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|Block Adv=+0 | |Block Adv=+0 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Knee attack. Has the same properties as the cl. | |description=* Knee attack. Has the same properties as the cl.A, but can't whiff on small crouching characters. | ||
}} | }} | ||
}} | }} | ||
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|Invulnerability= | |Invulnerability= | ||
|description=* Diagonal Jumping Attack | |description=* Diagonal Jumping Attack | ||
* To start crossup combos. It's very easy to crossup with it, sort of like [[Kyo Kusanagi (SvC)|Kyo's]] j.B, or [[Ryu (SvC)|Ryu's]] classic j.B, his j. | * To start crossup combos. It's very easy to crossup with it, sort of like [[Kyo Kusanagi (SvC)|Kyo's]] j.B, or [[Ryu (SvC)|Ryu's]] classic j.B, his j.B in SF). | ||
}} | }} | ||
}} | }} | ||
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===Special Moves=== | ===Special Moves=== | ||
'''''Yonokaze''''' ''(aka "Koko Desu Ka?")'' | '''''Yonokaze''''' ''(aka "Koko Desu Ka?")'' | ||
* HCF+Any button - The "Koko Desu Ka?" thing. Can I spam it? From far away, yeah, but you need to know the right time to use each of the versions. The | * HCF+Any button - The "Koko Desu Ka?" thing. Can I spam it? From far away, yeah, but you need to know the right time to use each of the versions. The A version can be used to anti-air(The tornado will appear in front of Goenitz, working like a Shield for him. The B and C versions are mainly for zoning, and the D version can be used as a corner lockdown for [[Earthquake (SvC)|EQ]](Watch out if he has meter). Each tornado can negate normal, and most Super projectiles. | ||
'''''Shin Aoi Hana Seiran''''' ''(aka Seiran)'' | '''''Shin Aoi Hana Seiran''''' ''(aka Seiran)'' | ||
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'''''Wanpyou Tokobuse''''' | '''''Wanpyou Tokobuse''''' | ||
* DP+ | * DP+A - This move(And the below) were changed in input terms(On '96, this move could be done with QCB+P). On '96, this move could do 6 hits, but here, it can do up to 5. You can MAX cancel each hit too. | ||
'''''Wanpyou Mametsu''''' | '''''Wanpyou Mametsu''''' | ||
* DP+ | * DP+C - Same properties as the above, but will aim to the air. You can use it mainly to anti-air. On the corner, you can juggle after it hits a jumping opponent. | ||
===Super Moves=== | ===Super Moves=== | ||
'''''Fuujin Ibuki''''' | '''''Fuujin Ibuki''''' | ||
* QCF(2x)+PP - Goenitz's dash super. It has some startup invincibility frames, which is great, but it's hard to confirm it, due to the startup. The only way to confirm it is after a cl. | * QCF(2x)+PP - Goenitz's dash super. It has some startup invincibility frames, which is great, but it's hard to confirm it, due to the startup. The only way to confirm it is after a cl.D, but only if you cancel the move earlier(Or by doing this shortcut: QCF+D, QCF+PP. If you time well, you can get it). If it hits the opponent in the air, Goenitz will stop after | ||
'''''Yamidoukoku''''' | '''''Yamidoukoku''''' | ||
* HCB(2x)+P (While near from the opponent) - Goenitz's Super Grab, and his DM on KoF '96. It does good damage, and can combo from normals, but try to combo from the cl. | * HCB(2x)+P (While near from the opponent) - Goenitz's Super Grab, and his DM on KoF '96. It does good damage, and can combo from normals, but try to combo from the cl.D, especially. Why? You'll get a glitch(A damaging one). When Goenitz grabs the opponent(After a cl.D), he will do 50% damage on the opponent, and when he throws the opponent, he will do more 50%, which is a simple(Kind of; canceling the cl.D into a Super is a hard thing), but damaging combo(And you can do it everywhere, which is great). | ||
===Exceed=== | ===Exceed=== | ||
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|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Remember the dash super? It got an Exceed version. This dashing animation has the same properties as the dashing Super, which means... Yeah, you can confirm it only after a cl. | |description=* Remember the dash super? It got an Exceed version. This dashing animation has the same properties as the dashing Super, which means... Yeah, you can confirm it only after a cl.D(It's very hard too. Am I being sarcastic? Dunno). | ||
}} | }} | ||
}} | }} | ||
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''Links:'' | ''Links:'' | ||
''1-'' cl. | ''1-'' cl.C, cr.D - ''2 hits'' | ||
Simple link into a knockdown. If you want to add a Jump Attack on it, you can, but make sure you crossup the opponent. It can be easier on bigger characters too. | Simple link into a knockdown. If you want to add a Jump Attack on it, you can, but make sure you crossup the opponent. It can be easier on bigger characters too. | ||
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''Yonokase(HCF+Any button) combos:'' | ''Yonokase(HCF+Any button) combos:'' | ||
''1-'' cl. | ''1-'' cl.D,(Cancel it earlier as possible) HCF+B - ''2 hits'' | ||
Not that simple to do. To cancel it earlier, you'll need to begin the input right after you press the button(And you need to do it very fast, really, very fast). There is a way to know that it will work. When you attack(Normally) with the cl. | Not that simple to do. To cancel it earlier, you'll need to begin the input right after you press the button(And you need to do it very fast, really, very fast). There is a way to know that it will work. When you attack(Normally) with the cl.D, you'll hear a slash. If you cancel it earlier, you'll hear a "BAM" sound. You can use other versions of the "Koko Desu Ka?"(The A and the C versions will combo as well), but only the B version will knock the opponent down. Sadly, you can't add a Jump Attack before the cl.D, because they won't combo(The startup of the cl.D is very bad to combo after it). | ||
---- | ---- | ||
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''Seiran(QCB+P(3x)) combos:'' | ''Seiran(QCB+P(3x)) combos:'' | ||
''1-'' [Jump Attack] cl. | ''1-'' [Jump Attack] cl.C, QCB+P(3x) - ''4 hits; 5 with a Jump Attack'' | ||
Your BnB, and the easiest way to combo with Goenitz(We know, he is very hard to combo, but he still can). You can use the cl. | Your BnB, and the easiest way to combo with Goenitz(We know, he is very hard to combo, but he still can). You can use the cl.D on this combo too, but I think it's easier with the cl.C. | ||
---- | ---- | ||
''Wanpyou Tokobuse(DP+ | ''Wanpyou Tokobuse(DP+A) combos:'' | ||
''1-'' [Jump Attack] cl. | ''1-'' [Jump Attack] cl.C, DP+A - ''3 hits; 3 with a Jump Attack; 4 if you crossup'' | ||
Not that hard as a combo, but... Just use the Seiran instead. | Not that hard as a combo, but... Just use the Seiran instead. | ||
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---- | ---- | ||
''Wanpyou Mametsu(DP+ | ''Wanpyou Mametsu(DP+C) combos:'' | ||
''1-'' (Corner only; Jumping opponent only) DP+ | ''1-'' (Corner only; Jumping opponent only) DP+C, cl.C - ''5-7 hits'' | ||
A very hard combo to confirm. You won't see someone jumping on the corner saying: "Please, do this combo on me!". Note that this combo will reset your opponent. | A very hard combo to confirm. You won't see someone jumping on the corner saying: "Please, do this combo on me!". Note that this combo will reset your opponent. | ||
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''Fuujin Ibuki(QCF(2x)+PP) combos:'' | ''Fuujin Ibuki(QCF(2x)+PP) combos:'' | ||
''1-'' cl. | ''1-'' cl.D, QCF(2x)+PP - ''7 hits'' | ||
For punishing purposes. You can shortcut it by doing: QCF+ | For punishing purposes. You can shortcut it by doing: QCF+D(Goenitz doesn't have a QCF+K special move), QCF+PP. The combo will only work if you cancel the cl.D early. To know that this combo worked, during the Super's flash, your opponent won't be pushed(But will be on the hitstun animation). It does great damage too. | ||
---- | ---- | ||
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''Yamidoukoku(HCB(2x)+P) combos:'' | ''Yamidoukoku(HCB(2x)+P) combos:'' | ||
''1-'' [Jump Attack(Make sure you crossup)] cl. | ''1-'' [Jump Attack(Make sure you crossup)] cl.C, HCB(2x)+P - ''(I can say) 2 hits; 3 with a Jump Attack'' | ||
A not-that-hard combo(You can shortcut it by doing: HCB+ | A not-that-hard combo(You can shortcut it by doing: HCB+C, HCB+P; if you do a HCB+C fast enough, the Seiran won't come out). It's mainly to use for punishing purposes, but I think that the below is better. | ||
''2-'' cl. | ''2-'' cl.D, HCB(2x)+P - ''2 hits'' | ||
It does more than one bar(More than 50%) in damage terms. That's why it is better. It is actually a glitch that makes the Super do the damage of an Exceed. It won't crash the game, so you can use it freely(And it can be used after a stun too, which is great for you, and the worst thing for your opponent), assuming you have meter. The two combos are different because you can't combo a Jump Attack into a cl. | It does more than one bar(More than 50%) in damage terms. That's why it is better. It is actually a glitch that makes the Super do the damage of an Exceed. It won't crash the game, so you can use it freely(And it can be used after a stun too, which is great for you, and the worst thing for your opponent), assuming you have meter. The two combos are different because you can't combo a Jump Attack into a cl.D.<br> | ||
(I know, this is the only combo section with more than one combo, but anyway) | (I know, this is the only combo section with more than one combo, but anyway) | ||
---- | ---- | ||
''Exceed(QCB, HCF+ | ''Exceed(QCB, HCF+A/C) combos:'' | ||
''1-'' cl. | ''1-'' cl.D, QCB, HCF+A - ''20 hits(The bloody part can count as hits)'' | ||
A hard combo to confirm, because you can't shortcut it. Your execution levels need to be high to do it. To know that the combo worked, it's like the Fuujin Ibuki combo, the opponent will be on hitstun during the flash. | A hard combo to confirm, because you can't shortcut it. Your execution levels need to be high to do it. To know that the combo worked, it's like the Fuujin Ibuki combo, the opponent will be on hitstun during the flash. | ||
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==Advanced Strategy== | ==Advanced Strategy== | ||
'''''Some combos''''' ''(With Max Mode)''<br> | '''''Some combos''''' ''(With Max Mode)''<br> | ||
Goenitz can MAX cancel only 3 special moves: his Rekka Move(The 3 inputs can be MAX canceled), and his DP+ | Goenitz can MAX cancel only 3 special moves: his Rekka Move(The 3 inputs can be MAX canceled), and his DP+A/C moves(Can be canceled on any hit). Sadly, he doesn't have loops too. | ||
''Wanpyou combos:'' | ''Wanpyou combos:'' | ||
''1-'' DP+ | ''1-'' DP+A, (MAX cancel the first/second hit into) QCB+P(3x) - ''4/5 hits'' | ||
Not that hard as a combo. On bigger characters, you can MAX cancel the third hit of the move to do this combo. Generally, I like to MAX cancel the last hit of the QCB+P into a teleport, just to get more space. | Not that hard as a combo. On bigger characters, you can MAX cancel the third hit of the move to do this combo. Generally, I like to MAX cancel the last hit of the QCB+P into a teleport, just to get more space. | ||
''2-'' (Corner only, the opponent needs to be jumping) DP+ | ''2-'' (Corner only, the opponent needs to be jumping) DP+C, (MAX cancel any hit, but not the last one into) QCB+P(3x) - ''(Up to) 7 hits'' | ||
Cool combo. You won't see it that much, but it's still cool. | Cool combo. You won't see it that much, but it's still cool. | ||
''3-'' (Corner only) cr. | ''3-'' (Corner only) cr.D, (early) HCF+A, DP+C, (MAX cancel it into) QCB+P(2x)(Only the second needs to hit), (MAX cancel it into) DP+C, (MAX cancel it into) HCF+A - ''7(Or even more) hits'' | ||
Hard to land. Use it on a combo vid, or even if your opponent doesn't know how to block on the wakeup. I'm not sure if you can use this combo to DP+ | Hard to land. Use it on a combo vid, or even if your opponent doesn't know how to block on the wakeup. I'm not sure if you can use this combo to DP+C, QCB+P(2x) loops, if you can loop by doing it, go ahead and add it below(Let's say that this is a challenge for you). | ||
---- | ---- | ||
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''Seiran combos'' | ''Seiran combos'' | ||
''1-'' [Jump Attack(Make sure you crossup)] cl. | ''1-'' [Jump Attack(Make sure you crossup)] cl.C, QCB+P(2x), DP+A - ''4 hits; 5 with a Jump Attack'' | ||
Simple combo, really(But it's not a thing that you'll see in a match). Use it like if you would use a normal Seiran combo. | Simple combo, really(But it's not a thing that you'll see in a match). Use it like if you would use a normal Seiran combo. | ||
''2-'' DP+ | ''2-'' DP+A, (MAX cancel the first/second hit into) QCB+P(3x) - ''4/5 hits'' | ||
Refer to the first Wanpyou combo. | Refer to the first Wanpyou combo. |
Revision as of 18:38, 21 September 2022
ゲーニッツ, Goenitz | |
---|---|
Difficulty | Easy Gameplay, Hard Execution |
Max Mode Needed? | Doesn't Need It |
Tier Placement | Very Strong (A) |
Standing Hitbox | Average |
Crouching Hitbox | Short |
Introduction
That missionary over there is Leopold Goenitz, a well known boss from the KOF series that debuted in KOF96 as one of the Four Heavenly Kings of Orochi. If nothing else, he's known for his infamous quote: Koko desu ka? He is a cool character here, with decent moves and stellar zoning, so if you've ever wanted to play a tournament legal Goenitz for yourself, this is the game for you.
How to select Goenitz (Outside of Super Plus)
- You want to use Goenitz? Just do these inputs below while you're on the character select screen, before the timer reaches 0 seconds:
- (While Holding Start) Down(3x), Right, Down, Left(3x)
- Console Method: Hold R1/RT above Ryo Sakazaki
Strengths | Weaknesses |
---|---|
|
|
Moves List
Normal Moves
Close Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 3 | 6 | 14 | +3 | +1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 5 | 5 | 15 | +2 | +0 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 3 | 2 | 8 | 13 | +10 | +8 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 11 | 2 | 16 | 29 | +2 | +0 | - | |
|
Far Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 8 | 5 | 7 | 20 | +0 | -2 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 5 | 8 | 18 | -1 | -3 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 13 | 4, (13), 3, 3 | 18 | 54 | 1st= -21 ; 2nd= -4 | 2nd= -23 ; 2nd= -6 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 3, (9), 4 | 9 | 30 | 1st= -5 ; 2nd= +7 | 2nd= -7 ; 2nd= +5 | - | |
|
Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 4 | 5 | 14 | +3 | +1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 8 | 5 | 5 | 18 | +2 | +0 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 11 | 5 | 17 | 33 | -2 | -4 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 7 | 4 | 17 | 28 | SKD | -3 | - | |
|
Jumping Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 6 | 4 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 6 | 7 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 6 | 10 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 6 | 4 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 9 | 3 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 6 | 8 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 3 | 3, (3), 4, 4, 4 | - | - | - | - | - | |
|
Special Moves
Yonokaze (aka "Koko Desu Ka?")
- HCF+Any button - The "Koko Desu Ka?" thing. Can I spam it? From far away, yeah, but you need to know the right time to use each of the versions. The A version can be used to anti-air(The tornado will appear in front of Goenitz, working like a Shield for him. The B and C versions are mainly for zoning, and the D version can be used as a corner lockdown for EQ(Watch out if he has meter). Each tornado can negate normal, and most Super projectiles.
Shin Aoi Hana Seiran (aka Seiran)
- QCB+P(3x) - Goenitz's Rekka move. He didn't have it on his KoF 96 version, which can be a minor buff for him. This move is mainly used on combos, and can be MAX canceled on each of the 3 hits.
Hyouga
- QCB+K - Goenitz's teleport. This is what you'll need to control your space. Travel using it, you'll need. There are some interesting wakeup crossup strategies using this move. The button pressed will determine the angle of the teleport.
Wanpyou Tokobuse
- DP+A - This move(And the below) were changed in input terms(On '96, this move could be done with QCB+P). On '96, this move could do 6 hits, but here, it can do up to 5. You can MAX cancel each hit too.
Wanpyou Mametsu
- DP+C - Same properties as the above, but will aim to the air. You can use it mainly to anti-air. On the corner, you can juggle after it hits a jumping opponent.
Super Moves
Fuujin Ibuki
- QCF(2x)+PP - Goenitz's dash super. It has some startup invincibility frames, which is great, but it's hard to confirm it, due to the startup. The only way to confirm it is after a cl.D, but only if you cancel the move earlier(Or by doing this shortcut: QCF+D, QCF+PP. If you time well, you can get it). If it hits the opponent in the air, Goenitz will stop after
Yamidoukoku
- HCB(2x)+P (While near from the opponent) - Goenitz's Super Grab, and his DM on KoF '96. It does good damage, and can combo from normals, but try to combo from the cl.D, especially. Why? You'll get a glitch(A damaging one). When Goenitz grabs the opponent(After a cl.D), he will do 50% damage on the opponent, and when he throws the opponent, he will do more 50%, which is a simple(Kind of; canceling the cl.D into a Super is a hard thing), but damaging combo(And you can do it everywhere, which is great).
Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
The Basics
Gameplan
First, Goenitz is a defensive character with solid ground game, and you need to know this. Why? You don't need to jump that much, that's why. The best opportunities to jump are: To punish your opponent(If he/she whiffs a move), or after a stun(To get more damage; while your opponent is stunned, you're free to do anything), this can be used with most ground-game characters. To play him, you'll need to control your space, by controling his tornado's positions(While you're using them, you'll build meter, and never use only one version, try to "You shall not pass!" your opponent by using many versions, based on where he/she is), knowing your best anti-airs(Based on the situation), and teleporting when you need(Or if you need space). If you need to punish, just do one of the combos below(Do it with a Super), and be happy with Goenitz. Good luck in your future matches.
Some Combos (Without Max Mode)
Goenitz's combo options aren't bad, but aren't huge as well. If you know some more possible combos(Even if they are "EQ only"), you can add them below.
Links:
1- cl.C, cr.D - 2 hits
Simple link into a knockdown. If you want to add a Jump Attack on it, you can, but make sure you crossup the opponent. It can be easier on bigger characters too.
Yonokase(HCF+Any button) combos:
1- cl.D,(Cancel it earlier as possible) HCF+B - 2 hits
Not that simple to do. To cancel it earlier, you'll need to begin the input right after you press the button(And you need to do it very fast, really, very fast). There is a way to know that it will work. When you attack(Normally) with the cl.D, you'll hear a slash. If you cancel it earlier, you'll hear a "BAM" sound. You can use other versions of the "Koko Desu Ka?"(The A and the C versions will combo as well), but only the B version will knock the opponent down. Sadly, you can't add a Jump Attack before the cl.D, because they won't combo(The startup of the cl.D is very bad to combo after it).
Seiran(QCB+P(3x)) combos:
1- [Jump Attack] cl.C, QCB+P(3x) - 4 hits; 5 with a Jump Attack
Your BnB, and the easiest way to combo with Goenitz(We know, he is very hard to combo, but he still can). You can use the cl.D on this combo too, but I think it's easier with the cl.C.
Wanpyou Tokobuse(DP+A) combos:
1- [Jump Attack] cl.C, DP+A - 3 hits; 3 with a Jump Attack; 4 if you crossup
Not that hard as a combo, but... Just use the Seiran instead.
Wanpyou Mametsu(DP+C) combos:
1- (Corner only; Jumping opponent only) DP+C, cl.C - 5-7 hits
A very hard combo to confirm. You won't see someone jumping on the corner saying: "Please, do this combo on me!". Note that this combo will reset your opponent.
Fuujin Ibuki(QCF(2x)+PP) combos:
1- cl.D, QCF(2x)+PP - 7 hits
For punishing purposes. You can shortcut it by doing: QCF+D(Goenitz doesn't have a QCF+K special move), QCF+PP. The combo will only work if you cancel the cl.D early. To know that this combo worked, during the Super's flash, your opponent won't be pushed(But will be on the hitstun animation). It does great damage too.
Yamidoukoku(HCB(2x)+P) combos:
1- [Jump Attack(Make sure you crossup)] cl.C, HCB(2x)+P - (I can say) 2 hits; 3 with a Jump Attack
A not-that-hard combo(You can shortcut it by doing: HCB+C, HCB+P; if you do a HCB+C fast enough, the Seiran won't come out). It's mainly to use for punishing purposes, but I think that the below is better.
2- cl.D, HCB(2x)+P - 2 hits
It does more than one bar(More than 50%) in damage terms. That's why it is better. It is actually a glitch that makes the Super do the damage of an Exceed. It won't crash the game, so you can use it freely(And it can be used after a stun too, which is great for you, and the worst thing for your opponent), assuming you have meter. The two combos are different because you can't combo a Jump Attack into a cl.D.
(I know, this is the only combo section with more than one combo, but anyway)
Exceed(QCB, HCF+A/C) combos:
1- cl.D, QCB, HCF+A - 20 hits(The bloody part can count as hits)
A hard combo to confirm, because you can't shortcut it. Your execution levels need to be high to do it. To know that the combo worked, it's like the Fuujin Ibuki combo, the opponent will be on hitstun during the flash.
Advanced Strategy
Some combos (With Max Mode)
Goenitz can MAX cancel only 3 special moves: his Rekka Move(The 3 inputs can be MAX canceled), and his DP+A/C moves(Can be canceled on any hit). Sadly, he doesn't have loops too.
Wanpyou combos:
1- DP+A, (MAX cancel the first/second hit into) QCB+P(3x) - 4/5 hits
Not that hard as a combo. On bigger characters, you can MAX cancel the third hit of the move to do this combo. Generally, I like to MAX cancel the last hit of the QCB+P into a teleport, just to get more space.
2- (Corner only, the opponent needs to be jumping) DP+C, (MAX cancel any hit, but not the last one into) QCB+P(3x) - (Up to) 7 hits
Cool combo. You won't see it that much, but it's still cool.
3- (Corner only) cr.D, (early) HCF+A, DP+C, (MAX cancel it into) QCB+P(2x)(Only the second needs to hit), (MAX cancel it into) DP+C, (MAX cancel it into) HCF+A - 7(Or even more) hits
Hard to land. Use it on a combo vid, or even if your opponent doesn't know how to block on the wakeup. I'm not sure if you can use this combo to DP+C, QCB+P(2x) loops, if you can loop by doing it, go ahead and add it below(Let's say that this is a challenge for you).
Seiran combos
1- [Jump Attack(Make sure you crossup)] cl.C, QCB+P(2x), DP+A - 4 hits; 5 with a Jump Attack
Simple combo, really(But it's not a thing that you'll see in a match). Use it like if you would use a normal Seiran combo.
2- DP+A, (MAX cancel the first/second hit into) QCB+P(3x) - 4/5 hits
Refer to the first Wanpyou combo.
Loops(?)
I already said about the loops. If you find one(I think he has one), just press Backspace on everything that it's written here(Beggining on "I", obviously, and the "(?)").