Tekken 5: Ganryu
Version 0.2
Written by Skyrax (
[email protected])
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Table of Contents
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1. Updates/Why write a FAQ?
2. Legend
3. Movelist
a. Throws
b. Fighting Techniques
c. Stances
4. Combos
5. Strategy
6. Credits
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1. Updates
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0.3: Oh my goodness an update! Added 5.1 changes into the mix, added
some more frame data for moves and recovery. Also added a little to
Strategy.
0.2: Corrected some grammar and spelling, updated info on Tsuridashi
Lift(ff+1+4), Freight Train Combo(d/f+1,4,1), Rock Cleaving Palm(d+1),
Hammer Sumo Tackle(1+2,b+1+2) and Freight Train(d/f+4,1). Also added
more information in the Strategy Section.
0.1: Initial draft.
Why write a Ganryu FAQ?
-----------------------
Because Ganryu deserves some respect, damn it! People take a look at
the man and underestimate him. Bad move. Anyway, enough ranting. On
with the FAQ.
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2.LEGEND
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1 left punch 2 right punch
3 left kick 4 right kick
f tap forward F hold forward
d tap down D hold down
b tap back B hold back
u tap up U hold up
d/f tap down forward D/F hold down forward
d/b tap down back D/B hold down back
u/f tap up forward U/F hold up forward
u/b tap up back U/B hold up back
qcf quarter circle forward qcb quarter circle back
hcf half circle forward hcb half circle back
[ Notations ] -------------------------------------------------------
------
H high-level hit M mid-level hit
L low-level hit SM special-mid level hit
FC full crouch animation WS while standing up
N joystick in neutral iWS instant WS (d~d/b_d/f+any)
SS side step either way SSW side step walk
SSR side step to right SSL side step to left
WR while running , followed by
{ } escape command [ ] optional command
+ at the same time ~ immediately after
> or < delayed input a_b either move a or move b
splat impact with wall CH counterhit
BT backturned oki okizeme
PLD or FU/FA play dead position face up & feet away
KND or FU/FT knockdown position face up & feet towards
SLD or FD/FA slide position face down & feet away
FCD or FD/FT face down position face down & feet towards
Special Mid hits can be blocked standing or crouching.
Okizeme loosely means the art of hitting the opponent on the ground and
the mindgames that exist therein.
====================================================================
2b. ON FRAMES
====================================================================
I’ve added Frame Data to most of the moves here. What does this all
mean? Allow me to explain.
Tekken runs at 60 frames per second. Therefore each attack takes a
certain number of frames to execute, and another set of frames to
recover from after the attack. The fastest jab in the game executes in
8 frames.
For example:
b+1+2: Iron Headbutt
--------------------
Properties: H
Damage: 15
Frames to connect: 10
Frames on block: -15
Frames on Hit: +1
Frames on Counterhit: KD
From this, we can infer that the Iron Headbutt:
-executes in 10 frames, or 1/6th of a second. If an enemy throws out an
8-frame jab, the Headbutt will be beaten out IF THE MOVES WERE STARTED
AT THE SAME TIME.
-If the enemy blocks the Headbutt, Ganryu is unable to do anything
(attack, block, etc) for 15 frames (he is at a disadvantage).
-If the Headbutt hits normally, Ganryu recovers 1 frame faster than his
opponent.
===This extra frame means that anything the opponent does immediately
after being hit comes out 1 frame slower (an 8-frame jab becomes a 9-
frame jab, for example). Depending on how much advantage you get after
an attack, certain moves become less risky.===
-If the Headbutt hits as a counterhit (i.e. in the middle of the
opponent’s attack), the opponent will be knocked off their feet.
===KD does not necessarily mean that the opponent instantly hits the
floor; it can refer to launching the opponent so they can be juggled.
This just means that there is no real frame measurement since the
opponent has to go through a certain sequence (rolling, getup kicks,
etc) to get back up again.===
====================================================================
2c. 5.WHAT?
====================================================================
There have been 2 updates to the basic Tekken 5 arcade game since it’s
debut. As I get more information on the changes I will try and add them
here.
TEKKEN 5.1
----------
Tekken 5.1 changed the properties of certain moves of the characters:
making some moves more risky, less risky, hitting at a different level,
etc. There was little to no cosmetic change to the system, except that:
-the lifebar was changed to a different color
-some sound effects were altered.
-A big shiny Tekken 5.1 sticker on certain arcades
TEKKEN 5: DARK RESURRECTION
---------------------------
Tekken 5: Dark Resurrection (or DR for short) is a newer patch for the
game. It was released in the US April of 2006, and as of this writing
its still hasn’t achieved full saturation (no-one in Nebraska has one
yet). It is slated for a PSP release late 2006.
This update added:
-three new characters
-tons of new stages (there are about 35 now)
-new music
-a new look for Jinpachi (he bleeds lava. LAVA!)
-new announcer
-all the customizations and extra outfits of the PS2 version
-new items for customization
-revamped monetary system(?)
-new moves for everyone
-move properties changed again
-A great big DARK RESURRECTION subtitle on your arcade screen
Word to the wise though: stay the heck away from Sioux City if you plan
on enjoying your DR experience.
====================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~REQUEST~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
====================================================================
Seriously, people, something I noticed is that people tend to hide all
their Ganryu strategies and tips for their own use. This only hurts the
Ganryu community, because ultimately we can’t figure out new stuff when
our old stuff is foiled. Give a hoot, read a book. Wait, I mean, help
everyone help each other and let me know where I’m wrong and where I’m
right. Please!
=====================================================================
3. MOVELIST
=====================================================================
At a glance:
THROWS
Unless otherwise noted, all throws hit high.
============
FRONT THROWS
============
1+3_F+1+3: Body Slam
-------------------
Escape: 1 as throw connects.
Damage: 35
Frames to connect: 10
Ganryu picks the opponent up by placing one hand over their shoulder
and the other between their legs and flips them to the other side,
slamming them on their back.
It’s a throw: unblockable high-hitting attack that can be escaped with
the right button press at the right time. The f+1+3 version has much
greater range than the basic 1+3. This is a good thing. Ganny also has
a good oki game if the opponent chooses to rise the wrong way.
This throw and 2+4 will make Ganny switch sides with the opponent.
2+4_F+2+4: Sumo Scoop
---------------------
Escape: 2 as throw connects.
Damage: 35
Frames to connect: 10
Ganryu pulls the opponent towards him, then tilts forward on his left
leg to pin them to the ground. As they fall, Ganryu bodyslams them,
then rolls off them, hitting twice.
The opponent is left sideways to Ganryu when the throw animation ends.
The recovery is the same as 1+3, which means that any kind of oki will
require tight timing unless the opponent does something stupid.
ff+1+4: Tsuridashi Lift
-----------------------
Escape: 1+2 as throw connects.
Damage: 20
Frames to connect: 13
Ganryu grabs the opponent a little below the waist and lifts them up.
He then takes a few steps forwards, crushing the opponent while
walking.
The throw does the least damage in the game next to King’s Irish Whip
follow-ups. I’ve yet to see a practical use for the move. It could
possibly grant a little frame advantage, since the opponent is left
standing after the move is completed. It does require a double break,
which means that it is less likely to be broken than some of the other
throws. Personally, I would stick with ff+2+3 for 1+2 breaks, since it
does twice the damage.
Update: I’ve done some fooling around, and I have to recant on my
earlier stance. ff+1+4 is actually quite effective if you’re playing a
consistent frame game, since you end up with an 8+ frame advantage,
which means that several things like d+1+2 and b+1+2 are
uninterruptible after you land it. This means you can mixup the throw,
f+2~1, d+1+2, and other moves to keep your opponent on the defensive.
Good stuff.
ff+2+3: Jizo Hug
----------------
Escape: 1+2 as throw connects.
Damage: 40
Frames to connect: 13
Ganryu grabs the opponent by the neck with his left hand and violently
slams them to the floor.
Solid throw does more damage than a basic throw, and it’s a double
break. Mix this up in your throw game to keep your opponent guessing.
And advantage of the motion for the move is that you can perform
several moves out of the ff motion to set up the throw. And it leaves
the opponent in a favorable oki position.
===========
SIDE THROWS
===========
1+3_F+1+3_2+4_F+2+4 at opponent’s LEFT side: Upper Stream
---------------------------------------------------------
Escape: 1
Damage: 40
Frames to connect: Dependent on input
Ganryu grabs the opponent by the waist and throws them just a little
past ¾ of the screen’s length.
As much as I admire his ability to toss people real far, the move
leaves the opponent so far away that oki is impossible. It does mean,
however, that they have to fight to get back towards you again.
1+3_F+1+3_2+4_F+2+4 at opponent’s RIGHT side: Crotch Slam
---------------------------------------------------------
Escape: 2
Damage: 40
Frames to connect: Dependent on input
Ganryu slips a hand underneath the opponent’s right arm to throw them
off balance and then tosses them the same distance as the Upper Stream
throw.
The same problems exist with this throw as in the Upper Stream throw.
Same damage too.
===========
REAR THROWS
===========
1+3_2+4: Reverse Choke Slam
---------------------------
Escape: None
Damage: 40
Frames to connect: 10
Ganryu grabs the opponent by the neck and hurls them face-first to the
ground with great strength. It’s a back throw; nothing more to be said
about it. Inescapable, a bit low on damage, but if you get it off it’s
assured.
F+1+3_F+2+4_ff+2+3_ff+1+4: Okurigake
-------------------------
Escape: None
Damage: 40
Frames to connect: 13
Ganryu grabs the opponent by the waist, kicks their ankles from under
them so they fly forwards on their face, and crushes them underneath
his bulk. A funny throw to watch in action, and it’s often more likely
to connect than the Reverse Choke Slam. This move is guaranteed if the
second hit of ws+1+2,1+2 hits a BT opponent. Then again, there is a
combo that does double the damage off that same setup, but this one
require less effort.
==============
SPECIAL THROWS
==============
I’m listing this separately because it warrants it. One of Ganryu’s new
additions is the Uniting Hand Clamp, a move that allows him to utilize
one of six (yes, six) follow-ups, making it one of the trickiest moves
to escape if you’re good at mixing up your throw options.
ff+2: Uniting Hand Clamp
------------------------
Property: M
Escape: None
Damage: 12
Only shifts to throw when it hits a standing or crouching opponent.
Otherwise it is a single attack. See follow-ups.
Ganryu steps forwards and performs a horizontal slap with his right
hand. If it hits an opponent who is standing or crouching, he will move
closer to them, grab them by the waist and assume a hunched stance. If
you enter no command, Ganryu will release the opponent after a second
or so. Since the Hand Clamp is an attack throw it has no escape;
however the followups can be escaped.
The move by itself is quite unsafe. If blocked or whiffed, Ganryu is
unable to block or do anything for at least 14 frames. This is enough
for most punishers to connect. Hence, only use it when you know it will
connect. It makes a decent punisher if the opponent whiffs an attack at
close enough range, but don’t bet on it.
ff+2,1: Belt Toss
-----------------
Escape: 1
Damage: 33
Can only be performed if ff+2 hit and shifted to throw stance.
Ganryu leans over the opponent and grabs them by the waist and tosses
them over his hip, landing behind him.
The opponent lands just outside of f+2 range, but by the same token
Ganny is left out of range of any retaliation.
ff+2,2: Thigh Twist Down
------------------------
Escape: 2
Damage: 33
Can only be performed if ff+2 hit and shifted to throw stance.
Ganryu moves his right foot forward and bumps the opponent with his
thigh. He uses the momentum of the shift to toss the opponent over his
shoulder, landing on their face in front of him.
The opponent is left closer to Ganny, but the recovery is the same as
1+3.
ff+2,3: Reverse Body Drop
-------------------------
Escape: 3
Damage: 28
Can only be performed if ff+2 hit and shifted to throw stance.
Ganryu shifts his right arm to grab the opponent under their right arm.
He lifts them up, flips them to his right and pins them with his body
on the floor.
The opponent is left really close after the throw ends. So close, in
fact that another throw would connect easily, as well as any close-
range setups you have.
ff+2,4: Bell Hammer Drop
------------------------
Escape: 4
Damage: 28
Can only be performed if ff+2 hit and shifted to throw stance.
Ganryu slips his right hand between the opponent’s legs to heft them
onto his shoulders. He braces himself for a moment, and then performs a
suplex-like motion, slamming the opponent’s back into the ground.
ff+2,1+2: Utchari Toss
----------------------
Escape: 1+2
Damage: 22
Can only be performed if ff+2 hit and shifted to throw stance.
Ganryu turns and hefts the opponent high into the air.
This throw has the fastest recovery of all the ff+2 followups. It’s
also a 1+2 break; problem is, anyone who’s played against Ganny will
suspect that this will be your first priority and seek to break it
fast. Mix this one up; it has REALLY good follow-ups. See the Combo
section for more.
ff+2,3+4: Body Lift Slam
------------------------
Escape: 3+4
Damage: 35
Can only be performed if ff+2 hit and shifted to throw stance.
Ganryu performs the initial motion of his ff+1+4 throw, then turns
right, raises them a bit and slams them to the ground.
This throw has the most unconventional motion of all: a double kick
break. This gives it an edge in mixups, as most people are used to
hitting punch buttons to break. Don’t become predictable.
===================
FIGHTING TECHNIQUES
===================
1,2,1,2,1,2,1,2: Devil Palm Thrusts
-----------------------------------
Properties: HHHHHHHH
Damage: 8,10,8,5,5,5,5,5
Frames to connect: 12
Frames on block: +2 -1 -1 -1 -1 -18 -18 -18
Frames on Hit: +13 +10 +10 +10 +10 -8 -8 -8
Frames on Counterhit: +13 +10 +10 +10 +10 -8 -8 -8
Note: After blocking initial hit, opponent can not duck the string in
its entirety.
Ganryu steps forward as he performs eight rushing palm thrusts. It is
not recommended to use the entire string in any situation. The entire
string hits high and even on CH it is not guaranteed, which means
you’ll be left at a disadvantage (d/f+2 is possible) after the combo
ends. In combos, 1,2,1,2 can be used to extend the combo. On walls,
1,2,1,2,1,2 will connect if the opponent splats high enough on the
wall.
As a poke, 1,2 is faster than 2,1. 2,1 has more forward range though.
d/f+1,4,1: Freight Train Combo
------------------------------
Properties: MMH
Damage: 10,12,8
Frames to connect: 13
Frames on block: -5 -13 -6
Frames on Hit: +6 -2 +8
Frames on Counterhit: +6 -2 +8
Notes: All hits can be slightly delayed.
Ganryu slaps slightly upwards with his left hand, then kicks the
opponent in the face, then delivers a straight palm thrust. This is one
of Ganryu’s new primary poking tools. Safe on hit or block, and any two
hits are guaranteed if one hits i.e d/f+1,4 or the 4,1 portion will
naturally combo regardless of when it hits. It’s a 10-frame combo so
you can’t expect to beat some of the faster characters with it.
However, this is one of the fastest moves that Ganny has. Use it.
Update: It is STRONGLY recommended, as a poking tool, to simply use
d/f+1,4 rather than to use the full combo, especially on block. This is
because both hits are guaranteed on hit, hit mid so they can only be
blocked, and it pushes the opponent back on block so it is relatively
safe.
D/F+1,2,1: Nodowa Rush
----------------------
Properties: MMM
Damage: 9,12,12
Frames to connect: 17
Frames on block: -9 -9 -10
Frames on Hit: +2 +3 +3
Frames on Counterhit: +2 +3 +3
Notes: All hits recover crouching.
Ganryu performs three open slaps to the opponents’s chest.
The move combos on any hit, and you’re left in crouch to avoid any
jabs. However, it’s slow, and on block isn’t good at all. There are
much better moves in Ganny’s arsenal to use.
d+1: Rock Cleaving Palm
-----------------------
Properties: M
Damage: 22
Frames to connect: 25
Frames on block: +3
Frames on Hit: KD
Frames on Counterhit: KD
Notes: Can hit grounded.
Ganryu performs an overhead chop with his left hand.
The move is similar in appearance to Paul and Heihachi’s Tile Splitter,
and it has relatively the same effect. However, Ganryu has no follow-
ups to the move and it has bad recovery. The only possible use for the
move would be for oki, and 1+2 does exactly that but recovers faster
and tracks better. Avoid.
Update: This move, like d+1+2, actually leaves the opponent at a frame
disadvantage when blocked, which means that you should actually move
this move when you know it will be blocked to mess up your opponent’s
timing. As such, it’s not too bad.
b+1,1,1: Sumo Hammer
--------------------
Properties: HHM
Damage: 18,15,18
Frames to connect: 25
Frames on block: +3
Frames on Hit: KD
Frames on Counterhit: KD
Notes: Hold D after the last hit to enter Sit Stance.
Ganryu performs two horizontal swipes and then a Rock Cleaving Palm.
On CH, the first hit turns opponents backwards. The second hit turns
backwards as well, but on a BT opponent it turns them round to face
you(odd isn’t it?). On a further note all hits are guaranteed on CH.
Outside of CH, however, this move is slow, and does not combo. If
blocked, opponents can counter before the third hit (parries and
reversals are a surety). If you must use the move, stop at the second
hit if blocked.
b,d/b,d,D/F+1: Sumo Mega Uppercut
---------------------------------
Property: M
Damage: 30
Frames to connect: 16
Frames on block: -16
Frames on Hit: KD
Frames on Counterhit: KD
Ganryu stoops low and then performs a powerful uppercut with his left
hand. Ganryu’s strongest launcher, this thing sends opponents REALLY
high. Somewhat unsafe on block, so you want to be really careful just
throwing it out. It has a slight delay as Ganryu stoops before the
uppercut. At the very least, b,d/b,d,D/F+2 is guaranteed after the hit,
but there are other follow-ups. An excellent move if used sparingly.
Note: This is the only launcher Ganryu has that uses his left hand.
(u/f_u_u/b)+1: Jamming Palm
---------------------------
Property: M
Damage: 15
Frames to connect: 18
Frames on block: -6
Frames on Hit: KD
Frames on Counterhit: KD
Ganryu hops forwards and delivers a downwards palm thrust.
It crushes lows during execution. Safe on block. Knocks down on CH.
There is a delay before execution, and it has low priority over
standing mids and highs. If you can predict a low coming, you can use
this to snuff it. It has some follow-ups for extra damage. Overuse not
recommended.
FC+1,1,1,2,d+1: Hammer Rush Low
------------------------------------------------
Properties: LLMML
Damage: 10,8,12,12,8
Frames to connect: 19
Frames on block: -8 -5 -14 -9 -17
Frames on Hit: +2 +7 -3 +2 -1
Frames on Counterhit: +2 +7 -3 +2 -1
Notes: The first three hits recover crouching.
Ganryu slaps the opponent’s feet twice, performs two palm thrusts to
the opponent’s chest, then a swipe at the opponent’s ankles. The last
hit leaves you in crouch. This string is best used in juggles. Even on
CH it doesn’t combo, and the holes are large enough for jabs to make it
through. Also, most people expect you to use the low followup so it
will more than likely be blocked or parried.
FC+1,1,1,2,d/f+1: Hammer Rush Mid
------------------------------------------------
Properties: LLMMM
Damage: 10,8,12,12,15
Frames to connect: 19
Frames on block: -8 -5 -14 -9 -0
Frames on Hit: +2 +7 -3 +2 +11
Frames on Counterhit: +2 +7 -3 +2 +11
Notes: The first three hits recover crouching.
Ganryu slaps the opponent’s feet twice, performs two palm thrusts to
the opponent’s chest, then a mid-hitting uppercut. The damage is a
little higher due to the uppercut, but still shares the same problem as
the Hammer Rush Low. It does provide a mixup, just not a very good one.
FC+1,1,1,2,f+1: Hammer Rush High
------------------------------------------------
Properties: LLMMH
Damage: 10,8,12,12,12
Frames to connect: 19
Frames on block: -8 -5 -14 -9 -17
Frames on Hit: +2 +7 -3 +2 -1
Frames on Counterhit: +2 +7 -3 +2 -1
Notes: The first three hits recover crouching.
Ganryu slaps the opponent’s feet twice, performs two palm thrusts to
the opponent’s chest, then a swipe at the opponent’s face. Worse than
the Hammer Rush Low or Mid, mainly because it can be ducked even if the
the whole thing is a CH. Works in a few juggles, otherwise, don’t.
SS+1:Falling Hammer
-------------------
Property: H
Damage: 30
Frames to connect: 17
Frames on block: 10
Frames on Hit: KD
Frames on Counterhit: KD
Ganryu steps to the side slightly, then delivers a massive horizontal
slap to the opponent’s face. Fast for the kind of damage it deals, and
if it connects, u/f+3+4,2 is guaranteed for major damage. The only draw
back is that it hits high. Mix it up with SS+1+2 if they try to duck
whenever you SS. However, you shouldn’t SS with the only intent of
performing the move.
1+2: Hammer Chop
----------------
Properties: M
Damage: 21
Frames to connect: 19
Frames on block: -10
Frames on Hit: KD
Frames on Counterhit: KD
Notes: Hits grounded.
Ganryu raises both his hands and brings them straight down quickly.
Another tool for pressure; it’s safer than it looks as has quite a few
mixups, even on block. It knocks down on hit, and if the opponent tries
to do anything except tech roll, 1+2 will hit for oki, resetting them
on the floor.
1+2,1+2: Hammer Rising
----------------------
Properties: MM
Damage: 21,22
Frames to connect: 19
Frames on block: -12
Frames on Hit: KD
Frames on Counterhit: KD
Notes: 2nd hit can be delayed.
Ganryu raises both his hands, brings them straight down quickly, and
raises them up again. If the first hit misses, the second hit will
launch for a juggle. Less safe than performing 1+2 by itself, but
Ganryu is only in danger of poking. Good followup for 1+2.
1+2,b+1+2: Hammer Sumo Tackle
-----------------------------
Properties: M,UB M
Damage, 21,45
Frames to connect: 19
Frames on block: KD
Frames on Hit:KD
Frames on Counterhit: KD
Notes: See Sumo Tackle for all follow-ups.
Ganryu raises both his hands and brings them straight down quickly,
then crouches low and performs his unblockable. Unfortunately, it isn’t
faster than the regular unblockable. However, if you use it sparingly
you can catch opponents off guard if they expect the 1+2,1+2 followup
or nothing at all. If they try to counter it, you can use any of the
Sumo Tackle follow-ups to deal with the threat. A good surprise tactic.
Emphasis on surprise.
Update: Remember that the surprise aspect comes from the fact that you
don’t see the spark effect or hear Ganny say anything before he
tackles. Also, he doesn’t visually crouch for no reason, which adds to
the surprise.
f+1+2: Quick Sumo Rush
----------------------
Properties: M
Damage: 28
Frames to connect: 23
Frames on block: -13
Frames on Hit: KD
Frames on Counterhit: KD
Ganryu crouches low and darts forwards, striking with his head. Range
is decent, and it can avoid highs at certain points of its animation.
Hard to punish on block (but it CAN be), good in juggles. NEVER whiff
this, it takes Ganny forever to regroup. Learn the range for the move
and condition yourself to never use it beyond that range unless you
have a good enough reason.
ff+1+2: Sumo Scissors
---------------------
Properties: M
Damage: 17
Frames to connect: 17
Frames on block: -10
Frames on Hit: KD
Frames on Counterhit: KD
Notes: Crumple stun on hit.
Ganryu dashes forwards slightly and then brings both hands together to
perform a hug. Fast execution, and the f,f motion allows it to be used
in dashes. 1+2 is recommended as a followup for oki. Somewhat unsafe on
block, but not really.
d/f+1+2,1: Ganryu Combo
-----------------------
Properties: MM
Damage: 8,8,21
Frames to connect: 20
Frames on block: -6 -18
Frames on Hit: +4 KD
Frames on Counterhit: +4 KD
Ganryu steps forward, slightly hunched, delivers two quick uppercuts
followed by a heavy uppercut. This move naturally combos on any hit,
and is safe on the first two hits (d/f+1+2) if blocked. Good pressure
move to use from time to time. Has combo uses as well.
SS+1+2_d+1+2: Pedal Press
-------------------------
Properties: M
Damage: 22
Frames to connect: 15
Frames on block: +3
Frames on Hit: +3
Frames on Counterhit: +3
Notes: Shifts to throw if performed on BT opponent.
Ganryu steps forwards while pushing both palms forwards from waist
level. Safe if blocked (in fact, it gives you a little frame
advantage).It also provides a mixup to SS+1 and has combo uses. Frame
advantage is same on hit as on block.
b+1+2: Iron Headbutt
--------------------
Properties: H
Damage: 15
Frames to connect: 10
Frames on block: -15
Frames on Hit: +1
Frames on Counterhit: KD
Ganryu rears back slightly and delivers a quick headbutt to the
opponent’s face. On CH, the opponent is sent sliding back slightly. At
this point, u/f+3+4,2 is guaranteed. It is quite fast, and safe on
block. However, it has poor range by itself. Save it for CH hunting on
jabs and predictable moves. On a BT opponent, the move does not require
a CH for the slide animation, and it can not be techrolled.
u/f+1+2: Flying Press
---------------------
Property: M
Damage: 28
Frames to connect: 19
Frames on block: -5
Frames on Hit: -2
Frames on Counterhit: -2
Ganryu leaps forwards striking the opponent with his chest and belly.
Low crushes during execution. Unsafe if blocked: you can be jabbed
afterwards. Bad range as well. Not recommended, save for a few select
combos and just for kicks.
FC+1+2: Palm Lift
-----------------
Property: L
Damage: 21
Frames to connect: 23
Frames on block: -23
Frames on Hit: KD
Frames on Counterhit: KD
Ganryu crouches forwards and performs an upwards motion with both
hands, sending the opponent rolling away head over heels. A little slow
on startup, and the opponent is sent too far away for any real follow-
ups. If they are sent into a wall and Ganryu is close enough, f+1+2 is
guaranteed with quick timing. Unsafe on block.
WS+1+2: Hammer Rising
---------------------
Property: M
Damage: 21
Frames to connect: 20
Frames on block: -16
Frames on Hit: KD
Frames on Counterhit: KD
Ganryu brings both hands together to perform an uppercut that sends the
opponent flipping head over heels.
On normal or CH, the move juggles. On block it’s fairly safe in that
the opponent is pushed out of range for jabs. There are some good
juggles after the move connects, as well as some oki games.
WS+1+2,1+2: Hammer Rising Double
--------------------------------
Property, M,M
Damage: 21,17
Frames to connect:
Frames on block: +1
Frames on Hit: +26
Frames on Counterhit: +26
Ganryu brings both hands together to perform and uppercuts, then brings
them both down again in a downwards smash.
The second hit can be delayed slightly. If the first hit connects, the
second hit more than likely will not connect. If it is done fast
enough, Ganryu will move behind the opponent as he does the second hit,
leaving him BT as the opponent lands.
FU/FT 1+2: Spring Hammer Punch
------------------------------
Property: M
Damage: 12
Frames to connect: 26
Frames on block:
Frames on Hit:
Frames on Counterhit:
Notes: Press d after move to go into Splits. From Splits, press u or d
to sidestep to that direction, f to go into Shiranui.
Ganryu sits up from a prone position and performs a double smash before
standing.
If an opponent is right in your face and you get the timing right, you
can snuff almost anything they throw at you. However, if you’re playing
Ganny right, you should never have to use the move.
BT+1+2: Falling Statue
----------------------
Property: M
Damage: 27
Frames to connect: 30
Frames on block:
Frames on Hit: KD
Frames on Counterhit: KD
Notes: Leaves Ganryu in FU/FA after completion.
Ganryu folds his arms across his chest, then jumps backwards, fully
prone.
This move is funny to watch in action, and it more often than not
catches people. It can’t be reversed either. The only time you’d
probably use this move is after the second hit of WS+1+2,1+2 misses and
you’re BT. Or if Lee does his C’mon taunt and you fall for it.
2,1,2,1,2,1,2,1: Devil Thrusts
------------------------------
Property: hhhhhhhh
Damage: 12,10,8,5,5,5,5,5
Frames to connect: 14
Frames on block: +1 0 -1 -1 -18 -18 -18 -18
Frames on Hit: +7 +11 +10 +10 -8 -8 -8 -8
Frames on Counterhit: +7 +11 +10 +10 -8 -8 -8 -8
Ganryu performs eight palm thrusts in a row.
Can’t be ducked after the first one if blocked. However, it can be
ducked after the first two if they hit(?). Odd move in that respect.
Still, only use 2,1 for poking, and 2,1,2,1 in juggles. Don’t bother
with the full move ever.
b+(1+3)_(2+4): Twin Wall
------------------------
Property: Parry
Damage: None
Frames to connect:
Notes: On successful parry, press 1+2 for automatic followup. Damage is
22.
Ganryu slaps the opponent’s hands aside and jumps over them. If you do
nothing, the opponent is left BT. If you do the followup, then upon
landing, he performs a Pedal Press, pushing them forward significantly
before he shoves them away. The opponent is still left BT.
This move parries all high and mid-level punches, including some
elbows. It doesn’t parry kicks and some special punches like Steve’s
Flicker 1. It also doesn’t parry headbutts, shoulder thrusts and the
like. In any case, there are follow-ups to the parry which give it
greater flexibility than most reversals.
f+2: Ducking Palm
-----------------
Property: SM
Damage: 16
Frames to connect: 14
Frames on block: -5
Frames on Hit: -2
Frames on Counterhit: KD
Ganryu ducks forward and delivers a straight thrust to the opponent’s
groin.
Can be low parried. Can be cancelled into Neko Damashi if done early
enough. Unsafe on block. This move is an awesome tool for tacking on
punishment after a juggle. After 1+2 the move is guaranteed no matter
what. Any juggle that ends in 1+2 allows f+2 to connect. Since it tech
crouches during its animation, it can be used for long-range poking in
certain situations, but be careful.
f+2~1: Ear Boxing
-----------------
Property: H
Damage: 14
Frames to connect: 16
Frames on block: +4
Frames on Hit: +12
Frames on Counterhit: +12
Ganryu leans forwards and claps his hands together hard. The only
things bad about this move are that it’s a little slow coming out and
it’s a high. Otherwise, this move is incredibly handy for Ganny. It can
be slightly delayed by waiting a it before inputting the 1 (he starts
off in the f+2 animation). This means that it can actually high crush
if done right. On hit, either b+1+2 or 2,1 is guaranteed. You can also
do a basic standing throw (1+3 or 2+4) and it’s guaranteed. Long-range
throws and command throws are not because of the frames involved.
Obviously.
b+2: Salt Upper
---------------
Property: M
Damage: 27
Frames to connect: 32
Frames on block: +9
Frames on Hit: KD
Frames on Counterhit: KD
Ganryu reaches down like he’s getting something from his right ankle
wrap, then performs a strong uppercut.
The move tech crouches in the beginning of its animation and inflicts
good guard stun if blocked. Certain moves, like d+1+2, can not be
interrupted if the Salt Upper is blocked. Note I said interrupted, not
blocked. That means the following move will beat out anything opponent
throws, not that the opponent can’t block it. Good juggles off the move
if it hits as well. Excellent move, don’t abuse.
d+2,2,2,2…: Kabuki Low Palm
---------------------------
Property: L,L,L,L…
Damage: 15,15,10,10…
Frames to connect: 29
Frames on block: -21 -24 -24 -24…
Frames on Hit: -3 -6 -6 -6…
Frames on Counterhit: -3 -6 -6 -6 -6…
Ganryu crouches slightly and begins hopping forward, striking the
opponent in the shin for as long as you make him.
The first two hits will combo on CH only. After that, it can be blocked
and parried with ease. Never use this move unless you’re going for
laughs If you can land this on CH, there are tons of other moves you
can use that are infinitely better.
d/f+2: Palm Upper
-----------------
Property: M
Damage: 15
Frames to connect: 16
Frames on block: -5
Frames on Hit: KD
Frames on Counterhit: KD
Ganryu steps forward and delivers a palm uppercut.
The move sends the opponent up at an angle away from Ganny, so you will
have to dash in to continue any combo. An advantage is that if you’re
near a wall, the float will carry them to the wall for the splat with
less effort than usually required. It is highly recommended that you
learn to use the move and its dash follow-ups. Otherwise you can simply
tack on f+1+2 after it connects.
D/F+2,1,2: Right Nodowa Rush
----------------------------
Property: MMM
Damage: 15,12,12
Frames to connect: 17
Frames on block: -9 -9 -10
Frames on Hit: +2 +3 +3
Frames on Counterhit: +2 +3 +3
Notes: All hits recover crouching.
Ganryu crouches forward and delivers three slaps to the opponent’s
chest.
It does more damage than the D/F+1,2,1 version and is a little faster
on execution. But that doesn’t make it any more useful a move. Avoid
unless necessary.
d/b+2: Sumo Sweep
-----------------
Property: L
Damage: 12
Frames to connect: 26
Frames on block:-21
Frames on Hit: KD
Frames on Counterhit: KD
Ganryu crouches low, rears his right hand back and performs an angular
sweep knocking the opponent off their feet.
Tech crouches during animation. Unsafe on block (Bryan can get his
Fisherman’s Slam off), low damage. Apart from those three things this
is one of Ganryu’s best moves. The float can not be techrolled out of,
only rolled. Juggle opportunities abound with this move. Mix it up and
you’ll be sitting pretty.
WS+2: Upper Lift
----------------
Property: M
Damage: 15
Frames to connect: 16
Frames on block: -8
Frames on Hit: KD
Frames on Counterhit: KD
Ganryu stands up while striking with an open palm facing upwards.
On Ch the opponent is launched higher. Not too safe on block. This
uppercut launches like d/f+2 should; nice and straight. Good juggles
can follow. If an opponent whiffs a high attack you can counter with
this. Don’t make it the basis of your juggles unless you’re damn sure
of your ability to make it connect every time you want it to.
b,d/b,d,D/F+2: Megaton Palm
---------------------------
Property: M
Damage: 40
Frames to connect: 22
Frames on block: -7
Frames on Hit: KD
Frames on Counterhit: KD
Ganryu crouches slight and delivers a powerful straight palm to the
opponent’s chest.
The move tech crouches at the last possible moment before the palm
connects. Safe on block and also gives pushback. The delay of the move
negates its use in most juggles. The easiest way to land it is after a
Megaton Upper. If it hits, it send the opponent quite a ways away.
Decent enough; throw it out every once in a rare while.
d/f+2+3: Thunder Palm
---------------------
Property: L
Damage: 12
Frames to connect: 21
Frames on block: -14
Frames on Hit: KD
Frames on Counterhit: KD
Note: Recovers crouching.
Ganryu crouches and delivers a downward palm to the opponent’s foot,
knocking them off their feet.
This is another personal favorite. It recovers a little faster than the
Sumo Sweep but is still punishable. Since it recovers crouching, it
apparently leaves little to the imagination when it comes to juggles,
right? Hardly. If you crouch cancel the move (U_ff) after the move
hits, Ganryu will instantly stand straight up, allowing standard
juggles to connect. It also works well for setting people up for tech
traps. Excellent move.
This move was made much more unsafe in 5.1. And in Dark Resurrection it
no longer allows juggles of any kind (the opponent falls in a different
way).
3,4,3,4,3...: Hundred Ogre Kicks
--------------------------------
Property: hhhh…
Damage: 25,23,25,23…
Frames to connect: 17
Frames on block: -11 -6 -12 -6...
Frames on Hit: KD +3 KD +3...
Frames on Counterhit: KD KD KD KD...
Note: After any 4, press 4 for the Malice Stomp followup. Stomp damage
18.
Ganryu kicks high with his left foot, then his right foor, then his
left, then his right, then his left…you get the picture.
It’s another infinite. Good luck getting it to hit anyone. It doesn’t
combo outside of the stomp, is massively unsafe, is duckable,
parryable, reversible, backdashable…Need I go on. NEVER use this. EVER.
PLEASE. 3,4,4 sometime works against the wall, but more often than not
the 3 connects but the opponent falls before 4 connects. Waste of wall
damage.
f+3: Kataonami Kick
-------------------
Property: H
Damage: 25
Frames to connect: 18
Frames on block: -10
Frames on Hit: KD
Frames on Counterhit: KD
Ganryu steps forward and strikes with the heel of his foot.
A variation of the basic 3 kick. Seriously, it’s just as weak as the
basic version. Don’t use.
d/f+3: Sand Sweeper
-------------------
Property: L
Damage: 17
Frames to connect: 16
Frames on block: -15
Frames on Hit: +5
Frames on Counterhit: +5
Ganryu pulls his left leg back and draws an imaginary line in front of
him with it.
Safe on block. Excellent low move. The animation can be slightly
confusing if you do a good job mixing it up. It has its uses in oki,
and can sometimes open up people if they turtle too much.
f,f+3+4: Sekitori Kick
----------------------
Property: M
Damage: 40
Frames to connect: 39
Frames on block: +12
Frames on Hit: KD
Frames on Counterhit: KD
Note: Ganryu ends up FD/FT after move is completed.
Unbelievably safe due to pushback and guard stun. High damage. Low
crushes. Not too useful a move as it is easily telegraphed and it has
very bad forward range. If he dove forward like King does with his
Exploder it would be a much more useful move. As is, only a surprise
tactic you pull out once every 1 million matches.
fff_F+3+4: Sumo Slide
---------------------
Property: M at the beginning, L at end.
Damage: 25
Frames to connect:
Frames on block: Feels like -75. Ugh.
Frames on Hit: Feels like -75. Ugh.
Frames on Counterhit: Feels like -75. Ugh.
Ganryu runs at the opponent and dives at them hands first. When he hits
the ground, he rises and steps back a few feet to his standing
position.
Only hits once no matter what level it hits at. Really, really unsafe
on block. For the amount of startup is has, that it should be this
unsafe is ridiculous. Don’t ever use it unless you want to be juggled
like a toy. The amount of recovery is horrible.
u/f+3+4: Sumo Squash
--------------------
Property: M
Damage: 26
Frames to connect: 34
Frames on block:
Frames on Hit: KD
Frames on Counterhit: KD
Notes: Goes into Sit stance. See follow-ups.
Ganryu jumps forwards and crosses his legs, landing in a sitting
position.
Safe on block, actually. Hits grounded. This move is 100% tech catch
material. Within a certain range, the move dominates. It can be used in
juggles as well. Followups are excellent in certain situations. By
itself, though somewhat safe it still isn’t a good idea to throw out.
Great move though.
4,3,4,3...: Hundred Ogre Kicks Alternate
----------------------------------------
Property: hhhh…
Damage:23,35,23,25…
Frames to connect: 15
Frames on block: -11 -11 -6 -12...
Frames on Hit: 0 KD +3 KD...
Frames on Counterhit: KD KD KD KD...
Notes: Press 4 after any other 4 for Malice Stomp followup.
Ganryu kicks high with his right foot, then his left, then his right,
then his left, then…yeah, you got it.
Like I said, don’t use it. Ever. Just stop before you even think of
hitting that sequence. Stop.
4,4: Malice Stomp
-----------------
Property: HM
Damage, 23,18
Frames to connect:
Frames on block:
Frames on Hit:
Frames on Counterhit:
Ganryu kicks high with his right foot, then brings it down to stomp the
ground.
The second hit is safe on block due to pushback. This move combos on
walls and delivers the most reliable damage after a combo that ends on
a wall. Otherwise, stick to f+4,4. The two moves look identical, but
f+4,4 is a natural combo on normal hit, whereas 4,4 is not. On CH,
though, both knock the opponent away.
d+4: Thigh Quake
----------------
Property: M
Damage: 40
Frames to connect: 15
Frames on block: -11 -11
Frames on Hit: 0 KD
Frames on Counterhit: KD KD
Ganryu raises himself up on one leg, braces himself, then bring his
right foot down. Hard.
This move is slow, easily seen coming and has had its damage reduced
since Tekken Tag. However, it is guaranteed in a certain situation. See
Fake Tackle Upper.
d/f+4,1: Freight Train
----------------------
Property: MH
Damage: 17,8
Frames to connect: 14
Frames on block: -6 -6
Frames on Hit: +5 +8
Frames on Counterhit:
Ganryu performs a mid-level kick, then a straight palm thrust to the
opponent’s head.
Combos on any non-delayed hit. Can be slightly delayed. Not terribly
safe on block. Excellent poke. This should be one your bread-and-butter
poking tactics. Invaluable in juggles. Nothing more needs to be said.
Use it.
Update: Actually, don’t use this unless you’re either 100% sure you’ll
hit with the first strike, or you’re using it as a juggle. d/f+1,4 is
actually better than this in all respects.
FC+1,1,1,1,2,2,3,4,4,1+2: Tenstring
-----------------------------------
Property: llmhllhhmm
Damage: 10,88,12,5,5,5,10,21,5,20
Ganryu performs two low swipes, a mid-level thrust, a high palm thrust,
two Kabuki Dance low palm thrust, a high left Ogre Kick, the Malice
Stomp combo and then finishes it off with a Flying Press.
Note that I didn’t call it a 10-hit combo, I called it a 10-string. It
doesn’t combo until the 8th hit. Before then, it can be blocked,
parried, reversed, WS+ed, what have you. Don’t use this once you’re
comfortable with Ganny. Even then I would say don’t use it. It has one
use as far as I’m concerned; in one juggle. See the Combo section.
d/b+1+2: Sumo Tackle
--------------------
Property: ! M
Damage: 90
Frames to connect: 73
Frames on block: KD
Frames on Hit: KD
Frames on Counterhit: KD
Note: Press d to cancel into Split. See follow-ups under Sit.
Ganryu crouches low, bangs his foot on the ground, then shoots forward
to strike with his shoulder.
Unblockable move. Can be cancelled midway. Techcrouches towards the
end. By itself, not too great; widely broadcast as an unblockable. It
hits mid and, unlike most unblockables, gives the impression that it
hits low so most people will scramble to stand so they can avoid it. It
can be sidestepped.
d/b+1+2,2: Fake Tackle Upper
----------------------------
Property: Mid
Damage: 12
Frames to connect: 13
Frames on block: -7
Frames on Hit: KD
Frames on Counterhit: KD
Ganryu crouches low for the Sumo Tackle, but then cancels it by doing a
quick rising uppercut slap.
Safe on block. Crumples opponents. Off this crumple, d+4 is guaranteed
if done fast enough. This is the only time d+4 is guaranteed it seems.
You can do other juggles off the move if need be. Good for faking out
opponents who try to counter you as you do the unblockable.
=======
STANCES
=======
Ganryu has only one real stance, Sit Down.
3+4: Sit Down
-------------
Property: Stance
Damage: None
Ganryu sits down and crosses his legs for a moment, then stands up.
Tech crouches during entire stance. By itself, the stance isn’t too
great unless you can predict a high string coming your way (like during
10-stings) and sit to avoid it.
3+4,1: Sit Thrust
-----------------
Property: M
Damage: 27
Frames to connect: 30
Frames on block: -8
Frames on Hit: KD
Frames on Counterhit: KD
Ganryu rises from his stance and does a strong palm to the opponent’s
chest.
Safe on block due to pushback. There is a slight delay as Ganny rises
to attack. As this is the only rising mid move that Ganny has, it isn’t
effective against someone who knows what Ganny can do. However, it
still catches people off guard if done correctly.
3+4,2: Sit Sweep
----------------
Property: L
Damage: 12
Frames to connect: 19
Frames on block: -20
Frames on Hit: KD
Frames on Counterhit: KD
Note: Recovers crouching
Ganryu leans forward while sitting and delivers a strong swipe to the
opponent’s feet.
90% of the time, if you’re in Sit Stance, this is the move you’ll be
using. Not terribly safe on block, but chances are, if you’re in Sit
Stance you did it out of the Hip Press, and you landed it on a grounded
opponent, at which point it’s guaranteed. The other 10%, you use it to
avoid an attack and counter. If you sweep a standing opponent, crouch
cancel and combo. Crouch canceling here is tighter than with d/f+2+3
though.
3+4~d: Splits
-------------
Property: Stance
Damage: None
Note: Tech crouches.
Ganryu spreads his legs to the sides and performs a split.
Wouldn’t’ve thought it humanly possible, but he can perform the splits.
Anyway, during the Splits, Ganryu is so low to the ground that certain
lows actually miss!! If you’re in a tight corner, the follow-ups allow
you to escape danger. Use from time to time.
3+4~d~u_d: Splits to Sidestep
-----------------------------
Property: Stance
Damage: None
Ganryu performs the Splits, then rises while stepping to the right of
left with his arms gesturing in that direction.
It’s a sidestep, but not the generic sidestep, so Ganny can’t do SS+1
out of it. Apart from that difference, it is a sidestep for all intents
and purposes. It can be cancelled out midway to do attacks or another
sidestep (which means that Ganny can double sidestep!).
3+4~d~f: Shiranui
-----------------
Property: Parry
Damage: Depends
Ganryu does the Splits, then places both feet on the ground and rises
with his arms spread out to the sides.
It’s a long move, and looks like a taunt, but in actuality, it’s a
parry, exactly like b+1+3. Same follow-ups, and mindgames apply.
Possibly the most useful taunt in the game along with Bryan’s.
=====================================================================
4. COMBOS
=====================================================================
At a glance: Note that any juggle ending with a (*) can be followed up
with f+2 for 16 pts of damage if the lie still, or 11 pts of damage if
they do anything. If you use it at the end of these marked juggles, f+2
CANNOT be escaped.
Update: 1+2, f+2 is no longer a guaranteed ender in Tekken 5.1, since
f+2 no longer hits grounded. If you’re playing 5.1 adjust accordingly.
d/f+2:
-f+1+2(34)
-dash forward,1,d/f+2,1,2,1,2,f+1+2(52)
-dash forward,1,d/f+2,1,2,1,2,1+2(48)*
d/f+2,1:
-d/f+1,4,(slight delay)1,1+2,(47) f+2
ws+2:
-1,d/f+1,4,1,1+2(45)*
-d/f+4,1,d/f+4,1,1+2(52)
CH ws+2:
-u/f+1+2~D,FC+1,1,1,2,d+2(60)
-u/f+1+2,d/f,+1,4,1,1+2(62)*
b+2:
-1, d/f+1,4,1,1+2(57)*
-d/f+4,1,d/f+4,1,1+2(64)*
-d/f+2,1,2,(1),2,f+1+2(63)
d/b+2:
-d/f+4,1,d/f+4,1,1+2(49)*
-d/f+4,1,d/f+4,1,d+1+2(50)
-d/f+2,1,2,1,1+2(46)*
-d/f+2,1,2,1,(2),1,f+1+2(52)
-d/f+1+2,d/f+1,4,(slight delay)1,d+1+2(49)
ff+1+2:
-1+2(31)
-d/f+1,4,1,1,1+2,(48)f+2
d/f+2+3:
-WS+4,f+2(34)
-FC+1,1,1,2,d/f+1(42)
-CC,d/f+1,4,1,1,1+2(48)*
b+1+3,1+2:
-ff+1+2(39)
On BT:
-d/f+1+2,1,d/f+1,4,1,1+2(68)*
SS+1:
-u/f+3+4,2
b,d/b,d/b,d/f+1:
-u/f,n+4,d/f+1,4,1,1+2(72)
-d/f+2,d/f+1,4,1,1+2(65)*
-b,d/b,d,d/f+2(58)
-d/f+2,1,2,(1),2,f+1+2(65)
-d/f+2,1,2,(1),2,1+2(62)*
ff+2,1+2:
-dash, d/f+1+2,d/f+4,1,1+2(65)*
-u/f+3+4,2(61)
-f+1+2(53)
Sit 2:
-WS+4,f+2
-cc,d/f+1,4,1,1,1+2*
A little more in depth:
d/f+2,f+1+2:
------------
Basic juggle. Very basic. If you’re using d/f+2 as a poke (which you
really shouldn’t) and you surprisingly catch them off guard and it
launches, if you’re surprised too then bust this out. Quickly. It will
catch them at any point if they’re still rising. But in reality you
should know what you’re doing. 34 pts: less than a throw. But damage is
damage.
d/f+2,dash forward,1,d/f+2,1,2,1,2,f+1+2:
-----------------------------------------
Now we’re getting into the good stuff. This juggle is a little tricky
in that you can’t tell at first when Ganny is able to dash, but with
practice you can get this off pat. Another key use of this juggle
string is that it gets people to walls with much more damage than lots
of ff,1s. f+1+2 does more damage as an ender, and can slam them into
walls. However, if you’re not aiming for a wall, f+1+2 is not
recommended as an ender. 52pts.
-dash forward,1,d/f+2,1,2,1,2,1+2*
----------------------------------
In levels without walls, chances are this will be your best bet for oki
off d/f+2. 1+2 does less damage than f+1+2, but the opponent is left
closer to Ganny. f+2 is guaranteed, and the many oki options Ganny has
are also available. If you’re not into thinking, just use f+2. But then
again, if you’re not thinking, why’d you use d/f+2 to a dash combo? 48
pts before f+2/oki.
d/f+2,1,d/f+1,4,(slight delay)1,1+2*
-----------------------------------
Note that this is d/f+2,1 NOT d/f+2, delay,1. d.f+2,1 will hit a </pre><pre id="faqspan-2">
forward facing opponent: if the opponent is facing sideways the 1 will
whiff, except probably the big characters. The final 1 in d/f+1,4,1
will miss if you don’t delay it: Ganny will aim between their legs(?).
1+2 is the standard ender. 47 pts before f+2/oki.
ws+2,1,d/f+1,4,1,1+2*
--------------------
Your primary close-range whiff punisher, as you no doubt would have
figured. At 45 pts before f+2/oki, it’s a better (not to mention less
escapable) option than throwing. It’s a basic juggle, and the timing is
fairly simple.
ws+2,d/f+4,1,d/f+4,1,1+2*
------------------------
This is a stronger juggle than the 1,d/f+1,4,1,1+2 one. You have to
nail the first d/f+4,1 immediately Ganny recovers; if you hesitate you
will miss. Also, it may miss if Ganny hits with ws+2 at the furthest
possible range. 52 pts before f+2/oki.
CH ws+2,u/f+1+2~D,FC+1,1,1,2,d+2
--------------------------------
You’ll have to practice to spot when you nail a CH ws+2, because for
the combo to work you have to start u/f+1+2 as soon as ws+2 hits. Also,
you’ll have to start FC+1,1,1,2 as soon as you land or else the
opponent will hit the ground and will be able to techroll. It’s a
tricky combo and may not be worth the stress it takes to land it. But
hey… 60 pts.
CH ws+2,u/f+1+2,d/f,+1,4,1,1+2*
------------------------------
Now this is what you should try if you land a CH ws+2. The only trick
is landing u/f+1+2; after that, everything should be textbook. It also
does more damage than the tricky one above. 62 pts before f+2/oki.
b+2,1,d/f+1,4,1,1+2*
--------------------
Simple enough. You can slightly delay the last 1 in the d/f+1,4,1 and
the combo will still go through. If you’re really daring you can use
f+1+2 to end the combo if they’re near a wall. 57 pts before f+2/oki.
b+2,d/f+4,1,d/f+4,1,1+2*
------------------------
One of the easiest combos that can be done without putting your hands
in a pretzel, I’d imagine. Puts them in a nice position for oki. 64 pts
before f+2/oki.
b+2,d/f+2,1,2,(1),2,f+1+2
-------------------------
Simply by reading the moves involved, you can tell; this combo is
designed to move the opponent to the wall. A carrying combo into the
headbutt. If you’re close enough, at least another f+1+2 is guaranteed
off the wall splat. 63 pts.
d/b+2,d/f+4,1,d/f+4,1,1+2*
--------------------------
This is another easy combo to land off of d/b+2, despite how the float
that d/b+2 causes looks. The only problem is that this combo will not
hit if Ganryu sweeps them at a far range. You must be really close for
it to connect. 49 pts before f+2/oki.
d/b+2,d/f+4,1,d/f+4,1,d+1+2
---------------------------
The sole reason I list this separately is that d+1+2 could possibly
move the opponent to walls. Other than that, don’t really bother. 1+2
does 1 point less in damage, but the options left to you after 1+2
yield more damage overall. 50 pts.
d/b+2,d/f+2,1,2,1,1+2
-----------------------
This requires a close hit, but it will all combo and can be used to
carry the opponent a little bit. 46 pts before f+2/oki.
d/b+2.d/f+2,1,2,1,(2),1,f+1+2
-----------------------------
This one really carries opponents, due in no small part to the f+1+2
ender. One of the palm thrusts in the combo will miss, but don’t worry.
That’s supposed to happen. 52 pts.
d/b+2,d/f+1+2,d/f+1,4,(slight delay)1,d+1+2
-------------------------------------------
I don’t like this combo. Many people use this, and it works for them,
but many a time the d/f+1+2 will connect and the d/f+1,4 will miss. The
timing is a little too tight for the kind of gains you’d be trying to
get. It does look flashy though. 49 pts.
ff+1+2,1+2*
----------
31 pts of damage. This is designed to let you know that you can follow
up ff+1+2. You can also do f+2 or d/f+3 in place of the 1+2 followup.
Whatever you do, do it quickly. If you use 1+2, you can still do oki
follow-ups!
ff+1+2,d/f+1,4,1,1,1+2*
-----------------------
This combo is a little tricky on the range: if you’re right on top of
the opponent when you hit with ff+1+2, you might actually miss the
combo. You have to be a little distance away from the opponent
(Ganryu’s hands should barely touch the opponent). At that point the
combo works just fine. 48 pts before f+2/oki.
d/f+2+3,ws+4,f+2
----------------
Basic combo off d/f+2+3. This really should be something you should be
doing, but it does offer that little extra damage off the move if
you’re just starting out/blank out while playing for some reason. 34
pts.
d/f+2+3,FC+1,1,1,2,d/f+1
-------------------------
This is another basic, easy combo off of d/f+2+3, since you recover
crouching. The final hit knocks too far away for decent oki though. 42
pts.
d/f+2/3~CC,d/f+1,4,1,1,1+2*
---------------------------
Unless you have the reflexes of a rattlesnake, you’ll probably need to
practice crouch canceling on this one. If you can get this
consistently, you can put someone in favorable oki out of just about
every decent launcher Ganny has. You need to crouch cancel as he’s
recovering. I personally use ~U to cc, canceling the sidestep into
d/f+1, but that’s just me. Using ~ff to cc works for others. 48 pts
before f+2/oki.
b+1+3,1+2,ff+1+2
----------------
Not really counted as a combo, but most opponents can not turn in time
to avoid it. In fact, if you can get the timing down, you can skip the
automatic 1+2 followup and simply go for ff+1+2 as Ganny jumps behind
them. My reasoning is simple; if an opponent crouches as you do the
1+2, the move will knock them down and ff+1+2 will be wasted. However,
ff+1+2 works no matter what, allowing you to get at least 2 follow up
1+2s if they try to tech out of it. One final warning: Raven can
actually parry the 1+2 followup (since he can parry while BT). ff+1+2
messes with that timing. 39 pts if you do 1+2 followup and then ff+1+2.
BT opponent:d/f+1+2,1,d/f+1,4,1,1+2*
-----------------------------------
d/f+1+2,1 actually launches a BT opponent. At this point, you can use
the combo to follow up and leave them in oki position. If you manage to
get the stun off a ws+1+2,1+2 on a BT opponent, d/f+1+2,1 is
guaranteed. 68 pts before f+2/oki.
SS+1,u/f+3+4,2
--------------
Again, it’s not registered a true combo by the computer, but this works
to your advantage. u/f+3+4,2 is unavoidable after ss+1 no matter what
the opponent does IF you do it immediately. As a extra bonus, if the
opponent techs wrong, the u/f+3+4 will hit them BT,and the 2 followup
allows ws+4,f+2 for extra damage. 54 if they roll forwards or back,
96(!) pts if they tech and get hit by ws+4,f+2 followup at end.
b,d/b,d/b,d/f+1,U/F+4,d/f+1,4,1,1+2*
------------------------------------
This is simpler than it looks, the key is getting the U/F+4 to hit
properly. U/F+4 looks like a giant hopkick done as Ganryu begins his
descent. As he begins descending. Other’n that, straightforward. 72 pts
before f+2/oki.
b,d/b,d,d/f+1,d/f+2,d/f+1,4,1,1+2*
---------------------------------
If the U/F+4 confounds you at times of pressure, this simpler
alternative is there for you to try out. d/f+2 is really easy to time,
and the followup should be an afterthought at this point. It does a
little less damage than the other one, but hey, it’s easier. 65 pts
before f+2/oki.
b,d/b,d,d/f+1,b,d/b,d,d/f+2
---------------------------
Easy combo. Basic and easy. Good travel distance. Problem is, you’re
often out of range to follow up AND it leaves you in crouching so you’d
have to cc to chase them effectively. Meh. 58 pts.
b,d/b,d,d/f+1,d/f+2,1,2,(1),2,f+1+2
------------------------------------
Same advantages as the previous combo, except that it does more damage,
carries them farther, and leaves you standing if you get them near a
wall. 65 pts.
b,d/b,d,d/f+1,d/f+2,1,2,(1),2,1+2*
---------------------------------
Allows you to carry a person a bit and then oki them. A little less
damage than some of the other follows from the move, but this works in
certain situations. 62 pts before f+2/oki.
ff+2~1+2,dash, d/f+1+2,d/f+4,1,1+2*
----------------------------------
A good way to maximize damage if you land ff+2 on a consistent basis
and mix it up to the extent that 1+2 is a reality for you. One of the
better uses of d/f+1+2 I’ve seen in a juggle. 65 pts before f+2/oki.
ff+2~1+2,u/f+3+4,2
------------------
Easier in execution than the other. But if you can condition your
opponent you can actually do a little dash juggle and then tech trap
with the u/f+3+4,2. It’s your choice really. The other combo offers
more options though. 61 pts.
ff+2~1+2,f+1+2
--------------
Utterly simple combo. It shows too: not that great damage considering
your options and leaves little chance for oki. Better than doing
nothing though. 53 pts.
Sit 2,ws+4,f+2
--------------
Assuming you use Sit as an evasive maneuver, you can use this to eke
out a little extra damage from the 2 sweep. Does as much damage as a
command throw, so it’s not too bad. 40 pts.
Sit 2~cc, d/f+1,4,1,1,1+2*
--------------------------
This is one of the tightest combos in terms of timing that Ganny has.
The window for d/f+1 to connect is really strict, and for some the
damage may not be worth it. If you can get it though, wow. You end up
in prime oki position. 49 pts before f+2/oki.
=====================================================================
5. STRATEGY
=====================================================================
Ganryu is a different beast than most people think. At first glance, he
looks like a lumbering tank; a sumo, how good can be? Well stop that
right now! Ganryu can hang with the best of them. You just have to make
them think Ganny has nothing.
Ganryu’s biggest flaw is that he does not have a move that is faster
than 8 frames. His fastest move, the Iron Headbutt, is 10 frames. This
means that in a poking war, Ganryu will lose to a fast jabber. This is
why you can’t play him as a pure poker. Then again, Ganny doesn’t need
pure poking to thrive.
If you must poke, use 1,2 or d/f+1,4,1 or d/f+4,1. 1,2 is faster on
startup than 2,1. However 2,1 has greater forward range than 1,2.
d/f+1,4,1 are guaranteed on any two hits, as is d/f+4,1. d/f+3 and
d/b+1 should be your general low pokes, since d+1 and d+2 are ill-
suited for that purpose. d/b+2 and d/f+2+3 should be punishers for
whiffing high attacks. d/f+2+3 is a little faster than d/b+2, but it
has poor range. d/b+2 just sucks on recovery.
For oki, 1+2 is actually the main move to use. If the opponent lies
there or tries to roll forward, 1+2 by itself works. If the opponent
rolls to either side or tries to backroll, a short dash into 1+2 will
reset them on the floor. Also, if the opponent did anything but lie
there, you can followup 1+2 to f+2. This will break the reset loop. You
can also use a dash d/f+3 to get a little damage if you’re not sure if
the opponent will quickrise to block. If the opponent rolls or springs
up, you can also use d+1+2.
As far as range goes, Ganny works best as a close to mid-range fighter.
He doesn’t have many long range attacks, and besides, they all suck due
to low damage, odd hitboxes or lengthy delay. f+1+2 and, in certain
situations, u/f+3+4 are probably Ganny’s best long-range moves and they
function best at midrange. However, at medium-range, Ganny has all the
tools he needs to beat his foes. For ground games, close range works
better, and in juggles…well, everyone works better at close range.
More to come…
=====================================================================
6. CREDITS
=====================================================================
Bronzefist, Tiger’s Eye and all the other good people at TekkenZaibatsu
who spent time discovering most of the good stuff about Ganryu’s moves.
Copyright 2005 Skyrax (Team Sky City). This FAQ and
everything included within this file cannot be reproduced in any way,
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this FAQ.