ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÂÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ The " 1st D e f i n i t i v e " ³ GON'S OWN NUANCES ³ ³ __ _ ___ __ _ ³ (Only useful for Tekken 3 on PSX) ³ ³ / _` |/ _ \| \| | ³ ³ ³ | (_| | (_) | \ \ | ³ Copyright (c) 2002-2003 gon_again ³ ³ \__, |\___/|_|\__| FAQ ³ gon_again@mail15.com ³ ³ |___/ ³ v1.6: Monday, 29th September 2003 ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ ³ The latest version is available in the FAQs section at Tekken Zaibatsu, or ³ ³ email "gon_again". 0123456789 ³ ³ View with Edit / monospace font + ASCII text viewer.. MONO.SPACE ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ " G u n j a c k o f a l l t r a d e s b u t m a s t e r a t G o n" "Ok not as small as that little orange ugly mug impersonator gon, but small none the less." - The Great Outback: Alex vs Roger ver 2 - - - - - - - - - - - - - - - - - - - - - - - - - -- - - - - - - - - - - - - - _ _ Table of ___ ___ _ __ | |_ ___ _ __ | |_ ___ / __/ _ \| '_ \| __/ _ \ '_ \| __/ __| | (_| (_) | | | | || __/ | | | |_\__ \ \___\___/|_| |_|\__\___|_| |_|\__|___/ [A] ADMINISTRATIVE STUFF | [B] PLAYING THE GAME | [C] TECHNIQUES 1. Credits/Legal Stuff | 1. Movelist | 1. Crouch Dash 2. Change Log | 2. Recovery Techniques | 2. Gon With The Wind 3. Why a Gon FAQ? | 3. Move Analyses | 3. Tail Spin->fire 4. Usage Instructions | 4. Anti-Character | 4. Spacing and Poking | | [D] TRICKS OF GON | [E] GAME MODES | [F] APPENDIX - - - - - - - - - - - - - -| - - - - - - - - - - - - - |- - - - - - - - - - - - 1. Tech Traps | 1. Tekken Ball | 1. Combos 2. Miscellaneous | 2. Tekken Force | 2. Alex & Roger Chart | 3. Time Attack | | 4. Survival Mode | To quickly seek to the section you want, use the section code and number. For example, to find the Combos section, search for "[F]1.". [A]1. _ _ _ ___ _ __ ___ __| (_) |_ ___ / __| '__/ _ \/ _` | | __/ __| | (__| | | __/ (_| | | |_\__ \ \___|_| \___|\__,_|_|\__|___/ (and legal stuff) TERMS OF USE ------------ You may reproduce or redistribute this FAQ if: 1) This FAQ is COMPLETE and UNMODIFIED. This includes retaining the copyright notices and terms of use. 2) It is available free of charge. CREDITS ------- > The movelist is mostly derived from the in-game Command List for Tekken 3 except for the CD+1+2 Shoulder Nudge which is originally from Catlord's "Quick Gon Movelist" (listed as Shoulder Uppercut). > > Many valuable strategies and techniques courtesy of Daltamare. Thanks! > Newer revisions (v1.6) with the new format uses "FIGlet" for the headings. (the GON writing is not, however) > > "Every effort has been made to trace and acknowledge copyright. However, should any infringement have occurred, the publishers tender their apologies and invite copyright owners to contact them". [A]2. _ _ ___| |__ __ _ _ __ __ _ ___ | | ___ __ _ / __| '_ \ / _` | '_ \ / _` |/ _ \ | |/ _ \ / _` | | (__| | | | (_| | | | | (_| | __/ | | (_) | (_| | \___|_| |_|\__,_|_| |_|\__, |\___| |_|\___/ \__, | |___/ |___/ Version Release Date File Size ------------------------------------------------------------------------------ > > > 2003 1.6 29th September, 2003 96,312 1.5 22nd March, 2003 126,251 1.4 22nd February, 2003 115,621 1.3 9th January, 2003 71,832 > > > 2002 1.2 1st December, 2002 39,596 1.1 3rd November, 2002 31,433 1.0 8th October, 2002 8240 No versioning info is actually in the file. 1. The FAQs are time stamped with the version number. For example, version v1.6 is time stamped as 16:16:16. 2. Prior to v1.6, there were monthly releases, with each release having the combined size of the previous two releases. 3. Change log information for versions prior to v1.6 has been removed, but is available in v1.5, and also on request. Release: | v1.6 | | Wednesday, 8th October 2003 | 96,312 | - - - - - - - - - - - - - - - - - - - - - - - - - -- - - - - - - - - - - - - - The FAQ now has a new, streamlined format to make it easier to find the information, with a logical section layout. This is a minor update. [A]3. _ __ ___ __ _| |__ _ _ __ _ __ _ ___ _ __ / _| __ _ __ |__ \ \ \ /\ / / '_ \| | | | / _` | / _` |/ _ \| '_ \ | |_ / _` |/ _` |/ / \ V V /| | | | |_| | | (_| | | (_| | (_) | | | | | _| (_| | (_| |_| \_/\_/ |_| |_|\__, | \__,_| \__, |\___/|_| |_| |_| \__,_|\__, (_) |___/ |___/ |_| A: There weren't any FAQs to assist budding Gon Tekken players. ÚÄÂÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÂÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ ³Wave & Crouch Dash ³ Gon. + Jin, Heihachi. ³ ³ ³Can recover health ³ Gon. + Lei, Yoshimitsu, Dr. B. ³ ³ ³High/some mid moves miss³ Gon. + Xiaoyu's Phoenix Stance. ³ ³ ³Moves can't be reversed ³ Gon. ³ ³ ³Moves can't be parried ³ Gon. ³ ÃÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ ³ ³Inescapable Throws ³ Gon. ³ ³ ³Ground Throws ³ Gon. + King. ³ ³ ³Can't be thrown ³ Gon. + Some character stances. ³ ³ ³(except by another Gon) ³ ³ ÃÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ ³ ³Mid-air "juggle escape" ³ Gon. + True Ogre. ³ ³ ³Immune to True Ogre's ³ ³ ³ ³1+2 Fire - 1 damage ³ Gon. ³ ³ ³Immune to Heihachi's ³ Gon. ³ ³ ³right foot MC reversal ³ ³ ³ ³Alley Kicks - WR f+4,4,4³ Gon. + Alex & Roger (not in Tekken 3), King. ³ ÃÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ ³ ³Mostly mid/low moves ³ Gon ³ ³ ³Easy 2 button moves ³ Gon. + Some characters. ³ ³ ³No stances ³ Gon. + Some characters. ³ ÀÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ [A]4. _ _ ___ __ _ __ _ ___ | | | / __|/ _` |/ _` |/ _ \ | |_| \__ \ (_| | (_| | __/ \__,_|___/\__,_|\__, |\___| |___/ instructions To use this Gon FAQ (or any other Gon FAQ) you will need to: 1. Have access to the PlayStation version of Tekken 3. The arcade version does not have Gon. 2. Unlock Gon. - There are three verified ways to unlock Gon: a) Complete Arcade Mode with the default 10 characters and then defeat Gon in Ball Mode - you'll only get one chance. Gon will also appear randomly in Arcade Mode. b) Get 1st place in Time Attack or Survival Mode and enter "Gon". c) Play 650 games in VS mode. - How not to unlock Gon: "Set the game on easy, one round, and unlimited time. Play in arcade mode and on the fourth, fifth, sixth, and seventh round, allow your opponent to take all but five percent of your health before defeating him. If done correctly, the announcer will say "Great". Gon or Dr. Boskonovitch will be your opponent in the next round. Defeat them to unlock them as playable characters." - Disco Gon does not exist. Trivia about Gon: 1. Gon's stage is the Beach, as used in Tekken Ball. 2. Character Select "Costumes": a) Punch: Red gloves, no shell b) Kick: Blue Gloves, shell 3. The Gon ending loops. [B]1. _ _ _ _ __ ___ _____ _____| (_)___| |_ | '_ ` _ \ / _ \ \ / / _ \ | / __| __| | | | | | | (_) \ V / __/ | \__ \ |_ |_| |_| |_|\___/ \_/ \___|_|_|___/\__| including Throws Conventions: h = high can be blocked standing or ducked m = mid / true mid can only be blocked standing l = low can only be blocked ducking SM = special mid can be blocked standing or ducking generally ducking is preferable 1. [100,40=120] The hits individually do 100 and 40 damage respectively, but together only does 120 damage (the second hit only does 50% damage). 2. Capital Letters These indicate the hit can hit grounded opponents. ÚÄÂÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÂÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÂÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ ³Move Name ³ Command Sequence ³ Height / Damage / Notes³ ÃÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ ³ ³ Advancing Punches ³ 1,1,1 ³ [hMM] [5,8,6] ³ ³ ³ Armadillo Attack ³ f,f+1+2 ³ [MM] [21] ³ ³ ³ to Deer Strike ³ 1+2 ³ [MM] [21] #1 ³ ³ ³ Bad Doggle ³ d+4 ³ [M] [22] ³ ³ ³ Battering Ram ³ WC d/f+3+4 ³ [L] [21] ³ ³ ³ Butt Slam ³ u,N,3_4 ³ [M] [25] #2 ³ ³ ³ ³ u/f,N,3_4 ³ [SM] [15] #2 ³ ³ ³ Butt Stomp ³ d/b+3+4 ³ ³ ³ ³ Backwards Spin ³ b+3_4 ³ [m] [15] ³ ³ ³ Forward Hit ³ f+3_4 ³ [M] [22] ³ ³ ³ Clean Sweep ³ f+3,3 aka Wipe The Floor ³ [LL] [12,17=25] ³ ³ ³ Dino Drill ³ f+3+4 ³ [M] [40] #3 ³ ³ ³ Dopple Daley ³ WC d/b+3+4 ³ [M] [20] #4 ³ ³ ³ Foot Palm ³ f+4 ³ [M] [15] #5 ³ ³ ³ Forward Hopkick ³ u/f+4 ³ [m] [15] ³ ³ ³ Frankensteiner ³ d/f+3+4 ³ [M] [15] ³ ³ ³ Guard Break ³ d/f+1+2 ³ ³ ³ ³ Head Butt ³ f,f+3+4 or WR f+3+4 ³ [M] [25] ³ ³ ³ Helicopter ³ in air 3+4 (u+3+4) ³ [MHML] [10,10,10,10] ³ ³ ³ Lift-Off ³ u+1 ³ [M] [21] ³ ³ ³ Low Blow ³ 3+4 ³ [M] [25] #6 ³ ³ ³ Mid-air Recover ³ 1 while juggled (mid-air)³ ³ ³ ³ Nap ³ d+1+2 ³ [-10 per second] ³ ³ ³ Offensive Nap ³ u+1+2 ³ [M] [35] #7 ³ ³ ³ 1-2 Crush ³ u/f+3+4 ³ [MM] [10,26=28] ³ ³ ³ Roger Punch ³ b+1 ³ [h] [30] ³ ³ ³ Run Around ³ b+3+4, hold b ³ ³ ³ ³ Shoulder Nudge ³ f,N,d,d/f+1+2 ³ [M] [20] ³ ³ ³ Somersault ³ WR f+1+2 ³ [M] [27] ³ ³ ³ Spin Cycle ³ f+2+3 ³ [SM] [40] ³ ³ ³ Tail Spin -> fire ³ 4,4,4,4,4,3+4 ³ [SM,L,L,L,L,m] ³ ³ ³ ³ ³ [10,10,10,10,10,21] ³ ³ ³ 2 Foot Landing Zone ³ u,N,1_2 ³ same as Butt Slam #2 ³ ³ ³ Woodpecker ³ f+1+2, 1+2, 1+2 ³ [SM,SM,SM] [7,14,21] ³ ³ ³ Standard WS Moves ³ CD+1_2 or WS+1_2 ³ [m] 15 #8 ³ ³ ³ ³ CD+3_4 or WS+3_4 ³ [M] 20 #8 ³ ÀÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ #1 ARMADILLO ATTACK TO DEER STRIKE The 21 damage is not extra damage (except for okizeme). Deer Strike will do equal damage to Armadillo Attack. If they are at close range, the effect is equal, they will be cut through, but for Deer Strike Gon will jump at the end. At longer range, Armadillo Attack will push the opponent far away. Deer Strike will juggle them. #2 BUTT SLAM & 2 FOOT LANDING ZONE The statistics for Butt Slam are correct. The u,N,3_4 version requires you to be very close to connect, however, it is true mid and does 25 damage. The u/f,N,3_4 version is special mid, and only does 15 damage. #3 DINO DRILL If Dino Drill is blocked, Gon will spin back and be grounded. If it hits, Gon will be grounded right next to your opponent. #4 DOPPLE DALEY Does not flip them over if they are ducking. #5 FOOT PALM Is a right kick, but is immune to Heihachi's right foot counter. #6 LOW BLOW Full (25) damage only occurs if they are ducking. Otherwise there is only 88% (22) damage. #7 OFFENSIVE NAP Gon will always recover grounded after this move, similar to Dino Drill. #8 STANDARD WS MOVES WS+3_4 does more damage but has no juggle. ÚÄÂÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÂÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ ³ Dino Breath (fire) ³ 1+2 [20] ³ ³ ³ Gon with The Wind ³ b+4 [10] ³ ³ ³ Stomp Charge ³ 1+4 [100] [1] #1 ³ ³ ³ Electric Guard ³ 1+2~1_2~2 (press 1+2, then 1 or 2 for Electric ³ ³ ³ ³ [15,15=25] Guard, then 2 for the second hit.) #1 ³ ÀÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ #1 STOMP CHARGE Hits large grounded characters. For Electric Guard, you may find it easier to just mash 1+2,1+2,1+2. ## UNBLOCKABLES Gon has 4 unblockables. This is not as much as Ogres (8 for Ogre, 11 for True Ogre), or Yoshimitsu, but still plenty. ÚÄÂÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÂÄÄÄÄÂÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ ³ Backflip ³ 17 ³ b+1+2 ³ ³ ³ ³ ³ Interrupts moves, similar to Jun. #1 ³ ³ ³ Bite Me ³ ³ 1+2 or 3+4 ³ ³ ³ - Front ³ 35 ³ Gon tosses them into the air, and bites them. ³ ³ ³ - Left ³ 42 ³ Alex & Roger's (and King) Giant Swing throw! ³ ³ ³ - Right ³ 50 ³ Gon grabs them, and slams them several times. ³ ³ ³ ³ ³ Note: Damage is in instalments of 10,15 and 25.³ ³ ³ - Back ³ 42 ³ Gon jumps on their back. ³ ³ ³ From Backturned ³ ³ Gon turns around, and executes a normal throw. ³ ³ ³ Ground Throw ³ 30 ³ Various different throws. ³ ÀÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÁÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ #1 BACKFLIP This move can be ducked. #2 ALL STANDING THROWS Gon's throws are inescapable, having no known escapes. After a front throw, a single Clean Sweep (f+3) is guaranteed, and after a right side throw you get a guaranteed Armadillo Attack for extra damage. #3 GROUND THROWS Gon CAN ground throw ANY character, not just Gon. (However, King can't throw Gon!). As with King, if they are on their side you have to roll them over. Gon has very short throw range, so at first glance (and attempt) it seems Gon can't ground throw. Some good okizeme will do more damage, but Gon has some nice ground throw sequences, so use them for your amusement. [B]2. _ __ ___ ___ _____ _____ _ __ _ _ | '__/ _ \/ __/ _ \ \ / / _ \ '__| | | | | | | __/ (_| (_) \ V / __/ | | |_| | |_| \___|\___\___/ \_/ \___|_| \__, | |___/ techniques When Grounded, Head Up Feet Towards (HU/FT) opponent. ÚÄÂÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÂÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ ³ b_f ³ Roll Backwards or Forwards ³ ³ ³ d+1 ³ Roll Down then Stand ³ ³ ³ D+1 ³ Roll Down into Head Down Feet Towards (HD/FT) ³ ³ ³ 1 ³ Roll Up ³ ³ ³ u ³ Roll Up ³ ³ ³ while rolling up 3_4³ Low Trip (3) or Mid Hit (4) ³ ³ ³ 3_4 ³ Tail Hit (mid) ³ ³ ³ d+3_4 ³ Ankle Tap ³ ³ ³ ³ ³ ³ ³ f,f+1+2 ³ Somersault Forward #1 ³ ³ ³ b,f+1+2 ³ Roll Back, Somersault Forward #1 ³ ³ ³ b,b+3+4 ³ Kickup ³ ÀÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ #1 SOMERSAULT FORWARD If blocked, results in a large guard stun. Most characters get a free punch hit, Gon gets a free Woodpecker or Lift-Off. The last recovery options are not available to some characters, such as the Ogres, Lei and Hwoarang. Recovery techniques can be "chained" together. [B]3. _ _ __ ___ _____ _____ __ _ _ __ __ _| |_ _ ___ ___ ___ | '_ ` _ \ / _ \ \ / / _ \_____ / _` | '_ \ / _` | | | | / __|/ _ Y __| | | | | | | (_) \ V / __/_____| (_| | | | | (_| | | |_| \__ \ __|__ \ |_| |_| |_|\___/ \_/ \___| \__,_|_| |_|\__,_|_|\__, |___/\___|___/ |___/ ADVANCING PUNCHES 5 ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ This move is not as good as the Woodpecker. It's slow, has very short range ³ and is [high, mid, mid]. The advantages are that it's easy to do and its ³ good for a quick hit if they whiff. The first hit is high, so it CAN be ³ duck-blocked by any opponent! After which an iWS (instant while standing) ³ move or juggle is perhaps possible (though WS is probably too slow). Use ³ with caution. ³ Use to hit a Gon opponent who has used Deer Strike (which you blocked). ³ ³ ARMADILLO ATTACK to DEER STRIKE 6 ³ ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ ³ This should be applied whenever the opponent is running away. It is quick ³ and will cover the distance in no time. The Deer Strike will do more damage ³ if it hits, but if blocked they get a free hit (usually a juggle). At ³ close range the enemy will be cut through, at longer range they will be hit ³ with a "class one launcher" (think of a Hwoarang Sky Rocket). ³ Works beautifully against Dr. B, especially when he does Doc Mobile (d+3+4). ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ ³ ³ Executing the Deer Strike does not do extra damage, but it has a nice ³ launcher. Although there are no juggles are guaranteed combos it consumes a ³ lot of time. However, the Armadillo Attack is a lot safer. If blocked, they ³ receive a stun which leaves you at no frame disadvantage (ie no free hit). ³ Consider the risks and advantages and choose whether Deer Strike is good ³ value (you can do it late into the move). ³ ³ Deer Strike forms some good okizeme when they are quite far away, though at ³ that range a run-in shoulder barge will also work. Deer Strike will give a ³ small launch when they are hit on the ground. It might work after they have ³ been hit by a previous Deer Strike (the range is perfect). ³ ³ BAD DOGGLE 7 ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ Simple, easy to do, but it still takes a while to execute. Still, after a ³ whiff or blocked move you can usually get away with it. Basically the move ³ you can do in BT (back turned) stance by pressing 4. ³ This move has earned 7/10 because of it's Tekken Force potential. It has the³ right damage to kill a Crow. Otherwise it's bad recovery makes it a less ³ useful move, maybe used in okizeme. ³ Recently the computer has successfully abused this move against another ³ person. The secret is to keep back when you do it, and you should be able to³ get plenty of hits off them. ³ ³ BATTERING RAM 6 ³ ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ ³ A move that sweeps them off their feet, and most commonly effectively out of ³ a cancelled crouch dash. The feet sweep leaves way for interesting okizeme, ³ and the Battering Ram itself hits grounded opponents. The weak point is it's ³ execution speed, and that it's highly linear. ³ If blocked Gon will spin like a top, and fall down. ³ ³ BUTT SLAM 5 ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ Gon rises into the air, then falls back down and hits them. There are ³ better air moves around, but the recovery isn't too bad. Used for it's ³ creative merits, because if you use u/f instead of u, sometimes you can jump³ over them, end up FT/FD (feet towards, face down) and get a backward slide. ³ ³ BUTT STOMP 7 ³ ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ ³ Due to the "trick" d/f+3+4 ending which surprises opponents (who expect you ³ to retreat; mid hit) Butt Stomp has earned an extra 1.5 points. It does not ³ require WC (while crouching), so is quicker and easier to execute than ³ Dopple Daley (but slower in execution). ³ You can either retreat, and take them with you if they're too close, or ³ attack forward which suprises many opponents. The d/b variant can be finished ³ with a guaranteed 4 tail hit. ³ ³ CLEAN SWEEP aka WIPE THE FLOOR 10 ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ This is a very quick and easy move that'll also sweep them off their feet, ³ but only if the second hit hits. Use often as there is little charge up. ³ It's advantage is that it hits low but you don't need to crouch to execute. ³ Works well out of FBT, and it tracks - if they side step the first hit they ³ will still most likely be hit by the second swipe. ³ It's basically Alex/Roger's Tail Tripper but BETTER, it's two hits instead ³ of one! ³ ³ ³ Most effective against Xiaoyu in Phoenix Stance, and if blocked does not ³ leave you open to retaliation, for WS+4,4 Deck Kicks and Skyscraper Kicks, ³ as used by Jin, Hwoarang, Julia and friends. It is totally safe against ³ Jin's and Xiaoyu's WS+2 juggle. ³ This move actually involves a guessing game for the opponent. If you do only³ one swipe, then they must do WS+4,4 immediately, or else you can [active] ³ block. But if they guessed wrong and you do do both hits then they will be ³ hit. Again, if you do both hits, you could be hit; but if they plan on only ³ one hit then you are safe. Mix up between doing only one or both swipes. ³ ³ It's perhaps better than Alley Kicks, and Roger's SS+4, because there is no ³ sweep stun. ABUSE this move against Xiaoyu. It's totally safe from juggles, ³ and it can't be low-parried (as with all Gon moves), and will keep her out ³ of her stances. ³ ³ ³ DINO DRILL 6 ³ ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ ³ This is usually done after some Tail Spins as a mixup, but can also be done ³ individually. Gon will spin at (and back off) them. Unfortunately, it will ³ not knock them over even if it hits, and then can hit you while you're ³ grounded. Use as part of a Lift-Off combo for style points. ³ ³ DOPPLE DALEY 6 ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ The big brother of the Butt Stomp, it will only do a 180ø movement and is ³ significantly faster. Perfect for a retreat, or to be amusing. It can be ³ finished with a 4 tail hit. It's valuable because inexperienced players will³ recognise this as a Butt Stomp, and be hit by the second hit. ³ ³ FOOT PALM 7 ³ ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ ³ This simple move can be effective as it will knock them back very far if it ³ hits, hence a free run-in shoulder barge. It's also fairly quick (and easy) ³ to execute. Suprise your opponent with it. ³ Although its a right foot move, but Heihachi can't right-foot reverse it! ³ ³ FORWARD HOPKICK 8 ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ Use this judiciously to juggle, for example, two hopkicks followed by a ³ Lift-Off, or Offensive Nap. A good combo start, better recovery than with ³ Lift-Off, but not quite as good as Shoulder Nudge. You can do a Backward ³ Hopkick after a Forward Hopkick, but the timing is tight and damage minimal.³ ³ FRANKENSTEINER 7 ³ ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ ³ Gon will execute a King-style flip. It's even done the same way. Generally ³ not very useful as it's too easy to be hit, and if it misses you become ³ okizeme target practice, but good against ducking opponents. This move hits ³ grounded opponents. It will not "cling" to opponents and throw them, so it's ³ not as good as King/Roger/Alex Frankensteiners. However, it has similar uses ³ against wave dashers; I quote extensively from Daltamare's Roger FAQ: ³ "Also, when the opponent crouchdashes, do this. If its hellsweeps, you will ³ massacre them. If its TGF you will beat them to it. If its WGF again you ³ will beat them to it." ³ ³ GUARD BREAK 8 ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ This will stumble them (guard break, no guaranteed follow-ups), and do ³ damage on some major counters. Use to break a complex combo or move, or to ³ stall for time (be careful with this). Timed perfectly, an infinite ground ³ juggle with Woodpecker can be set up. ³ Not quite as good as Alex/Roger's, because it does not do damage. Against WC³ opponents it will knock them to the floor, for some free okizeme. The ³ tracking is quite good, and will keep tech-rolling opponents on the ground. ³ ³ HEAD BUTT 5 ³ ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ ³ Yet another King-style move, this may catch some players off guard. A Head ³ Butt, however, is not as good as a shoulder barge, so you should have a good ³ reason to do this instead. It's mid, but seems to work better than the ³ shoulder barge when they recover. Good recovery. ³ ³ HELICOPTER 8 ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ This has been found to be an excellent move. It's mid, high, mid, low which ³ confuse your opponent, and if the last (low) hit connects, you are ³ GUARANTEED a standard Lift-Off or Hopkick juggle, even WITHOUT a counter hit³ (although it doesn't hurt, unless they're pushed too far away), making it ³ extremely powerful. At close range, you are also guaranteed your inescapable³ throws, and in general once one hit connects the rest will always connect as³ well. ³ The first mid hit will only hit against large characters (and characters ³ recovering standing) if you did u+3+4. The move is done "while jumping 3+4",³ which gives more possibilities in doing it as a mix-up. Hits side stepping ³ opponents as a bonus. ³ Not totally abusable, because it can be interrupted while you're executing ³ it. Can be done effectively out of FBT. The damage (especially off the free ³ juggle) is quite good: 40 damage plus juggle. ³ ³ LIFT-OFF 10 ³ ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ ³ The all purpose move. Use to interrupt, juggle, start combos or just to get ³ out of harm's way while you stall for time. It's quick, easy to do and is ³ the main combo starter. Can also be "tagged" out of a crouch dash. ³ This launches very high, rivalling even Deer Strike and Hwoarang's Sky ³ Rocket. I would probably describe it as a "class zero launcher". OK, so such ³ a classification does not exist, but when Julia's f+1+4 Heaven Cannon counts ³ as a "class one", it just doesn't do justice to the wonderful launching ³ ability of this move. ³ ³ LOW BLOW 8 ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ This is used if your opponent is blocking all your moves. It appears low, ³ but it's actually a mid move. Your opponent will block low, therefore you'll³ get a nice free hit, with a few guaranteed choices afterwards, the Advancing³ Punches or Lift-Off (no juggles afterwards). ³ It also has the advantage of making Gon miss most of the opponent's moves. ³ Use after some Tail Spins for variety, with perhaps a side roll to avoid the³ low pecks. ³ ³ NOTE: This move is listed in the Command List as d+3+4. That is incorrect. ³ ³ MID-AIR RECOVER 7 ³ ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ ³ Not just limited to True Ogre, Gon has this almost unique ability to land ³ on his feet after a juggle. But note your opponent can take advantage of an ³ "escape happy Gon player" by getting extra hits. Holding b should send you a ³ bit further back. Timed properly it is useful, and like all moves should be ³ used to surprise the opponent. When done so, the Mid-air Recover is a lot ³ more effective. ³ See the Tekken Ball section for an interesting use. ³ ³ NAP 6.5 ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ Gon will regain his health. *This method will make Gon in HT position ³ (Head Towards) so you are vulnerable to incoming charges. However, if ³ Yoshimitsu gets on his sword (u+1+2), just side step twice and Nap. Napping ³ is the fastest way in Tekken3 to recover health, 10 points per second. ³ ³ The Nap is particularly useful against Ogre Infinity Kicks. ³ *Nap will make Gon reverse his head direction. Therefore, if he is standing ³ and facing the opponent, he will nap with his head towards the opponent. If ³ back-turned, his feet will face the opponent. Hence it is very useful if you³ are back-turned (you are less vulnerable grounded than you are back-turned).³ ³ OFFENSIVE NAP 8 ³ ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ ³ This Lei-inspired nap will launch Gon towards the opponent, and usually ³ squash them beneath him, otherwise he will flip back. Use after a Lift-Off ³ for a quick and easy 55-damage string (not guaranteed). ³ If your opponent is slow to recover, uses a stand-up recovery, or stays on ³ the ground (Lei) then this is a good okizeme move, with excellent damage. ³ However, it's not guaranteed, and if the recover quickly you'll end up on ³ the ground with them doing the okizeme honours. ³ ³ 1-2 CRUSH 8 ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ This will send Gon a bit into the air, and land with a sequence of 2 quick ³ hits. If they are attacking a lot, then this will sometimes work. But if it ³ misses, they get a free low hit. ³ This move will duck under many moves. Plus it has that okizeme touch. Use ³ against Lei "Play Dead" fanatics. ³ ³ ROGER PUNCH 8 ³ ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ ³ Gon will roll his fists back, then knock them forward a lot. If blocked, it ³ breaks their guard so a Tail Spin is guaranteed. Also, try the Double Roger ³ Punch. Do two consecutive Roger Punches, the first will stun if blocked and ³ the second will then hit them back unless active blocked (whereupon they ³ are stunned a bit - no disadvantage). The chargeup time and range leaves a ³ bit to be desired, but can be done out of FBT. It's a good move, but should ³ not be done more than once in a match (twice if they're newbies :-) ). Hits ³ mid, which makes it better than Windmill Punches :-). ³ ³ RUN AROUND 7 ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ Looks a bit like Heihachi's shadow steps, you can't do anything while moving³ but it avoids a lot of moves and is great for stalling for time. Compensates³ for Gon's mediocre side stepping / rolling, but not perfect. ³ ³ SHOULDER NUDGE 7 ³ ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ ³ The one unique move out of his crouch dash, the Shoulder Nudge is also a ³ light launcher but hard to execute. Some combos can be started with this ³ move. Not as powerful as WGF, but if you always crouch dash this is a useful ³ move. It also hits tech-rollers. ³ However, if you can crouch cancel this is not as useful because there are ³ plenty of other good Gon moves. The advantage is that Gon stays on his feet ³ while and after executing Shoulder Nudge. ³ ³ SOMERSAULT 6 ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ A bit like the Head Butt. If Gon misses, he will flop on his belly so this ³ is a risky move, done more to show off. Similar properties to Head Butt, ³ that is, it will hit recovering opponents. Appears to be high at close ³ range, and low at long range. ³ ³ SPIN CYCLE 10 ³ ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ ³ Use this after they are launched to add some extra power. Also hits tech ³ rolling opponents, this will teach them to stay down (whereupon standard ³ okizeme technique applies). Use this move often as part of your everyday ³ arsenal, especially from FBT, against side stepping opponents, and large ³ grounded opponents. At 40 damage you can't afford not to use this. ³ ³ Also used extensively in Tekken Force. However, it's special mid. ³ ³ TAIL SPIN -> fire 10 ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ Please check section [C]3. ³ ³ 2 FOOT LANDING ZONE 6 ³ ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ ³ Similar to Butt Slam. The recovery of the move is slow, as Gon goes into ³ HT/FD (head towards face down). However, there is now a use for this move: ³ if the u/f+1_2 variation is done while next to the opponent, you can ³ actually jump OVER your opponent! Then since they are behind you, you can ³ back-scoot them! :-) ³ Or attempt a turn-around back-throw. ³ Remember, while in HT/FD you can press d+1 to turn over, holding d to stay ³ flipped (otherwise you will stand). This also applies to whenever Gon is on ³ the ground - for example, after Electric Guard, or one of his Naps. ³ ³ WOODPECKER 10 ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ This is the all purpose move that is as highly prized as Lift-Off. You can ³ even do Delayed/Infinite Woodpecker for excellent combos, using this you ³ can have an almost invincible attack. Use all the time, twice after meals ³ three times a day. Excellent recovery, damages quickly and just right for ³ Time Attack, at around 4 seconds a health bar. Has a nasty guard stun. ³ Once it hits, the Infinite Woodpecker will continuing hitting them unless ³ active blocked. Section s15, "Tricks of Gon", covers the Woodpecker ³ extensively. ³ ³ STANDARD WS MOVES ³ ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ ³ After a ducked high hit, WS (while standing) moves are an obvious choice, ³ and can also be done out of a crouch/wave dash. However, a throw could be ³ more suitable, if less obvious, because it does more damage than the small ³ juggle available off the WS moves. ³ If the opponent duck blocks, a WS+1_2 will make them fall backwards, but no ³ juggle. WS+3_4 will hit grounded opponents. ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÂÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ ³ U N B L O C K A B L E S ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ ³ DINO BREATH (fire) 10 ³ ³ This is a good overall unblockable, for Gon and compared to all other ³ characters. It charges quickly, and will knock them back if they were ³ standing. This is a good okizeme move (see below). Does 20 damage. ³ Also evades Julia's Twin Arrow (1+2) sometimes. Opponents can jump over it ³ - except large characters like Gunjack, True Ogre and Kuma/Panda. ³ ³ u/b+1 Lift-Off, then Dino Breath is a guaranteed combo. They can try to stay ³ on the ground, tech-roll/quick recover, stand up, anything: it will still ³ hit them because of the advantage you have, and it tracks a bit. You'll get ³ either the Dino Breath Okizeme, or the Infinite Run-In. At 41 damage plus ³ bonuses, this is highly useful. ³ ³ "GON WITH THE WIND" 10 ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ This will create a...cloud of dust, that has the unusual property of ³ repelling trespassers (Kuma-style), like a barrier. It lingers quite a ³ while, both computer and human alike will often run into one because it ³ appears to have dissipated. Plus, Gon FBT stance uses this move. ³ ³ STOMP CHARGE 6 ³ ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ ³ This unblockable takes a long time to charge up and is only really useful ³ if they are attempting a long High sequence (where the hits will miss you). ³ It does 100 damage basic, sometimes an extra 1. If it hits, Gon will nap ³ with Feet Towards. Bonus: When charged up (1+2+3+4), it does 150 damage! ³ That's the entire health bar plus a bit more. ³ ³ ELECTRIC GUARD 5 ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ This move has two hits (2nd hit optional). It will electrocute anyone on ³ top of Gon, however, unlike Jin's Electric Guard you can still be hit while ³ protected. Recovers into HT/FU, if the second part is executed. ³ ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ [B]4. _ _ _ _ __ _ _ __ | |_(_) ___| |__ __ _ _ __ __ _ ___| |_ ___ _ __ / _` | '_ \| __| |_____ / __| '_ \ / _` | '__/ _` |/ __| __/ _ \ '__| | (_| | | | | |_| |_____| (__| | | | (_| | | | (_| | (__| || __/ | \__,_|_| |_|\__|_| \___|_| |_|\__,_|_| \__,_|\___|\__\___|_| For each entry, there's some brief advice, and also moves of interest because they can be entirely duck blocked - either because they have low and high components, or because they're mid moves that just miss Gon! IN ORDER OF LISTING ------------------- 1. Lei Wulong 2. Jin Kazama 3. Julia Chang 4. Gon 5. Ogre / True Ogre 6. Mokujin 7. Yoshimitsu 8. Hwoarang 9. Doctor Boskonovitch (Dr. B) 10. Eddy Gordo / Tiger Jackson 11. Paul Phoenix 12. Forest Law 13. Bryan Fury 14. Heihachi 15. Anna / Nina 16. Kuma/Panda 17. King 18. Gunjack 19. Xiaoyu - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - LEI WULONG ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ Lei has good mixups, but with one major weakness: they can almost all³ be blocked ducking! His WS moves are the main mid moves that work against ³ Gon. ³ ³ MOVES YOU CAN DUCK: Command Sequence ³ ³ 1. Razor Rush f,N+1,2,1,2, end with 3 or 4 ³ 2. Guard Melting Punches f,N+2,1,2,1 ³ 3. Rush Combo Razor Kick f,N+4,1,2,3 ³ 4. Razor Sweep Rave Spin d+4,4 ³ 5. Snake Stance moves ³ ³ Against Lei, stay low and you should be fine, as long as you watch ³ out for WS moves. ³ ³ JIN KAZAMA ³ ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ ³ Jin is a favourite character of many, but he's not that good against ³ Gon because his important moves miss. ³ ³ MOVES YOU CAN DUCK: Command Sequence ³ ³ 1. Wind Godfist CD+2 ³ 2. White Heron 1+4, 2, 4_d+4 ³ 3. Flash Punches 1,1,2 ³ 4. Spinning Demon u/f+4,4,4,4 ³ ³ There are a few moves to watch out for: ³ 1. CD+4,4 hits low first and can juggle Gon. ³ 2. Stomach Rush (f,f+2) hits mid. ³ 3. WS+2 will juggle you if one of your low moves is blocked. ³ ³ If your low move is blocked, do d+1 to try to stop his WS+2. If he ³ tries his unblockable, do the Nap to regain health. ³ ³ JULIA CHANG ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ Julia has good mixups with few high moves. But no Mad Axes against ³ Gon. ³ ³ MOVES YOU CAN DUCK: Command Sequence ³ ³ 1. 4,4,4 ³ ³ ³ Her Box & Arrow has different properties on Gon. On standard ³ characters, if the first 2 hits connect, the 3rd hit will always connect, ³ but this does not apply to Gon. ³ ³ Due to the slow start-up time of Julia's 1+2, you can time a Dino ³ Breath (also 1+2) against it. ³ ³ GON ³ ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ ³ Use only fast recovery and powerful moves (those rated 8 or above). ³ This is because even fast moves like a Lift-Off, when blocked, can lead to a ³ counterhit! ³ ³ MOVES YOU CAN DUCK: Command Sequence ³ ³ 1. Roger Punch b+1 ³ ³ You can also be thrown by another Gon, so you might want to keep out ³ of range, or duck when you see it - they are inescapable. ³ Gon. ³ ³ OGRE / TRUE OGRE ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ Playing with fire: ³ ³ 1) Hell's Flame (1+2) does only 1 damage to Gon. ³ ³ 2) Blazing Inferno (d+1+2) usually needs to be ducked, ³ but will miss against Gon. Note: Gon is not ³ invulnerable against it - if you jump into it you ³ will be hit! ³ ³ 3) Dino Breath (1+2) is very effective against True Ogre³ since he is so large. ³ ³ 4) In Ball Mode, if True Ogre uses fire on the ball it ³ will stun normal characters who block it, but this ³ does not work on Gon. ³ ³ ³ MOVES YOU CAN DUCK: Command Sequence ³ ³ 1. Owl Attack [True Ogre] while grounded 3+4 ³ ³ 2. Flash Punches 1,1,2 ³ ³ Use only fast recovery moves as the Ogre's have very good b+2 and f+2³ moves! Keep him blocking so that they can't use Just Frame Hunting Hawk ³ High. ³ ³ Since Gon cannot side roll effectively, Infinity Kicks ³ (WS+3,3, d+3_d/f+3, 3_d+3_u+3, 3_d+3_u+3 ...) are very good against Gon. The³ best countermeasure is to Nap (d+1+2). You'll start recovering health, and ³ the kicks will miss - even the low variant. ³ ³ No Wanning Moon (d/f,d/f+2+4) throw. An effective okizeme move is ³ Lunging Double Fist (f,f+1+2). It's not unblockable, but has a lot of range.³ If you are grounded you should quick recover and block immediately. ³ ³ MOKUJIN ³ ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ ³ Mokujin shouldn't intimidate you. You don't know who they are ... but ³ neither do they! ³ ³ Mokujin cannot be: ³ ³ a) Gon ³ b) Ogre / True Ogre ³ c) Dr. B ³ d) Anna ³ ³ If Mokujin is carrying a sword then it's Yoshimitsu. ³ ³ YOSHIMITSU ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ Look out for Yoshi Flash (b+1+2), if you are hit they get a Pogo hit ³ afterwards. Pogo Stance is very good against Gon, as most moves will not ³ work against it. There are two main strategies against it. ³ ³ 1) Use Lift-Off or Spin Cycle against it. They're mid moves but work.³ ³ 2) Side roll a few times and then nap. Yoshimitsu will be off-axis ³ and cannot hit you. ³ ³ HWOARANG ³ ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ ³ Don't get launched by CD+4 Sky Rocket, as there are many juggle ³ possibilities. ³ ³ MOVES YOU CAN DUCK: Command Sequence ³ ³ 1. d+4,4 ³ ³ If Hwoarang does his flamingo sidestep, use a move that hits all ³ around you, such as Helicopter or Spin Cycle. ³ ³ DOCTOR BOSKONOVITCH (DR. B) ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ Dr. B has lots of low and mid moves, but if you keep him on the ³ ground with moves like Dino Breath, Armadillo Attack and Clean Sweep you can³ win easily. ³ ³ Dr. B cannot stand or block very well, so use small pokes. ³ Alternatively, if he is staying grounded you could always Nap. ³ ³ Gon's moves cannot be "ducked to true stance". ³ ³ EDDY GORDO / TIGER JACKSON ³ ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ ³ Block low. ³ ³ PAUL PHOENIX ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ Paul will most likely use his Tile Splitter (d+1) with it's low and ³ mid variants. QCF+1, which is high, hits Gon, but his mid Death Fist misses.³ ³ MOVES YOU CAN DUCK: Command Sequence ³ ³ 1. Death Fist QCF+2 ³ ³ ³ Paul's unblockable (b+1+2) misses Gon, while Law's d/b+1+2 will hit. ³ ³ FOREST LAW ³ ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ ³ Watch out for the "Half Junkyard" - b+2,3,[4] and very quick recovery. ³ It's a good poke, and it starts mid and ends low. The optional third hit can ³ be used if you try to interrupt it, but it's still possible to do a quick ³ poke. ³ ³ Dragon Tail (d/b+4) will hit Gon while he is grounded. Quick Recover ³ (u/b+2) and low block. ³ ³ Paul's unblockable (b+1+2) misses Gon, while Law's d/b+1+2 will hit. ³ ³ BRYAN FURY ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ Bryan can use d/f+3, which leads to some powerful combos, and can ³ also use f,f+3 as his main mid move. ³ ³ His b+1+4 and faster, weaker f+1+4 unblockables will hit Gon. ³ ³ HEIHACHI ³ ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ ³ Heihachi has a mid hitting WGF, so be careful. He also has the Tile ³ Splitter (d+1, b+2). His Hellsweeps (start with CD+4) are good as they can ³ have a mid component, so you can't just duck. ³ ³ You can hit him out of his d+1+4 unblockable (which hits Gon) any way ³ you like, as his automatic right kick counter does not apply against Gon. ³ ³ ANNA/NINA ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ Can't be slapped. ³ ³ KUMA/PANDA ³ ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ ³ Stay close so that he can't use moves like f,f+2 and f+1+2 which are ³ are slow, and because the Bear Cannon (f+1,1,1) starts with two high hits. ³ ³ Lift-Off juggles don't launch very high because of Kuma's size, but ³ you do have more okizeme opportunities. ³ ³ The Overhead Smash (1+2), like Law's Dragon Tail, hits Gon even if ³ he's grounded, so you should Quick Recover. ³ ³ Kuma does not have many low moves. d/f+2,1 is good, as is Salmon ³ Hunting (b,f+2+3) which appears mid, but is actually low and does 60 damage. ³ ³ KING ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ Practice against the Alley Kick mixups. ³ ³ GUNJACK ³ ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ ³ Use the strategies used against Kuma / Panda. Also, if Gunjack does ³ the unblockable 3+4 move you should run towards and under Gunjack, and then ³ do whatever you prefer such as Dino Breath (1+2) after the move completes. ³ You could also side roll to avoid the move. ³ ³ XIAOYU ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ Xiaoyu cannot block while in stances, so attack often. Use tracking ³ moves like Clean Sweep (f+3,3) and Woodpecker. ³ ³ If Xiaoyu is ducking and blocks a Clean Sweep, you can't be hit by a ³ WS+2 juggle (whereas most characters will), but a WS+4 kick will hit so ³ don't use Clean Sweeps in an overly predictable way. ³ ³ ³ Xiaoyu's 1,2, as a high move, does not work. However, X Marks The ³ Spot (f,f+1+2) does, and works as okizeme. ³ ³ Taunts and parries don't work against Gon. ³ ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ [C]1. _ _ _ ___ _ __ ___ _ _ ___| |__ __| | __ _ ___| |__ / __| '__/ _ \| | | |/ __| '_ \ / _` |/ _` / __| '_ \ | (__| | | (_) | |_| | (__| | | | | (_| | (_| \__ \ | | | \___|_| \___/ \__,_|\___|_| |_| \__,_|\__,_|___/_| |_| The sequence f,N,d,d/f executes a crouch dash, just like the Mishimas. Unfortunately, it's not quite as useful as Gon can only do mid moves out of it - the Shoulder Nudge or WS moves. However, with Crouch Dash Cancelling you can do any move! The basic technique is f,N,d,d/f,f + move. For example, to do a crouch dash into Deer Strike, it's: f,N,d,d/f,f, f+1+2 You could also do a very quick forward dash: f,N,d,d/f,f,f If you cancel a crouch dash into another one, you get a Wave Dash, though it's quite hard to do: f,N,d,d/f,f, f,N,d,d/f,f Mix up low and mid moves such as Battering Ram and Lift-Off, or use the inescapable throws. [C]2. _ _ _ _ _ _ _ __ _ ___ _ __ __ _(_) |_| |__ | |_| |__ _____ _(_)_ __ __| | / _` |/ _ \| '_ \\ \ /\ / / | __| '_ \| __| '_ \ / _ \ \ /\ / / | '_ \ / _`| | (_| | (_) | | | \\ V V /| | |_| | | | |_| | | | __/\ V V /| | | | | (_| | \__, |\___/|_| |_| \_/\_/ |_|\__|_| |_|\__|_| |_|\___| \_/\_/ |_|_| |_|\__,_| |___/ After Gon with The Wind is executed, Gon cannot move while he recovers. During this time he is very vulnerable to attack. However, you can cancel this recovery phase (hence making yourself safer) by executing another move. This make the move more unpredictable. For example, an opponent may wait for the move to finish, before coming in for the attack. You can do Gon with The Wind, then f+3,3 afterwards, tripping the opponent as they come in. Spin Cycle also works well. It will appear that Gon executes the move and then the Spin Cycle in one fluid attack. It's very effective because it hits side stepping characters, and does 40 damage. You can also do a Gon with The Wind after one - because Gon does not need to turn around it will be faster, but not infinite - a d+4 can hit Gon out. Other possible moves are Roger Punch, and Infinite Woodpecker. [C]3. _ _ _ _ __ __ _ | |_ __ _(_) |___ _ __ (_)_ __ \ \ / _(_)_ __ ___ | __/ _` | | / __| '_ \| | '_ \ _____\ \ |_| | '__/ _ \ | || (_| | | \__ \ |_) | | | | |_____/ / _| | | | __/ \__\__,_|_|_|___/ .__/|_|_| |_| /_/|_| |_|_| \___| |_| Also known as the Rising Gonfist. The Tail Spin -> fire is similar to a string, because it consists of multiple hits, none of which are guaranteed. It does around 60 damage if all the hits connect, and a Spin Cycle can be done afterwards, giving a total of 97 damage (however, since the first hit is special mid, unless they advance into it or are otherwise hit by it you will not do the maximum damage). The weak part of this move is the fire launcher. Even if the previous hits hit the launcher will still not definitely hit - if you have been hit by the tail spins you can still active block it. As an air move, you are very vulnerable as you come back down. However, the launcher is mid so it can't be blocked ducking. If the move hit on a major counter, the launcher will always miss (both standing and low blocking) because the Tail Spins push them too far away. The move begins with a special mid hit - the move is SM,L,L,L,L,m - just like Heihachi's Hellsweeps (a similar move), however, the first move will not do block damage if blocked standing, unlike Heihachi's move which does. If you do not execute the launcher, the move recovers quickly and if they are anticipating the launcher and block standing, then you can do the Tail Spins again because they hit low (except the first hit). If the Tail Spins are blocked, your opponent will be twisted slightly. However, this is not very useful in practice, as they will active block or do moves that reorient them. [C]4. _ ___ _ __ __ _ ___(_)_ __ __ _ / __| '_ \ / _` |/ __| | '_ \ / _` | \__ \ |_) | (_| | (__| | | | | (_| | |___/ .__/ \__,_|\___|_|_| |_|\__, | |_| |___/ and poking ______________________________________________________________________________ 1. S P A C I N G \............................................ spacing | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ CLOSE RANGE ----------- Here you can throw them and use your d+1 and f+1 moves. This is also the effective range of some of Gon's more powerful moves, such as Woodpecker and Lift-Off. With these two moves you can interrupt most poke sequences. Close range is useful because your opponent's low pokes like d+4 are best done at medium range, and also because Gon's throws are inescapable. MEDIUM RANGE ------------ This is just a dash away, and is also where lots of characters prefer to be. Moves like Kuma's Double Claw/Pancake Press (f+1+2) are best done from this range. Tactics against Gon usually rely on keeping Gon at this range. To get close to your opponent safely, you could use Dino Breath, a crouch dash, or Woodpecker. At this range you could also do on with The Wind to keep your opponent away to try and win on time. LONG RANGE ---------- Gon has an advantage with long range that most characters don't: Gon's infinite Shoulder Barge. Long range is not used very often. ______________________________________________________________________________ 2. P O K I N G \............................................... poking | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Gon's moves cannot be parried. f+3,3 Clean Sweep is a safe low move that keeps you standing and on guard. d+3 is another low swipe move that's slower. d/b+3 "kind of" looks like Roger's SS+4. 3 or b+3 Surprisingly, this move knocks down opponents with 17 damage. d+4 Bad Doggle is Gon's primary mid move from crouching. b+4 Gon with The Wind is classified as a poke because it can force people out out stances, and keeps them away. f+4 Another poke of no particular merit. 4,4,4,4,4 The famed Tail Spins, which can chain in a launcher. d+1 Peck their feet. Surprising effective. The d+1 is a useful move from crouching. While it's special mid, it will push Gon forward, keeping him in range where you can do another d+1. Woodpecker is also very effective due to it's stun and quick recovery. [D]1. _ _ _ | |_ ___ ___| |__ | |_ _ __ __ _ _ __ ___ | __/ _ \/ __| '_ \| __| '__/ _` | '_ \/ __| | || __/ (__| | | | |_| | | (_| | |_) \__ \ \__\___|\___|_| |_|\__|_| \__,_| .__/|___/ |_| - INFINITE WOODPECKER GROUND JUGGLE Countermeasure: Attack so that a major counter occurs. You'll then be pushed away. An infinite Guard Break and Woodpecker ground juggle is possible. First launch them, a Lift-Off is good. When they fall down, Guard Break (d/f+1+2) them which bounces them on the ground, and do all three hits of the Woodpecker, but timing it so that the last hit does NOT hit them. If it does they are too far away. Do another Guard Break which will bounce them again. Then do the Woodpecker, with the same timing conditions. You can also just keep doing Guard Break. Hit Analysis shows you as red. - INFINITE WOODPECKER ANTI-TECH Countermeasure: Don't try to stand up, or recover. Stay grounded. Hold f to walk towards your grounded opponent, and turn it into a f+1+2 (single Woodpecker hit) which will hit and ground them, and push them forward. Keep walking, when they are about to recover repeat process. Do not do more than the one hit or they will be pushed too far away. - CLEAN SWEEP ANTI-TECH Countermeasure: Don't try to stand up. You can however tech-roll. Hold f to walk towards your grounded opponent, and turn it into a f+3 (single Clean Sweep hit) which will hit them back down. Keep advancing and repeat process. Don't do more than the first hit or they will be hit too far away. If they tech-roll, you are still guaranteed two hits. - INFINITE RUN-IN Countermeasure: A well timed d+3_4 Ankle Tap. Or stay grounded. Gon's unblockable run-in shoulder barge can be done after a Dino Breath, but the attraction is: once an run-in shoulder barge hits, they are pushed sufficiently far away for another run-in shoulder barge. This is in effect an infinite cycle. - DINO BREATH OKIZEME Countermeasure: Attack so that it will be a major counter, where you will be pushed far away, out of Dino Breath range (they then get a free Infinite Run-In). If you opponent is grounded and fairly close, use Dino Breath and watch the fire. Then do another. Repeat as necessary. It is not possible to side roll, try to stand up or simply stay there, you will continue to be hit by the fire! But like the Demon Uppercut into Salmon Hunting trick for Kuma/Panda, it is escapable. [D]2. _ _ _ _ __ ___ (_)___ ___ ___| | | __ _ _ __ ___ ___ _ _ ___ | '_ ` _ \| / __|/ __/ _ \ | |/ _` | '_ \ / _ \/ _ \| | | / __| | | | | | | \__ \ (_| __/ | | (_| | | | | __/ (_) | |_| \__ \ |_| |_| |_|_|___/\___\___|_|_|\__,_|_| |_|\___|\___/ \__,_|___/ > Gon's moves cannot be parried or reversed, but "pseudo reversal" type moves are still effective. Examples are Xiaoyu's b+1, Yoshimitsu's b+1+4 and Gon's b+1+2 (Ogre's Ancient Guard b+1+2 has not been verified). > > In determing whether to juggle escape, look at the type of combo. If it is a repeating combo where they do the same move - for example, Julia's elbows - then you should not because it will only get you into range again. However, if the moves are different - for example, Jin's b,f+2,1,2 - then you should juggle escape. > > > Infinite Woodpecker (Delayed Woodpecker) Press f+1+2, 1+2, 1+2 but release forward after one of the hits is almost complete. Then restart the sequence, just like cancelling a crouch dash. Because the Woodpecker causes a stun when blocked, it's extremely difficult to interrupt this sequence. An example of a Woodpecker sequence is: f+1+2,1+2~f+1+2,1+2,1+2 The Infinite Woodpecker has extremely fast hits - in Practice Mode, they are considered to be part of a combo. When executed, if the first hit connects, the rest will hit, doing an infinite amount of damage and allowing you to win in around 4 seconds. You have to active block if you don't want to lose all of your vitality. When an infinite Woodpecker is used, you can mix up the sequence. For example, after the third (and final) hit of the Woodpecker, there is a small opportunity to try to poke you; if, however, you did f+1+2,1+2~f+1+2 ... (the example above), then the first Woodpecker actually stopped at two hits, and the second one starts. Since the 3rd and 4th hits are part of the same Woodpecker sequence, they flow almost perfectly and it is not possible to hit you out of it - if they try you will hit them. Woodpecker Reference: 1st hit = low damage (7). Fast, and pushes you forward a lot 2nd hit = medium damage (14). Comes straight after the 1st hit, so if you used the Infinite Woodpecker you will wrong foot and out-poke them. 3rd hit = medium/high damage (21). A slower, but still fast hit. If it hits, the opponent is pushed far away. You should not do the third hit if they have not been hit yet, otherwise they might poke you out afterwards (not of too much concern, but you want to out-poke them). You can do this hit if you want, there is no disadvantage and does extra damage and stun. Gon's Woodpecker is special mid - while it can be blocked standing, there is a guard stun. You should always block it ducking, where there is no guard stun for blocking. The infinite Woodpecker is better than F+1+2,1+2,1+2,1+2 (where you hold f+1 and then keep pressing 2) because: 1) You can mix up the Woodpecker, as explained above. 2) It appears to be faster. > > Stalling for Time At medium range, use Gon with The Wind. This will keep them away. If they are still at medium range, keep repeating, which is quite fast because Gon does not need to turn around each time. If they do get close, cancel the Gon with The Wind recovery with the u/b+1 variant of Lift-Off. This will allow you to retreat, and quite possibly juggle them. You can also use Run Around (b+3+4), Dopple Daley, or the Woodpecker. > Head Butt Glitch Try in Practice Mode. Choose Gon as your character and Hwoarang as the second character (the second character is unimportant; it's just traditional for the author to use Hwoarang). Jump back with Gon twice, then step forward one step and execute f,f+3+4. Gon will launch towards Hwoarang, but will be automatically parried - even though Gon cannot be parried! This occurs only at the arbitary distance that you can get through following the instructions above. However, you might need to change the distance slightly because you might do f,f+3+4 slightly differently and move too far forward. [E]1. Tekken _ _ _ | |__ __ _| | | | '_ \ / _` | | | | |_) | (_| | | | |_.__/ \__,_|_|_| .: BASICS .: There are two ways to kill your opponent in Tekken Ball: you can let the ball touch the ground on their side, or hit them with a charged ball. Block damage applies. You charge a ball by using certain moves. The individual power bars at the bottom of the screen indicate how much damage the ball will do. Unblockables do not add power, and Yoshi's sword, on contact with the ball, will actually hurt him and reset the ball. An unblockable will, however, make the ball powered (capable of causing damage) if and only if power has been accumulated in the power bar. When the ball hits, the opponent loses health, and BOTH power bars are reset. A basic punch will nullify the *current* power of the ball. This means the ball stops flashing and will not damage you, however, the accumulated power in the power bar stays and can be used in their next hit. The amount of damage the ball does depends on the ball setting. There are 3 different balls, Beach Ball (60% damage), Gum Ball (80%) and Iron Ball (100%). At the lower settings, letting the ball make contact with the ball is often much more damaging. At Iron Ball setting, a flaming (fully charged) ball is a one-hit KO if not blocked. .: SPACING STRATEGIES .: There are two positions you may be in: close to (or at) the line, or far back. Only the former option will be discussed in depth, as it is the most advantageous position. If you are close to the line, you can keep the opponent back and have the ability to choose between "hitting it short" (so that it makes contact with the ground on their side), or hitting it back, adding power. If you are far away, moves that pull you forward (like Paul's Death Fist) can be done slightly safer. Some characters like Lei need to stay back, so that their Razor Rush (or equivalent) can "chase" after the ball, adding damage. You can maintain your close spacing, and make them far away, using Dino Breath (1+2). Be in control of the ball. But sometimes you want them close - read below for details. .: BATTLE .: Gon does not have extremely powerful moves like Paul's Scissors Kicks (u/f+3,4) which do over 40 damage (more than the Deathfist). Nor does Gon have some great moves like Kuma does - Overhead Smash (1+2) can be done again if you missed the ball, and f+1+2 is fast and powerful, allowing you to control the centre. Gon does, however, have moderate moves and advantages. To start off the round, you should do a Spin Cycle. This will do 40 damage. This should be the only time you use this move, unless they hit it back straight, and slowly. It takes a long time to start. You could also wait for the ball to hover at it's high point, walk under, and nap, but Tekken Ball is not for pacifists. Your main arsenal for Ball is by virtue a contentious issue. Some people like to do d+1 pokes, using the background as a guide to the timing. Gon's will do the 8 damage as with all characters (except for Heihachi and Paul, who do it d/b+1). Unfortunately, his poke pushes him forward slightly, and has bad recovery. Successful strategies are to use Lift-Off all the time, and then use Gon with The Wind occasionally, or even Dino Breath. These moves, although they don't actually add extra power, can make it active again (if your power bar has any) and hit it back extremely quickly, which can surprise your opponent. All characters can do a simple punch (1_2) which will remove the current power from the ball and make it hover. You can then set up a powerful attack like Spin Cycle. Please note that the stored power in the power bar remains the same, even though the current power is mitigated. .: LIFT-OFF AIR JUGGLES .: Sometimes your opponent and you will both contest for the centre spot. This can be resolved in one of two ways. One is to use Dino Breath. But perhaps a better one is to hit them and the ball with Lift-Off, and keep repeating for as many times as it allows. You can effectively JUGGLE them with the ball, while using Lift-Off to charge up the ball. Lift-Off pushes them up sufficiently high. This juggle could be ended with a Spin Cycle, however, it can sometimes miss the ball. Keep hitting the ball; it can hit grounded or flying opponents, as charged balls will seek. I was once fighting against a good human player. We were both in the centre, on our last amounts of health. I was Gon, and took the initiative by trying to hit the ball (which had reset into the centre) with a Lift-Off. It missed, and my opponent hit me, whereupon I mid-air recovered, which lobbed the ball right over my opponent's head. Hence winning the match! Generally Mid-air Recover will not hit anything. .: MINOR ISSUES .: It is not possible to recover health in this mode, using Napping or other means. Yoshimitsu may stab himself as many times as he likes without suffering loss of health or earnings. If you throw them, you will have interesting side effects, but they do not lose health. Throwing the ball has not been confirmed, to be fixed in the next revision. True Ogre has some minor advantages with his fires (attack with fire, while charging the ball) but Gon is of course better (fire-proof). The stun normally associated with a ball hit with True Ogre's d+1+2 fire is not as evident (severely reduced), and 1+2 is also reduced in power. The Tekken Ball arena is Gon's home/native turf. That's why he's advantaged. [E]2. Tekken __ / _| ___ _ __ ___ ___ | |_ / _ \| '__/ __/ _ \ | _| (_) | | | (_| __/ |_| \___/|_| \___\___| MY PERSONAL ACHIEVEMENTS (with proof): Score: 138330 Force: 103 BOSSES: 1. Kuma 2. Kuma 3. Mokujin 4. Heihachi Tekken Force on the easy difficulty level can be completed simply by setting left punch onto auto-fire (applies for Law as well). However, if you want to master Tekken Force, and hopefully win on some higher settings than Easy, then some strategy is needed. The first point to remember is that there is a time counter. You have to get through the level quickly, or you will lose. Wave dashing is important, and what makes Gon one of the best characters to complete Tekken Force (as well as Tekken in general). You can quickly get through the level using wave dashing, it's the fastest way, and with crouch cancelling you can do any move you like. Other good techniques is the run-in and unblockable shoulder barge, but you lose momentum after the first hit. Armadillo Attack are also good options and will do sufficient damage on anything in it's path. Deer Charge is not recommended because it's riskier, and you will miss the chickens. Spin Cycle is a powerful move, hits opponents all around you (neutralising the flanking problem), and can hit several with good range. When back-turned, Badd Doggle will kill a Crow. Use quick, powerful moves like Woodpecker. Stay on your feet, which means no Lift-Off, WS moves, or juggles. The basic enemy does not have enough health to warrant wasting valuable time on a juggle. If you have moved through the level quickly, you can Nap to regain your health. This is a very useful trick, though don't recover more than 3/4 of your health, there may be chicken lying around the corner. Look at the progress indicator at the bottom of the screen. If you are near the end, there will be a boss and some chicken. When fighting the boss, use juggles, Spin Cycle, Woodpecker, and any other standard strategies. Keep them on the screen; you may need to retreat. [E]3. _ _ _ _ _ | |_(_)_ __ ___ ___ __ _| |_| |_ __ _ ___| | __ | __| | '_ ` _ \ / _ \ / _` | __| __/ _` |/ __| |/ / | |_| | | | | | | __/ / (_| | |_| || (_| | (__| < \__|_|_| |_| |_|\___| \__,_|\__|\__\__,_|\___|_|\_\ MY PERSONAL ACHIEVEMENTS AND DISCLAIMER: My Time Attack record for Gon is just under 5 minutes (but is my best time for Tekken3 in general). Therefore, you may appreciate konqrr's Time Attack guide instead. However, the technique outlined below is not at fault; it is theoretically capable of finishing Time Attack in 1 minute 20 seconds. The key to finishing Time Attack quickly is to use powerful moves. Unlockables are not powerful: a Woodpecker can do 50 damage in a few seconds, while a Dino Breath does 20. A Stomp Charge does 100, however, it takes several seconds to charge up, and much productivity is lost in the time taken to recover from the ground. The goal is to finish Time Attack in under a minute - perhaps not possible for Gon - which allows you 3 seconds each fight, 3 seconds x 2 fights x 10 rounds = 1 minute. The quickest way to damage them is to use Infinite Woodpecker. This will work for at least the first 3 rounds, and will kill them in just over 4 seconds, which makes it an incredibly powerful move (Yoshimitsu's suicide on a major counter can kill them in less than 1 second, while staying alive). What you should not do is wait after the Woodpecker for a counter opportunity; with Infinite Woodpecker, this is entirely unnecessary. When the computer learns to active block the Infinite Woodpecker, alternate to the Tail Spin -> fire, followed with the customary Spin Cycle. This will do 97 damage (the remaining 30 hitpoints can be removed by any method convenient). By switching between two "combos", you can win Time Attack. Something that people new to Time Attack don't seem to understand is that you can continue. Therefore, if you are losing then you should actually kill yourself as quickly as possibly (for Yoshi, it's easy). That way, you will not spend all 40 seconds of the round circling your opponent putting little pokes in between. Timing out is a very slow way to win. It is better to die in 10 seconds, and then kill them in 5 - that's only 15 seconds. There is no point in napping, because it takes too long. You may win the battle, but you lose the high score. Health is refreshed each round. Juggles are not very good, as they will take too much time to damage the opponent (esp. Julia's elbows). You won't find a use for Gon's unblockables - the exception may be FBT, when a powerful move like Spin Cycle is "tagged" on for reasonable, but not excellent damage. [E]4. _ _ _ ___ _ _ _ ____ _(_)_ ____ _| | _ __ ___ ___ __| | ___ / __| | | | '__\ \ / / \ \ / / _` | | | '_ ` _ \ / _ \ / _` |/ _ \ \__ \ |_| | | \ V /| |\ V / (_| | | | | | | | | (_) | (_| | __/ |___/\__,_|_| \_/ |_| \_/ \__,_|_| |_| |_| |_|\___/ \__,_|\___| MY PERSONAL ACHIEVEMENTS: From memory, 32 wins with Gon. First, read and try the above Time Attack strategies. If you can finish Time Attack, then that's 20 rounds of Survival Mode under your belt (or boxing gloves). The difference is that time is not a consideration. You may block, stall for time and nap as much as needed. The goal is to preserve your health, as you only get a small portion back. Preferably, all your victories are perfects, but obviously this will not always happen. Use more moves to add variety. Use the u/b+1 Lift-Off to strategically retreat while hitting an aggressive opponent. Use the FBT often, suprising it with a variety of powerful moves, and even the occasional nap if they are too far back. Woodpecker is always useful, if they are blocking often, use Dino Breath for "wake up" games. Use every Trick of Gon; don't feel guilty, the CPU learns, and remember it didn't insert coins. [F]1. _ ___ ___ _ __ ___ | |__ ___ ___ / __/ _ \| '_ ` _ \| '_ \ / _ \/ __| | (_| (_) | | | | | | |_) | (_) \__ \ \___\___/|_| |_| |_|_.__/ \___/|___/ This is not just a combo section, it also lists strings that may be of interest. The move names are not provided here, please consult the movelist. Most combos are original (since there are no other Gon FAQs), except the last group which is from the "tekken.net Gon Combo Exhibition Act 1". It is not actually an official transcript; I have transcribed it from the video. .: HOPKICK :. - u/f+3_4, u/f+3_4 - Forward Hopkick into Backward Hopkick This combo can be very difficult to time. Works with some other characters as well (eg Lei, Julia). - u/f+3_4, u/f+3_4, f+4 - 39 damage hopkick string This does more damage than u/f+3_4, u/f+3_4, u+1 but can be tech-rolled (it's not a true combo, but the u+1 variety can also be escaped by large characters). .: ADVANCED :. actually simple combos and strings ... - WS 1_2, WS 3+4 - While Standing Do a crouch dash instead if you don't like WS, it's the same. - u+1. f+3+4 - a basic 55 damage Lift-Off into Dino Drill COMBO If not timed properly, it is a string and does less damage. - f+1+2,1+2~f+1+2,1+2,1+2, u+1, u/f+4, f+1+2~f+1+2,1+2,1+2 A simple 10-hit string using the Infinite/Delayed Woodpecker. The whole string will connect after the first hit hits (combo property) unless they active-block. - u/f+4, 1, f,f,n, 1, f,f,n, 1, f,f+1+2, 1+2 The "DALTAMARE Gon Special"! - u+1, 1, f,f,n, 1, f,f,n, 1, f,f+1+2, 1+2 A variant of the above one. It's much harder to do. - u/b+1, 1+2 - 41 damage A guaranteed Dino breath leads to almost guaranteed okizeme and run-in opportunities. .: THE GON_AGAIN GON COMBO MOVIE :. which is not available - u+1, f+2+3 - ~55 damage A basic Lift-Off/Spin Cycle combo. - CD+1+2, u/f+4, f+1+2,1+2,1+2 A demonstration of the Shoulder Nudge, but not guaranteed. - CD+1+2, d/f+1+2, d/f+1+2, d/f+1+2 Doesn't actually do much damage, but it's impressive, and guaranteed. - d+4, 1, 1, 2, f,f,N,1, 4 - only for Julia Musourenka's "Bushin' Hell Chain Fist"! Why there's a Julia juggle in a Gon movie is beyond me... - 4,4,4,4,3+4, f+2+3 - Gon's most powerful string Tail Spin->fire and Spin Cycle string. See Section s14. - u+1, [f+1+2,1+2,1+2, d/f+1+2] [repeat] Infinite Woodpecker/Guard Break ground juggle. - u/f+4, 1, 2, f,f,N,1, 4 Musourenka's "Bushin' Hell Chain Fist"! This time done with a hopkick. Note that both variants are strings, not combos. - f+1+2,1+2,1+2~f+1+2 ... Infinite Woodpecker - u+1, u+1+2 - ~55 damage. For a nice relaxing nap to end the movie. .: tekken.net GON COMBO EXHIBITON ACT 1 .: u+1,u+1 WC d/b+3+4, 4 u+1, 1+2~1_2 3+4, 1,1,1,1 3+4, u+1 CD+1+2, u/f+4, 4,4,4,4 u/f+4, u/f+4, u+1 WS+2, f,f,N,1, 4 CD+1+2, f,f,N,1, f+4 WS+2, f,f,N,1, f+1+2,1+2,1+2 - Damage for combos is approximate. Timing might be important for some combos. .: JUGGLING MOVES :. u+1 Lift-Off Can be done u/b or u/f CD+1+2 Shoulder Nudge Done only to show off the crouch dash. WS+1_2 Standard WS Moves But sub-standard juggles. u/f,N,4 Kind of Strange Not the WS+4. You can try u/f,N,f+4. u/f+4_3 Hopkicks Don't bother with the left one. 4,4,4,4,4, 3+4 Tail Spins->fire A good launcher. 3+4 Low Blow Not much guaranteed afterwards. f+3,3 Clean Sweep Not much guaranteed afterwards. f,f+1+2,1+2 A.Attack to Deer Strike Not much guaranteed afterwards. WC d/b+3+4 Dopple Daley Finished with a 4 tail hit. .: STUN MOVES :. d/f+1+2 Guard Break These stun moves (when blocked) guarantee a Lift-Off juggle, or Hopkick, or even a Shoulder Nudge. - in air 3+4 Helicopter Due to some glitch, once they are stunned, if you immediately try to throw then they will actually be pulled towards you for a guaranteed, inescapable throw. - b+1 Roger Punch - f,f+1+2 Armadillo Attack - while grounded f,f+1+2 Somersault Forward For all three, try f,f,N before the Lift-Off - if you hit them too early they won't juggle. [F]2. _ ___ __ _| | _____ __( _ ) _ __ ___ __ _ ___ _ __ / _` | |/ _ \ \/ // _ \/\ '__/ _ \ / _` |/ _ \ '__| | (_| | | __/> <| (_> < | | (_) | (_| | __/ | \__,_|_|\___/_/\_\\___/\/_| \___/ \__, |\___|_| |___/ chart ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ d+3+4,4x4_D,D/F+4 Alley Kicks => Alley Kicks WR f+4,4,4 ³ ³ Alex & Roger have the advantage here, Gon can only do the Alley Kicks when ³ ³ running in, while Roger can do it "on-demand". Similar damage and ³ ³ properties, though, such as the sweep stun. ³ ³ ³ ³ d/f+1+2 Animal Headbutt => Guard Break d/f+1+2 ³ ³ Virtually identical in all aspects. Both have a guard stun with no ³ ³ guaranteed follow-ups. Gon's does not ground ducking opponents. ³ ³ ³ ³ CD+1+2 or F/C+1+2 Animal Smash => Shoulder Nudge CD+1+2 ³ ³ ³ Roger has an easy way to do it, Gon hasn't. Same anti-techroll, with ³ ³ similar properties. When playing Gon, you'll probably use it more often ³ ³ than with Gon, because he hasn't got an AGF. ³ ³ ³ ³ d/f+3+4 Frankensteiner => Frankensteiner d/f+3+4 ³ ³ Alex & Roger have an improved version, because they can throw the opponent ³ ³ over, which looks really nice. ³ ³ ³ ³ f,b,HCF+1 Giant Swing => right throw 1+3_2+4 ³ ³ This is an interesting one. Alex & Roger have a 70 damage Giant Swing, ³ ³ which is more than Gon's 40 damage, but less if the opponent tech-rolls, ³ ³ which is only 35 damage. So it really depends on how good your opponent is.³ ³ Gon's throw is slightly easier, but has less range. ³ ³ ³ ³ u/f+3+4 Jumping Knee Drop => 1-2 Crush u/f+3+4 ³ ³ Quite similar, I think Roger's version does more damage, but both are ³ ³ useful okizeme. I prefer Gon's Offensive Nap though, if only for style ³ ³ reasons. ³ ³ ³ ³ SS+4 Animal Sweep while grounded, u, to roll, then 3 ³ ³ Kind of look the same, with the same effect of tripping them. Gon can only ³ ³ do it as part of his recovery, not anytime. ³ ³ ³ ³ d/b+3 Tail Tripper => Clean Sweep f+3,3 ³ ³ Gon easily wins. Both have excellent recovery, keep you standing while ³ ³ doing a low move, but Gon has two hits, not just one (I think). ³ ³ Gon's d+3 looks the most like Tail Tripper, but is otherwise different. ³ ³ ³ ³ f,N,1 Windmill Punch => Roger Punch b+1 ³ ³ Both are the same, except that Roger gets the guaranteed AGF, and Gon gets ³ ³ the wimpy tail spins. No guessing which is better. ³ ³ ³ ³ u+3+4 Animal Jumping Sweep => Helicopter u+3+4 ³ ³ What is the point of a jumping move to a sweep... well Gon's Helicopter is ³ ³ multi-level, much better and improved, plus it has a GUARANTEED juggle if ³ ³ the last (low) hit connects! ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ ------------------------------------------------------------------------------