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.
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Throws
Commands
Specials
Supers
Normals
Commands
Specials
Supers
Overview
Condor is a slow grappler who shines in close range with his powerful attacks and throws. However, he lacks mobility and has few defensive options, making him vulnerable against characters who can zone him out.
Attack
Sky Bridge (236K): This is your main meterless hit confirm.
Grand Buffalo Horn (66K): His slide goes through projectiles, helping him close distance, but it's easily punishable on whiff or block. You can use it safely when the opponent is knocked down.
Neck Hanging Tree (3A/B): A command throw that hits several times and sends the opponent flying, letting you continue the combo with a super (236236P).
Jumps: Use Heel Stomp (Air Down+D) as your main jump-in. It’s fast and stays active. Another good option is his Body Press (Air Down+C) for crossups (mix with Jump B if you want to stay in front)
Defense
Tomahawk (A+B+C) : It serves as an anti-air and can stop projectiles (except Saizo's kunai), and is cancelable from most normals. If it hits airborne opponents, you can follow up with a super juggle. However, use it cautiously in neutral, as Saizo, Dao-Long, Tia, and Sho can punish it on whiff or block.
5A and close 5C: Super and special cancelable. Useful for hitting close jump-ins. Cancel anti-air close 5C or 5A into Tomahawk, then follow up with a super juggle.
Supers
Atlas Rock Buster (236236P): It has invincibility frames, making it useful as a wakeup reversal or for countering projectiles up close. It can also be confirmed after light attacks
Moonlight Shake (720P/K): It grabs the opponent from 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
You can perform a kara tomahawk by inputting 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
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Saizo
Rasen Kyaku
Overhead, negative on hit and block with a long recovery.
Leaves ample time for punishment.
Saizo rarely resorts to this move unless finishing off his opponent.
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
Yashagami HP knocks down opponents, while Yashagami LP serves as a reversal and anti-air.
This move must be canceled into a super due to its negative frames on hit and block.
Be cautious on block; Saizo still has a few frames to execute a super,
causing hesitation in your usual punishment.
In such instances, your Super (236236P) ensures 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)
Pielle
Saber Bash
Despite its animation, this move isn't an overhead.
Punish with 2B or Super (236236P)
Flying Peach Bomber
This one is an overhead, but if done close to you, it will whiff, and he'll pass behind you.
When used in a blockstring, there's always a gap, no matter which normal move it was canceled from.
Bonjour Shot
A projectile with a very slow recovery.
You can punish it from the other side of the screen with your Super (236236P).
At close range, punish on block or hit with 2B or cr.HP.
Robin Liner
An anti-air special with slow recovery and no reversal properties...
On hit, LP version keeps you standing for a punish, while HP version knocks you down.
Monsieur Crash
A three-hit move, easily punishable. However, Pielle can delay each hit to counter your punish attempt.
Merci Un Deux Trois
An aerial dive that can deceive your anti-air or jump.
When you block all 3 hits, Pielle passes behind you. Punish with 2B
Super Rose
A super that crosses the entire screen with a wide hitbox, useful for countering jump attempts.
Thunder Croiser
On block, punish with super (236236P)
Rila
Dynamite Kick
Killer Snake
Killer snake isn't an overhead, so block low.
The HK version passes through projectiles and sets up her super.
It's negative on block, but she still has frames to input her invulnerable startup Super.
On block, always react with 2A, it will punish if she does nothing.
In case she use Shine Beast Super, just block. if it's Bloody Fang, tomahawk will hit her startup frames.
Spinning Claw
hard to punish due to pushback. It remains active for a while and has priority over normals
and some supers
Quick Scratch LP
Very fast, can catch you off guard at mid and close range. You can punish it on whiff with any normal
Quick Scratch HP
Same as LP version unless it is minus on block, punish with 360 grab.
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)
cr.HP
Dao-long
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
Condor
Tomahawk Jack
Tomahawk is used as an anti-air or to defend against projectiles and build meter.
This move is easily punishable on block with super (236236P), which also punishes on whiff.
Gran Buffalo Horn
Passes through projectiles and helps close the distance against grounded opponents.
Punishable on hit and whiff with 2D
Sky Bridge
Punish with 5A at close range.
Atlas Rock Buster
Has invul. startup, useful for reversals, anti-airs, or ending combos.
Can be tricky to punish on block if not close enough due to pushback and quick recovery.
The key is to react after the first blocked hit; you can throw.
2D
punish with 2B
cr.HP
Sho
Onigawara
An overhead, safe on block, and cancelable from all of his close normals, making it a strong move.
However, it's punishable during its startup frames. It's also breakable with super (236236P) when canceled
into 236HK.
Tobihizageri
A pressing tool, safe on block, but depending on the range,
Sho might end up within your throw range or leave an opening in the knee animation where you can react with
Tomahawk.
Sashikomi Kick
This divekick is challenging to handle because it can be executed from any jump height.
Additionally, it is super-cancelable on hit, block, or whiff.
At high height and when Sho has no meter, you can reliably counter it with your anti-air (cr.HP or 5A).
It is also breakable with throw (though throw can be countered by sho's reversal 214HK)
Rekkou Ha
A basic fireball that can be punished when blocked at point-blank range.
Ranki Ryuu Geri
Ranki Ryuu Geri is tricky as it can be followed by air super (Geki Rekkou Ha).
However, it's still minus on block. If you have meter punish at super flash with Atlas Rock Buster (236236P)
Geki Rekkou Ha
Maherl
Abdomen Step
This short step is punishable with 2B if he is very close to you.
It's safe if it was canceled by 5B (5B creates a slight pushback).
However, you can always break or whiff punish with Super (236236P)
Slash Sword
This attack can reach you from very far away.
Safe at maximum 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.
Tia
Normals
All her normals, even 2D, are safe on block, boosting her offense.
Tia pressures Sho well with her dash attack, especially dash > 5D,
doubling as a powerful anti-air and setup for a super juggle.
To stop her dash attacks, Sho needs to quickly and preemptively input multiple 2B.
Soul Spike
Ground Soul Spike LK/HK are not overhead, block low.
Soul Spike LK has pushback and minimal recovery.
Condor 2B > Super (236236P).
Soul Spike HK has no pushback, making it easier to punish. Punish with 5C or a Throw.
Before attempting a block punish, check her super meter first.
Tia can counter with Burning Revolver. A throw is a guaranteed punish if she uses Soul Spike HK.
Mirage Spear Kick
Rising upper
Rising Upper LP is an anti-air reversal with quick recovery, making it difficult to punish on whiff.
It's invulnerability on startup allows her to pass through projectiles.
When blocked at close range, punish with 5C.
Rapid Gale
Her Fireball isn't ideal for zoning and has a slightly slow recovery. She mostly uses it for okizeme or
pressure.
at mid range, while dashing, you can react and jump to punish her. You can also use your Super (236236P)
at
backdash range.
Heel Break
After the first hit of the 2-hit sequence,
punish or break with a throw, 214HK, or super, especially since the last hit is an overhead.
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.
Alsion III
Horus Shade
An overhead that is safe but has a slow startup, making it easily reactable.
Punish on whiff with Super (236236P)
Death Shred
This one is also an overhead with a slow startup but has a larger pushback.
It's a two-hitter when the opponent is standing.
Second hit is overhead.
If crouched, whiff punish with 2B; standing, interrupt before 2nd hit with 2B.
Poison Fog
Close-range projectile for chip damage or pressure on your wakeup.
Deadly Claw
A teleport ending with an aerial strike, usable on the ground and in the air to counter your anti-air
attempts.
When executed close to you, the LK version lands in the same spot, while the HK version lands behind you.
Punish at close range with Super (236236P)
Dash Knee
A special dash attack that must be executed at the right spacing to be safe.
Punish on block or hit with 2B
Anubis Hug
Super projectile with invul. startup. Punish at close range with 2B
Pharaoh Dance
Super projectile with invul. startup. If you block it, he retreats very far.
Punish with Super (236236P)