ゲーニッツ, Goenitz | |
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Category | Sub-Boss |
Playstyle | Fullscreen zoner |
Difficulty | Easy Gameplay, Hard Execution |
Max Mode Needed? | Doesn't Need It |
Tier Placement | Very Strong (A) |
Standing Hitbox | Average |
Crouching Hitbox | Short |
Defense Modifier | 239 (Player) / 223 (CPU) |
Wall Jump | No |
Introduction
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)
- Numpad notation: 22262444
- Console Method: Hold R1/RT above Ryo Sakazaki
Strengths | Weaknesses |
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SVC Chaos: SNK VS Capcom Frame Data Glossary | |
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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.
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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.
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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.
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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.
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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)
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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.
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Invulnerability |
Indicates whether there's any frames of invulnerability during the attack. |
Move List
Normal Moves
Close Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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5 | 6 | Mid | 5 | 5 | - | - | 5 | 3 | 6 | 14 | +3 | +1 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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5 | 6 | Mid | 5 | 5 | - | - | 5 | 5 | 5 | 15 | +2 | +0 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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19 | 30 | Mid | 16 | 19 | - | - | 3 | 2 | 8 | 13 | +10 | +8 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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19 | 30 | Mid | 16 | 19 | - | - | 11 | 2 | 16 | 29 | +2 | +0 | - | |
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Far Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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6 | 7 | Mid | 6 | 6 | - | - | 8 | 5 | 7 | 20 | +0 | -2 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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6 | 7 | Mid | 6 | 6 | - | - | 5 | 5 | 8 | 18 | -1 | -3 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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11x2 | 16 | Mid | 10x2 | 11x2 | - | - | 13 | 4, (13), 3, 3 | 18 | 54 | 1st= -21 ; 2nd= -4 | 2nd= -23 ; 2nd= -6 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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19x2 | 30 | Mid | 16x2 | 19x2 | - | - | 5 | 3, (9), 4 | 9 | 30 | 1st= -5 ; 2nd= +7 | 2nd= -7 ; 2nd= +5 | - | |
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Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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5 | 6 | Mid | 5 | 5 | - | - | 5 | 4 | 5 | 14 | +3 | +1 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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5 | 6 | Mid | 5 | 5 | - | - | 8 | 5 | 5 | 18 | +2 | +0 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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17 | 18 | Mid | 16 | 16 | - | - | 11 | 5 | 17 | 33 | -2 | -4 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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19 | 30 | Mid | 16 | 19 | - | - | 7 | 4 | 17 | 28 | SKD | -3 | - | |
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Jumping Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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6 | 7 | Overhead | 6 | 6 | - | - | 6 | 4 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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6 | 7 | Overhead | 6 | 6 | - | - | 6 | 7 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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6 | 7 | Overhead | 6 | 6 | - | - | 6 | 10 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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19 | 30 | Overhead | 16 | 19 | - | - | 6 | 4 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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19 | 30 | Overhead | 16 | 19 | - | - | 9 | 3 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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19 | 30 | Overhead | 16 | 19 | - | - | 6 | 8 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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10x2 | 15 | Overhead | 10x2 | 10x2 | - | - | 3 | 3, (3), 4, 4, 4 | - | - | - | - | - | |
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Throws
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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3xn | 3 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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0 | 0 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Special Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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16(17) | 20(21) | Mid | 4 | 0 | - | - | - | - | - | - | - | - | - | |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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1st Rekka | 11 | 13 | Mid | 4 | 0 | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
2nd Rekka | 11 | 13 | Mid | 4 | 0 | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
3rd Rekka | 14 | 16 | Mid | 8 | 10 | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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1st Rekka | 11 | 13 | Mid | 4 | 0 | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
2nd Rekka | 11 | 13 | Mid | 4 | 0 | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
3rd Rekka | 14 | 16 | Mid | 8 | 10 | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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qcb B | 0 | 0 | Mid | 0 | 0 | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
qcb D | 0 | 0 | Mid | 0 | 0 | - | - | - | - | - | - | - | - | - |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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14x5 | 16 | Mid | 6x5 | 6x5 | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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16x4 | 18 | Mid | 6x4 | 6x4 | - | - | - | - | - | - | - | - | - | |
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Super Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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(18x4)+(22x2) | 22, 24 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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72 | 72 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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0+(6x11)+(14x6) | 0, 6, 14 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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0+(6x11)+(14x6) | 0, 6, 14 | Overhead | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Strategy
Basic Strategy
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.
Advanced Strategy
Match-Ups
Combos
SVC Chaos: SNK VS Capcom Quick Combo Notation Guide | |
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May change to numpad notation much later down the road. |
BnB Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
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cl.C, cr.D | TBA | TBA | TBA | TBA | 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. One of the easier links off a raw normal to do in the game, but still risky if the opponent blocks it and then leads to them front stepping it. Without front step, it's mostly safe, but still assume it's a risk. |
cl.D, hcf B | TBA | TBA | TBA | TBA | 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). |
(j.X,) cl.C, qcb P x3 | TBA | TBA | TBA | TBA | 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. |
(j.X,) cl.C, dp A | TBA | TBA | TBA | TBA | Not that hard as a combo, but... Just use the Seiran instead. |
(Corner only; Jumping opponent only) dp C, cl.C | TBA | TBA | TBA | TBA | 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. |
cl.D, qcf x2 AC | TBA | TBA | TBA | TBA | 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. |
(j.X crossup,) cl.C, hcb x2 P | TBA | TBA | TBA | TBA | 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. |
cl.D, hcb x2 P | TBA | TBA | TBA | TBA | 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. |
cl.D, qcf~hcb A | TBA | TBA | TBA | TBA | 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. |
Max Mode Combos
Goenitz can max cancel only 3 special moves: his Rekka Move (all 3 of them), and his DP+A/C moves (any hit).
Combo | Position | Damage | Stun | Difficulty | Notes |
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dp A(2), (C)qcb P x3 | TBA | TBA | TBA | TBA | 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. |
(Corner only, the opponent needs to be jumping) dp C (any hit but last), (C)qcb P x3 | TBA | TBA | TBA | TBA | Cool combo. You won't see it that much, but it's still cool. |
(Corner only) cr.D, hcf A, dp C, (C)qcb P x2, (C)dp C, (C)hcf A | TBA | TBA | TBA | TBA | Hard to land. The first qcb P after dp C does not need to connect, only the second one. 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. |
(j.X crossup,) cl.C, qcb P x2, (C)dp A | TBA | TBA | TBA | TBA | 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. |