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
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Gallery



Throws
Commands
Specials
Supers
Normals
Commands
Specials
Supers
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.