Condor Heads

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

1 2 3

Throws

Body Slam /+or
Piledriver /+
Back Drop /+
Neck Hanging Tree +or
Head Crash +
Bear Hug +

Commands

Fumikomi Straight +
Body Press +
Heel Stomp +

Specials

Tomahawk Jack ++
++
Grand Buffalo Horn +
Sky Bridge +
Moonlight Slam +

Supers

Atlas Rock Buster +
Moonlight Shake + or

Normals

far
close
down
up
ub/uf
far
close
down
up
ub/uf
far
close
down
up
ub/uf
far
close
down
up
ub/uf

Commands

+
+
+

Specials

++
+
+
+

Supers

+
+ or

Overview

Condor is a slow grappler with powerful attacks and throws that make him a threat once he closes the distance. However, his limited mobility and lack of defensive options leave him vulnerable to characters who can zone him out.

Attack

Sky Bridge (236K): Your main meterless hit confirm.

Grand Buffalo Horn (66K): Goes through projectiles and helps close distance, but it's punishable on whiff or block. Use it safely after a knockdown.

Neck Hanging Tree (3A/B): A multi-hit command throw that launches the opponent, allowing a follow-up super (236236P).

Jumps: Use Heel Stomp (Air ↓+D) as your main jump-in. it's fast and stays active. Body Press (Air ↓+C) is great for crossups; mix with jB to stay in front.

Defense

Tomahawk (A+B+C) : Works as an anti-air and stops most projectiles (except Saizo's kunai). Cancelable from most normals, and allows a super juggle. Use with caution in neutral, some characters can easily punish it on whiff or block (Saizo, Dao-Long, Tia, Rila, Sho).

5A and close 5C: Super and special cancelable. Great for countering close jump-ins. Cancel anti-air close 5C or 5A into Tomahawk, then follow with a super juggle

Supers

Atlas Rock Buster (236236P): Has invincibility, making it useful as a wakeup reversal or to counter close projectiles. Can also be confirmed from light attacks.

Moonlight Shake (720P/K): Grabs at close range and deals significant damage.

Tips

Standing 720

This super can be used while standing by inputting (412369)x2 + P or K.

Kara cancels

Perform a kara Tomahawk by pressing A+B+C during 2A, 2B, 6C, or 5D, and a kara 360 by inputting 8P during 41236+C or 426+C.

Replays

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

  • all air normals into Super

Standing 720 Super

  • 412369 x2 + P

Rasen Kyaku

Overhead, unsafe on hit with long recovery. Punish with 360 grab.

Ryuuei Kyaku

A slide that must be canceled to be safe. At close range in the corner, punish with Super (236236P)

Yashagami

Be careful, your normal punish attempts might fail cause of saizo's super. If you have meter, use 236236P for a guaranteed punish.

5C

Close 5C hits low, while the far version has significant recovery, making it punishable even on hit.

Engetsuzan

punish wih super (236236P)

Saber Bash

Despite its animation, this move isn't an overhead. Punish with 2B or Super (236236P)

Flying Peach Bomber

Overhead, but if done too close, it will whiff and he’ll pass behind you. When used in a blockstring, there’s always a gap, regardless of the canceled normal.

Bonjour Shot

A projectile with a very slow recovery. Unsafe on block or hit, use 2B or 236236P.

Robin Liner

Unsafe, has slow recovery and no reversal properties. On hit, the light version leaves you standing, while the heavy version causes knockdown.

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, punish with super (236236P)

Killer Snake

Be careful, she can instantly follow with an invulnerable super.
Always use 2A as a punish :
- She’ll get hit if does nothing.
- Shine Beast: you'll have time to block.
- Bloody Fang: punish with Tomahawk.

Dynamite Kick & 2C

Both are safe on block and hard to whiff punish. 2C is strong to counter most of your approaches and can function as an anti-air. Dynamite Kick (6D) moves her forward and can lead to corner juggles.

Spinning Claw

hard to punish due to pushback. It remains active for a while and has priority over normals and some supers

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. Punish LK ver. with 5C. HK ver. has more recovery, if you're close enough, you'll have time to punish her with a neutral jump

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

dao-long's fireball, punsish at point blank with 2B. On corner punish with super (236236P) break with super: 2A x 2 > 2B x Kouryuu Ga

Senkyuu Tai

his invul. reversal anti-air, punish on block with a juggle combo. ex: 5C > Tomahawk > Super (236236P)

Riyuu Seishou

A combo ender and pressing tool that he usually follow with Super or projectile, the move allows him to chip and build meter in a safest way.

Senpuure Kyaku

slow anti-air command. If you're close enough, you can punish him on block with crouching Light Kick.

Shoutenchuu

Safe short jump Overhead, whiff punish with 214K

Houshin Renpa

Fireball super, can be used at mid range to punish your own projectiles

Shin Kyoku Ranbu

not overhead despide to jump animation. punish on block with dash > 5C

Tomahawk Jack

Tomahawk counters jumps, certain projectiles, and builds meter, but is easily punished on block or whiff with super (236236P).

Gran Buffalo Horn

Helps close distance from afar or during your knockdown. Use 2D to punish or whiff punish.

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

2C

Safe on block

Ranki Ryuu Geri

Unsafe on block, but can be followed by air fireball super to bait punish attempts. 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 > Tomahawk. 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

Unsafe at point-blank range. whiff punish up close with Grand Buffalo Horn (66K) or Super (236236P).

Geki Rekkou Ha

Safe on block. On whiff, you can counter it with your own super 236236P

Abdomen Step

Safe if used from afar but the startup gap can be punished. Up close, punish with 2B

Slash Sword

Safe at max range. At mid and close range, punish with 2D.

Punish Sword

Travels a shorter distance than Slash Words. It is also Safe at maximum range. At close range, punish with 2D.

Fire Breath

Punish LP version on block with jD and on whiff with super (236236P). For HP version, you can interrupt with any normals immediately after blocking the first or second hit.

Balloon Bomb

Overhead, whiff punish with 5C or Tomahawk. on block, punish with Super (236236P)

Cadabra Bomber

A Super that can go through projectiles up close. Punish with Super (236236P)

Shiva Dance

A Super with invincible startup that is safe on block.

Soul Spike

Ground Soul Spike isn't overhead, block low. Punish light version with 2B > 236236P. For heavy version, check her meter, she can use super right away. Punish with throw to avoid it.

Mirage Spear Kick

Safe on block

Rising upper

Reversal with fast recovery, hard to punish on whiff. At close range on block, punish with 5C.

Rapid Gale

She mostly uses it for okizeme. whiff Punish with Super (236236P) at mid range.

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

Her strong super that punishes projectiles and most whiffed specials. When she switches sides mid-air on block, quickly turn your character to punish.

Burning Revolver

slide to punish on block.

Cutlass Flasher

Overhead super, switches sides on block.

Horus Shade

Overhead, safe but has a slow startup, making it easily reactable. Whiff punish with Tomahawk or Super (236236P)

Death Shred

Hits twice on standing — second hit is an overhead. whiff punish or interrupt the second hit with 2B.

Deadly Claw

When executed close to you, the light version lands in the same spot, while the heavy version lands behind you. Punish at close range with Super (236236P)

Dash Knee

Special dash attack, only safe at max range. Punishable on block or hit with 2B.