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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

condor A
condor B
condor C
condor D

Gallery

1 2 3

Normals

All normals

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

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

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.