Difference between revisions of "The King of Fighters XV/Goenitz"
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{{CharNavbox_XV}} | {{CharNavbox_XV}} | ||
<section begin="image"/>[[File:KOFXV Goenitz Profile.png|thumb|As one of the Four Heavenly Kings of Orochi, the almighty Goenitz devotes his entire being to serving his dark lord.<br/> His dignified wardrobe (that of a pastor) and polite mannerisms give off a gentle air, but mask another side of him—that of a ruthless monster quite happy to inflict pain and suffering on those who dare stand in his way.]]<section end="image"/> | <section begin="image"/>[[File:KOFXV Goenitz Profile.png|thumb|As one of the Four Heavenly Kings of Orochi, the almighty Goenitz devotes his entire being to serving his dark lord.<br/> His dignified wardrobe (that of a pastor) and polite mannerisms give off a gentle air, but mask another side of him—that of a ruthless monster quite happy to inflict pain and suffering on those who dare stand in his way. | ||
<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"> | |||
<big>'''Jump:''' 40f | |||
<br>'''Hop:''' 32f | |||
<br>'''Backdash:''' 23f | |||
<br>'''Run Speed Ranking:''' 3 | |||
</big></div>]]<section end="image"/> | |||
{{TOClimit|3}} | {{TOClimit|3}} | ||
==Movelist== | ==Movelist== | ||
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Anywhere, heavy starter<br/> | Anywhere, heavy starter<br/> | ||
| | | | ||
2B > 2A > 214A > | 2B > 2A > 214A > 4P > 4P = 139 dmg<br/> | ||
cl.C > 6A > 214C > | cl.C > 6A > 214C > 4P > 4P = 237 dmg<br/> | ||
|- | |- | ||
| '''½ Meter''' | | '''½ Meter''' | ||
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Anywhere, heavy starter<br/> | Anywhere, heavy starter<br/> | ||
| | | | ||
2B > 2A > 214AC > | 2B > 2A > 214AC > 4P > 4P, 623C = 236 dmg<br/> | ||
cl.C > 6A > 426AC, 623D > 623C = 385 dmg<br/> | cl.C > 6A > 426AC, 623D > 623C = 385 dmg<br/> | ||
|- | |- | ||
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Anywhere<br/> | Anywhere<br/> | ||
| | | | ||
2B > 2A > 214A > 4P > 4P > 2363214P = 292 dmg<br/> | |||
cl.C > 6A > 623BD > 426AC, 623D > 623C = 385 dmg<br/> | |||
|- | |- | ||
| '''2 Meter''' | | '''2 Meter''' | ||
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Corner<br/> | Corner<br/> | ||
| | | | ||
cl.C > 6A > 623BD > 426AC, 623D > 623C > 2363214P = 589 dmg<br/> | |||
cl.C > 6A > 623BD > 426AC, dash cl.D(1) > 623D > 623C > 2363214P = 600 dmg<br/> | |||
|- | |- | ||
|} | |} | ||
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{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = {{SUBPAGENAME}} is an oppressive zoning character who backs up his long-range gameplan with a secondary set of rushdown tools. | | intro = '''''{{SUBPAGENAME}} is an oppressive zoning character who backs up his long-range gameplan with a secondary set of rushdown tools.''''' | ||
| pros= | | pros= | ||
* '''The King of Zoners''': Goenitz's defining features are his two oppressive zoning tools, his Yonokaze tornadoes, and his Wanhyo specials. These strong, low-commitment tools, combined with large normals, give Goenitz an incredible kit of zoning tools that can prove quite difficult for much of the cast to overcome. Better yet, nearly all of his knockdowns push the opponent back to optimal zoning range. | * '''The King of Zoners''': Goenitz's defining features are his two oppressive zoning tools, his Yonokaze tornadoes, and his Wanhyo specials. These strong, low-commitment tools, combined with large normals, give Goenitz an incredible kit of zoning tools that can prove quite difficult for much of the cast to overcome. Better yet, nearly all of his knockdowns push the opponent back to optimal zoning range. | ||
* ''' | * '''Big Damage''': Goenitz's supers deal quite high damage, with Yami Doukoku in particular dealing with a whopping 230 damage. Landing this grab with three or more bars to spend can quickly finish off an opponent who survived his zoning. Complimenting this, Goenitz's optimal combos do incredible damage, able to shave off 50% off an opponent's lifebar with a single bar of meter. | ||
* '''Meter Flexibility''': On top of having supers that do huge damage, Goenitz has multiple EX moves with various useful functions, including an anywhere juggle, an OTG, and more. He can also use his close D in juggles, giving him additional methods of cashing out his meter for big damage. | * '''Meter Flexibility''': On top of having supers that do huge damage, Goenitz has multiple EX moves with various useful functions, including an anywhere juggle, an OTG, and more. He can also use his close D in juggles, giving him additional methods of cashing out his meter for big damage. | ||
* '''Surprise Rushdown''': Opponents playing patiently against Goenitz have to be on the lookout not only for tornadoes, but also sudden aggression. Goenitz has a scary secondary set of rushdown tools that players have to watch out for, which includes teleports, tick throws, meaty setups, frame traps, and even high-low mix. | * '''Surprise Rushdown''': Opponents playing patiently against Goenitz have to be on the lookout not only for tornadoes, but also sudden aggression. Goenitz has a scary secondary set of rushdown tools that players have to watch out for, which includes teleports, tick throws, meaty setups, frame traps, and even high-low mix. | ||
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| cons= | | cons= | ||
* ''' | * '''Demanding Defense''': If Goenitz lets an opponent get in on him, he has no tools to get them off him without meter, and the tools he does have are very specific. All of his reversals are meter-dependent, and he leans more heavily on guard cancels and Shatterstrikes than most. While EX Wanhyo: Tokobuse is a great anti-air, and Yami Doukoku is a threatening reversal grab, neither is a true reversal against every possible offensive approach, requiring you to react correctly with the exact reversal for the exact situation. | ||
* '''Zoning Blindspots''': There are two places where Goenitz's tornadoes can't reach: up close, and full screen. This means that when an opponent finds their way into these blindspots, they can often force Goenitz's hand and make him do something risky to get them back where he wants them. By extension, this also hinders his comeback potential. | * '''Zoning Blindspots''': There are two places where Goenitz's tornadoes can't reach: up close, and full screen. This means that when an opponent finds their way into these blindspots, they can often force Goenitz's hand and make him do something risky to get them back where he wants them. By extension, this also hinders his comeback potential. | ||
* ''' | * '''Lackluster Ground Normals''': Goenitz's normals on the ground are not truly terrible(for the most part), but are all either very specific in their application or have noticeable shortcomings. Playing Goenitz well requires quick decisionmaking on what normals to use and when. | ||
* '''Big Body''': Though not necessarily an exclusive downside, Goenitz's large frame means he gets hit more frequently and in more situations than his fellow zoners. This bodes well for opponents defending their lead with pokes and their own zoning. | * '''Big Body''': Though not necessarily an exclusive downside, Goenitz's large frame means he gets hit more frequently and in more situations than his fellow zoners. This bodes well for opponents defending their lead with pokes and their own zoning. | ||
}} | }} | ||
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|moveId=goenitz_fa | |moveId=goenitz_fa | ||
|description= | |description= | ||
* | * Short range, but still stops hops. | ||
* | * Always combos into 214A on grounded hit, and 623AC on air hit. | ||
* | * Optimal third hit of a light string to cancel into specials. | ||
A pretty standard hop checker. | |||
Thanks to Goenitz's anywhere-juggling 623AC, you can convert this hop check into a combo if you're ready for it. Otherwise, Goenitz can cancel into his teleports to push some ambiguous mixups on the reset. | |||
}} | }} | ||
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|moveId=goenitz_fb | |moveId=goenitz_fb | ||
|description= | |description= | ||
* | * A fairly average poke. | ||
* | * Not that good against air opponents due to its low-ish angle. | ||
A poking normal that's also useful for whiff punishes, where you can press it to hit an extended limb and then go into Quickmode. You can chain into it as well, making it your best third hit in a light string for Quickmode cancels. | |||
}} | }} | ||
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|moveId=goenitz_fc | |moveId=goenitz_fc | ||
|description= | |description= | ||
* | * Gains two frames of advantage if the second (late) hitbox connects. | ||
A long-range swipe with an attached target combo for basic super confirms. Becomes safer if it hits late. | |||
}} | }} | ||
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|description= | |description= | ||
* Moves Goenitz surprisingly far forward. | * Moves Goenitz surprisingly far forward. | ||
* Extremely long ranged. | * Extremely long ranged (hits from almost half-screen). | ||
An absurdly large normal, comparable to a normal from Billy, or the SamSho characters. Can hit from round start. Great to press at half-screen to condition the opponent into sitting still. | |||
}} | }} | ||
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|moveId=goenitz_cla | |moveId=goenitz_cla | ||
|description= | |description= | ||
* | * Goenitz's fastest normal. | ||
* | * Leaves Goenitz close enough to frame trap into close C. | ||
A great button to press when things get up close and personal. Important for Goenitz's defense, both as an abare and a hop check in conjunction with far A. | |||
}} | }} | ||
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|moveId=goenitz_clb | |moveId=goenitz_clb | ||
|description= | |description= | ||
* | * Goenitz's most advantageous normal on hit and block. | ||
* | * Links to close C on hit. | ||
While close A is great for defense, close B is for pushing your offense. It's very plus on hit and block, links into close C on hit, and frame traps into it on block. A very important normal for Goenitz's rushdown. | |||
}} | }} | ||
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|moveId=goenitz_clc | |moveId=goenitz_clc | ||
|description= | |description= | ||
* | * Very tall hitbox. Catches hops, and even many jumps. | ||
* | * Very fast for a normal of its size, at 5 frames startup. | ||
* | * Surprisingly far activation range. | ||
Goenitz's main combo starter, and the best overall button Goenitz has up close. | |||
}} | }} | ||
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|moveId=goenitz_cld | |moveId=goenitz_cld | ||
|description= | |description= | ||
* | Goenitz does a weird cartwheel kick thing. | ||
* | * Shorter activation range than close C. | ||
* | * Hits twice. First hit has juggle properties, making it very useful for corner extensions. | ||
* Only the first hit cancels to specials. | |||
* Hits above Goenitz; a properly timed close D can snipe cross-up attempts and even lead to a combo. | |||
A truly bizarre normal that is unusual in its usage as it is in its animation. | |||
Where it will be used most often is in the corner to extend combos after 214AC. However, it also hits opponents jumping over Goenitz unusually well, making it great against greedy cross-up attempts or desperation jumps from opponents trying to escape the corner. You have to predict the opponent doing so in the latter, but its juggle properties greatly amplify the reward for landing it. | |||
}} | }} | ||
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|moveId=goenitz_2a | |moveId=goenitz_2a | ||
|description= | |description= | ||
* | * Has the same range as far A, but comes out faster and has better cancel options. | ||
* | * Frame traps into 6A on block. | ||
* | * Easily goes into 214A and 214AC on hit. These are Goenitz's only meterless combos from lights. | ||
It's a pretty standard 2A, as they go. Mashable and chains into his other lights, including his far B. | |||
It's also as far-reaching as his far A while coming out faster and *also* being cancellable. This makes it one of Goenitz's most important normals for general offense. | |||
}} | }} | ||
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|moveId=goenitz_2b | |moveId=goenitz_2b | ||
|description= | |description= | ||
* | * Goenitz's only low-hitting combo starter. | ||
* | * Chains into all of his other lights. | ||
* | * Your optimal meterless combo from this move is to simply do your Rush combo. | ||
The usual rapid fire low kick. Great for confirms into Super or Quickmode. | |||
}} | }} | ||
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|moveId=goenitz_2c | |moveId=goenitz_2c | ||
|description= | |description= | ||
* The only | * Great vertical hitbox. Its hit directly above Goenitz, preventing cross-ups as well as jump-ins. | ||
* Abysmal horizontal range, to the point of never being worth going for on a grounded opponent. | |||
* Combos to 623AC on hit, regardless of if it hits grounded or airborne. | |||
The only anti-air Goenitz has that doesn't require meter. It's a bit difficult to use due to its awful horizontal reach, however, which leaves it vulnerable to divekicks and other air specials (such as Najd j.214P). | |||
At six frame startup, this is a great move to react to and beat aggressive jumps. It can always combo into 623AC, making it more rewarding for mid or anchor Goenitz. | |||
}} | }} | ||
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|moveId=goenitz_2d | |moveId=goenitz_2d | ||
|description= | |description= | ||
* Cancellable on hit, block and whiff. | |||
* Reaches somewhat far and can combo at close range into his anywhere juggling 623AC. | |||
* On hit, Goenitz can meaty the opponent's wakeup with 426B (midscreen only). | |||
For a sweep, Goenitz's 2D is really good, doing everything you could want it to with added range to boot. | |||
Since Goenitz has little in the way of defense, you'll want to abuse this to prevent approaches and pressure prematurely. | |||
Since it whiff cancels, there are some cheeky buffers you can do against opponents aggressively approaching you, with sweep covering the ground, and your specials covering the air. | |||
}} | }} | ||
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|input=j.A | |input=j.A | ||
|description2= | |description2= | ||
* | * Goenitz's fastest air-to-air move. | ||
* | * Does more damage than j.B to make up for the move not crossing up. | ||
}} | }} | ||
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|description2= | |description2= | ||
* Crosses up | * Crosses up | ||
* | * Solid jump-in option regardless of cross-up due to good active frames and hitstun. | ||
}} | }} | ||
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|input=j.D | |input=j.D | ||
|description2= | |description2= | ||
* | * Solid aerial poke. | ||
* | * Inferior to j.B and j.C as a jump-in most of the time, but good at approaching opponents you've been keeping at a distance. | ||
}} | }} | ||
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|moveId=goenitz_cd | |moveId=goenitz_cd | ||
|description= | |description= | ||
* | * Cancellable on hit, block, and whiff. | ||
* | * Very slow and not as disjointed as its animation suggests, but its forward movement amplifies its range. | ||
* | * Whiff cancelling this move into 426D is the only way Goenitz can hit an opponent at full screen with a tornado. | ||
A bad blowback. It's very slow, massively unsafe on block if not cancelled (a rarity among blowbacks), and it's not very disjointed, with the range being shorter than the animation. | |||
However, it has its uses. You can pressure an opponent into approaching by whiff cancelling this move, as its forward movement allows Goenitz to place a tornado at full screen. | |||
On hit, Goenitz has a few different combos, but the most notable one is cancelling into 214D, then hitting delayed j.D for a stylish re-stand that can go into a full combo after. | |||
}} | }} | ||
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|moveId=goenitz_236cd | |moveId=goenitz_236cd | ||
|description= | |description= | ||
* | * Faster and safer on block than regular blowback. | ||
* | * Reuses the same animation and, with it, its surprisingly decent range. | ||
* | * Consistently goes into 623K on grounded or airborne hit. | ||
Since Goenitz's defensive tools are so underwhelming, you may have to rely on this every now and then. However, on hit, Shatter Strike lets Goenitz follow up with close D if he's point blank, or 426AC from further away. The combos from both routes lead to substantially higher damage than supers that cost the same amount of meter, making the reward worth the risk more often than not. | |||
}} | }} | ||
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|input=j.CD | |input=j.CD | ||
|description2= | |description2= | ||
* | * Has decent reach and the ability to hit below Goenitz, much like his j.D. | ||
* | * The vertical and horizontal ranges make it a great tool for retreating when combined with backward hops. However, it's not great as an air-to-air. | ||
* | * Goenitz has time for this move after his teleports that leave him airborne (214D and 214BD). | ||
One of Goenitz's better buttons in neutral as it gives Goenitz a big knockdown button to press while he establishes more space between him and his opponent. | |||
In the corner, or if you hit it close enough, it's possible to combo a 623AC afterward, regardless of whether it counter hits. | |||
}} | }} | ||
==Rush Moves== | ==Rush Moves== | ||
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|name=Meifu no Mon | |name=Meifu no Mon | ||
|description= | |description= | ||
* | * Tosses the opponent right where 426C spawns, and gives an autotimed safejump with an immediate superjump. As far as regular throws go, pretty good. | ||
}} | }} | ||
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|name=Yomi e no Michi | |name=Yomi e no Michi | ||
|description= | |description= | ||
* | * Tosses the opponent full screen | ||
}} | }} | ||
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|name=Uranagi | |name=Uranagi | ||
|description= | |description= | ||
* | * Overhead when used raw, but slightly slower than average for a move of its type in KOFXV. | ||
* | * Relatively low pushback on the hit itself, but Goenitz pushes the opponent during startup and reels back after the strike, leaving a large distance between him and the opponent unless the move is cancelled. | ||
* | * Cancelled version is extremely safe on block, due to the relatively low negative frames and pushing the opponent far away. Not cancelling this into anything is one of your best bets in a blockstring. | ||
}} | }} | ||
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|name=Oroshi | |name=Oroshi | ||
|description= | |description= | ||
* | * Super and Quick Max cancellable. | ||
* | * Very unsafe on block. | ||
* | * Somewhat situational, but not completely useless. | ||
}} | }} | ||
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|input=41236A/B/C/D/AC/BD | |input=41236A/B/C/D/AC/BD | ||
|description6= | |description6= | ||
* Spawns a vertical tornado in one of four locations, based on the button used. | |||
* Closest tornado is A, farthest is D. | |||
* EX versions can hit OTG, damage is indicated in [square brackets]. | * EX versions can hit OTG, damage is indicated in [square brackets]. | ||
* | * Tornadoes stop projectiles without dissipating. | ||
* | * Does not reach directly next to Goenitz, or at full screen. | ||
Goenitz's infamous signature move, burned into the minds of everyone that played KOF 96. Not quite as busted here, but stronger than you'd think. Quickly spawns a stationary tornado at one of four locations relative to Goenitz, with the EX versions spawning in between each of the four locations. This move can be oppressively difficult to get around if used properly. Each tornado acts as a wall that can be spawned to shut down almost any approach. There are a few catches, however; the blind spots mentioned above, and the fact that, if the opponent gets past the tornado, Goenitz is ''wide'' open. It also doesn't build very much meter, and can't combo into anything. This is, as its core, a harassment tool. However, with proper positioning and skill at placing the right tornado at the right time, Goenitz can become nigh-impossible to approach. | |||
The EX version, while effective enough as a zoning tool, truly shines in combos. It's one of his go-to combo extenders, and can add a little extra damage after a knockdown. | |||
}} | }} | ||
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|caption= | |caption= | ||
|description3= | |description3= | ||
* | * All air normals after D and ex versions have one frame of recovery on the ground. This allows Geonitz to combo easily into all of his ground normals and have positive guard advantage. | ||
}} | }} | ||
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|caption= | |caption= | ||
|description2= | |description2= | ||
* | * Interrupts the teleport to stop early. Note B and D versions are identical. Can be used to bait DPs/slow pokes, but be aware there is still some recovery time, so limit your use of this up-close. | ||
}} | }} | ||
===Wanhyo: Tokobuse/Mametsu=== | ===Wanhyo: Tokobuse/Mametsu=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=goenitz_623a,goenitz_623a_ab,goenitz_623c,goenitz_623c_ab,goenitz_623ac | |moveId=goenitz_623a,goenitz_623a_ab,goenitz_623c,goenitz_623c_ab,goenitz_623ac | ||
|name=Wanhyo: Tokobuse/Mametsu | |name=Wanhyo: Tokobuse/Mametsu | ||
|input=623A/C/AC | |input=623A/C/AC | ||
|caption= | |caption= | ||
| | |description5= | ||
* All versions, except EX, can be stopped during the 3rd hit by pressing AB. EX version cannot be stopped | * All versions, except EX, can be stopped during the 3rd hit by pressing AB. EX version cannot be stopped. | ||
* C version cannot hit ground hitboxes. However, it is able to hit a character hit by a raw Shatter Strike, a CD wallsplat or during a backdash. | * C version cannot hit ground hitboxes. However, it is able to hit a character hit by a raw Shatter Strike, a CD wallsplat or during a backdash. | ||
* If the C version is stopped, the character is left in a free juggle state, unlike the A version. | * If the C version is stopped, the character is left in a free juggle state, unlike the A version. | ||
* EX version is an anywhere juggle. A 30% scaling penalty is applied if it connects in this manner. | * EX version is an anywhere juggle. A 30% scaling penalty is applied if it connects in this manner. | ||
* EX version is also invulnerable to airborne opponents' strikes, making it an excellent option against airborne attackers. | |||
* The move deals a fixed amount of damage as long as any of the first 5 hits of the EX version connects. | * The move deals a fixed amount of damage as long as any of the first 5 hits of the EX version connects. | ||
}} | }} | ||
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|captions= | |captions= | ||
|description3= | |description3= | ||
* | * A or EX version will combo from lights, while the C version only combos from heavies or a cancelled 6A. The C version can also combo from 623K/BD. | ||
A or EX version will combo from lights, while the C version only combos from heavies or a cancelled 6A. The C version can also combo from 623K/BD. | |||
}} | }} | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=goenitz_214a2p,goenitz_214c2p,goenitz_214ac2p | |moveId=goenitz_214a2p,goenitz_214c2p,goenitz_214ac2p | ||
|name=Shin Aoihana: Seiran 2 | |name=Shin Aoihana: Seiran 2 | ||
|input=214A/C/AC~ | |input=214A/C/AC~4A/C | ||
|description3= | |description3= | ||
}} | }} | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=goenitz_214a2p2p,goenitz_214c2p2p,goenitz_214ac2p2p | |moveId=goenitz_214a2p2p,goenitz_214c2p2p,goenitz_214ac2p2p | ||
|name=Shin Aoihana: Seiran 3 | |name=Shin Aoihana: Seiran 3 | ||
|input=214A/C/AC~ | |input=214A/C/AC~4A/C~4A/C | ||
|description3= | |description3= | ||
Keep in mind that the C version ender cannot combo into 236214C due to the latter's slower start up compared to 236214A. | Keep in mind that the C version ender cannot combo into 236214C due to the latter's slower start up compared to 236214A. | ||
}} | }} | ||
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|description2= | |description2= | ||
* This move adds an additional 10% scaling into the combo, but will only take effect on subsequent moves (i.e. via advanced and climax cancel). | * This move adds an additional 10% scaling into the combo, but will only take effect on subsequent moves (i.e. via advanced and climax cancel). | ||
* | * Your metered grounded reversal. Invincible on frame 1 all the way until the grab kicks in. While 623AC is your anti-air, this is your counter to everything else, pressure-wise (Shatterstrike aside). | ||
}} | }} | ||
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|description3= | |description3= | ||
* When using the "hold cancel" trick to Advanced or Climax Cancel, the input for the following super can be buffered and held down at any point for the duration of Goenitz holding the opponent above his head. This even applies to the EX version. | * When using the "hold cancel" trick to Advanced or Climax Cancel, the input for the following super can be buffered and held down at any point for the duration of Goenitz holding the opponent above his head. This even applies to the EX version. | ||
* | * C version is air invul, but its slow speed and the option of 623AC mean it's not usually ideal as an an anti-air. | ||
* | * Level 2 is full invul. | ||
}} | }} | ||
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* Spawns an un-reflectable tornado projectile directly in front of Goentiz | * Spawns an un-reflectable tornado projectile directly in front of Goentiz | ||
* Initial projectile is identical in size and animation to 426AC | * Initial projectile is identical in size and animation to 426AC | ||
* When cancelled into, the projectile spawns directly on top of the opponent. | * When cancelled into from a super, the projectile spawns directly on top of the opponent. | ||
Placeholder | Placeholder | ||
}} | }} |
Latest revision as of 19:25, 22 June 2024
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Shin Aoihana: Seiran 1 - + / (*)
Shin Tsumakushi: Yoarashi - + / (*)
Super Special Moves
Shin Ya Otome: Yomotsu - + / (!)
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Anywhere, light starter |
2B > 2A > 214A > 4P > 4P = 139 dmg |
½ Meter |
Anywhere, light starter |
2B > 2A > 214AC > 4P > 4P, 623C = 236 dmg |
1 Meter |
Anywhere |
2B > 2A > 214A > 4P > 4P > 2363214P = 292 dmg |
2 Meter |
Anywhere |
cl.C > 6A > 623BD > 426AC, 623D > 623C > 2363214P = 589 dmg |
Gameplay Overview
A former final boss of The King of Fighters '96, Goenitz is a character known for his frustratingly oppressive zoning, backed up by an additional set of tools to surprise opponents who clam up.
Goenitz's gameplan is simple: control the space with tornadoes, then use his DPs to stop opponents from getting too close; these tools, when paired together, allow Goenitz to gradually wear down his opponents from afar. Backing up this zoning is a slew of large normals that give him some additional punch in mid-range, better allowing him to cover up his crippling close-range weakness. As long as he's able to play the keepaway game and not let the opponent get in on him, it's not unheard of Goenitz to win rounds just off of his tornadoes and DPs alone.
When the opponent gets pinned down by his zoning and begins to clam up, waiting for their opportunity to move in, that's when the rest of Goenitz's kit shines. His teleport, overhead, rekkas, high-damaging supers, and his new Shin Tsumakushi special give Goenitz surprisingly potent rushdown, complete with meaty setups, frame traps, tick throws, and more that the opponent has to account for. Any opponent defending against Goenitz must always be on the lookout for these tricks, on top of the constant threat of tornadoes.
Goenitz is, overall, a high-risk, high-return zoner with little margin for error, both for himself and for his opponent. It can make for especially tense fights, but the thrill of these situations, combined with his signature zoning, make Goenitz an all-around fun and challenging character to play.
Goenitz is an oppressive zoning character who backs up his long-range gameplan with a secondary set of rushdown tools. | |
Pros | Cons |
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Normals
Far Standing Normals
Far A
stand A
5A
5A |
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Far B
stand B
5B
5B |
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Far C
stand C
5C
5C |
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Far D
stand D
5D
5D |
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Close Standing Normals
Close A
close A
cl.A
cl.A |
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Close B
close B
cl.B
cl.B |
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Close C
close C
cl.C
cl.C |
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Close D
close D
cl.D
cl.D |
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Crouch Normals
Crouch A
crouch A
2A
2A |
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Crouch B
crouch B
2B
2B |
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Crouch C
crouch C
2C
2C |
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Crouch D
crouch D
2D
2D |
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Jump Normals
Jump A
jump A
j.A
j.A |
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Jump B
jump B
j.B
j.B |
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Jump C
jump C
j.C
j.C |
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Jump D
jump D
j.D
j.D |
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Blowback
Blowback
Blowback
CD
CD |
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Shatter Strike
ShatterStrike
236CD
236CD |
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Jump CD
jump CD
j.CD
j.CD |
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Rush Moves
rush
cl.AA/c.AAX
cl.AA/c.AAX
|
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Throws
Meifu no Mon
(close) 4/6+C
(close) 4/6+C |
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Yomi e no Michi
(close) 4/6+D
(close) 4/6+D |
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Command Moves
Uranagi
Uranagi
6A
6A |
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Target Combo 1
Oroshi
5CC
5CC |
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Special Moves
Yonokaze
Yonokaze
41236A/B/C/D/AC/BD
41236A/B/C/D/AC/BD |
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Hyouga
Hyouga
214B/D/BD
214B/D/BD |
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Hyouga (Stop)
Hyouga
214B/D/BD~AB
214B/D/BD~AB |
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Wanhyo: Tokobuse/Mametsu
Wanhyo: Tokobuse/Mametsu
623A/C/AC
623A/C/AC |
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Shin Aoihana: Seiran
Shin Aoihana: Seiran 1
214A/C/AC
214A/C/AC |
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Shin Aoihana: Seiran 2
214A/C/AC~4A/C
214A/C/AC~4A/C |
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Shin Aoihana: Seiran 3
214A/C/AC~4A/C~4A/C
214A/C/AC~4A/C~4A/C |
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Shin Tsumakushi: Yoarashi
Shin Tsumakushi: Yoarashi
623B/D/BD
623B/D/BD |
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Super Special Moves
Yami Doukoku
Yami Doukoku
6321463214A/C/AC
6321463214A/C/AC |
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Shin Ya Otome: Yomotsu
Shin Ya Otome: Yomotsu
236214A/C/AC
236214A/C/AC |
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Climax Super Special Moves
Tokoshie no Kaze
Tokoshie no Kaze
2141236CD
2141236CD |
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Misc
Alternate Colors