Condor Heads is a Native American who wears chaps. Typically peaceful, he has been riled up recently and only fights to save his homeland from the evil Bai-Hu.
Colors
Gallery
Normals
Throws
Commands
Specials
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Supers
Condor is a high-damage grappler through his powerful throws. However, his limited mobility and lack of reliable defensive tools make it difficult for him to close the gap, leaving him particularly vulnerable against zoning characters.
Attack
Sky Bridge is your primary tool for simple combos, while Neck Hanging Tree allows you to launch opponents directly into a Super for massive damage.
To get close, use Grand Buffalo Horn to pass through projectiles, but be careful as it is easily punished on block or whiff.
For jumping attacks, Heel Stomp is a strong option since it stays active. Mix your opponent with Body Press for cross-ups or a regular jump to stay ahead.
Defense
Tomahawk (A+B+C) is your main anti-air and anti-projectile. when it hits airborne opponents, you can follow with a Super juggle. Use it cautiously, as characters like Sho, Saizo, and Tia can easily punish it.
Use 5A and close 5C to stop jump-ins at close range. For maximum damage, cancel these into Tomahawk and follow up with a Super juggle.
Supers
Atlas Rock Buster (236236P) is an invincible super, perfect for wakeup reversals or beating close projectiles. It is fast enough to combo easily from light attacks.
Moonlight Shake (720P/K) is a high-damage command grab.
Tips
Standing 720
(412369)x2 + P or K.
Kara cancels
Kara Tomahawk: Press A+B+C during 2A, 2B, 6C, or 5D.
Kara 360: Using Condor's 6C, input 41236+8C or 426+8C.
Replays
- lucasrocha2013 (Condor) vs Crooked (Dao-Long)
- JWonggg (Sho) vs SlamTownALPHA (Condor)
- arcadeshock (Condor) vs Jessali (Saizo)
- Zoukken (Sho) vs NerdMasqué (Condor)
- VickiViper (Sho) vs Moomaster (Condor)
Ressources
Meterless combos
- 2B > 236B
- 2A x 3 > 236B
- jB > 5D > 236D
- jD > close 5B > 2D
Metered combos
- 2A x 2 > 2B > Super
- 2A x 3 > 5B > Super
Throw confirms
- (close) 3A > Super
- (close) 3B > Super
Breakable combos
- 2A, 2A > 5B ❌ 66B
- 2B ❌ 2B
- 2B ❌ 236D
- 2B ❌ Super
- 2B ❌ 2D
- j2C > 2B ❌ 5D
Anti-air
- tomahawk > Super
- 5A > tomahawk > Super
- close 5C > tomahawk > Super
Air-to-air
- Any air normals into Super
Standing 720 Super
- (412369)x2 + P
Ryuuei Kyaku
A slide that must be canceled for safety (usually with a bomb). At close range, 2A can punish slide > bomb, but it requires precise timing.
Yashagami
Be cautious, Saizo’s super may prevent your punishes. If you have meter, use Super (236236P) for a guaranteed punish.
Engetsuzan
Punish with super (236236P)
Saber Bash
Despite its animation, this move isn't an overhead. Punish with 2B.
Flying Peach Bomber
Overhead, but if too close, it’ll whiff and he’ll pass behind you. In a blockstring, there’s always a gap, react with a normal.
Monsieur Crash
A move with up to 3 follow-up hits (rekka), each punishable. However, Pielle can delay each hit to bait your punish attempts.
Thunder Croiser
On block (cloase range) punish with super (236236P)
Killer Snake
Be cautious, she can instantly follow with an invincible super. Use 2A; it hits if she doesn’t move, and you’ll still block if she enters super. Tomahawk punishes Bloody Fang’s startup.
Quick Scratch
Light version is safe and can catch you off guard at mid and close range. You can whiff punish it with any normal. Heavy version is unsafe.
Wild Saver
Her reversal and break special. if you're close enough, punish with 5C > Tomahawk > Super
Shine Beast
On block, she ends up on the other side (at mid and close range). With practice, you can time your jump correctly to punish her
Bloody Fang
This super is not overhead despite the jump animation. punish with jump > body splash > Super (236236P)
Kouryuu Ga
On corner punish with super (236236P)
on hit, break with super, breakable combo: 2A, 2A, 2B x Kouryuu Ga
Senkyuu Tai
his invul. reversal anti-air, punish on block with a juggle combo. ex: 5C > Tomahawk > Super (236236P)
Senpuure Kyaku
slow anti-air command, sometimes used for pressure. If you're close enough, you can punish him on block with crouching Light Kick.
Shoutenchuu
Overhead, Safe on block. Whiff punish with 5C
Houshin Renpa
Fireball super, punish at distance with Grand Buffalo Horn (66K)
Shin Kyoku Ranbu
not overhead despide to jump animation. punish on block with a jump attack into a Super juggle.
Tomahawk Jack
Tomahawk counters jumps, certain projectiles, and builds meter, but is easily punished on block or whiff with super (236236P).
Gran Buffalo Horn
Only safe to block from maximum range. If closer, punish with 2D.
Atlas Rock Buster
Can be hard to punish on block due to pushback and fast recovery. If close enough, react to the first blocked hit with a throw.
2D
Unsafe up close, punish with 2B
Ranki Ryuu Geri
Ranki Ryuu Geri (236K) is unsafe on its own, but Sho can super cancel to stay safe and bait punishes. If you have meter, use Atlas Rock Buster (236236P) on super flash.
Onigawara
Safe on block. On hit, if canceled into 236K, you can break it with super (236236P).
Tobihizageri
Safe on block, but leaves him throwable up close. From afar, the startup gap can be punished with Tomahawk.
Sashikomi Kick
Whiff punish with 5A > Super. On hit, break with throw. Be careful, a whiffed divekick can lead into his air fireball super. If it does, counter on super flash with Atlas Rock Buster (236236P).
Rekkou Ha
Use Grand Buffalo Horn (66K) to punish at mid range, or Super (236236P) at close range.
Abdomen Step
Safe on block, whiff if used from afar with Tomahawk
Slash & Punish Sword
Safe at max distance. At mid and close range, punish with any normal.
Fire Breath
Punish the light version with a jump-in. The heavy version can be interrupted with any normal or Super (236236P).
Balloon Bomb
Overhead, whiff punish with 5C or Tomahawk. on block, punish with slide or Super (236236P)
Cadabra Bomber
A safe super with invincible startup. If you're close, you can use Super (236236P) to avoid the second part and punish.
Soul Spike
Ground Soul Spike isn’t overhead, block low. Punish light version with 2B > 236236P. For heavy, check her meter; she can use super right away. Punish with a throw to avoid it.
Rising upper
Has a short recovery and is hard to punish on whiff. At close range use 5C.
Rapid Gale
She mainly uses it for okizeme. At mid range, whiff Punish with Super (236236P).
Heel Break
It’s a 2-hit move, with the second being an overhead. Before it lands, punish or break with a throw, 214HK, or super.
Rapid Charge
She can use it to whiff punish your slower moves. On block, she switches sides mid-air, turn quickly to punish.
Burning Revolver
Punish with Grand Buffalo Horn (66K)
Cutlass Flasher
Overhead super, switches sides on block.
Horus Shade
Overhead, safe but has a slow startup, making it easily reactable. Whiff punish with 5A.
Death Shred
Hits twice; second hit is a safe overhead but with slow startup. Can be whiff punished with any throw or normal.
Deadly Claw
Light version lands in the same spot, heavy version lands behind. whiff punish with 5C, on block use Super (236236P)
Dash Knee
Special dash attack, only safe at max range. Punishable with 2B.








