Ninja Masters/Goemon: Difference between revisions

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Story:  
Story:  


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Having heard rumors of the Golden Palace, seeks it as the next target.
Having heard rumors of the Golden Palace, seeks it as the next target.
==Strategy==
As a thief, Goemon excells on both Hit n' Run and keepaway. Featuring good pokes, a low projectile, defensive moves and one of the best (if not the best) regular throw on the game, capable to get an excellent damage from it while escaping from dangerous situations.
'''Pros'''
'''+''' Chain Command Normals are great pokes
'''+''' Specials for both agressive and defensive game
'''+''' Regular Throw allows to get really good damage anywhere on the screen
'''+''' Supers are allowed to condition your opponent to avoid dangerous situations
'''Cons'''
'''-''' His best damage requires meter
'''-''' No really good combo chains outside hit confirms
'''-''' Mixups are extremely hard to do and not really worth the reward
'''-''' The weapon is more a handicap than anything else
'''-''' Can't really execute any pressure without getting punished
=Move list=
=Move list=
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Revision as of 15:18, 31 January 2021

Nm gaemon select.png

Introduction

Unarmed Weapon
Goemon-sprite1.gif Goemon-sprite2.gif

Story:

A lone-wolf thief who has kept the country astir.

Steals only from those who fill their pockets through bad deeds, however, and gives away the wealth to orphans and poor people.

Having heard rumors of the Golden Palace, seeks it as the next target.

Strategy

As a thief, Goemon excells on both Hit n' Run and keepaway. Featuring good pokes, a low projectile, defensive moves and one of the best (if not the best) regular throw on the game, capable to get an excellent damage from it while escaping from dangerous situations.

Pros

+ Chain Command Normals are great pokes

+ Specials for both agressive and defensive game

+ Regular Throw allows to get really good damage anywhere on the screen

+ Supers are allowed to condition your opponent to avoid dangerous situations


Cons

- His best damage requires meter

- No really good combo chains outside hit confirms

- Mixups are extremely hard to do and not really worth the reward

- The weapon is more a handicap than anything else

- Can't really execute any pressure without getting punished

Move list

Command Moves

Flying Kick

Dash Forward, df + HK

overhead


Long Palm Strike

f + LP

overhead; staggers opponent if it connects as an overhead


Charging

df + LP

overhead; staggers opponent if it connects as an overhead


Unarmed


Chained Weight

d + HP in air

overhead


Ball And Chain

d + HP

both hits must be blocked low

Hidden Chains

b + HP


Long Palm Strike

f + LP

overhead; staggers opponent if it connects as an overhead

Special Moves

Gogekiho

qcf+P (without weapon):

Goemon throws a spiked iron ball which rolls along the ground.

It hits low and is pretty fast.

The powered version is gold-coloured and has a " fire " effect when it hits.


Jitekkyu

qcf+P (with weapon):

Goemon shoots a fireball out of his cannon.

The powered version is larger and faster.


Kaensho

qcb+P (without weapon):

Goemon waves his arm and creates a trail of fire.

Works as anti-air; the powered version flashes various colours.


Bakuensho

dp, hold df +P:

Goemon throws a bomb at an angle while leaping backwards.

Good for finishing comboes.

The powered version is golden, and has a larger explosion.

This move can be held for a couple of seconds.

Note: If this is done when standing next to the opponent,

Goemon does not leap back; he pulls out the bomb and it blows up as soon as it touches the opponent.


Tekkyu Kaengoku

qcb, f+AB:

Goemon slams a large ball and chain on to the ground.


The powered version is gold coloured and quite damaging; it empties the super meter.


Tenchu Baku

qcf+K (three times):

Goemon hits the opponent for each consecutive " qcf + K " .


The last one knocks down. Easy to work in to comboes.


Savage Beating

rdp + D:

command throw.

Goemon punches his opponent away from himself.

If his weapon is drawn, he shoots them, instead.

Super Combo Ender

A,df+A,B,f + B:

Goemon hits the opponent several times, then throws them in to the air and blasts them away with a large energy punch.

Combos

Weapon Combos

Weapon Chains
-------------------- 
Punch Starters        
``````````````  
LP far     ---> HP (*)    -----> HP         ----> qcf + HP (E)
LP close     |  LK           |                    f + HP (O, E)
             |               |                    d + HK (_, E)
             |               |
             |               |
             |               --> LK         ----> HP       -----> qcf + HP (E)
             |               |                 |  f + LP (O, E)   f + HP (O, E)
             |               |                 |  d + HK (_, E)   d + HK (_, E)
             |               |                 |
             |               |                 |
             |               |                 -> HK       -----> HK (O, L, E)
             |               |
             |               |
             |               --> HK         ----> HK (O, L, E)
             |                  
             |
             |
             -> HK        -----> HK (O, L, E)


f + LP (O) ---> f + HP (O, E)


df + LP (O)---> HP        -----> HP         ----> HP       -----> qcf + HP (E)
                f + LP (O, E)    f + HP (SE)                      f + HP (O, E)
                                 qcf + HP (E)                     d + HK (_, E)


HP close (*)--> HP        -----> qcf + HP (E)
             |                   f + HP (O, E)
             |                   d + HK (_, E)
             |
             |
             -> LK        -----> HP         ----> qcf + HP (E)
             |               |   f + LP (O, E)    f + HP (O, E)
             |               |   d + HK (_, E)    d + HK (_, E)
             |               |
             |               |
             |               --> HK         ----> HK (O, L, E)
             |
             |
             -> HK        -----> HK (O, L, E)


Kick Starters
`````````````
LK close (_)--> HP        -----> qcf + HP (E)
             |                   f + HP (O, E)
             |                   d + HK (_, E)
             |
             |
             -> LK        -----> HP         ----> qcf + HP (E)
             |                |  f + LP (O, E)    f + HP (O, E)
             |                |  d + HK (_, E)    d + HK (_, E)
             |                |
             |                |
             |                -> HK         ----> HK (O, L, E)
             |
             |
             -> HK        -----> HK (O, L, E)   



HK close (*)--> HP (*)    -----> HP         ----> qcf + HP (E)
             |  LK           |                    f + HP (O, E)
             |               |                    d + HK (_, E)
             |               |
             |               |
             |               --> LK         ----> HP       -----> qcf + HP (E)
             |               |                 |  f + LP (O, E)   f + HP (O, E)
             |               |                 |  d + HK (_, E)   d + HK (_, E)
             |               |                 |
             |               |                 |
             |               |                 -> HK       -----> HK (O, L, E)
             |               |
             |               |
             |               --> HK         ----> HK (O, L, E)
             |                  
             |
             |
             -> HK        -----> HK (O, L, E)


Unarmed Combos

Chain Attacks 
-------------
Punch Starters        
``````````````  
LP far     ---> HP (*)    -----> HP         ----> f + HP (O, E)
LP close     |  LK           |                    d + HK (_, E)
             |               |
             |               |
             |               --> LK         ----> HP       -----> f + HP (O, E)
             |               |                 |  b + HP (E)      d + HK (_, E)
             |               |                 |  f + LP (O, E)  
             |               |                 |  d + HK (_, E)
             |               |                 |
             |               |                 |
             |               |                 -> HK       -----> HK (O, L, E)
             |               |
             |               |
             |               --> HK         ----> HK (O, L, E)
             |                  
             |
             |
             -> HK        -----> HK (O, L, E)


f + LP (O) ---> f + HP (O, E)


df + LP (O)---> HP        -----> HP         ----> HP       -----> f + HP (O, E)
                f + LP (O, E)    f + HP (SE)                      d + HK (_, E)
                                                                  


HP close (*)--> HP        -----> f + HP (O, E)
             |                   d + HK (_, E)
             |
             |
             -> LK        -----> HP         ----> f + HP (O, E)
             |               |   b + HP (E)       d + HK (_, E)
             |               |   f + LP (O, E)   
             |               |   d + HK (_, E)
             |               |
             |               |
             |               --> HK         ----> HK (O, L, E)
             |
             |
             -> HK        -----> HK (O, L, E)


Kick Starters
`````````````
LK close (_)--> HP        -----> f + HP (O, E)
             |                   d + HK (_, E)
             |
             |
             -> LK        -----> HP         ----> f + HP (O, E)
             |                |  b + HP (E)       d + HK (_, E)
             |                |  f + LP (O, E)     
             |                |  d + HK (_, E)
             |                |
             |                |
             |                -> HK         ----> HK (O, L, E)
             |
             |
             -> HK        -----> HK (O, L, E)   



HK close (*)--> HP (*)    -----> HP         ----> f + HP (O, E)
             |  LK           |                    d + HK (_, E)
             |               |
             |               |
             |               --> LK         ----> HP       -----> f + HP (O, E)
             |               |                 |  b + HP (E)      d + HK (_, E)
             |               |                 |  f + LP (O, E)   
             |               |                 |  d + HK (_, E)
             |               |                 |
             |               |                 |
             |               |                 -> HK       -----> HK (O, L, E)
             |               |
             |               |
             |               --> HK         ----> HK (O, L, E)
             |                  
             |
             |
             -> HK        -----> HK (O, L, E)

Deadly Move

Rekka Messtusyo

b, dp + AC:

Goemon makes a burst of fire appear in his hand, then does a flaming swing.

Super Deadly Move

Secret Arsenal

rdp, f + AC (without weapon):

Goemon lifts his arms and lets a variety of pointy implements on chains spring out of his sleeves.

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Goemon
Houoh
Kamui
Karasu
Kasumi
Natsume
Nobunaga
Raiga
Ranmaru
Sasuke
Tenho
Unzen