too bad you can't use it from further away!
|
|
n.2A
n.2A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
5
|
Mid
|
7~12 (6)
|
-
|
Deflectable (Light), Recoil Cancel, Weapon Clash 1~6(6)/10~19 (10)
|
Light Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
7
|
3
|
9
|
-2
|
+2
|
-14
|
- Same as 2A, except now you're in range to combo it into 623C.
|
|
n.2B
n.2B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
9
|
Mid
|
11~16 (5)
|
-
|
Deflectable (Medium)
|
Medium Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
11
|
5
|
15
|
-2
|
+6
|
-14
|
- Same as 2B, though being closer means comboing into 236CD is easier.
|
|
n.2AB
n.2AB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
29
|
Low
|
1~8 (8)
|
-
|
Recoil Cancel, Weapon Clash 5~14 (10)
|
Heavy Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
15
|
5
|
35
|
KD
|
KD
|
-26
|
|
|
Overheads
5BC
5BC
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
16
|
High
|
-
|
-
|
-
|
Medium Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
20
|
4
|
16
|
KD
|
KD
|
-15
|
- Would be better if not for uncharacteristically short range. The damage is alright, at least.
- Usually, it's more useful as a throw avoidance tool or a counterpoke than as an overhead. Might consider mixing up with 5C/6C to keep people on edge though.
|
|
u.5BC
u.5BC
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
6
|
High
|
-
|
-
|
-
|
Medium attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
20
|
7
|
13
|
KD
|
KD
|
-15
|
- A ridiculously silly looking kung fu punch. Less damage than his armed overhead. That's about it.
|
|
Kicks
5C
5C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
5
|
Low
|
1~4
|
-
|
-
|
Medium Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
22
|
2
|
1
|
+15
|
+23
|
+2
|
- Slow Kazama stomp with massive frame advantage on hit. Okay choice for oki, seeing as you can link off it and you're slightly plus on block.
|
|
6C
6C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
5
|
Low
|
1~5 (5)/13~32 (20)
|
-
|
-
|
Medium Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
13
|
10
|
9
|
-1
|
+7
|
-14
|
- A long range low kick with lots of active frames. Combos with 236A and 623S. Because the hitstun isn't huge you don't get any time to hitconfirm this, sadly.
- This is good fodder to catch people who move forward or don't block low far away. If you want to punish, just use 2B instead.
|
|
2C
2C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
2
|
Low
|
-
|
-
|
-
|
Weak Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
6
|
4
|
7
|
-1
|
-1
|
-6
|
- Standard low poke for spacing. Good if you want to make some room, and has a very nice hitbox. It not being a proximity normal means you can use this when you aren't in range for n.5A to come out.
|
|
3C
3C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
6
|
Low
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
13
|
5
|
19
|
KD
|
KD
|
-19
|
- A low sweep that has less range than 6C, isn't cancelable, and is much worse on block. It knocks down, for whatever that's worth. Useless.
|
|
Jumping
j.A
j.A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
5
|
High
|
-
|
-
|
-
|
Medium Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
8
|
6
|
6
|
-
|
-
|
-
|
- Kung fu chop. Range and damage are both pretty lame, but it comes out fast. This is your fastest air normal that hits kind of next to you. It has a fair amount of hitstop, so be wary of using it as a jumpin against people who like to mash throw on reaction.
|
|
j.B
j.B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
10
|
High
|
-
|
-
|
Deep Deflectable (Medium)
|
Medium Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
13
|
6
|
26
|
-
|
-
|
-
|
- Spear stab that comes out slow, doesn't stay out very long, and doesn't have much range. The damage is okay.
|
|
j.AB
j.AB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
25
|
High
|
-
|
-
|
Deep Deflectable (Heavy)
|
Heavy Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
17
|
4
|
7
|
-
|
-
|
-
|
- Wide arc long range swipe. This is really nice, but only the bottom half of the attack actually hits the opponent. Still, it's one of Gaoh's defining moves due to its sheer range and damage, so abuse liberally.
- On neutral jumps you can use this when you bait the opponent into trying to jump/dash at you, because is enormous range will smack them out of it. On forwards jump you probably want to hit closer to its maximum range, because the upper part not hitting means they can neutral jump on reaction and most likely hit you coming down.
|
|
j.C
j.C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
4
|
High
|
-
|
-
|
-
|
Heavy Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
10
|
12
|
9
|
-
|
-
|
-
|
- Gaoh sticks his sock out. It does almost no damage, but it has a lot of active frames and the hitbox has a nice angle, so it can be good for jumping in or stuffing throw mash.
|
|
Dashing
66A
66A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
6
|
Mid
|
1~2 (2)
|
-
|
Recoil cancel, Deflectable (Heavy)
|
Weak attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
9
|
2
|
9
|
-1
|
-1
|
-26
|
- Low damage mid-range poke that happens to be minus a zillion on block and completely lack combo options. Not recommended.
|
|
66B
66B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
5,5
|
Mid
|
13~30 (18)
|
-
|
Recoil cancel, Deflectable (Heavy)
|
Medium attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
11
|
2
|
20
|
-2
|
+6
|
-26
|
- This is almost exactly n.5B, except you move forward and the cancel window is enormous.
- This is a great combo starter and general all-purpose attack, as the two hits allow you to confirm off of it and the cancel window can setup mixups. For example, you can 66B out of range and confirm a hit into 236A or whiff against a jump into 623S, or bait a counterpoke with 236AB. Because of upward motion, this move actually pretty good against jumps, especially when you run under them.
- Just be careful. It's good if it hits, but the risk of getting punished on block or having it deflected is pretty huge.
|
|
66AB
66AB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
15
|
Mid
|
5~8 (4)
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
11
|
2
|
20
|
KD
|
KD
|
-22
|
- A very useful tool for Gaoh at range. The range is huge, it forces knockdown, beats deflects clean, and the damage is surprisingly okay. Combine the large horizontal hitbox of this slash with its complete lack of recoil on block, and you have a move some stubbier characters struggle to do anything about. Just aim to hit them with the edge of the move. You can even hit them with this while the screen is zoomed out!
- Also cancellable early before the active frames, which is actually useful if you just want to dash into a closer position for a special.
- One problem is that the upper half of the slice does not actually hit the opponent, so it will not catch anyone that jumps, leaving you wide open to attack. You can avoid most of the vulnerability by ensuring the opponent at least isn't already in the air when using this attack. And as a given, if your opponent can AB you for this on block, it becomes much riskier.
|
|
66C
66C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
5
|
Low
|
1~4 (4)
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
15
|
5
|
9
|
KD
|
KD
|
-9
|
- Running 5C with a knockdown. Not entirely safe, but the rest of your running normals tend to be wildly unsafe and you get to hit them with a 2BC afterwards.
|
|
Unarmed
u.5S
u.5S
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
5
|
Mid
|
1~2 (2)
|
-
|
-
|
Weak Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
6
|
3
|
7
|
0
|
0
|
-5
|
- Exactly the same as n.5A, except without the combo into 623C.
|
|
u.2S
u.2S
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
5
|
Mid
|
6~10 (5)
|
-
|
-
|
Weak Attack
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
6
|
3
|
7
|
0
|
0
|
-5
|
- Basically a crouching n.5A, except this time with the combo into 623C. Good stuff.
|
|
ju.S
ju.S
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
5
|
High
|
-
|
-
|
Medium Attack
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
8
|
12
|
8
|
-
|
-
|
-
|
- Almost the same as j.A, except there's more active frames. Should still probably stick to j.C though.
|
|
u.66S
u.66S
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
5
|
Mid
|
1~3 (3)/7~11 (5)
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
7
|
3
|
4
|
KD
|
KD
|
-2
|
- Like all dashing u.66S, it knocks down on hit.
- This one is very safe on block and has almost no hitstop, so it's actually a really good tick throw/mixup setup if they block it.
|
|
u.6C
u.6C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
5
|
Low
|
1~4 (4)
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
15
|
5
|
9
|
KD
|
KD
|
-9
|
- Same as 6C but gives you a far knockdown. Uncancelable, but pretty safe.
- This kick is a most easy way to get back your weapon, if you lost it.
|
|
Pursuits
2BC
Pursuit 2BC
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
6
|
Mid
|
1~3 (3)
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
15
|
5
|
9
|
-
|
-
|
-9
|
- Poor range, but usable after a successful 2AB, 66C, or 3C, and in most corner knockdowns. You can often afford to walk up and still land this if you're just barely out of range.
|
|
u.2BC
Unarmed Pursuit u.2BC
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
6
|
Mid
|
1~3 (3)
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
15
|
5
|
9
|
-
|
-
|
-
|
|
|
8BC
Heavy Pursuit 8BC
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
12
|
Mid
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
39
|
20
|
33
|
-
|
-
|
-
|
- Very good damage. Usable after 214C reflection of whirlwinds and other aerial knockdowns from reflected projectiles.
|
|
u.8BC
Unarmed Heavy Pursuit u.8BC
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
8
|
Mid
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
20
|
21
|
34
|
-
|
-
|
-
|
|
System
216D
Deflect 216D
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
-
|
-
|
-
|
Throw invuln 16-30
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
2
|
11
|
25
|
-
|
-
|
-
|
- Amazingly long range on this deflect. This is arguably one of Gaoh's best specials, and should be used liberally. The biggest strength about the deflect's range is that it can catch pokes that otherwise wouldn't hit you, and 9/10 times you'll be in range to hit them with a 5AB if it catches them. Bait out pokes and use it or backroll vs forward advances and use it. And yes, the throw invulnerability during the recovery is real.
|
|
Weapon Pickup
Weapon Pickup 5A near weapon
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
- About average speed as weapon pickups go. Nothing special here.
|
|
Special Moves
Specials
236S
Imi-Kagura 236S
|
A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
15
|
Mid
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
18
|
3
|
21
|
KD
|
KD
|
-19
|
-
- Gaoh dashes forward a fair distance with his spear pointed straight out. An interesting multipurpose move, this will probably be what you use most.
- Good damage, moves surprisingly fast, combos with all sorts of moves, does a far knockdown. Your most consistent and reliable combo tool, and sadly your safest (though it can still be easily punished).
- Be warned that the upper prong on Gaoh's polearm has no hitbox, so hopping overheads/hops in general can go right over this and leave you open.
|
B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
18
|
Mid
|
-
|
14-28f Upper Body Invul
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
29
|
4
|
27
|
-
|
-
|
-26
|
- Much slower startup and recovery than 236A, but greater distance and damage.
- The main advantage of this move is that it has upper body invulnerability while Gaoh is moving forward, making it a versatile move for both anti-air and going through projectiles. It will actually go completely through Galford's and Kazuki's projectiles on reaction.
- Spacing its distance out might be a problem though, but cancelling into it out of a backroll on reaction to their jump can fix this.
|
AB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
26
|
Mid
|
-
|
1-4f Fully Invul
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
32
|
4
|
39
|
KD
|
KD
|
-38
|
- Does a fake backdash with invincible startup and then does what looks like a very quick 236A that wallslams the opponent on hit (no pursuits after this one). This does a lot of damage if it connects and can basically be considered Gaoh's reversal/DP like move. Forms a funky pseudo-mixup when combined with liberal backdash usage at midrange, because it'll likely hit them if they overextend trying to catch you. The animation is slow enough that even on a successful read faster attacks can recover in time for them to block anyway.
- An alternative to this move is to do backdash instead and then cancel the backdash recovery into 236A. It's slower and does less damage, but it still has the invincibility and you can confirm if you want to follow up or not.
|
|
623S
Kabuto Goma 623S
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
6,18
|
Mid
|
-
|
1-13f Throw Invul
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
17
|
39
|
27
|
KD
|
KD
|
-61
|
- Gaoh lifts his spear up above his head and spins it. This is a two part attack, where the actual lift from the ground will catch the opponent and combo with the second hit in the air. If the spinning part catches someone in the air, it's basically unbeatable by anything.
- While it doesn't come out very fast, it's surpisingly good antiair. Because of its speed it's not useful on characters with fast jumps without a good read, and it's extremely punishable on block or whiff so be careful with it.
- If you trade with the first hit and the second hit never comes out, the opponent is sent in a slow upwards launch that lets you easily combo with a heavy pursuit. Rare, but it can happen.
- This move has throw invincibility on startup, just in case you feel like going full ride-or-die on a throw read. It's probably not worth the risk though.
|
|
214C
Ibushi Miyami 214C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
-
|
Mid
|
-
|
-
|
7-24f Projectile Reflect
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
7
|
17
|
18
|
N/A
|
N/A
|
N/A
|
- Gaoh slam his fist through the air and send enemy projectile on 180°. It's a decent projectile reflector, who makes some match-ups much easier. Unlike Haohmaru's sake jug whack, this does not actually hit the opponent -- it only reflects.
- This move is fast and has a huge half-screen width and height hitbox, but won't catch some ground sliding projectiles, like Zankuro's. It's actually possible to both reflect and be hit by the same projectile with this reflector, particularly Kazuki's fireballs.
|
|
6SS
Oboro Bayashi 6SS
|
A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
4x3
|
Mid
|
-
|
-
|
Deflectable (Light)
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
30
|
2
|
29
|
-3
|
+5
|
-15
|
B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
4x5
|
Mid
|
-
|
-
|
Deflectable (Medium)
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
35
|
2
|
39
|
-3
|
+5
|
-16
|
AB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
4x9
|
Mid
|
-
|
-
|
Deflectable (Heavy)
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
40
|
2
|
60
|
-4
|
+4
|
-15
|
- Gaoh moves forward while stabbing repeatedly. This attack has one main purpose - chipping away the opponent's health. It's painfully slow on startup regardless of which speed, it doesn't catch opponent's attacks easily, but it has very little recovery on block/hit.
- The A version has the least startup and safer on block, but only hits three times. This version is a decent tool to cancel into for Gaoh simply because all his other specials are quite unsafe on block.
- The other versions hit a lot more but the telegraphing and very long animation of this move leaves you vulnerable to being jumped over and hit from behind, so make sure never to whiff this.
- Use this move as 6C cancel or during time slow to force chip damage. This move can be deflected and it is wide open to a jump attack as well, so use sparingly.
|
|
623C
Kurogane Kudaki 623C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
20
|
Mid
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
3
|
1
|
47
|
KD
|
KD
|
-43
|
- Gaoh grabs the opponent and headbutts them really hard. Like Yoshitora's Yuugao, this looks like a command grab, but it's blockable. Unlike Yuugao, this is actually useful. And it can be combo'd into, also unlike Yuugao.
- It has 3f startup, just like a normal throw, but it has RANGE. Hella range. This can be used to punish blocked attacks reliably, and surprisingly it outdamages 236A. Try to get used to reacting to blocked attacks with it.
|
|
Weapon Flipping Technique
Naraku Boe 236CD
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Level
|
1x5,25
|
Mid
|
-
|
1-5f Melee Invul, 22f-45f Fully Invul
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Backhit Adv
|
Block Adv
|
22
|
2
|
75
|
KD
|
KD
|
-48
|
- This is in competition for being one of the worst WFTs in the game. Damage is disappointingly low, comes out very slow, the invincibility has a huge gap, and if it catches at the edge it won't hit in full. Gaoh's rage duration and charge both suck, too.
- One bright side is that it combos off of a quickly canceled 2B. Unfortunately, you have to be at point blank range for the WFT to hit in full, because the pushback from 2B will mean they don't get the full hits and won't lose their weapon. You can also reliably combo into this from behind.
- Outside of combos, its only use is as predicting a jump as punish after a move with long recovery.
- Unless they're wide open, stick with normal combos or just don't rage.
|
|
Combos
Normal
- 66B or n.5B or 2B or n.2B
- Gaoh has a lot of easy ways of getting combos going, though you'll probably be using 66B or 2B the most.
- Near knockdown. You recover quickly after 236A so you can follow it up as you please. If close, you can do 2BC for a teensy bit more.
- Far knockdown. Higher damage variant, but you recover later. If it's into the corner you can throw in a 2BC but it's probably not worth it.
- Style point bonus. Can only be done at point blank range, but does more damage than 236A and recovers quickly.
- This is a low hitting combo that actually works at the maximum range of 6C. Good stuff, but impossible to hitconfirm.
- This has to be canceled immediately during hitstop. In fact, that is the only reason this combos.
- Has to be done at point blank range or near the corner to actually combo in full, otherwise they get just the tip of the WFT and don't get disarmed or take much damage.
- Now this combo has some interesting properties. Because the recoil cancel period is pretty late on this, if you're fast you can actually Option Select the grab out, canceling into it if you hit and doing something else if you miss. n.2A is -14f on block if not canceled, though, so be wary.
- Basically the same as n.2A except no recoil cancel to save your ass.
- A low-hitting kick that links into 2B. Also links into n.5B, but that does less damage. Mostly there for okizeme.
Backhit
- Backhit (66B or n.5B or 2B or n.2B) xx 236CD
- Only way to combo Gaoh's WFT besides point-blank n.2B xx 236CD.
- A low-hitting kick that links into 2AB. Easy to hit confirm because of large hitstun.
Time slow
- (vs air) j.AB j.AB j.AB ...
- The usual when you can't cram an Issen in when they fall.
- Boring, but Gaoh's a boring guy. This only applies when they don't have Rage Explosion available.
Strategies
General
- Gaoh sucks at raging. While the damage bonus is nice, his WFT is awful, he has very few ways of forcing damage, and it just takes too long to charge for too little usable time. Unless you feel like taking a lot of risky gambles, you're better off saving meter for time slow.
- He has almost no high-low game to speak of, so it's more likely you'll catch the opponent mashing with lows than you will catch him blocking wrong. Focus more on footsies and timing. You've got a lot of range that's difficult to approach safely on, and Gaoh's movement is actually pretty good, so make them guess!
- If you must run for lows, 6C has good range and combos with 236A and 623S. Impossible to confirm though, so be careful. Because Gaoh has no credible high threat this is not very useful.
- The main attacks you want to land are n.5B, 66AB, 2B, n.2B, 5AB, 2AB, j.AB, and 236A. All of these either combo or do good damage on their own. 623C is an amazing punish if you block anything at close range.
- When you're in situations where you want a good reversal move, your best options are 236AB and backdash. 623C isn't invincible but starts up very quickly, so if you're not going to have a sword in your face immediately you can hit it.
Damage and defense
- Punishers:
- 5AB - Has ridiculous range but doesn't come out too quick. Be careful of what you're trying to hit here.
- 2AB - Does good damage, comes out very quickly, and knocks down. What's not to like?
- 6C xx 236A 2BC - Hair more range than 2AB and slightly faster, but not much damage. Can also cancel to 623S instead for more damage and a far knockdown.
- 2B xx 623S - Slightly faster still, good damage. Works at near or far range equally well.
- n.2B xx 236CD - If you're close and have WFT out, this is quick and the only way to combo into it. Note that the cancel must be immediate because this makes use of the hitstop glitch.
- Antiairs:
- 5B - This really great hitbox and comes out quickly, so feel free to slap them out of the air with this.
- 5AB - Surprisingly good for smashing far jumps if they don't have strong downwards strikes.
- Neutral jump - This is a good choice because you can do j.AB on reaction to the jump and very few characters will be able to stuff that move. If they don't jump, you can come down with it out to prevent them from getting in.
- 236B - Has upper body invulnerability until it goes active, but starts slow. It's good against some characters. Also works when cancelled from a back roll.
- 623S - Takes forever to get into the air, so not recommended on reaction except against slow jumpers. If you're clever you can set it up off of a 66B whiff.
- n.5AB - Will catch both neutral jumps and crossup attempts easily, since it hits above and behind Gaoh.
Frame Data
Move
|
Damage
|
Startup
|
Active
|
Total
|
Cancel
|
Weapon Clash
|
Hit Adv.
|
Backhit Adv.
|
Block Adv.
|
Guard
|
Notes
|
5A |
6 |
9 |
2 |
21 |
1~2(2) |
3~8(6) |
-2 |
-2 |
-12 |
Mid |
Weak attack, Deflectable(weak)
|
5B |
11 |
10 |
4 |
32 |
1~2(2) |
3~9(7) |
-4 |
+4 |
-18 |
Mid |
Medium attack, Deflectable(med)
|
5AB |
30 |
18 |
8 |
60 |
1~3(3) |
4~17(14) |
-5 |
+5 |
-26 |
Mid |
Heavy attack, Deflectable(heavy)
|
2A |
5 |
7 |
3 |
19 |
7~12(6) |
1~6(6) / 10~19(10) |
-2 |
-2 |
-14 |
Mid |
Weak attack, Deflectable(weak)
|
2B |
9 |
11 |
5 |
31 |
11~16(6) |
- |
-2 |
+6 |
-15 |
Mid |
Medium attack, Deflectable(med)
|
2AB |
29 |
15 |
5 |
55 |
1~8(8) |
5~14(10) |
KD |
KD |
-26 |
Low |
Knockdown attack
|
n.5A |
5 |
6 |
3 |
16 |
1~2(2) / 6~10(5) |
- |
+0 |
+0 |
-5 |
Mid |
Weak attack
|
n.5B |
5, 5 |
11 |
2 |
33 |
13~16(4) |
2~10(9) |
-2 |
+6 |
-18 |
Mid |
Medium attack, Deflectable(med)
|
n.5AB |
27 |
19 |
9 |
57 |
1~12(12) |
4~18(15) |
-1 |
+9 |
-26 |
Mid |
Heavy attack, Deflectable(heavy)
|
n.2A |
5 |
7 |
3 |
19 |
7~12(6) |
1~6(6) / 10~19(10) |
-2 |
-2 |
-14 |
Mid |
Weak attack, Deflectable(weak)
|
n.2B |
9 |
11 |
5 |
31 |
11~16(6) |
- |
-2 |
+6 |
-15 |
Mid |
Medium attack, Deflectable(med)
|
n.2AB |
29 |
15 |
5 |
55 |
1~8(8) |
5~14(10) |
KD |
KD |
-26 |
Low |
Knockdown attack
|
5C |
5 |
22 |
2 |
25 |
1~4(4) |
- |
+15 |
+23 |
+2 |
Low |
Medium attack
|
6C |
5 |
13 |
10 |
32 |
1~5(5) / 13~32(20) |
- |
-1 |
+7 |
-14 |
Low |
Medium attack
|
2C |
2 |
6 |
4 |
17 |
x |
- |
-1 |
-1 |
-6 |
Low |
Weak attack
|
3C |
6 |
13 |
5 |
37 |
x |
- |
KD |
KD |
-19 |
Low |
Knockdown attack
|
j.A |
5 |
8 |
6 |
20 |
x |
- |
-- |
-- |
-- |
High |
Medium attack
|
j.B |
10 |
13 |
6 |
45 |
x |
- |
-- |
-- |
-- |
High |
Medium attack, Deflectable(med)
|
j.AB |
25 |
17 |
4 |
28 |
x |
- |
-- |
-- |
-- |
High |
Heavy attack, Deflectable(heavy)
|
j.C |
4 |
10 |
12 |
31 |
x |
- |
-- |
-- |
-- |
High |
Heavy attack
|
ju.C |
4 |
10 |
12 |
31 |
x |
- |
-- |
-- |
-- |
High |
Heavy attack
|
5BC |
16 |
20 |
4 |
40 |
x |
- |
KD |
KD |
-15 |
High |
Medium attack Knockdown attack
|
u.5BC |
6 |
20 |
7 |
40 |
x |
- |
KD |
KD |
-15 |
High |
Medium attack Knockdown attack
|
66A |
6 |
9 |
2 |
20 |
1~2(2) |
- |
-1 |
-1 |
-26 |
Mid |
Weak attack, Deflectable(heavy)
|
66B |
5, 5 |
11 |
2 |
33 |
13~30(18) |
- |
-2 |
+6 |
-26 |
Mid |
Medium attack, Deflectable(heavy)
|
66AB |
15 |
11 |
3 |
38 |
5~8(4) |
- |
KD |
KD |
-22 |
Mid |
Knockdown attack
|
66C |
5 |
15 |
5 |
29 |
1~4(4) |
- |
KD |
KD |
-9 |
Low |
Knockdown attack
|
u.5S |
5 |
6 |
3 |
16 |
1~2(2) |
- |
+0 |
+0 |
-5 |
Mid |
Weak attack
|
u.2S |
5 |
6 |
3 |
16 |
6~10(5) |
- |
+0 |
+0 |
-5 |
Mid |
Weak attack
|
ju.S |
5 |
8 |
12 |
28 |
x |
- |
-- |
-- |
-- |
High |
Medium attack
|
u.66S |
5 |
7 |
3 |
14 |
1~3(3) / 7~11(5) |
- |
KD |
KD |
-2 |
Mid |
Knockdown attack
|
u.66C |
5 |
15 |
5 |
29 |
1~4(4) |
- |
KD |
KD |
-9 |
Low |
Knockdown attack
|
2BC |
6 |
15 |
6 |
40 |
1~3(3) |
- |
-- |
-- |
-- |
Mid |
|
u.2BC |
6 |
15 |
6 |
40 |
1~3(3) |
- |
-- |
-- |
-- |
Mid |
|
8BC |
12 |
39 |
20 |
92 |
x |
- |
-- |
-- |
-- |
Mid |
|
u.8BC |
8 |
20 |
21 |
75 |
x |
- |
-- |
-- |
-- |
Mid |
|
Ibushi Miyabe - 214C |
x |
x |
x |
42 |
x |
- |
-- |
-- |
-- |
Mid |
7-24f projectile reflect
|
Kabuto Goma - 623S |
6, 18 |
17 |
39 |
83 |
x |
- |
KD |
KD |
-61 |
Mid |
Knockdown attack 1-13f throw invincible
|
Imi Kagura - 236A |
15 |
18 |
3 |
42 |
x |
- |
KD |
KD |
-19 |
Mid |
Knockdown attack
|
Imi Kagura - 236B |
18 |
29 |
4 |
60 |
x |
- |
KD |
KD |
-26 |
Mid |
Knockdown attack 14-28f upper body invincible
|
Imi Kagura - 236AB |
26 |
32 |
4 |
75 |
x |
- |
KD |
KD |
-38 |
Mid |
Knockdown attack 1-4f fully invincible
|
Oboro Bayashi - 6A x2 |
4x3 |
30 |
2 |
61 |
x |
- |
-3 |
+5 |
-15 |
Mid |
Medium attack, Deflectable(weak)
|
Oboro Bayashi - 6B x2 |
4x5 |
35 |
2 |
76 |
x |
- |
-3 |
+5 |
-15 |
Mid |
Medium attack, Deflectable(med)
|
Oboro Bayashi - 6AB x2 |
4x9 |
40 |
2 |
102 |
x |
- |
-4 |
+4 |
-16 |
Mid |
Medium attack, Deflectable(heavy)
|
Kurogane Kudaki - 623C |
20 |
3 |
1 |
51 |
x |
- |
KD |
KD |
-43 |
Mid |
Knockdown attack
|
Naraku Boe - 236CD |
1x5, 25 |
22 |
2 |
99 |
x |
- |
KD |
KD |
-48 |
Mid |
Knockdown attack 1-5f melee invincible 22-45f fully invincible
|