SvC Chaos: SNK Vs Capcom/Leopold Goenitz: Difference between revisions

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Revision as of 15:02, 3 October 2022

ゲーニッツ, Goenitz
"The least I can do is offer a prayer for you; then send you to Hades!"
Difficulty Easy Gameplay, Hard Execution
Max Mode Needed? Doesn't Need It
Tier Placement Very Strong (A)
Standing Hitbox Average
Crouching Hitbox Short

Introduction

Goenitzfacesvc.png

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
  • Fun to play
  • Solid normals for a zoning character
  • Tornadoes make for excellent keepout
  • Tornados can negate normal and super projectiles
  • DP anti-airs can also juggle
  • Command grab super
  • Teleports give him great mobility
  • Exceed has startup invincibility, as well as two different version
  • Exceed can act as an overhead
  • Will always have screen presence
  • Not too easy to master
  • Basically zero combos off of lights
  • Limited, hard to execute combos
  • Slower startup on moves in general
  • Bad tornado startup
  • Opponent can still completely bypass tornadoes if they're patient enough
  • Average anti-air game
  • Easy to counter aerial approach
  • Max Mode is very situational
  • Low health
SVC Chaos: SNK VS Capcom Frame Data Glossary
Damage

How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier, or in other words the average defense modifier of 223 against characters like Kyo and Ryu.

  • Note: Damage is a little inconsistent. Example: Geese cl.A deals 5 damage. Against Zero, sometimes it does 5 pixels of damage to his life bar, other times it does 4 pixels. Against Ryu, cl.A does 4 pixels of damage, other times it does 3 pixels of damage. This info comes from the Enterbrain Mook, but most likely this is the cause of damage modifiers skewing the damage slightly, thus making it a bit inconsistent.
  • Damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. It is listed because it's an official source for this info, just keep in mind damage is not 1-to-1 due to varying health values and screwy ways the game calculates damage anyways.
  • There will be a question mark next to the four mentioned characters because it's only a guess as to what the actual damage values are (until health and damage are better understood), since they were never gathered in the Mook.
  • Unfortunately, when doing attacks, the numbers dealt in damage do not match up with the mook. As an example, Geese's cl.C does 16 damage according to the mook, but against characters like Zero, it only does 14-15 damage, and very rarely it does 16 damage. Against Ryu, it does 12-13 damage at most. But against Orochi Iori, it also does 14-15 damage, and very rarely it does 16 damage. The mook does not explain how the numbers are obtained either, or against who they're tested against, if anyone. In other words, how these numbers were obtained if not through data mining is a mystery in itself, but it can be best assumed it was against 255 defense modifier characters, and at the max damage possible.
  • Lastly, moves like Geese cl.D, though it says 10x2 for the damage, which is true, damage scaling reduces total damage on the second hit. Max Mode also reduces damage dealt by roughly half at most.
Counter Damage

How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma.

Guard

Where the attack hits, and thus where it must be blocked.

  • Mids can be blocked standing and crouching
  • Overheads must be blocked standing
  • Lows must be blocked crouching
  • Unblockable cannot be blocked
  • Throws break through block up-close
Guard Crush

How much guard meter damage the attack does to the green Guard Gauge.

Stun

How many points of stun the attack adds to the opponent's invisible Stun Gauge.

Meter

How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it.

Cancel

The type of cancel the attack can perform.

  • Any - All cancel types work
  • Ch - Chain cancel; it can chain into other attacks (mostly just lights)
  • Self - Can chain only into itself
  • Cmd - Command cancel; can cancel into command normals
  • Sp - Special cancel; can cancel into special moves, and almost always this means super cancels are possible too
  • Su - Super cancel; can cancel into super moves
  • Free - Free cancel; can be cancelled in Max Mode by other special moves or super moves
  • Written only for special moves as all normals can be Free Cancelled, so writing it in for every move would be redundant
  • X - Cannot be cancelled, either outside of Max Mode or that it cannot be cancelled at all
Startup

How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.

  • The startup will not take into account the frames of the flash animation itself where time freezes and the opponent player cannot act.
  • Super flashes last 28 frames, whereas Exceed flashes last 27 frames.
  • Because there is currently no way to view throw boxes, it is assumed that throws/command grabs are at most 0-1 frames of startup. Truthfully, we don't actually know though.
Active

How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)

  • If there is a gap between sets of active frames, the gap is denoted by a number in parentheses. (Example: 3, (2), 4 - The attack is active for 3 frames, then is not active for the next two frames, followed by being active again for 4 frames.)
  • Throw boxes are not visible either through dipswitches or the hitbox viewer so it's only a guess how active throws and command grabs are, but it's probably one active frame at most.
  • This also applies to hitbox images - they will still show the push and hurtboxes of characters but outside of that, unfortunately there is no way to depict the throw boxes at the moment.
Recovery

How many frames it takes for a move to finish after it's been active.

Total

The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number.

Hit/Block Adv

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.

  • SKD refers to a soft knockdown, or a knockdown you can tech roll out of.
  • HKD refers to a hard knockdown, one that you cannot tech roll out of.
  • All frame advantages assume Ryu as the opponent. Each character has variable wakeup times, with Ryu having a 28 frame wakeup animation. Thus, on soft knockdowns and hard knockdowns, the frame advantage will be put in parentheses as it is different per character. It is only meant to give you a general idea of your exact frame advantage. Refer to each character's data at the top of the page for wakeup variables, however slight.
  • Also assume that on soft knockdowns, the frame advantage is when the opponent does not tech roll. If needed, a second frame advantage will be added next to it for when they do tech roll.
  • Frame advantages of projectiles assumes the opponent is point blank range. Any farther and this obviously changes and/or doesn't matter.
  • Block advantage assumes no use of Guard Cancel Front Step.
  • For one, it obviously decreases the attacker's frame advantage significantly.
  • When the defender uses GCFS is also a variable factor so you cannot provide a hard answer as to what the frame advantage is after GCFS, as well as how soon they cancel GCFS into an attack.
  • Generally speaking, just assume the block advantage minus the active frames of GCFS (18 frames), and that's a rough estimate of the frame advantage when GCFS is performed. Do keep in mind that GCFS technically has a slight delay when the dash is performed even if you register the input as early as possible.
  • This doesn't really matter in most cases, since the attacker will automatically be quite minus after most attacks.
  • It would only matter in situations where the attacker can punish GCFS attempts like with throws or multi-hit attacks, but even then, that's because the attacker canceled the blocked attack into another attack that the frame advantage of the blocked attack after GCFS no longer matters in that situation. All that matters, then, is the attack is cancelable at all.
Invulnerability

Indicates whether there's any frames of invulnerability during the attack.

Moves List

Normal Moves

Close Normals

cl.A
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 -
  • Good elbow attack. Can be normal canceled, and can chain into other Light Attacks as well. It won't whiff on most small crouching characters of the cast too.

cl.B
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 -
  • Knee attack. Has the same properties as the cl.A, but can't whiff on small crouching characters.

cl.C
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 -
  • One of the attacks to start your combos. The main special move to combo with it is the QCB+P(3x). It can link into his cr.D too.

cl.D
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 -
  • Strong punish tool. It's the only normal that can combo into Goenitz's Tornado (A, B, or C version, but B version is most consistent), any super, and his Exceed (grounded version). Goenitz even has a glitch combo using it where he can make a super do the damage of an Exceed. Use this move only for punishing.
  • For the combo to work, you must button hold the next attack (and quickly) in order for it to combo since there's zero room for leniency after cl.D connects; the cancel has to be immediate and fast.
  • In order to do this consistently with supers, you have to buffer half of the super input, then press cl.D, and finish the rest of the super motion or else it will drop. It is possible to do cl.D and the entire super and it will still connect but that requires being instantly fast, so you have to buffer.

Far Normals

st.A
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 -
  • A little slow for a Light Attack, whiffs on small crouching characters, cannot be normal canceled, cannot link into other Light Attacks, and you cannot chain into it. Overall pointless, but you can still use it to anti-air if you need something instant.

st.B
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 -
  • A kick with great reach. Use it as a poke, mainly. Won't whiff on most small crouching chars too.

st.C
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 -
  • A two-hit slash. Depending of the distance between you and the opponent, the slashes will connect. They can't be normal cancelled.
  • It combos only if the second hitbox connects after the first hitbox.
  • While very unlikely to ever happen in a real match, it is possible for the first hit to connect, but the second hitbox whiffs while the third hitbox connects instead. This will not combo, however this third hitbox has its own frame advantage. What exactly it is is unclear, but it's roughly +0 or -1 on hit, and on block -2 of the hit advantage.

st.D
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 -
  • Looks like an overhead but is not. It was his st.D in KOF96. It can do two hits, but they can't be normal canceled, sadly.

Crouch Normals

cr.A
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 -
  • A stubby push attack. It can chain into itself, and the other Lights. Can be normal canceled too.

cr.B
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 -
  • Low-hitting kick. Cannot be normal canceled. Can chain into other Lights, but not into itself.

cr.C
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 -
  • One of Goenitz's anti-air moves. Can be normal canceled too. You can try cancelling into tornado if you wish for extra pressure.

cr.D
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 -
  • A simple sweep, but cannot be normal canceled. In Max Mode, you can cancel it into a teleport to crossup on the opponent's wakeup but only works if it hits.

Jumping Normals

nj.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 6 4 - - - - -
  • Neutral Jumping Attack
  • It's like the Diagonal version, but with a different animation.

j.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 6 7 - - - - -
  • Diagonal Jumping Attack
  • You can use it to air-to-air the opponent. If you want to use it as a Jump-in attack, Goenitz has better options.

nj.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 6 10 - - - - -
  • Neutral Jumping Attack
  • Strange-looking kick. Can start combos, but Goenitz has better options.

j.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 6 10 - - - - -
  • Diagonal Jumping Attack
  • To start crossup combos. It's very easy to crossup with it, sort of like Kyo's j.B, or Ryu's classic j.B, his j.B in SF).

nj.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 6 4 - - - - -
  • Neutral Jumping Attack
  • Defensive move. Use it as an air-to-air.

j.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 9 3 - - - - -
  • Diagonal Jumping Attack
  • Mainly used as a damaging jump-in attack. It does good damage, and can crossup if you aim well, but harder to land than j.B.

nj.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 6 8 - - - - -
  • Neutral Jumping Attack
  • The angle is great, but being locked behind a neutral jump limits its potential. You can use it to start neutral jump combos.

j.D
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 - - - - -
  • Diagonal Jumping Attack
  • Cool-looking move. It's used as a jump-in attack for tall characters, because it can do up to two hits on them. The hits will only connect if you press the button while Goenitz is falling during the jump.

Throws

Kof.lp.pngKof.lk.png Throw
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
24 24 Throw 0 0 0 X - - - - - - -

Kof.sp.pngKof.sk.png Throw
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
24 24 Throw 0 0 0 X - - - - - - -

Special Moves

Yonokaze
hcf X
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • 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.
  • Koko desu ka?

Shin Aoi Hana Seiran
qcb A x3
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
1st Rekka - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
2nd Rekka - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
3rd Rekka - - Mid - - - - - - - - - - -

Shin Aoi Hana Seiran
qcb C x3
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
1st Rekka - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
2nd Rekka - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
3rd Rekka - - Mid - - - - - - - - - - -
  • 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
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
qcb B - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
qcb D - - Mid - - - - - - - - - - -
  • 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
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • 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
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • 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 x2 AC
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • 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 x2 P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • 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

Shin Yaotome: Mizuchi
Qcb.pngHcf.pngKof.lp.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • 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).

Shin Yaotome: Jissoukoku
Qcb.pngHcf.pngKof.sp.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Remember the Heavy version of the teleport? The Exceed has a version with it. You can't confirm it from a normal, sadly, but it will act as an overhead, which makes this move useful to surprise your opponent on his/her wakeup. After the Super hits, nothing will change(The damage and the attacks will be the same thing).

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 "(?)").

Match-Ups

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