SvC Chaos: SNK Vs Capcom/Leopold Goenitz

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"The least I can do is offer a prayer for you; then send you to Hades!" By: Leopold Goenitz; Head of the Hakkesshu

Introduction

Goenitzfacesvc.png

That missionary over there is Leopold Goenitz, a well known character from the KoF series(With his first appearance being on the '96 edition). Why is he well known? I'll just say one thing. Koko desu ka? Never heard of it? Play KoF '96, he is in there to say that "beautiful" thing for you. He is a cool character here, with decent moves(And many nerfs, obviously). Now for his pros and cons.

Goenitz's Good and Bad Things

Good Things:

  • He is fun to play;
  • Had good and damaging Normals for poking;
  • Still can do the Tornado Spam thing(Koko Desu Ka?), which are great for his keepaway game;
  • The tornados can negate normal and Super projectiles;
  • Can juggle the opponent on the corner with his DP anti-air;
  • Has a Super Grab;
  • Can teleport and had faster startup than KoF '96;
  • His Exceed(s) looks safe to use;
  • His Exceed(s) has startup invincibility(And has two versions, see below);
  • One of the Exceed's versions will act as an overhead.

Bad Things:

  • He is a little hard to master;
  • Doesn't have Command Moves(They could help him on combos);
  • Got many nerfs on moves startup in general(He was a boss);
  • The Tornados can be unsafe on block at short distance;
  • Doesn't have many anti air options;
  • He isn't hard to counter on air;
  • Doesn't have many combo options;
  • Has poor MAXIMUM Mode strategies/combos;
  • Has low stamina (its a zoning and rushdown character of course).

How to select Goenitz

Oh, can't select him? No worries. Just do these inputs below while you're on the character select screen, and you'll be fine.

(While Holding Start) Down(3x), Right, Down, Left(3x)

Again, no worries. Do these before the timer reaches zero(0). If you want to use him online, you can download Fightcade, there is a bootleg that lets you use the sub-bosses without cheats(That includes Goenitz).

Moves List

Normal Moves

s.LP - (Far) 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. A great example of an useless(?) move. (Close) 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, although it can look like.
s.LK - (Far) A kick with great reach. Use it as a poke, mainly. Won't whiff on most small crouching chars too. (Close) Knee attack. Has the same properties as the cl.LP, but can't whiff on small crouching characters.
s.HP - (Far) A two-hit slash. Depending of the distance between you and the opponent, the slashes will connect. Sadly, they can't be normal canceled. (Close) 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.HK too.
s.HK - (Far) Can look like an overhead, but it isn't. Dunno how to use this one. (Close) Incredible move. Why? It's the only normal that can combo into Goenitz's Tornado(LK version only)/Supers(Any Super)/Exceed(Only one of the versions, but you can still confirm it by using this normal). Goenitz even has a glitch combo using it(He can make a super do the damage of an Exceed, I'll talk about it later). Use this move only for punishing.

j.LP - (Diagonal) 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, but you still can. (Neutral) It's like the Diagonal version, but with a different animation.
j.LK - (Diagonal) To start crossup combos. It's very easy to crossup with it(Think about Kyo's Jumping B, or The Shoto's classic j.LK). (Neutral) Strange-looking kick. Can start combos, but Goenitz has better options(And neutral jumps are dangerous to use).
j.HP - (Diagonal) Mainly used as a damaging jump-in attack. It does good damage, and can crossup if you aim well(It's easier with the j.LK too). (Neutral) Defensive move. Use it as an air-to-air(But I think you won't use it).
j.HK - (Diagonal) Cool-looking move. It's used as a jump-in attack for tall characters, because it can do more than one hit on them(Two hits, to be exact). The hits will only connect if you press the button while Goenitz is falling during the jump. (Neutral) This could be a Diagonal jumping move... Really. The angle is great, but it can only be used on a neutral jump. You can use it to start neutral jump combos.

cr.LP - A... Push? Dunno, but it has a strange startup(When I used it, it seemed like the game was with input delay). It can chain into itself, and the other Lights. Can be normal canceled too.
cr.LK - Low-hitting kick. Cannot be normal canceled, and it's like the above(Input delay things). Can chain into other Lights, but not into itself.
cr.HP - One of Goenitz's anti-air moves. Can be normal canceled too. A thing that I like to use when I anti-air with this move, is cancel it into a teleport, to confuse my opponent.
cr.HK - A simple sweep, but cannot be normal canceled. On MAXIMUM Mode, I like to cancel it into a teleport too, but to crossup on his/her wakeup(Works only if it hits, and you can link into this move, remember that).

Command Moves

Sadly, Goenitz doesn't have Command Moves to use.

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 LP version can be used to anti-air(The tornado will appear in front of Goenitz, working like a Shield for him. The LK and HP versions are mainly for zoning, and the HK 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+LP - 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+HP - 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.HK, but only if you cancel the move earlier(Or by doing this shortcut: QCF+HK, 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.HK, especially. Why? You'll get a glitch(A damaging one). When Goenitz grabs the opponent(After a cl.HK), 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.HK into a Super is a hard thing), but damaging combo(And you can do it everywhere, which is great).

Exceeds

Shin Yaotome: Mizuchi

  • QCB, HCF+LP - 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.HK(It's very hard too. Am I being sarcastic? Dunno).

Shin Yaotome: Jissoukoku

  • QCB, HCF+HP - 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. After the Super hits, nothing will change between those two.

The Basics

Gameplan


Some Combos

1.-Close C,Seiran

2.-Close C,Super Move or Exceed

Advanced Strategy

Match-Ups