Gaou
Background
placeholder
Introduction
Spacing and chip-damage are what this dragon's all about. Fast normals and a number of screen-controlling projectiles give you plenty of control over your opponent's next move, whether it be for zoning or set-play.
Normals
5A: Fast jab with good reach. Chains into auto combo 5AAA, as well as 2A/1A/5B/2B/6B/4B
1A: Fast low jab. Chains into auto combo 2AA, as well as 5B/6B/2B
2A: Slightly slower low jab with longer range. Low auto combo. Chains into 5B/6B/2B.
3A: Overhead stomp that bounces opponent. Cancellable into EX and Supers only.
5B: Absurdly fast heavy punch. Pushes Gaou forward. Cancellable.
4B: Shoulder tackle. AA. First hit cannot be teched, second cannot. Cancellable into EX and Supers only.
6B: Tail Whip. Knocks his opponent back on hit and block. Cancellable into EX and Supers only.
2B: Low sweep that slides him forward. Cancellable into EX and Supers only.
j.A: Jumping normal. Good falling hitbox.
j.?A Two feet. Crosses up.
j.B: Fist slam. Holding the button makes it stronger, and bounces opponent on release.
Autocombos
5AAA:3-hit combo that launches opponent. Can follow up with certain moves.
1AAA:3-hit low combo. Final hit pushes the opponent away. Cancellable into EX and Supers only.
j.AAA: Standard air chain.
Special Moves
236A: Fireball Your average fireball for vertical screen control.
- Fast recovery.
- Fast moving (about the same speed as yata's Fireball B).
236B: Flamethrower A 6-hit stream of fire.
- Range is about half-screen.
- Hits low.
- Does at least 100 in chip.
- Can combo after it on hit, and is safe on block.
- Can only combo into from juggle state.
236C: Big Fireball A 4-hit fireball.
- Effective for locking down.
- Can only combo into from juggle state.
214A/B: Living Liquid A/B Summons a pool of liquid the homes in on the opponent. Can be detonated by pressing C. Doing the input twice forms a greenish puddle. When activated it forms a multi-hit drill, but follows the same rules.
- Launches the opponent.
- Can be detonated at any time, so long as Gaou isn't getting hit or blocking.
- It also disappears when hit.
- Can be air-teched.
- B is the same as above, but formed half-screen away.
214C: EX Living Liquid A pool of liquid that traps the opponent for a period of time.
- Has a much larger hit-box.
- Immediately ends when other EX moves and Supers are used.
- Has an odd bug where tagging opponent in after it hits keeps tagged character from hitting bubbled character.
j.214A/B: Lightning Mine Leaves an aerial trap. Like the living liquid, it can be detonated. When left alone, it will create a larger explosion.
- When the opponent is hit, it creeps closer to them.
- Disappears when hit.
- B is the same as above, but formed half-screen away.
j.214C: EX Lightning Mine This mine cannot be detonated manually but fires a volley of tracking beams at the opponent.
- Disappears when hit.
623A/AB: Dragon Roll A movement attack that allows Gaou to flip forward into the air.
- A is higher, allowing him to avoid moves more easily.
- B is lowering, making it easier to move past his opponent.
It can be followed up with a number of commands during the animation.
- Pressing A will cause a head-stomp where he leaps high before quickly stomping down. It hits high.
- Pressing B will immediately lower him to the ground, and contains an armor point.
- Leaving it untouched will end in a low slide.
623C: EX Dragon Roll
- Initial Roll becomes a multi-hit move with quick start-up.
- Pressing A does a more-powerful head stomp that knocks the opponent to the ground.
- All other properties are unchanged.
Super Moves
236236Aplaceholder