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|advHit=-1 / -1 / Knocks down | |advHit=-1 / -1 / Knocks down | ||
|advBlock=-13 / -13 / -13 | |advBlock=-13 / -13 / -13 | ||
|description=Goat swings a morning star flail, with good range.<br> | |description=Goat swings a morning star flail, with good range.<br>A version is 0 on final pullback hit, generally only used against Alices and Zam-B. <br> B version has slighty more range, is +1 on final pullback hit, does more damage than A, and is Goat's most consistent guard cancel option for punishes. This whiffs on crouching Alices and Zam-b. <br> C version is a decent check against jumpers, and has niche but highly rewarding guard cancel applications, due to the final pullback hit launching. <br>EX version swings at standing height for up to 6 hits, dealing massive damage. Can combo into another move if done from right up close. | ||
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|advHit=-14 / -16 / Knocks down | |advHit=-14 / -16 / Knocks down | ||
|advBlock=-11 / -15 / -13 | |advBlock=-11 / -15 / -13 | ||
|description=Goat does a big and fast swing.<br>speed and number of hits depends on button<br>''frame data is not incorrect'', it's that fucked up<br>EX version swings very fast and does six hits. Last hit floats. So, you can combo in the corner | |description=Goat does a big and fast swing.<br>speed and number of hits depends on button<br>''frame data is not incorrect'', it's that fucked up<br>EX version swings very fast and does six hits. Last hit floats. So, you can combo in the corner. It is his fastest special at 11 frames startup. | ||
}} | }} | ||
}} | }} | ||
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|advHit=HKD | |advHit=HKD | ||
|advBlock=-19 | |advBlock=-19 | ||
|description= Goat rushes forward on his opponent.<br>'''Hits overhead''', If he hits he will start a series of swings which result in a 18-hits autocombo. If the first hit misses or is blocked, Goat won't follow through with the rest of the move. This move is long to come out and can be combo only from his overhead punch. | |description= Goat rushes forward on his opponent.<br>'''Hits overhead''', If he hits he will start a series of swings which result in a 18-hits autocombo. If the first hit misses or is blocked, Goat won't follow through with the rest of the move. This move is long to come out and can be combo only from his overhead punch. <br> | ||
Due to a bug, Goat can cancel into a special move just as he hits the floor when he jumps back and lands to perform the final hit. This has varying degrees of usefulness depending on the character it's performed against, as well as Goat's position on the screen as Bastard's Cradle connects. | Due to a bug, Goat can cancel into a special move just as he hits the floor when he jumps back and lands to perform the final hit. This has varying degrees of usefulness depending on the character it's performed against, as well as Goat's position on the screen as Bastard's Cradle connects. | ||
[https://youtu.be/1OSpzOE_198 (example)] | [https://youtu.be/1OSpzOE_198 (example)] | ||
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|name=Iron Rage - アイアンレイジ | |name=Iron Rage - アイアンレイジ | ||
|image=AB_go_214214a.png | |image=AB_go_214214a.png | ||
|caption=a bit overkill to punish a | |caption=a bit overkill to punish a jump-in, but it does the job | ||
|input=214-214A/B/C | |input=214-214A/B/C | ||
|data= | |data= | ||
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This boost mode has a very good name cause it does exactly what it's suggests. During Hyper Body, all Goat's attacks (normals and specials) will have super armour. Goat is now a super tanky character with no fear of counter hit. Some of his attacks profit of little changes. | This boost mode has a very good name cause it does exactly what it's suggests. During Hyper Body, all Goat's attacks (normals and specials) will have super armour. Goat is now a super tanky character with no fear of counter hit. Some of his attacks profit of little changes. | ||
* Standing C, Jumping C and | * Standing C, Jumping C and 6C do more damage. 6C is also significantly faster. | ||
* Last hit of C Phantom Crash is now a vertical launcher. But because of the pushback of the attack it's very hard to combo from it unless you're very close of the opponent. | * Last hit of C Phantom Crash is now a vertical launcher. But because of the pushback of the attack it's very hard to combo from it unless you're very close of the opponent. | ||
* Last hit of C Buster Horn in a launcher. The last hit is now very rewarding. But because the pushback of the 2-3 last hits of the attack is huge, the last hit can be hard to land on the opponent. | * Last hit of C Buster Horn in a launcher. The last hit is now very rewarding. But because the pushback of the 2-3 last hits of the attack is huge, the last hit can be hard to land on the opponent. |
Revision as of 14:59, 18 April 2023
Goat is a rough swordsman wielding a large black zweihander, as well as a spiked mace on a chain he can swing from his other arm. As Goat's nightmares about his family's death continue to intensify, he fears and realizes that the growing stress and pressure of the nightmares themselves will drive him into a state of pure insanity. Goat resolves to eliminate this problem once and for all and sets his sights on the mystery of the lost continent.
Goat is a tough character wielding a sword that's as long-reaching as it is damaging. All of his heavy normals knock his opponent down.
OverviewGoat strives in the mid-range and thrives off of trades and impatience. |
|
Pros | Cons |
|
|
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Play Style | Big buttons |
Dash Type | Run |
Backdash Type | Airborne |
Defense Modifier | 1.0 |
Air Options | None |
Meter Gauge | {{{meter}}} |
Normals
Standing normals
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 7 | - | - | M | normals | 2 | 1 | |
fast jab |
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 8 | - | - | M | normals | -10 | -11 | |
Quick sword swipe with excellent range but an annoying amount of pushback. |
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 20 | - | - | H | O | Knocks down | -26 | |
slow but damaging attack |
Crouching normals
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 6 | - | - | L | normals | 3 | 1 | |
fast low jab |
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 10 | - | - | L | normals | -13 | -14 | |
fast low poke |
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 14 | - | - | L | O | Knocks down | -17 | |
fast sweep |
Jumping normals
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 4 | - | - | H | special | O | O | |
fast combo starter |
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 8 | - | - | H | special | O | O | |
slash with unique downward angle, this practically will never whiff on anyone grounded |
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 15 | - | - | H | O | Knocks down | O | |
one of goat's greatest normals |
Command normals
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 16 | - | - | L | special | 13 | 0 | |
low kick |
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 26 | - | - | H | special | 3 | -12 | |
overhead punch |
Universal mechanics
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 7 | - | - | M | O | Launches | inconsistent | |
on hit, Causes a big wall bounce and puts the opponent on indefinite hitstun until they hit the ground or use meter to tech it |
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 7 | - | - | M | O | Launches | inconsistent | |
No difference from the ground version, but some characters have air launchers with slightly less recovery frames |
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 6 | - | - | don't | O | Stun | O | |
This replaces grab, a quick attack that stuns blocking opponents. |
Special moves
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 14 / 14 / 14 | - | - | M | O | -1 / -1 / Knocks down | -13 / -13 / -13 | |
Goat swings a morning star flail, with good range. |
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 12 / 14 / 16 | - | - | M | O | -14 / -16 / Knocks down | -11 / -15 / -13 | |
Goat does a big and fast swing. |
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 14 / 19 / 23 | - | - | M | O | inconsistent | inconsistent | |
Goat runs forward with his sword out. Lots of start-up and recovery time. Can only be combo from the overhead punch. |
Supers
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 80(53+27) | - | - | H | O | HKD | -19 | |
Goat rushes forward on his opponent. |
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 60(53+7) | - | - | M | O | HKD | -33 | |
Goat gets his dragon punch from Asura Blade back. He will leap into the air with his sword pointed up. More easy to use in combo than his first super. It can be use from a medium attack. This super does less damage than Bastard's Cradle and hits up to 9 times. You can use it in a air combo but the angle can be hard to find. Pretty useful as a guard cancel against multi-hitting air normals such as rosemary j.b, but it can be inconsistent/hard to pull off at times. |
Boost mode (22+ABC)
This boost mode has a very good name cause it does exactly what it's suggests. During Hyper Body, all Goat's attacks (normals and specials) will have super armour. Goat is now a super tanky character with no fear of counter hit. Some of his attacks profit of little changes.
- Standing C, Jumping C and 6C do more damage. 6C is also significantly faster.
- Last hit of C Phantom Crash is now a vertical launcher. But because of the pushback of the attack it's very hard to combo from it unless you're very close of the opponent.
- Last hit of C Buster Horn in a launcher. The last hit is now very rewarding. But because the pushback of the 2-3 last hits of the attack is huge, the last hit can be hard to land on the opponent.
- Final pullback hitbox of Buster Hammer gives slightly better frame advantage.
Combos
Combos | Damage | Notes |
2A > 5AB > j.B > j.C | 38 | Bread-and-butter launcher followup. Most consistent. |
66 > 5A > 5B > 5AB > j.Ax2 > j.B > j.Ax2 > j.B > j.AB > j.Ax2 > j.B > j.Ax2 > j.B > j.C | 46 | Meterless BnB. Video: https://streamable.com/pdojr8 |
5B > 623AB > j.B > j.C | 58 | Metered corner combo. |
236AB > 2A > AB > 6B > 623B | 90 | Optimal 236EX followup. Video: https://youtu.be/HQxBfsgnVqw |
Color Palettes