Asura Buster: Eternal Warriors/Goat
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Goat is 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.
OverviewGoat strives in the midrange and thrives off of trades and impatience. |
|
Pros | Cons |
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Play Style | Big buttons |
Dash Type | Run |
Backdash Type | Airborne |
Defense Modifier | 1.0 |
Air Options | None |
Normals
Standing normals
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 7 | - | - | M | normals | 2 | 1 | |
fast jab |
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. |
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 20 | - | - | H | O | Knocks down | -26 | |
slow but damaging attack |
Crouching normals
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 6 | - | - | L | normals | 3 | 1 | |
fast low jab |
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 10 | - | - | L | normals | -13 | -14 | |
fast low poke |
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 14 | - | - | L | O | Knocks down | -17 | |
fast sweep |
Jumping normals
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 4 | - | - | H | special | O | O | |
fast combo starter |
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 |
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 15 | - | - | H | O | Knocks down | O | |
one of goat's greatest normals |
Command normals
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 16 | - | - | L | special | 13 | 0 | |
low kick |
Damage | Startup | Active | Recovery | Guard | Cancel | Adv. Hit | Adv. Block | |
---|---|---|---|---|---|---|---|---|
- | 26 | - | - | H | special | 3 | -12 | |
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. 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) |
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. Overhead Punch 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 |