(→Combos) |
(Reworked description on the Normals, expanded information about the character) |
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| '''Pre-Jump Frames''' || 3 | | '''Pre-Jump Frames''' || 3 | ||
|- | |- | ||
| '''Play Style''' || Big buttons | | '''Play Style''' || Big buttons - High Risk/High Reward | ||
|- | |- | ||
| '''Dash Type''' || Run | | '''Dash Type''' || Run | ||
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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. | 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 | Goat is a high risk/high reward character whose main game plan is to try and land his big normals and cause good damage with well placed juggles. | ||
<br> | <br> | ||
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[[File:AB_go_idle.png|frameless|center]] | [[File:AB_go_idle.png|frameless|center]] | ||
| pros = | | pros = | ||
* | * Absurd damage if things go well for him | ||
* | * A good portion of his arsenal grants knockdows, which can frustrate the opponent | ||
* | * Good range on his pokes make him a respectable threat on footsie games | ||
* Very good bag of juggles despite not being a combo heavy character | |||
| cons = | | cons = | ||
* | * No projectile whatsoever | ||
* | * Most of his moves have bad recovery, which hurts a lot if you made a wrong move | ||
* | * General lack of reliable grounded anti-airs | ||
* | * Sluggish movement makes him vulnerable on various matchups | ||
* Suffers a lot from zoning | |||
}} | }} | ||
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|advHit=2 | |advHit=2 | ||
|advBlock=1 | |advBlock=1 | ||
|description= fast jab<br>can be used as a | |description= Very fast jab with good range.<br>You will be using this a lot on matches, not really as a poke but as an utility move, since it can be used as a "get off me" button to counter-attack the opponent's pressure as well as being an abare. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-AB | {{AttackData-AB | ||
|guard=M | |guard=M | ||
|cancel=normals | |cancel=normals - special | ||
|startup=8 | |startup=8 | ||
|advHit=-10 | |advHit=-10 | ||
|advBlock=-11 | |advBlock=-11 | ||
|description= | |description= Quick sword swipe with excellent range but an annoying amount of pushback.<br>Your primary poke and footsies normal, as well as being an important part of his combos and juggles. Can combo into launcher, 236S and 623S if done close enough, but the pushback is just enough to make the launcher whiff if you use it after 5A even at point blank, so it is recommended to dash beforehand for this combo to work.<br>Definitely a move that every Goat player must be used to. | ||
}} | }} | ||
}} | }} | ||
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|advHit=Knocks down | |advHit=Knocks down | ||
|advBlock=-26 | |advBlock=-26 | ||
|description= | |description= Big scary swing with big damage and startup.<br>Being slow and sluggish makes this normal look useless, but it has some interesting properties. First of all it hits overhead, so it can catch players off guard after a 6B. It hits way higher than what it looks like, so if you get used to the startup it can serve as a neat anti-air, but is not really recomendable to do this outside of reads. Finally it has pretty good range so it can be a punish tool.<br>Overall, a normal that you shouldn't try to abuse but you shouldn't forget its existence either. | ||
}} | }} | ||
}} | }} | ||
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|advHit=3 | |advHit=3 | ||
|advBlock=1 | |advBlock=1 | ||
|description= | |description= Pretty much 5A with less range but hits low. Basically much the same uses as 5A. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=AB_go_2B.png | |image=AB_go_2B.png | ||
|caption= | |caption=Hits low... Somehow... | ||
|input=2B | |input=2B | ||
|data= | |data= | ||
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|advHit=-13 | |advHit=-13 | ||
|advBlock=-14 | |advBlock=-14 | ||
|description= | |description= 5B but worse. Way less range, more startup, can't combo into Launcher unless done close enough... The only benefit it has over 5B is that it hits low.<br> Just stick to 5B. | ||
}} | }} | ||
}} | }} | ||
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|advHit=Knocks down | |advHit=Knocks down | ||
|advBlock=-17 | |advBlock=-17 | ||
|description= | |description= Sweep with good range. The animation is kinda laggy, but it does what you would expect form a sweep. | ||
}} | }} | ||
}} | }} | ||
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|advHit=O | |advHit=O | ||
|advBlock=O | |advBlock=O | ||
|description= fast | |description= Extremelly fast knee.<br>Excellent combo fodder and can serve as a decent anti-air or air-to-air button despite its short range. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=AB_go_j.B.png | |image=AB_go_j.B.png | ||
|caption= | |caption=This thing can hit people 20ft bellow Goat | ||
|input=j.B | |input=j.B | ||
|data= | |data= | ||
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|advHit=O | |advHit=O | ||
|advBlock=O | |advBlock=O | ||
|description= downward | |description= Downward sword swipe with decent horizontal range but absurd downward range, this practically will never whiff on anyone grounded.<br>Due to the horizontal range, it can be difficult to use this on combos, but it can be a good way to confirm the j.C. | ||
}} | }} | ||
}} | }} | ||
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|advHit=Knocks down | |advHit=Knocks down | ||
|advBlock=O | |advBlock=O | ||
|description= | |description= Swing with good damage and little recovery as well as good range.<br>This jump attack is a whole package, it's quick, hits hard, causes a knockdown and recovers fast in top of that.<Br>Abuse liberally. | ||
}} | }} | ||
}} | }} | ||
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|advHit=13 | |advHit=13 | ||
|advBlock=0 | |advBlock=0 | ||
|description=low kick<br> | |description= Somewhat laggy low kick.<br>This move has an interesting property, in that it resets the scalling, so anything you combo from this will do full damage. This is particulry scary when it can combo into:<br>His 5C, 2C and Launcher<br>Any of his Specials<br>His EX 623 and EX 214, this last one only on the corner<br>His 214214 Super, though it will do pathetic damage outside of the corner | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=AB_go_6c.png | |image=AB_go_6c.png | ||
|caption= | |caption=Disrespect this and you will regret it | ||
|input=6C | |input=6C | ||
|data= | |data= | ||
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|advHit=3 | |advHit=3 | ||
|advBlock=-12 | |advBlock=-12 | ||
|description=overhead punch<br> | |description= Slow overhead punch.<br>Hitting with this will give you a big reward, because it can combo into '''ANYTHING''' that isn't a normal, including both of his supers. This can be canceled into from pretty much any normal, so you can use some mind games with it. | ||
}} | }} | ||
}} | }} |
Revision as of 07:47, 28 August 2022
Goat | |
---|---|
Pre-Jump Frames | 3 |
Play Style | Big buttons - High Risk/High Reward |
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 high risk/high reward character whose main game plan is to try and land his big normals and cause good damage with well placed juggles.
Color Palette
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Pros | Cons |
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Normals
Standing normals
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 7 | - | - | M | normals | 2 | 1 | |
Very fast jab with good range. |
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 8 | - | - | M | normals - special | -10 | -11 | |
Quick sword swipe with excellent range but an annoying amount of pushback. |
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 20 | - | - | H | O | Knocks down | -26 | |
Big scary swing with big damage and startup. |
Crouching normals
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 6 | - | - | L | normals | 3 | 1 | |
Pretty much 5A with less range but hits low. Basically much the same uses as 5A. |
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 10 | - | - | L | normals | -13 | -14 | |
5B but worse. Way less range, more startup, can't combo into Launcher unless done close enough... The only benefit it has over 5B is that it hits low. |
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 14 | - | - | L | O | Knocks down | -17 | |
Sweep with good range. The animation is kinda laggy, but it does what you would expect form a sweep. |
Jumping normals
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 4 | - | - | H | special | O | O | |
Extremelly fast knee. |
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 8 | - | - | H | special | O | O | |
Downward sword swipe with decent horizontal range but absurd downward range, this practically will never whiff on anyone grounded. |
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 15 | - | - | H | O | Knocks down | O | |
Swing with good damage and little recovery as well as good range. |
Command normals
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 16 | - | - | L | special | 13 | 0 | |
Somewhat laggy low kick. |
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 26 | - | - | H | special | 3 | -12 | |
Slow overhead punch. |
Universal mechanics
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 |
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 |
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. |
Special moves
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. |
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. |
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. |
Supers
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 80(53+27) | - | - | H | O | HKD | -19 | |
Goat rushes forward on his opponent. |
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. |
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
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 -> |