Cole Wilson (talk | contribs) (→Combos) |
Cole Wilson (talk | contribs) m (→Combos) |
||
Line 10: | Line 10: | ||
5C > 236X | 5C > 236X | ||
*That's right. Goblin's most basic combos have to be started with C normals because | *That's right. Goblin's most basic combos have to be started with C normals because his special moves have such long startup. Typically you want to use 236A from a basic 5C, but if you're trying to tack on j.C, you'll need to use 236B as the pushback from the normals will have your opponent much too far away for the A version. | ||
2C>j.236X | 2C>j.236X |
Revision as of 14:06, 13 December 2011
Introduction
Goblin's primary goal is to annoy the hell out of his opponent and this is accomplished by constantly poking, climbing on the walls, bouncing off the walls, and getting counter hits with his Gang Up super. While it is certainly not impossible to win with Goblin, it takes a great deal of practice to be effective (or a knack for being an annoying prick) and other members of the cast have a great deal more in their favor. If you enjoy playing with the odds against you or you just want to annoy someone, Goblin is your man.
The Basics
Combos
Mid-screen
5C > 236X
- That's right. Goblin's most basic combos have to be started with C normals because his special moves have such long startup. Typically you want to use 236A from a basic 5C, but if you're trying to tack on j.C, you'll need to use 236B as the pushback from the normals will have your opponent much too far away for the A version.
2C>j.236X
- 2C puts Goblin into an aerial state, so just cancel into it. Use 236B/C at mid-screen and 236A near the corner to get more hits.
j.D, land, 236236X
- Technically, any of Goblin's basic jump-ins will work as long as they hit low enough but it's probably a good idea to use something that won't clash to increase your chances of a successful hit.
Corner
2C, 236236D
- Probably one of the only ways you'd ever make use of that super. Wait for your opponent to fall low enough to get the most hits out of it, just not too low so that they hit the ground.
j.D>j.236C, land, Goblin Spear IB
- Will work with other Item Bursts but if you're playing Goblin, you should probably be using his spear anyway. Goblin needs to land on his mount before the opponent touches the ground in order for this to work.
Strategy
Item Compatibility
Character Chemistry
Matchups
Move Analysis
Normals and Command Normals
Normal Throws
Forward Throw: 6D (when close)
Goblin's mount climbs onto the opponent and pulls them to the ground where he chomps down on them.
Back Throw: 4D (when close)
Goblin's mount bites the opponent's leg and then tosses them behind him.
Mana-Counter
Specials
Poked: A/B/C, repeatedly
Attack Separation: 236A/B/C
Cut Rotation: 236A/B/C, in air
Stiction: 421D
- (while in Stiction) Poked and Arched Backward: A/B/C
Tongue Throw: 63214D
Mana Bursts
Gang Up: 236236A/B/C
Throwing Skulls: 236236D
Frame Data
Characters | Ramda • Sandra • Curse Head • Elion • Fina • Evetta • Dorgan • Vargan • GerhardsenII • Vritra • Nagar • Mara • Orc • Troll • Goblin • Bernhard • Nsidor • Zon | |
---|---|---|
Items | Healing Potion • Mana Potion • Power Bracelet • Scroll of Mana • Protection Ring • Amulet • Holy Symbol • Invisible Mantle • Wind Boots • Medal of Strength • Master Ring • Fortunate Coin • Talisman • Mutation Stone • Hellfire Sword • Magic Shield • Earth Hammer • Spike Mace • Demon Club • Goblin Spear • Ice Blade • Shining Staff • Shining Bow • Rune Ax • Extra Bullet • Draconic Figurine • Nightmare Blade • Evil Staff • Death Staff • Blood Sword • Naught Weapon • Dark Staff • Elixir • Demonic Figurine • Seven Keys • Book of Disaster • Magistery • Chaos Ring • Fang of Manticore • Dragon Scale |