Tekken 5: Ganryu Version 0.2 Written by Skyrax (skyrax@yahoo.com) --------------------------------------------------------------------- Table of Contents --------------------------------------------------------------------- 1. Updates/Why write a FAQ? 2. Legend 3. Movelist a. Throws b. Fighting Techniques c. Stances 4. Combos 5. Strategy 6. Credits --------------------------------------------------------------------- 1. Updates --------------------------------------------------------------------- 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. --------------------------------------------------------------------- 2.LEGEND --------------------------------------------------------------------- 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 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 Afolabiyi Okubanjo (Team Sky City). 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