Built for reconnaissance missions by the famous designer Marcus Knight, the Gargoyle's power is in its titanium wings. Not only is this robot tough enough to leave and reenter the Earth's atmosphere, but it is dexterous enough to fly well below any conventional RADAR sensors. It has built-in sensor countermeasures, making it a company favorite.
If you ever DO spot a Gargoyle, it is certainly built to defend itself. Designed from a titanium alloy, its hollow skeletal structure is both lightweight and strong. It's most used attack is to grab a victim, fly it high into the air, and either slam it against the ground or into another object. Sharp talons, feet, and beak provide a secondary defense not to be taken lightly.
The Gargoyle is really one of my favorite all around 'bots to use. This may be because of his unique appearance, differing from anything in all other fighting game out there. Or it may be because all of its moves are easy to learn and no problem to get off in a pinch. But whatever the reason, the Gargoyle is one of the easiest 'bots to win against the computer with, and one of the hardest to beat when controlled by a quick-fingered friend. Combining a mixture of speed and a great defensive Special Move(Flying Talon), this 'bot is one of the most fun to use in either One Player, Two Player, or Tournament Mode. Be sure to note that you can control the direction of the Gargoyle's jump by pressing Up & Back or Up & Forward to go, respectively, either Back or Forward while jumping. This is really handy when a change of direction in mid-air is preferrable to landing in your opponents arms.
Emperor of the air. The Gargoyle is the best bot in the air, so make use of this. Its specials all tie in with this: Rising Talon can counter any jumping attacks against you, Wing Charge can be a bit iffy on the ground, but can also be used in the air where enemy can't block, and Diving Claws is the perfect harassment ability that can be used to punish almost any move the enemy throws at you. Gargoyle's normal moves are mostly filler in-between the specials, but it has a few decent ones that are worth remembering, especially for combos. In general you will be controlling the opponents movement by denying him the air, and thus jumping attacks, the most common approach method in the game. Then control when you get the hit in, and deliver the best combo you can, only to dart outside of reach and do it all again. A few moves can ruin of this plan, mainly Katana's Rising Blade which is perfect for catching Gargoyles in the air.
If everything else fails, keep jumping up and use Diving Claw repeatedly, the AI is bad against air attacks. You can also get lots of free damage with just using Rising Talon when they jump against you.
Gargoyle got so many choices for approaching the opponent that it isn't even funny. Just keep threatening them with what you can do, so they don't dare to do it. And wait for openings. Throw in some Diving Claws around here and there just to keep them on the defensive, since it goes through most counter attacks and the safest way to stop it is to block high. Most opponents will have trouble defending against repeatedly jumping breaking into a diving claw right off the ground, into a crouching light kick (DFK), jump and diving claw again.
Wing Charge | 6,6+P |
Diving Claw Grab | (jump) 2+K |
Flying Talon | 2-3-6+P |
Scrap | 4-1-2-3-6+P |
Destruction | 2,8,2+P |
Fire&Ice | 2,2,2+P |
Most of Gargoyle's are mostly for combos and priority. I always end up crouching a lot with Gargoyle when playing it.
Bad:
Good:
This assumes default setting with Rehit mode on.
Gargoyle is everything you expect a flying robot to be: fast, weak, easy to kill, and ruler of the air. He combines powerful special moves with a wide variety of normal moves, and his power (rivaled only by Shredder) to punish jumping opponents and jump in with impunity himself can cut off some bots' best options. He can be difficult to learn despite his incredible power because of the precise timing and constant risk of being air comboed he requires. A properly played Gargoyle has only one weakness: getting cornered, where he must rely on jabs, charge attacks, and risky jumps forward like everyone else.
MOVE NAME | COMMAND | DMG. | TYPE ----------------+-------------+------+--------------- Jump Punch | (air) P | 12.5 | Medium Jump Jump Kick | (air) K | 12.5 | Medium Jump Jab | P | 4 | Light AR Fierce | b+P | 15 | Medium Short | f+K | 6 | Light AR Forward | K | 11 | Medium AR Roundhouse | b+K | 17.5 | Medium KD Low Jab | df+P | 4 | Light AR Low Strong | d+P | 11 | Medium AR Low Fierce | db+P | 12 | Medium Low Short | df+K | 5 | Low Low Forward | d+K | 10 | Low Sweep | db+K | 15 | Low KD Rising Talon | qcf+P | 17 | Light KD Wing Charge | f,f+P | 15 | Light KD Air Wing Charge | (air) f,f+P | 15 | Light KD E0 Diving Claw | (air) d+K | 16 | Heavy KD Reverse Bomb | (close) f+P | 22.5 | Light Throw
Scrap: hcf+P Destruction: d,u,d+P during 1st hit Fire & Ice: d,d,d+P during 2nd hit
Notes: Gargoyle can control its jump or Diving Claw with the arrow keys. The Rising Talon has limited invincibility and once it is finished leaves you in a normal jump situation. The 2nd enhancement makes the Air Wing Charge faster.
Stats: Forward Speed: 4 Back Speed: 3.2 Jump Speed: 12.5 Fall Speed: 0.8 Armor: 95 Stun Res: 27.5
Normal Moves
P: Jab. Garg jabs slightly upward with good range, so it's good for punishing things, starting air juggles, etc. It also makes a good round opener if you walk forward slightly. For most uses, though, you'll want something more powerful.
b+P: Fierce. Garg leans forward and hits with both claws. Quite slow, does decent damage, but totally safe, so use it as a poke when you want to be cautious. Chains into low short for the extra tidbit of damage.
f+K: Short. Garg does your average small kick forward, with the usual insane priority and speed. Chains into another f+K or K if you want some free damage, but mainly there to stop things from coming your way or at least trade with them. Anybody can benefit from safe fast mid-hitting normals, and that's where this shines.
K: Forward. Only fractionally slower and the same animation as his short, making it useful when you know something's coming but you don't want to take a big risk. Because Garg is fast in general, this will often beat slow bots' versions of the same move in case you get in poking wars.
b+K: Roundhouse. Garg does a flying two-legged kick with plenty of priority and speed but insane recovery. Ironically, you'll mainly be using this against airborne opponents, as it moves Garg forward quite a bit and doesn't tend to miss as spectacularly as a Wing Charge. On the ground, Wing Charge is just as unsafe and a lot more deadly.
Crouching Moves
df+P: Low jab. Average, except for the large hitstun it generates, meaning it links into any number of nasty things, especially up close. Of course, you need very good timing and spacing to get these to connect, but once you do, your Garg will be fearsome because it can start its many tricks off the totally safe low jab.
d+P: Low strong. Not all that great, as it has just as much of a range problem as low jab and doesn't link to as much useful stuff, and it's slower to boot. Use in combos only.
db+P: Low fierce. Garg sticks out his little claw as much as he can, which isn't very far. This move is comparable in speed, range, and damage to most bots' low strongs, and in fact should probably be his low strong. It's still quite useful, though, as it's decently fast, links to many attacks, and generally keeps bad people away from you so you can start jumping.
df+K: Low short. Garg's low short is his fastest move, and since Garg has compelling reasons to make opponents stand up, it'll often randomly hit. Use it as an annoyance, or chain into low jab to buy yourself some time.
d+K: Low forward, same as low short but slower. With all Garg has going for him, you'd expect this move to chain into Wing Charge or something. Instead, it just gets you low fierce for OK damage. Really, if you think the opponent isn't blocking low, you can at least try to sweep them.
db+K: Sweep. Garg's sweep is slow-moving and kinda small but starts hitting early in the motion, meaning you can use it to play footsies if you're feeling adventurous. More often it'll just get blocked and the opponent will breathe a sigh of relief. Garg's lacking in the range department, so this is often a good finisher to a string of blocked moves to set up your jump.
Special Moves
qcf+P: Rising Talon. (Logically, it should be the Rising Claw and air d+K should be the Diving Talon, but whatever.) Gargoyle does the only genuine dragon punch move in the game, launching himself upward at a slight angle with both hands in front of him. This move is invincible to any jumping move (it will pass harmlessly through an air Rising Blade or an Overhead Throw), so it's perfect anti-air, and at point-blank range as he flies upward it has a lot of priority on the ground as well. It chains into Air Wing Charge at any time for boatloads of damage (especially if you cancel immediately), or if you want to be safe, you can just let it finish and you'll be in a normal jump situation at the top of the screen, able to jumpkick / dive / fly your way out of trouble. There's really no disadvantage to using this move whenever you think it will hit, unless you whiff it right in front of someone, in which case they can jab your feet as you fly up and kill you. Just get your spacing right and you'll be fine.
f,f+P: Wing Charge. Garg flies forward in a slight arc quite fast with both hands extended. It's got much more priority than equivalent rush moves like Rolling Thunder or Headbutt while it's going, but is quite unsafe when blocked. A no-brainer for combos or if someone does a slow move - I've even seen it trade with Flail's roundhouse. Since you're airborne for the vast majority of the move, it also stuffs low kicks often. Mash df+P after this move hits; sometimes you'll be able to juggle into an air combo.
Jumping Moves
b/f: Directions inputted will cause Garg to flap his wings once in the indicated direction at the apex of his jump. Holding the button longer will cause more drastic trajectory alterations.
P: Garg slowly goes into Wing Charge position, but doesn't actually fly anywhere, just sticks the claws out. Bears a suspicious resemblance to a lot of other generic jump punch attacks in the game, and it's not very good because of its limited range. Easier to combo after than jumpkick, at least.
K: The absurd jumpkick. Garg extends his leg way down at a slight angle and folds the other one beneath him. It crosses up, it stuffs most anti-airs under the right conditions, its only weakness is slow startup and recovery. Of course, the startup won't be a problem if you wait a bit, as your opponent will be too busy not getting hit by the expected dive.
d+K: Diving Claw. Garg arrows down to the ground with both legs out; if he hits, he flies the opponent up into the wall. Gargoyle's signature move, it has zero startup (making it the fastest non-throw move in the game), brings them to the corner and knocked down, and will beat nearly anything if you aim it right. (Did I mention you can aim it left and right?) Speed Kick, Chronos' knee, the first few frames of Flip Kick, anything. It's hard to punish, but it can be punished if you get too predictable - but they have to block it first. Switch to your other, safer air moves and commence the beating.
f,f+P: Air Wing Charge. Chains into Diving Claw right up until it hits, providing a much-needed margin of safety since it's horribly punishable when blocked. This is Garg's biggest gamble: you can do it very close to the ground to smash anyone who blocks or attacks low (or tries to counterattack your Rising Talon), you can do it just above head height and Diving Claw any attempt to punish you, you can do it at the top of the screen to put yourself out of danger for a while. Under most conditions, you can juggle with a Wing Charge for almost certain death for the opponent. If you're sure it'll hit or whiff, don't hesitate to bring out the dreaded Air Wing Charge.
Instant Kill Combo qcf+P xx f,f+P → f,f+P (opponent stunned) (air) K → qcf+P xx f,f+P → f,f+P → df+P → qcf+P/b+P The stupidest instant kill ever. It may be more or less difficult depending on your opponent, but it works on anyone except for Ibrahim, who won't get stunned by the first combo. For him, add a jumpkick to the beginning or df+P → uf,K to the end of the first combo.
Most Powerful Ground Combo d+K → db+P → db+K (replace d+K with df+P against smaller bots)
Chain Combos and Special Move Cancels P/df+P → P/df+P df+P → d+P df+P → db+P df+P → K df+P ↔ f+K df+P → f,f+P (close) df+P → qcf+P d+P → df+K (close) d+P → db+K db+P → df+K (close) db+P → d+K/db+K (close) b+P → df+K f+K → K/f+K f+K → f,f+P (close) f+K → d+P/db+P (close) df+K → df+K d+K → df+P/d+P qcf+P → (air) f,f+P (E0) (air) f,f+P → (air) d+K
Meaty Moves (late) b+P → qcf+P
Basic Combo:
Since Gargoyle's instant kill is super-easy, you don't really need to use these combos (except in tourny mode). They're just for fun.
* (air) K → qcf+P xx f,f+P → f,f+P → df+P → qcf+P xx f,f+P xx d+K Basic tourny mode trijump combo, adding a Diving Claw after the instant kill above. If you cancel early enough, you can get the Diving Claw to whiff and juggle with d+K/df+K → f+K → b+K. The jumpkick is, as usual, optional.
* qcf+P xx f,f+P xx d+K If you cancel the Wing Charge at the right moment, it will whiff and you can immediately cancel into a Diving Claw for style points. Not nearly as good as a trijump combo, but a lot safer, since you're not getting anything blocked except maybe a Diving Claw.
* (air, wall) K → b+P → b+P → qcf+P xx f,f+P → P → b+P → b+K → db+P → qcf+P xx f,f+P xx d+K Tournament Mode fun with wall jumpkicks: add fierce punches instead of jabs.
* (close) f,f+P → f,f+P → b+P → qcf+P xx f,f+P → b+K → P → uf,d+K With the extra speed you gain in Tournament Mode, you can use a Wing Charge instead of a Rising Talon to start your combos. Specifically, do it twice, then fierce punch into triangle jump, roundhouse, and juggle them with P for an immediate Diving Claw (no triangle jump here, since you've already hit with the first 2/3).
* (close) f+P → f,f+P (as if the opponent weren't behind you) → df+P → etc. Nearly impossible throw combo. No harm in trying, though.
* (close, wall) f+P → f+P → qcf+P xx f,f+P → etc. Wall throw combos. Yes, they ARE possible, but the timing is extremely tight. If you're insecure, use f,f+P ender instead of a trijump.
g. (wall) [f+P → walk forward] xN Full agility and arm speed and perfect timing is required for this jab infinite. Try ending with db+K → f+P → etc. when you're almost out of range.