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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 4

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. His low mobility and limited defensive options make it hard for him to get in, especially against zoning characters. He requires strong matchup knowledge and a solid understanding of the game’s mechanics.

Attack

  • Sky Bridge: Use it for simple and reliable combos.
  • Neck Hanging Tree: Launcher that enables direct follow-ups into Super (236236P).
  • Grand Buffalo Horn: Pass through projectiles but punishable on block or whiff.
  • Jumps: Use Heel Stomp (j2D) to stay active longer, or Body Press (j2C) to cross-up.

Defense

  • Tomahawk (A+B+C): Essential anti-air and anti-projectile tool; enables Super juggles on airborne hits, but punishable by Sho, Saizo, and Tia.
  • Ground Anti-Airs: Use 5A or close 5C to stop close-range jump-ins.
  • Super Confirm: Cancel 5A/close 5C anti-airs into Tomahawk, then follow up with a Super juggle.

Supers

  • Atlas Rock Buster (236236P): Invincible startup frames. Great for wake-up reversals or beating projectiles. Easily converts from light attacks.
  • Moonlight Shake (720P/K): High-damage command grab super.

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

It must be canceled into a bomb and properly spaced to stay safe. At close range, punish slide > bomb with 2A (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, punish with 2A.

Merci un-deux-trois

Leaves a gap after the second hit, punish with 5C.

Thunder Croiser

On block (cloase range) punish with super (236236P)

Killer Snake

Be careful, she can instantly cancel into an invincible Super.
Punish with 2A, you’ll still block if she activates Super.
Note: Tomahawk can punish Bloody Fang on startup.

Quick Scratch

Whiff punish it with any normal. Heavy version is unsafe on block.

Wild Saver

if you're close enough, punish with 5C > Tomahawk > Super

Shine Beast

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 C > Super (236236P)

Kouryuu Ga

In the corner, use your Super (236236P) to punish.
Break: 236236P (if you opponent use it in long combos).

Senkyuu Tai

Unsafe on block. Punish with 5C or throw.

Senpuure Kyaku

If you're close enough, punish with 2B.

Shoutenchuu

Overhead, Safe on block. Whiff punish with 5C

Houshin Renpa

Punish at distance with Grand Buffalo Horn (66K)

Shin Kyoku Ranbu

It can be blocked while crouching, despite how the animation looks. Punish with a jump-in.

Tomahawk Jack

Punish on block or whiff with super (236236P).

Gran Buffalo Horn

Punish or whiff punish with 2D. Safe at max range.

Atlas Rock Buster

Hard to punish thanks to pushback and fast recovery. If close enough, after the first hit, punish with throw.

2D

Unsafe up close, punish with 2B

Ranki Ryuu Geri

Ranki Ryuu Geri (236K) is unsafe on its own, but Sho can follow with super to stay safe and bait punishes. If you have meter, use Atlas Rock Buster (236236P) on super flash.

Onigawara

Safe on block.
Break: 236236P (if your opponent use A+C > 236K).

Tobihizageri

Safe on block, but leaves him throwable up close. From afar, the startup gap can be punished with Super 236236P.

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. If used from a distance, whiff-punish with Tomahawk.

Slash & Punish Sword

Safe at max range. At mid and close range, punish with any normal.

Fire Breath

The light version can be punished by jumping in. Heavy version can be interrupted by any normal or by a Super (236236P).

Balloon Bomb

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

Cadabra Bomber

Safe on block. If you're close, 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, she can use super right away, use throw to avoid it.

Rising upper

At close range punish with 5C or 5D.

Rapid Gale

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

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 with a slow startup, making it easily reactable. Whiff punish with 5A. Safe on block.

Death Shred

Hits twice. The second hit is a safe overhead with slow startup. It 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

Safe at max range.
Punish with 2B.