Toy Fighter/Gushiken

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Gushiken

Gushiken.png

Playstyle All-Arounder

Introduction

Strengths Weaknesses
  • Good at keeping pressure up
  • Pretty decent bomber
  • Can go into backturn using several moves
  • Has a unique high kick atemi
  • Good juggles
  • Decent variety of color moves
  • Only has orange launchers on the ring and while in backturn.
  • Limited options for hitting opponents on the ground.
  • Can be outranged by opponents with weapons and other big moves.

Tips and Tricks

Important/Generally Good Tools

While all of Gushiken's moves serve a purpose , here are some moves to keep in mind when playing/picking up Gushiken. These are not his only useful moves, again, just enough to get an idea of how he plays.


General Use Highs and Mids

' 5P ' : Fast punch. Good to throw out when someone is disrespecting your pressure or trying to push their advantage too much. Can also allow you to get a small punish with moves that leave you with a small amount of advantage. The follow up strings(PPP, Hold P, PK, ect) add to it's usefulness.

' 66PP ' : This move can see use in scramble situations. It is fast, and it can be tricky to the 2nd hit low in a tense situation. Is vulnerable to dodging, which helps make it a good tool for conditioning opponents into dodging.

' 5K ' : 5K and the follow up strings after are pretty useful. It is fast and has pretty good range. Great for bigger opponents in check, but it has use in most match ups. Good in juggles too.

' j.K ' : Is fast. It's a standard hop kick, but you can squeeze some damage out in scramble situations. If you are panicking, this can help you not get grabbed as well. Pretty good for juggles.

Color Attacks

'66K' : Gushiken does a high blue colored round house kick. Can be good to catch someone pressing buttons, but it has good range and is relatively fast for how big of a move it is. If it hits a special counter hit (while move is active), it will bounce them to the ring and do a considerable amount of damage. This is good no matter where you are, and be extremely good depending on your position at the time. If you are close enough, you will be able to bully them on wake up or even be able to sneak a few more hits in.

' 1P ' : Yellow launcher. Can be good to catch opponents off guard. Can get by some high attacks with how he bends down slightly.

' Back Turned 8 K ' Orange launcher. On hit, it is a massive damage and oki opportunity. It is fast and has a surprising amount of range. Something to keep in mind when left in back turn from throw breaks/pull over throws, or from one of Gushiken's moves that leave him in back turn.

'623K' : A yellow launcher kick that goes VERY far, at the cost of being rather slow to start. Can be used to call out someone jumping on the ring or over committing to a slow move from far away. Goes very high, can also be used as a juggle ender. Looks really cool.

Lows

2K  : Gushiken's go to low. Doesn't do a ton of damage, but they can definitely add up. Great for keeping pressure up pretty much any time as it is very fast, and the follow up strings (2KK and 2K3K) are useful for making them respect 2K. Also useful for juggle/ground combos

412K(+ follow up strings)  : While on the slower side, this move does have its uses. This move is Gushiken's fastest way of going into back turn, making it strong to not use the strings always. Because of this, going into the follow up strings can catch opponents off guard. The kick string also hits opponents on the ground well, and the 8K end is yellow to help deter lazy dodges (They can dodge attack long before it). This should not be used anywhere near as much as 2K, but being back turned does give Gushiken access to different moves.

Universal Ring Kick

Gushiken has access to a Universal ring kick(214K), in addition to his unique backroll ring kick. Since inputting 24 will make you back roll, you have to get the ringkick input without backrolling. This is important, since this makes teching pull over throws against Gushiken much more threatening. The back roll ring kick is also much easier to see coming outside of pull over throw situations. There are several known tricks for doing generic ring kicks consistently. These are:

  • Buffering 214K during a move (For example, 5P)
  • Holding down slightly longer before inputting the rest of the 214K
  • Doing each part of the input slightly slower.
  • Backdash and hold back. Near the end of the backdash, presh kick. This is the alternate input for a ring kick.

The timing for this came be a little tricky. A good visual indicator that it will most consistently work is when gushiken crouches. He doesn't need to crouch for long, just enough time to input a ring kick. It is the current belief that the crouch is not necessary, but it is rather tight to do without.

Attacks

P
Gushiken P.gif
Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
P 4 High Dodge Attack A x x x +x -x -x

Standard 5p. Very fast, good for checking someone's movement or used in a short window where you have the advantage.

Commando Upper
コマンドアッパー
Hold P
Gushiken P Hold.gif
Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
Hold P (1s) 12 High Dodge Attack H x x x +x -x -x

Must be done in neutral stance, will always perform Neutral P (see above) before it. Great for juggles, but can be air atemi'd easily if you get too comfortable using it.

Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
Hold P (2s) 10 High Dodge Attack H x x x +x -x -x

First part of Commando Upper must be performed to do it. Can be used as a mixup option.

PP
Gushiken PP.gif
Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
PP 9 High Dodge Attack A x x x +x -x -x

Fast 2nd hit from 5P. Can be used to stuff attacks from dodged 5P.

Commando Knuckle
コマンドナックル
PPP
Gushiken PPP.gif
Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
PPP 17 High Dodge Attack A x x x +x -x -x

Slightly slower third hit. While 5PP seems to be the safer option, it can be useful to keep them on their toes with a third punch every now and then. Can also be used to condition opponent to dodge for PPK.

Crossfire
クロスファイア
PPK
Gushiken PPK.gif
Input Damage Block Color Startup Active Recovery On Hit On Block
PPK 19 High White x x x +x -x

Gushiken does a white colored round house kick at the end of string. Can be good for calling out opponents who are dodging your 5P strings. Can be dodge hit or crouched if they know it is coming.

Crosswind Kick
クロスウィンドキック
PP2K
Gushiken PP2K.gif
Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
PP2K 14 Low Dodge Attack L x x x +x -x -x

Gushiken does a hell sweep after his PP string. Can catch an opponent when they are blocking. This can be dodged or jumped with relative ease, so use sparingly.

Crack Smash
クラックスマッシュ
PKP
Gushiken PKP.gif
Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
PK 14 High Dodge Attack A x x x +x -x -x

Interesting string. Has use in juggles and other niche situations.

Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
PKP 11 High Dodge Attack A x x x +x -x -x

Slower punch after the kick. Possible juggle applications and other niche uses.

Boomerang Upper
ブーメランアッパー
1P
Gushiken 1P.gif
Input Damage Block Color Startup Active Recovery On Hit On Block
1P 12 Mid Yellow x x x +x -x

Slow yellow launcher. This move is also entirely silent (not counting hit/block noises).

2P
Gushiken 2P.gif
Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
2P 11 Mid Dodge High x x x +x -x -x

Generic uppercut shared by characters who don't have their own 2P attack (Gushiken and Peet).

Tri-Hook
トライフック
3PPP
Gushiken 3PPP.gif
Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
3P 7 High Sway Left x x x +x -x -x

Semi-fast. Has some uses in scramble situations, such as after a throw break. Can also be used for juggles.

Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
3PP 8 High Sway Right x x x +x -x -x

2nd punch. The hit does not combo on the ground.

Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
3PPP 9 High Sway Left x x x +x -x -x

3rd punch. The hit does not combo on the ground.

Phantom Killer
ファントムキラー
44P
Gushiken 44P.gif
Input Damage Block Color Startup Active Recovery On Hit On Block
44P Knock Down High Red x x x +x -x

Gushiken's 1 Hit Kill. Should be used sparingly. While getting 1 heart damage is great, this is for the mental damage more than anything.

Phantom Killer Cancel
ファントムキラーキャンセル
44P~D
Gushiken 44P~D.gif
Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
44P~D 0 None No x x x +x -x -x

For when you change your mind.

Eagle Strike
イーグルストライク
4PPK
Gushiken 4PPK.gif
Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
4P 11 High Arm Chop R x x x +x -x -x

To Be Added

Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
4PP 9 High Arm Chop L x x x +x -x -x

To Be Added

Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
4PPK 15 High Sway Back x x x +x -x -x

To Be Added

6PPPP
Gushiken 6PPPP.gif
Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
6P 10 Mid Dodge Attack M x x x +x -x -x

To Be Added

Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
6PP 4 High Arm Block L x x x +x -x -x

To Be Added

Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
6PPP 5 High Arm Block R x x x +x -x -x

To Be Added

Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
6PPPP 6 High Arm Block L x x x +x -x -x

To Be Added

Elbow Mine
エルボーマイン
6PPPPK
Gushiken 6PPPPK.gif
Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
6PPPPK 11 Low Dodge Attack L x x x +x -x -x

To Be Added

Elbow Machine Gun
エルボーマシンガン
6PPPP6K
Gushiken 6PPPP6K.gif
Input Damage Block Color Startup Active Recovery On Hit On Block
6PPPP6K 9 Mid White x x x +x -x

To Be Added

Tornado Back Knuckle
トルネードバックナックル
66PP
Gushiken 66PP.gif
Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
66P 13 High Sway Left x x x +x -x -x

Gets use after scramble situations. You want to either hit them with the first hit and stop, or have them block the first hit so they have to deal with the 2nd. If the start to dodge this, it's time to start mixing in throws/color attacks.

Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
66PP 10 Low Dodge Attack L x x x +x -x -x

Hits low. If the first punch hits, the opponent can hold dodge to get a guaranteed punish. On block, they must block the 2nd low punch. Could be good to close out a heart.

Commando Strike
コマンドストライク
623P
Gushiken 623P.gif
Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
623P 14 Mid Dodge Attack M x x x +x -x -x

Can be delayed, as 623 is a command dash. This goes for all 623 moves as well. A safer option for hitting far opponents, or a decent move to push your advantage with the follow up attacks.

Commando Palm
コマンドパーム
623P~P
Gushiken 623P~P.gif
Input Damage Block Color Startup Active Recovery On Hit On Block
623P~P 21 High Blue x x x +x -x

Cancels "Commando Strike" (623P). Can be good as a mix up for catching dodge-happy opponents, as well as other niche situations.

Commando Stinger
コマンドスティンガー
623PK
Gushiken 623PK.gif
Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
623PK 5 Low Dodge Attack L x x x +x -x -x

The kick after the initial punch will combo. Can be good for closing out a heart or tacking on extra damage.

Spin Double Kick
スピンダブルキック
KK
Gushiken KK.gif
Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
K 10 High Dodge Attack A x x x +x -x -x

To Be Added

Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
KK 18 High Dodge Attack A x x x +x -x -x

To Be Added

Combo Rise Toe
コンボライズトー
KK8K
Gushiken KK8K.gif
Input Damage Block Color Startup Active Recovery On Hit On Block
KK8K 15 High White x x x +x -x

To Be Added

2K
Gushiken 2K.gif
Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
2K 7 Low Dodge Attack L x x x +x -x -x

To Be Added

Twin Shot
ツインショット
2KK
Gushiken 2KK.gif
Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
2KK 21 High Dodge Attack H x x x +x -x -x

To Be Added

Mine Sweep
マインスウィープ
2K3K
Gushiken 2K3K.gif
Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
2K3K 20 Low Dodge Attack L x x x +x -x -x

To Be Added

Blue Cyclone
ブルーサイクロン
66K
Gushiken 66K.gif
Input Damage Block Color Startup Active Recovery On Hit On Block
66K 21 High Blue x x x +x -x

To Be Added

Break Kick
ブレイクキック
1K
Gushiken 1K.gif
Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
1K 14 High Dodge Attack A x x x +x -x -x

To Be Added

3KK
Gushiken 3KK.gif
Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
3K 15 Mid Dodge Mid x x x +x -x -x

To Be Added

Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
3KK 15 High Sway Low x x x +x -x -x

To Be Added

Side Scratch
サイドスクラッチ
3KKK
Gushiken 3KKK.gif
Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
3KKK 15 High Sway Low x x x +x -x -x

To Be Added

Low Side Scratch
ローサイドスクラッチ
3KK2K
Gushiken 3KK2K.gif
Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
3KK2K 14 Low SLD x x x +x -x -x

To Be Added

Shotgun
ショットガン
Running K
Gushiken Running K.gif
Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
Running K 21 High Roll x x x +x -x -x

To Be Added

Commando Blade
コマンドブレード
623K
Gushiken 623K.gif
Input Damage Block Color Startup Active Recovery On Hit On Block
623K 21 Mid Yellow x x x +x -x

To Be Added

Spin Drive
スピンドライブ
412K
Gushiken 412K.gif
Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
412K 10 Low Backflip x x x +x -x -x

Transitions to the Back Turn stance.

Reverse Knuckle
リバースナックル
412KPPP
Gushiken 412KPPP.gif
Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
412KP 9 Mid Dodge High x x x +x -x -x

Transitions to the Back Turn stance.

Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
412KPP 9 Mid Dodge High x x x +x -x -x

Transitions to the Back Turn stance.

Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
412KPPP 9 Mid Dodge High x x x +x -x -x

Transitions to the Face Up, Feet Away (PLD) Ground stance.

412KKK
Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
412KK 5 Low Leg Block R x x x +x -x -x

Transitions to the Back Turn stance.

Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
412KKK 6 Low Leg Block L x x x +x -x -x

Transitions to the Back Turn stance.

Overdrive
オーバードライブ
412KKKKK
Gushiken 412KKKKK.gif
Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
412KKKK 7 Low Dodge Attack L x x x +x -x -x

Transitions to the Back Turn stance.

Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
412KKKKK 14 Low Dodge Attack L x x x +x -x -x

Transitions to the Back Turn stance.

Rising Drive
ライジングドライブ
412KKK8K
Gushiken 412KKK8K.gif
Input Damage Block Color Startup Active Recovery On Hit On Block
412KKK8K 20 Mid Yellow x x x +x -x

Transitions to the Back Turn stance.

Back Roll
バックロール
24
Gushiken 24.gif
Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
24 0 None No x x x +x -x -x

To Be Added

Back Roll - Kangaroo Kick
バックロールカンガルーキック
24, K
Gushiken 24, K.gif
Input Damage Block Color Startup Active Recovery On Hit On Block
24, K 20 Mid White x x x +x -x

Can cause a Circle Kick if done near the Ring (26 dmg, non-KO).

Back Roll - Gyro
バックロールジャイロ
24, 2K
Gushiken 24, 2K.gif
Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
24, 2K 10 Low Dodge Attack L x x x +x -x -x

Transitions to the Back Turn stance.

Back Roll - Monkey Stamp
バックロールモンキースタンプ
24, 8K
Gushiken 24, 8K.gif
Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
24, 8K 19 Mid Backstep x x x +x -x -x

Transitions to the Back Turn stance.

Jumping P
j.P
Gushiken J 3.gif
Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
7P / 8P / 9P 3 High Dodge Attack A x x x +x -x -x

Generic jumping punch move.

Descending P
j.~P
Gushiken J 1.gif
Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
7~P / 8~P / 9~P 8 High Dodge Attack A x x x +x -x -x

Generic descending punch move.

Jumping K
j.K
Gushiken J 2.gif
Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
7K 16 High Dodge Attack H x x x +x -x -x

Generic jumping back kick move.

Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
8K 14 High Dodge Attack H x x x +x -x -x

Generic jumping upwards kick move.

Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
9K 12 High Dodge Attack H x x x +x -x -x

Generic jumping forward kick move.

Descending K
j.~K
Gushiken J.gif
Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
7~K 15 High Dodge Attack A x x x +x -x -x

Generic descending back kick move.

Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
8~K 14 High Dodge Attack A x x x +x -x -x

Generic descending down kick move.

Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
9~K 13 High Dodge Attack A x x x +x -x -x

Generic descending forward kick move.

Back Hopper
バックホッパー
Back Turned 8K
Gushiken Back Turned 8K.gif
Input Damage Block Color Startup Active Recovery On Hit On Block
BT 8K 13 Mid Orange x x x +x -x

This is Gushiken's only orange launcher he has on the ground. It is pretty fast and has surprising amount of range. On hit, it can lead to great damage and oki. While it is scary, it is something that can be seen coming since you must be in back turn. It also takes him out of backturn.

Back Roll - Kangaroo Kick
バックロールカンガルーキック
Back Turned26K
Gushiken Back Turned 26K.gif
Input Damage Block Color Startup Active Recovery On Hit On Block
BT 26K 20 Mid White x x x +x -x

Gushiken does his unique ring kick towards the opponent. It is slow to come out, and it is only white colored. This is most likely his worst back turn move, but it is pretty funny.

Rising Uppercut
Back Turned2P
Gushiken Back Turned 2P.gif
Unlisted
Unlisted
Input Damage Block Color Startup Active Recovery On Hit On Block
BT 2P - Mid Yellow x x x +x -x

Similar to 1P, but he bends down lower and it comes out slower. Takes him out of back turn.

Manhattan Blow
マンハッタンブロー
On Circle PP
Gushiken On Circle PP.gif
Input Damage Block Color Startup Active Recovery On Hit On Block
OC P 15 Mid White x x x +x -x

To Be Added

Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
OC PP 13 High Dodge Attack H x x x +x -x -x

To Be Added

On Circle K
Gushiken On Circle K.gif
Input Damage Block Color Startup Active Recovery On Hit On Block
OC K 18 High Orange x x x +x -x

Generic on Ring kick move. Pretty fast, gives good opportunities for juggle/oki on hit.

Scramble Kick
スクランブルキック
On Circle 2K
Gushiken On Circle 2K.gif
Input Damage Block Color Startup Active Recovery On Hit On Block
OC 2K 18 Mid Orange x x x +x -x

To Be Added

Throws

Kannuki Nage
閂投げ
P+K
Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
P+K Throw Down No No x x x +x -x -x

Gushiken performs a Double Overhook Suplex, also known as in Japan as wrestler Akira Taue's "Kannuki Suplex".

Excalibur
エクスカリバー
P+K (Reversal 1)
Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
P+K (Reversal 1) Throw Down - - x x x +x -x -x

Gushiken performs wrestler KAORU's "Excalibur" throw, itself a variant of TAKA Michinoku's "Michinoku Driver II" technique.

Jackhammer
ジャックハマー
P+K (Reversal 2)
Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
P+K (Reversal 2) Throw Down - - x x x +x -x -x

Gushiken performs wrestler Goldberg's "Jackhammer", allegedly created by wrestler Jaguar Yokota.

Kannuki Sabaki
閂捌き
2P+K
Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
2P+K Throw Down No No x x x +x -x -x

Gushiken performs an arm-snapping Double Overhook clinch.

Manhattan Drop
マンハッタンドロップ
2P+K (Reversal)
Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
2P+K (Reversal) Throw Down - - x x x +x -x -x

Gushiken performs an Inverted Atomic Drop throw, known as "Manhattan Drop" in Japan for its association with wrestler Adrian Adonis' Japanese "Boso Okami" / "Manhattan Rider" aliases.

Back Tomb
バックツーム
Behind P+K
Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
Behind P+K Throw Down No No x x x +x -x -x

Gushiken performs a Kneeling Reverse Piledriver, also known as "Tombstone Piledriver" for its heavy association with wrestler The Undertaker.

Screw Leg Whip
スクリューレッグホイップ
6P+K (Counter Kick)
Condition(s) Startup Active Recovery On Escape On Success
Atemi high kick x x x -x -
Gushiken's unique high kick atemi. He can get a lot of mileage out of it in certain matchups, or against opponents who like to use 5K a lot.

Bomber

Victory Wave
ビクトリーウェーブ
D+P+K
Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
D+P+K 100+ High No x x x +x -x -x

Gushiken shoots a large projectile across the screen. He leans back while shooting it, making him barely miss getting hit by some high attacks. Charges relatively fast.


General
FAQ
Controls
Mechanics
HUD
Netplay
Characters
Gushiken
Roux
Cymbals
Peet
Kaeruman
Nejibird
Hero
Mifune
Vitamin
Toy King