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{ | {{Infobox-ABEW | ||
| | |name=AB_Name_Goat | ||
|image=AB_Goat | |||
|playstyle=Big buttons | |||
| | |dash=Run | ||
| | |backdash=Airborne | ||
|defmod=1.0 | |||
|airopts=None | |||
|meter=64 | |||
| | |||
| | |||
| | |||
| | |||
}} | }} | ||
== Normals == | ==Movelist== | ||
=== Standing | ===Normals=== | ||
====Standing Normals==== | |||
{{MoveData | {{MoveData | ||
|image=AB_go_5a.png | |image=AB_go_5a.png | ||
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|data= | |data= | ||
{{AttackData-AB | {{AttackData-AB | ||
|damage=9 | |||
|recovery=7 | |||
|active=4 | |||
|guard=M | |guard=M | ||
|cancel= | |cancel=-A-, -B-, -C-, -SP-, -UM- | ||
|startup= | |startup=5 | ||
|advHit=2 | |advHit=2 | ||
|advBlock=1 | |advBlock=1 | ||
|description= fast jab<br>can be used as a pseudo-anti air | |description= fast jab<br>can be used as a pseudo-anti air<br>Slow-ish framedata makes Goat rely on this as an abare or late anti-air | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-AB | {{AttackData-AB | ||
|damage=17 | |||
|recovery=21 | |||
|active=6 | |||
|guard=M | |guard=M | ||
|cancel= | |cancel=C, SP, UM | ||
|startup= | |startup=7 | ||
|advHit=-10 | |advHit=-10 | ||
|advBlock=-11 | |advBlock=-11 | ||
|description= | |description= Quick sword swipe with excellent range but an annoying amount of pushback.<br>can be combo'd into launcher, 236EX and 623EX ''only'' it's after a dash<br>the equivalent of a C normal on other characters | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-AB | {{AttackData-AB | ||
| | |damage=32 | ||
| | |recovery=38 | ||
|startup= | |active=9 | ||
|advHit= | |guard=M | ||
|startup=19 | |||
|advHit=Sliding Knockdown | |||
|advBlock=-26 | |advBlock=-26 | ||
|description= slow but damaging attack<br> | |description= slow but damaging attack<br>Being slow and sluggish makes this normal look situational, but it has some interesting properties.<br>it hits way higher than expected, so if you get used to the startup it can serve as a neat commital anti-air because of the hard knock down on hit<br>Overall, if opponents are getting predictable with their unsafe approaches this is a very good move to use | ||
}} | }} | ||
}} | }} | ||
=== Crouching | ====Crouching Normals==== | ||
{{MoveData | {{MoveData | ||
|image=AB_go_2a.png | |image=AB_go_2a.png | ||
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|data= | |data= | ||
{{AttackData-AB | {{AttackData-AB | ||
|damage=9 | |||
|recovery=5 | |||
|active=6 | |||
|guard=L | |guard=L | ||
|cancel= | |cancel=-A-, -B-, -C-, -SP-, -UM- | ||
|startup= | |startup=5 | ||
|advHit= | |advHit=2 | ||
|advBlock=1 | |advBlock=1 | ||
|description= fast low jab | |description= fast low jab | ||
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|data= | |data= | ||
{{AttackData-AB | {{AttackData-AB | ||
|damage=17 | |||
|recovery=21 | |||
|active=8 | |||
|guard=L | |guard=L | ||
|cancel= | |cancel=C, SP, UM | ||
|startup= | |startup=9 | ||
|advHit=- | |advHit=-12 | ||
|advBlock=- | |advBlock=-13 | ||
|description= fast low poke | |description= fast low poke | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-AB | {{AttackData-AB | ||
|damage=25 | |||
|recovery=29 | |||
|active=9 | |||
|guard=L | |guard=L | ||
|startup=13 | |||
|startup= | |advHit=Hard Knockdown | ||
|advHit= | |advBlock=-16 | ||
|advBlock=- | |description= fast sweep<br>pretty committal compared to other sweeps but has decent range | ||
|description= fast sweep | |||
}} | }} | ||
}} | }} | ||
=== | ====Air Normals==== | ||
{{MoveData | {{MoveData | ||
|image=AB_go_j.a.png | |image=AB_go_j.a.png | ||
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|data= | |data= | ||
{{AttackData-AB | {{AttackData-AB | ||
|damage=9 | |||
|recovery={{Tooltip | text=14* | hovertext=Interruptible 14 frames after the move becomes active.}} | |||
|active=35 | |||
|guard=H | |guard=H | ||
|cancel= | |cancel=A, B, C, UM | ||
|startup= | |startup=3 | ||
|advHit= | |advHit=N/A | ||
|advBlock= | |advBlock=N/A | ||
|description= fast combo starter<br>the safest attack to throw out in air-to-air situations | |description= fast combo starter<br>the safest attack to throw out in air-to-air situations | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-AB | {{AttackData-AB | ||
|damage=17 | |||
|recovery=N/A | |||
|active=8 | |||
|guard=H | |guard=H | ||
|cancel= | |cancel=C, UM | ||
|startup= | |startup=7 | ||
|advHit= | |advHit=N/A | ||
|advBlock= | |advBlock=N/A | ||
|description= downward | |description=Slash with unique downward angle, this practically will never whiff on anyone grounded<br>can be used for crossup mixups<br>hard to incorporate into combos due to the low horizontal range | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-AB | {{AttackData-AB | ||
|damage=30 | |||
|recovery=N/A | |||
|active=8 | |||
|guard=H | |guard=H | ||
|startup=14 | |||
|startup= | |advHit=Sliding Knockdown | ||
|advHit= | |advBlock=N/A | ||
|advBlock= | |description= one of goat's greatest normals<br>very fast, great range and angle, causes a sliding knockdown on hit and deals a lot of damage<br>easily spammable due to short recovery<br>deceptively very active | ||
|description= one of goat's greatest normals<br>very fast, great range and deals a lot of damage<br>easily spammable due to short recovery<br>deceptively very active | |||
}} | }} | ||
}} | }} | ||
=== Command | ==== Command Normals ==== | ||
{{MoveData | {{MoveData | ||
|image=AB_go_6B.png | |image=AB_go_6B.png | ||
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|data= | |data= | ||
{{AttackData-AB | {{AttackData-AB | ||
|damage=17 | |||
|recovery=10 | |||
|active=6 | |||
|guard=L | |guard=L | ||
|cancel= | |cancel=C, SP, UM | ||
|startup= | |startup=15 | ||
|advHit= | |advHit=12 | ||
|advBlock=0 | |advBlock=0 | ||
|description= | |description=Low kick<br>'''resets combo scaling'''<br>it's unknown if this property is intentional or an accident, but it means you can sneak in a 6b > 623C to the end of a combo for absurd damage<br>His only normal that can combo into 5C. It also confirms into his EX moves. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-AB | {{AttackData-AB | ||
|damage=24 | |||
|recovery=25 | |||
|active=8 | |||
|guard=H | |guard=H | ||
|cancel= | |cancel=SP, UM | ||
|startup= | |startup=25 | ||
|advHit= | |advHit=2 | ||
|advBlock=- | |advBlock=-11 | ||
|description=overhead punch<br> | |description=overhead punch<br>Tthe only way '''to combo into 236236X''' or some of his specials | ||
}} | }} | ||
}} | }} | ||
=== Universal | ===Universal Mechanics=== | ||
{{MoveData | {{MoveData | ||
|name=Launcher | |name=Launcher | ||
|image=AB_Goat_AB.png | |image=AB_Goat_AB.png | ||
|caption= | |caption= | ||
|input= | |input=Any 2 buttons on the ground | ||
|data= | |data= | ||
{{AttackData-AB | {{AttackData-AB | ||
|damage=5 | |||
|recovery=14 | |||
|active=10 | |||
|guard=M | |guard=M | ||
|startup=5 | |||
|startup= | |||
|advHit= Launches | |advHit= Launches | ||
|advBlock= | |advBlock=-2 | ||
|description= | |description=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<br>can be combo'd universally with A>B>C or A>B>Launcher combos.<br>most characters can add an air special or delay the launcher and do a ground special<br>if you hit an opponent with 3 launchers in the same combo they become completely invincible until waking up from the knockdown state<br>a lot of EX moves (Rose's 214EX), few meterless specials (Taros j.236x) and very rarely normals (Rokurouta's 6C) have last hits with the properties of a launcher. these hits count towards the 3 launcher cap. | ||
}} | }} | ||
}} | }} | ||
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|image=AB_Goat_jAB.png | |image=AB_Goat_jAB.png | ||
|caption= | |caption= | ||
|input= | |input=Any 2 buttons in the air | ||
|data= | |data= | ||
{{AttackData-AB | {{AttackData-AB | ||
| | |damage=5 | ||
| | |recovery=N/A | ||
|active=6 | |||
|guard=H | |||
|startup= 7 | |startup= 7 | ||
|advHit= Launches | |advHit=Launches | ||
|advBlock= | |advBlock=N/A | ||
|description= No difference from the ground version, but some characters have air launchers with slightly less recovery frames | |description= No difference from the ground version, but some characters have air launchers with slightly less recovery frames | ||
}} | }} | ||
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<br> | <br> | ||
{{MoveData | {{MoveData | ||
|name=Guard | |name=Guard Break | ||
|image=AB_go_6c.png | |image=AB_go_6c.png | ||
|caption= | |caption= | ||
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|data= | |data= | ||
{{AttackData-AB | {{AttackData-AB | ||
| | |damage=2 | ||
| | |recovery=33 | ||
|startup= | |active=4 | ||
|advHit= | |guard=U | ||
|advBlock= | |startup=5 | ||
|advHit=23 | |||
|advBlock=N/A | |||
|description=This replaces grab, a quick attack that stuns blocking opponents.<br>common followups are combos, launchers, knockdowns and some supers<br>countered by not blocking, jumping or attacking back | |description=This replaces grab, a quick attack that stuns blocking opponents.<br>common followups are combos, launchers, knockdowns and some supers<br>countered by not blocking, jumping or attacking back | ||
}} | }} | ||
}} | }} | ||
== Special | ===Special Moves=== | ||
{{MoveData | {{MoveData | ||
|name=Buster Hammer | |name=Buster Hammer<br>バスター・ハンマー | ||
|image=AB_go_236a.png | |image=AB_go_236a.png | ||
|image2=AB_go_236b.png | |image2=AB_go_236b.png | ||
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|caption3=C version | |caption3=C version | ||
|caption4=EX version | |caption4=EX version | ||
|input= | |input=236X | ||
|data= | |data= | ||
{{AttackData-AB | {{AttackData-AB | ||
|version=A | |||
|damage=8*3, 6*2 (24) | |||
|guard=M | |guard=M | ||
| | |startup=13 | ||
| | |active=16 (3) 5 | ||
|advHit=-1 | |recovery=21 | ||
|advBlock=- | |advHit=-1 | ||
|description=Goat | |advBlock=-14 | ||
|description=Goat thrusts his ball-and-chain flail downwards in front of him. Usually reserved for use against the smaller characters, such as Alice(!), Chen-Mao and Zam-B. | |||
}} | }} | ||
{{AttackData-AB | |||
|version=B | |||
|damage=8*5 (26) | |||
|guard=M | |||
|startup= 13 | |||
|active=12 (2) 5 | |||
|recovery= 24 | |||
|advHit=0 | |||
|advBlock=-13 | |||
|description=Goat thrusts the flail straight ahead. Has slighty more range than the A version and deals more damage. Solid poke and special option, occasionally useful as a long-range guard cancel. | |||
This whiffs on crouching Alice(!), Chen-Mao and Zam-B. | |||
}} | }} | ||
{{AttackData-AB | |||
|version=C | |||
|damage=10*3, 8*2 | |||
|guard=M | |||
|startup=13 | |||
|active=13 (3) 3 | |||
|recovery=24 | |||
|advHit=Launcher | |||
|advBlock=-21 / -4 | |||
|description=Goat thrusts the flail upwards in front oh im. A decent, but committal check against jumpers. Has niche, but highly rewarding guard cancel applications, due to the final pullback hit launching. | |||
}} | |||
{{AttackData-AB | |||
|version=EX (any two buttons) | |||
|damage=16*6 (58) | |||
|guard=M | |||
|startup=26 | |||
|active=8 (6) 5 | |||
|recovery=21 | |||
|advHit=13 | |||
|advBlock=-4 | |||
|description=Goat is briefly invulnerable, then swings his flail and pulls it back towards him for massive damage. The last two hits pull the opponent back and can lead to a combo or reset. | |||
}} | |||
}} | |||
<br> | <br> | ||
{{MoveData | {{MoveData | ||
|name=Phantom Crash | |name=Phantom Crash<br>ファントムクラッシュ | ||
|image=AB_go_623a.png | |image=AB_go_623a.png | ||
|image2=AB_go_623ex.png | |image2=AB_go_623ex.png | ||
|caption=A/B/C version | |caption=A/B/C version | ||
|caption2=EX version | |caption2=EX version | ||
|input= | |input=623X | ||
|data= | |data= | ||
{{AttackData-AB | {{AttackData-AB | ||
|version=A | |||
|damage=20 | |||
|guard=M | |||
|startup=11 | |||
|active=5 | |||
|recovery=21 | |||
|advHit=-13 | |||
|advBlock=-14 | |||
}} | |||
{{AttackData-AB | |||
|version=B | |||
|damage=16, 14 (27) | |||
|guard=M | |guard=M | ||
| | |startup=13 | ||
| | |active=8 | ||
|advHit=- | |recovery=25 | ||
|advBlock=- | |advHit=-15 | ||
|description=Goat | |advBlock=-16 | ||
}} | |||
{{AttackData-AB | |||
|version=C | |||
|damage=16, 14, 10 (33) | |||
|guard=M | |||
|startup=25 | |||
|active=8 | |||
|recovery=21 | |||
|advHit=Hard Knockdown | |||
|advBlock=-4 | |||
|description=Goat swings his blade upwards in front of him. Button determines frame data and number of hits. C version knocks down. | |||
Goat's most reliable confirms are into this series of specials. | |||
}} | |||
{{AttackData-AB | |||
|version=EX (any two buttons) | |||
|damage=16*6 (58) | |||
|guard=M | |||
|startup=9 | |||
|active=9 | |||
|recovery=21 | |||
|advHit=13 | |||
|advBlock=-4 | |||
|description=Fast, multihit launcher. Goat's fastest guard cancel option. | |||
}} | }} | ||
}} | }} | ||
<br> | <br> | ||
{{MoveData | {{MoveData | ||
|name=Buster | |name=Buster Horn<br>バスターホーン | ||
|image=AB_go_214a.png | |image=AB_go_214a.png | ||
|image2=AB_go_214ex.png | |image2=AB_go_214ex.png | ||
|caption=A/B/C version | |caption=A/B/C version | ||
|caption2=EX version | |caption2=EX version | ||
|input=214X | |||
|input= | |||
|data= | |data= | ||
{{AttackData-AB | {{AttackData-AB | ||
|version=A | |||
|damage=8*6 (28) | |||
|guard=M | |guard=M | ||
| | |startup=14 | ||
|startup= | |active=29 | ||
|advHit= | |recovery=18 | ||
|advBlock= | |advHit=-7 | ||
|description= Goat | |advBlock=-8 | ||
}} | |||
{{AttackData-AB | |||
|version=B | |||
|damage=8*3, 6*4 (26) | |||
|guard=M | |||
|startup=18 | |||
|active=37 | |||
|recovery=22 | |||
|advHit=-7 | |||
|advBlock=-8 | |||
}} | |||
{{AttackData-AB | |||
|version=C | |||
|damage=8*10 (33) | |||
|guard=M | |||
|startup=22 | |||
|active=47 | |||
|recovery=26 | |||
|advHit=-5 | |||
|advBlock=-6 | |||
|description=Goat slowly takes his sword out in front of him, then runs forward. Button determines distance and number of hits. Very unsafe. Can be confirmed into from his command normals. | |||
}} | |||
{{AttackData-AB | |||
|version=EX (any two buttons) | |||
|damage=8*14 (37) | |||
|guard=M | |||
|startup=26 | |||
|active=59 | |||
|recovery=18 | |||
|advHit=-1 | |||
|advBlock=-6 | |||
|description=Goat shines gold and activates super armor, then rushes forward with his sword out. Hits up to 14 times. Super armor is active on frames 0 to 58 (the armor appears one frame before the animation even starts). | |||
}} | }} | ||
}} | }} | ||
== Supers == | === Supers === | ||
{{MoveData | {{MoveData | ||
|name=Bastard's Cradle | |name=Bastard's Cradle<br>ろくでなしのゆりかご | ||
|image=AB_go_236236a.png | |image=AB_go_236236a.png | ||
|image2=AB_go_236236a2.png | |image2=AB_go_236236a2.png | ||
|caption2='YOU PRESSING BUTTONS??' | |caption2='YOU PRESSING BUTTONS??' | ||
|input= | |input=236236X | ||
|data= | |data= | ||
{{AttackData-AB | {{AttackData-AB | ||
|guard=H | |guard=H | ||
|cancel= | |damage=84 | ||
|startup= | |cancel=SP | ||
|advHit= | |guard=M | ||
|advBlock=- | |startup=1+28 | ||
|description= Goat | |active=3 | ||
|recovery=18 | |||
|advHit=Sliding Knockdown | |||
|advBlock=-13 | |||
|description= Goat performs an invincible jumping slash that '''hits overhead'''. On hit, he will start a series of swings which result in a 18-hit-long combo sequence. If the first hit misses or is blocked, Goat won't follow through with the rest of the move. This move takes a while to come out and can only be confirmed into 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. | |||
[https://youtu.be/1OSpzOE_198 (example)] | |||
}} | }} | ||
}} | }} | ||
<br> | <br> | ||
{{MoveData | {{MoveData | ||
|name=Iron Rage | |name=Iron Rage<br>アイアンレイジ | ||
|image=AB_go_214214a.png | |image=AB_go_214214a.png | ||
|caption= | |caption=A bit overkill to punish a jump-in, but it does the job | ||
|input= | |input=214214AX | ||
|data= | |data= | ||
{{AttackData-AB | {{AttackData-AB | ||
|guard=M | |guard=M | ||
| | |damage=20*2, 16*2, 12*6 (67) | ||
|startup= | |guard=M | ||
|advHit= | |startup=1+8 | ||
|advBlock=- | |active=15 | ||
|description= Goat gets his dragon punch from Asura Blade back. | |recovery=43 | ||
|advHit=Launches | |||
|advBlock=-31 | |||
|description= Goat gets his dragon punch from Asura Blade back. Performs an ascending anti-air slash. Can be more reliably routed into than 236236X, comboing from his B normals, but deals much less damage. Mostly useful as a costly guard cancel against multi-hitting air normals, such as Rose Mary's j.B. | |||
}} | }} | ||
}} | }} | ||
== Boost | === Boost Mode === | ||
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 of 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. | ||
* Final pullback hitbox of Buster Hammer gives slightly better frame advantage. | |||
== Combos == | == Combos == | ||
{| border="1em" cellpadding="3" cellspacing="0" | {| class="wikitable" "border="1em" cellpadding="3" cellspacing="0" | ||
| align="center" style="background:#858585;color:black;"|'''Combos''' | | align="center" style="background:#858585;color:black;"|'''Combos''' | ||
| align="center" style="background:#858585;color:black;"|''' | | align="center" style="background:#858585;color:black;"|'''Damage''' | ||
| align="center" style="background:#858585;color:black;"|'''Notes''' | | align="center" style="background:#858585;color:black;"|'''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 | |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 | |46 | ||
|Meterless | |Meterless BnB. Video: https://streamable.com/pdojr8 | ||
|- | |- | ||
|5B > 623AB > j.B > j.C | |5B > 623AB > j.B > j.C | ||
|58 | |58 | ||
|corner combo. | |Metered corner combo. | ||
|- | |||
|236AB > 2A > AB > 6B > 623B | |||
|90 | |||
|Optimal 236EX followup. Video: https://youtu.be/HQxBfsgnVqw | |||
|} | |} | ||
==Color Palettes== | |||
<br> | |||
[[File:AB_Palettes_Goat.png|none|350px]] | |||
<br> | |||
{{Asura Buster}} | |||
[[Category: Asura Buster: Eternal Warriors]] | [[Category: Asura Buster: Eternal Warriors]] | ||
[[Category: Goat]] |
Latest revision as of 16:49, 14 May 2024
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 |
|
|
![]() | |
---|---|
Play Style | Big buttons |
Dash Type | Run |
Backdash Type | Airborne |
Defense Modifier | 1.0 |
Air Options | None |
Meter Gauge | 64 |
Movelist
Normals
Standing Normals
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
9 | 5 | 4 | 7 | M | -A-, -B-, -C-, -SP-, -UM- | 2 | 1 | |
fast jab |
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
17 | 7 | 6 | 21 | M | C, SP, UM | -10 | -11 | |
Quick sword swipe with excellent range but an annoying amount of pushback. |
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
32 | 19 | 9 | 38 | M | - | Sliding Knockdown | -26 | |
slow but damaging attack |
Crouching Normals
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
9 | 5 | 6 | 5 | L | -A-, -B-, -C-, -SP-, -UM- | 2 | 1 | |
fast low jab |
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
17 | 9 | 8 | 21 | L | C, SP, UM | -12 | -13 | |
fast low poke |
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
25 | 13 | 9 | 29 | L | - | Hard Knockdown | -16 | |
fast sweep |
Air Normals
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
9 | 3 | 35 | 14* | H | A, B, C, UM | N/A | N/A | |
fast combo starter |
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
17 | 7 | 8 | N/A | H | C, UM | N/A | N/A | |
Slash with unique downward angle, this practically will never whiff on anyone grounded |
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
30 | 14 | 8 | N/A | H | - | Sliding Knockdown | N/A | |
one of goat's greatest normals |
Command Normals
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
17 | 15 | 6 | 10 | L | C, SP, UM | 12 | 0 | |
Low kick |
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
24 | 25 | 8 | 25 | H | SP, UM | 2 | -11 | |
overhead punch |
Universal Mechanics
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
5 | 5 | 10 | 14 | M | - | Launches | -2 | |
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 | |
---|---|---|---|---|---|---|---|---|
5 | 7 | 6 | N/A | H | - | Launches | N/A | |
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 | |
---|---|---|---|---|---|---|---|---|
2 | 5 | 4 | 33 | U | - | 23 | N/A | |
This replaces grab, a quick attack that stuns blocking opponents. |
Special Moves
Version | Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block |
---|---|---|---|---|---|---|---|---|
A | 8*3, 6*2 (24) | 13 | 16 (3) 5 | 21 | M | - | -1 | -14 |
Goat thrusts his ball-and-chain flail downwards in front of him. Usually reserved for use against the smaller characters, such as Alice(!), Chen-Mao and Zam-B. | ||||||||
Version | Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block |
B | 8*5 (26) | 13 | 12 (2) 5 | 24 | M | - | 0 | -13 |
Goat thrusts the flail straight ahead. Has slighty more range than the A version and deals more damage. Solid poke and special option, occasionally useful as a long-range guard cancel. This whiffs on crouching Alice(!), Chen-Mao and Zam-B. | ||||||||
Version | Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block |
C | 10*3, 8*2 | 13 | 13 (3) 3 | 24 | M | - | Launcher | -21 / -4 |
Goat thrusts the flail upwards in front oh im. A decent, but committal check against jumpers. Has niche, but highly rewarding guard cancel applications, due to the final pullback hit launching. | ||||||||
Version | Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block |
EX (any two buttons) | 16*6 (58) | 26 | 8 (6) 5 | 21 | M | - | 13 | -4 |
Goat is briefly invulnerable, then swings his flail and pulls it back towards him for massive damage. The last two hits pull the opponent back and can lead to a combo or reset. |
Version | Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block |
---|---|---|---|---|---|---|---|---|
A | 20 | 11 | 5 | 21 | M | - | -13 | -14 |
Version | Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block |
B | 16, 14 (27) | 13 | 8 | 25 | M | - | -15 | -16 |
Version | Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block |
C | 16, 14, 10 (33) | 25 | 8 | 21 | M | - | Hard Knockdown | -4 |
Goat swings his blade upwards in front of him. Button determines frame data and number of hits. C version knocks down. Goat's most reliable confirms are into this series of specials. | ||||||||
Version | Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block |
EX (any two buttons) | 16*6 (58) | 9 | 9 | 21 | M | - | 13 | -4 |
Fast, multihit launcher. Goat's fastest guard cancel option. |
Version | Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block |
---|---|---|---|---|---|---|---|---|
A | 8*6 (28) | 14 | 29 | 18 | M | - | -7 | -8 |
Version | Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block |
B | 8*3, 6*4 (26) | 18 | 37 | 22 | M | - | -7 | -8 |
Version | Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block |
C | 8*10 (33) | 22 | 47 | 26 | M | - | -5 | -6 |
Goat slowly takes his sword out in front of him, then runs forward. Button determines distance and number of hits. Very unsafe. Can be confirmed into from his command normals. | ||||||||
Version | Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block |
EX (any two buttons) | 8*14 (37) | 26 | 59 | 18 | M | - | -1 | -6 |
Goat shines gold and activates super armor, then rushes forward with his sword out. Hits up to 14 times. Super armor is active on frames 0 to 58 (the armor appears one frame before the animation even starts). |
Supers
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
84 | 1+28 | 3 | 18 | M | SP | Sliding Knockdown | -13 | |
Goat performs an invincible jumping slash that hits overhead. On hit, he will start a series of swings which result in a 18-hit-long combo sequence. If the first hit misses or is blocked, Goat won't follow through with the rest of the move. This move takes a while to come out and can only be confirmed into from his overhead punch. 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. (example) |
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
20*2, 16*2, 12*6 (67) | 1+8 | 15 | 43 | M | - | Launches | -31 | |
Goat gets his dragon punch from Asura Blade back. Performs an ascending anti-air slash. Can be more reliably routed into than 236236X, comboing from his B normals, but deals much less damage. Mostly useful as a costly guard cancel against multi-hitting air normals, such as Rose Mary's j.B. |
Boost Mode
This boost mode has a very good name cause it does exactly what it's suggests. During Hyper Body, all of 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