Asura Buster: Eternal Warriors/Goat

From SuperCombo Wiki

Goat is a rough swordsman wielding a large black zweihander, 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 continue to intensify, 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 sights on the mystery of the lost continent.

Goat is a tough character wielding a sword that's as long-reaching as it is damaging. All of his heavy normals knock his opponent down.

Overview

AB go idle.png
Goat strives in the mid-range and thrives off of trades and impatience.
Pros Cons
  • High damage single hits makes trading a winning strategy
    • j.C knocking down makes trading even more advantageous
  • Instant overhead j.B enables potent offense
  • Great lows for beating out air blocking
  • Long pokes
  • Extremely strong in Last Stand thanks to armored Boost Mode
  • Hard time confirming long-range hits
  • Easily baited defensive options
    • Some reversal options can even be avoided on reaction
  • Ground movement on the slow end
  • Committal ground game
AB Name Goat.png
AB Goat.png
Play Style Big buttons
Dash Type Run
Backdash Type Airborne
Defense Modifier 1.0
Air Options None
Meter Gauge {{{meter}}}

Movelist

Normals

Standing Normals

5A
AB go 5a.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
9 5 4 7 M -A-, -B-, -C-, -SP-, -UM- 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
17 7 6 21 M C, SP, UM -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
32 19 9 38 M - Sliding Knockdown -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 because of the hard knock down on hit
Overall, if opponents 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
9 5 6 5 L -A-, -B-, -C-, -SP-, -UM- 2 1

fast low jab


2B
AB go 2B.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
17 9 8 21 L C, SP, UM -12 -13

fast low poke


2C
AB go 2c.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
25 13 9 29 L - Hard Knockdown -16

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

Air Normals

j.A
AB go j.a.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
9 3 35 14* H A, B, C, UM N/A N/A

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
17 7 8 N/A H C, UM N/A N/A

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
30 14 8 N/A H - Sliding Knockdown N/A

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
17 15 6 10 L C, SP, UM 12 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
His only normal that can combo into 5C. It also confirms into his EX moves.


6C
AB go 6c.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
24 25 8 25 H SP, UM 2 -11

overhead punch
Tthe only way to combo into 236236X or some of his specials

Universal Mechanics

Launcher
Any 2 buttons on the ground
AB Goat AB.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
5 5 10 14 M - Launches -2

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 in the air
AB Goat jAB.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
5 7 6 N/A H - Launches N/A

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
2 5 4 33 U - 23 N/A

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

236X
AB go 236a.png
A version
AB go 236b.png
B version
AB go 236c.png
C version
AB go 236ex.png
EX version
Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
A 8*3, 6*2 (24) 13 16 (3) 5 21 M - -1 -14

Goat thrusts his ball-and-chain flail downwards in front of him. Usually reserved for use against the smaller characters, such as Alice(!), Chen-Mao and Zam-B.

Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
B 8*5 (26) 13 12 (2) 5 24 M - 0 -13

Goat thrusts the flail straight ahead. Has slighty more range than the A version and deals more damage. Solid poke and special option, occasionally useful as a long-range guard cancel.

This whiffs on crouching Alice(!), Chen-Mao and Zam-B.

Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
C 10*3, 8*2 13 13 (3) 3 24 M - Launcher -21 / -4

Goat thrusts the flail upwards in front oh im. A decent, but committal check against jumpers. Has niche, but highly rewarding guard cancel applications, due to the final pullback hit launching.

Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
EX (any two buttons) 16*6 (58) 26 8 (6) 5 21 M - 13 -4

Goat is briefly invulnerable, then swings his flail and pulls it back towards him for massive damage. The last two hits pull the opponent back and can lead to a combo or reset.


Phantom Crash
ファントムクラッシュ

623X
AB go 623a.png
A/B/C version
AB go 623ex.png
EX version
Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
A 20 11 5 21 M - -13 -14
Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
B 16, 14 (27) 13 8 25 M - -15 -16
Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
C 16, 14, 10 (33) 25 8 21 M - Hard Knockdown -4

Goat swings his blade upwards in front of him. Button determines frame data and number of hits. C version knocks down.

Goat's most reliable confirms are into this series of specials.

Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
EX (any two buttons) 16*6 (58) 9 9 21 M - 13 -4

Fast, multihit launcher. Goat's fastest guard cancel option.


Buster Horn
バスターホーン

214X
AB go 214a.png
A/B/C version
AB go 214ex.png
EX version
Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
A 8*6 (28) 14 29 18 M - -7 -8
Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
B 8*3, 6*4 (26) 18 37 22 M - -7 -8
Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
C 8*10 (33) 22 47 26 M - -5 -6

Goat slowly takes his sword out in front of him, then runs forward. Button determines distance and number of hits. Very unsafe. Can be confirmed into from his command normals.

Version Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
EX (any two buttons) 8*14 (37) 26 59 18 M - -1 -6

Goat shines gold and activates super armor, then rushes forward with his sword out. Hits up to 14 times. Super armor is active on frames 0 to 58 (the armor appears one frame before the animation even starts).

Supers

Bastard's Cradle
ろくでなしのゆりかご

236236X
AB go 236236a.png
AB go 236236a2.png
'YOU PRESSING BUTTONS??'
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
84 1+28 3 18 M SP Sliding Knockdown -13

Goat performs an invincible jumping slash that hits overhead. On hit, he will start a series of swings which result in a 18-hit-long combo sequence. If the first hit misses or is blocked, Goat won't follow through with the rest of the move. This move takes a while to come out and can only be confirmed into 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

214214AX
AB go 214214a.png
A bit overkill to punish a jump-in, but it does the job
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
20*2, 16*2, 12*6 (67) 1+8 15 43 M - Launches -31

Goat gets his dragon punch from Asura Blade back. Performs an ascending anti-air slash. Can be more reliably routed into than 236236X, comboing from his B normals, but deals much less damage. Mostly useful as a costly guard cancel against multi-hitting air normals, such as Rose Mary's j.B.

Boost Mode

This boost mode has a very good name cause it does exactly what it's suggests. During Hyper Body, all of 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 6C do more damage. 6C is also significantly faster.
  • 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.
  • Final pullback hitbox of Buster Hammer gives slightly better frame advantage.

Combos

Combos Damage Notes
2A > 5AB > j.B > j.C 38 Bread-and-butter launcher followup. Most consistent.
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 Metered corner combo.
236AB > 2A > AB > 6B > 623B 90 Optimal 236EX followup. Video: https://youtu.be/HQxBfsgnVqw

Color Palettes


AB Palettes Goat.png


ABEW Navigation

General
Controls and Notation
HUD
System
FAQ
Characters
Alice
Alice!
Chen-Mao
Goat
Leon
Nanami
Rokurouta
Rose Mary
Sittara
Taros
Yashaou
Zam-B
Zinsuke