Asura Buster: Eternal Warriors/Goat

From SuperCombo Wiki
Goat
AB Goat.png
Pre-Jump Frames 3
Play Style Big buttons
Dash Type Run

Introduction

A rough swordsman wielding a large black zweihander blade, 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 continues to increase and get worse, 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 own sight on the mystery of the lost continent.

Goat is a tanky character with some big swings. One of his special features is that all of his heavy normals knockdown his opponent.


Color Palette


AB Palettes Goat.png





AB go idle.png
Pros Cons
  • High damage
  • Has a lot of attacks that knockdown
  • long pokes
  • no projectile
  • Huge recovery in many attacks makes him very punishable
  • Lack of DP
  • very slow speed, detrimental in some match-ups



Normals

Standing normals

5A
AB go 5a.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 7 - - M normals 2 1

fast jab
can be used as a pseudo-anti air
Slow-ish framedata makes Goat rely on this as an abare or late anti-air


5B
AB go 5B.png
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.
can be combo'd into launcher, 236EX and 623EX only it's after a dash
the equivalent of a C normal on other characters


5C
AB go 5c.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 20 - - H O Knocks down -26

slow but damaging attack
Being slow and sluggish makes this normal look situational, but it has some interesting properties.
it hits way higher than expected, so if you get used to the startup it can serve as a neat commital anti-air/reversal because of the hard knock down on hit
Overall, if oppnenents are getting predictable with their unsafe approaches this is a very good move to use

Crouching normals

2A
AB go 2a.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 6 - - L normals 3 1

fast low jab


2B
AB go 2B.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 10 - - L normals -13 -14

fast low poke


2C
AB go 2c.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 14 - - L O Knocks down -17

fast sweep
pretty commital compared to other sweeps but has decent range

Jumping normals

j.A
AB go j.a.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 4 - - H special O O

fast combo starter
the safest attack to throw out in air-to-air situations


j.B
AB go j.B.png
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
can be used for crossup mixups
hard to incorporate into combos due to the low horizontal range


j.C
AB go j.c.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 15 - - H O Knocks down O

one of goat's greatest normals
very fast, great range and angle, causes a sliding knockdown on hit and deals a lot of damage
easily spammable due to short recovery
deceptively very active

Command normals

6B
AB go 6B.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 16 - - L special 13 0

low kick
resets combo scaling
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
in the corner, it also comboes into his 623EX or 214EX giving you a launcher


6C
AB go 6c.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 26 - - H special 3 -12

overhead punch
is the only way to combo into his supers or some of his specials

Universal mechanics

Launcher
any 2 buttons
AB Goat AB.png
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
can be combo'd universally with A>B>C or A>B>Launcher combos.
most characters can add an air special or delay the launcher and do a ground special
if you hit an opponent with 3 launchers in the same combo they become completely invincible until waking up from the knockdown state
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.

Air launcher
any 2 buttons
AB Goat jAB.png
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


Guard break
22C
AB go 6c.png
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.
common followups are combos, launchers, knockdowns and some supers
countered by not blocking, jumping or attacking back

Special moves

Buster Hammer - バスター・ハンマー
236A/B/C
AB go 236a.png
A version
AB go 236b.png
B version
AB go 236c.png
C version
AB go 236ex.png
EX version
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.
angle depends on button
EX version swings at standing height for up to 6 hits. Can combo into another move if done from right up close.


Phantom Crash - ファントムクラッシュ
623A/B/C
AB go 623a.png
A/B/C version
AB go 623ex.png
EX version
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.
speed and number of hits depends on button
frame data is not incorrect, it's that fucked up
EX version swings very fast and does six hits. Last hit floats. So, you can combo in the corner


Buster horn - バスターホーン
214A/B/C
AB go 214a.png
AB go 214ex.png
EX version
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.
distance and number of hits depends on the button
EX version travels a very long distance, with super armour. Does up to 14 hits. Will do more damage than with C from far away, but up close it's almost the same. A bit less start-up time though.

Supers

Bastard's Cradle - ろくでなしのゆりかご
236-236A/B/C
AB go 236236a.png
AB go 236236a2.png
'YOU PRESSING BUTTONS??'
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 80(53+27) - - H O HKD -19

Goat rushes forward on his opponent.
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.

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)


Iron Rage - アイアンレイジ
214-214A/B/C
AB go 214214a.png
a bit overkill to punish a jumpin, but it does the job
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 Overhead Punch do more damage.
  • 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.

Combos

ABEW Navigation

Combos Dmg Notes
5A > 5B > 5AB > j.A > j.B > j.AB > j.A > j.B > j.C 36 Universal combo.
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 corner combo. Video ->
236AB > 2A > AB > 6B > 623B 90 optimal EX 236 followup. Video -> https://youtu.be/HQxBfsgnVqw
General
Controls and Notation
HUD
System
FAQ
Characters
Alice
Alice!
Chen-Mao
Goat
Leon
Nanami
Rokurouta
Rose Mary
Sittara
Taros
Yashaou
Zam-B
Zinsuke