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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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==Gameplay Overview==
==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.  
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. However - in '''XV''' - Goenitz zoning is a far cry from what it used to be. Rather, his offense and damage are where he truly shines.


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.
Goenitz's gameplan is simple: control the space with tornadoes and air normals, and use his speed and EX Yonokaze to call out an opponent's rolls or approaches; these tools, when paired together, allow Goenitz to bait opponents into making mistakes, or simply back themselves into the corner. Though, things are complicated when looking at his middling set of ground normals, which can make Goenitz a tad difficult to pick up and play.
Then, if he's caught with no meter in the midrange, Goenitz has to play an uphill battle of constant pre-emptive reads to build up enough meter to become a threat once more.  


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.  
'''''However''''', when Goenitz scores a knockdown, nearly ANY knockdown, he can finally do his work. His teleport, overhead, rekkas, high-damaging supers, and on-block framedata give Goenitz surprisingly potent rushdown, complete with meaty setups, frame traps, tick throws, an actually good pressure reset, and even 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 EX Yonokaze.  


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, overall, a high-risk, high-return character 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 unique playstyle, make Goenitz an all-around fun and challenging character to play.  


{{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 a heavily unique character who uses his specials and EX moves to bait opponents into making small mistakes that end up destroying their health bar.'''''
| 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.
* '''Synergistic Specials''': Goenitz has a lot of ways to force his opponent to either make a risky approach, or to capitalize on their defensive play. While Yonokaze is nowhere near as strong as it used to be, it's now coupled with a [[The_King_of_Fighters_XV/Goenitz#Hyouga|command dash]] with movement mixups, and a very active [[The_King_of_Fighters_XV/Goenitz#Wanhyo:_Tokobuse/Mametsu|poke]], so Goenitz must rely on his specials with as much thought as his normals to get his opponents in the situations he wants them.
* '''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.
* '''Strong Air Buttons''': Goenitz air buttons are all around great. With a jCD that has a great hitbox for offense and walling-out alike, and multiple air normals for every situation, including crossups. These air normals are the ones Goenitz uses for most of his time in neutral, as they lead to better advantage and are more consistent than his ground normals.
* '''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.
* '''Combo Utility''': Largely due to the opportunities his cl.D juggle grants him, Goenitz's optimal combos do incredible damage, able to shave off 50% off an opponent's lifebar with a single bar of meter. Additionally, [[The_King_of_Fighters_XV/Goenitz#Shin_Ya_Otome:_Yomotsu|Shin Ya Otome: Yamotsu]] has 2 versions to convert from crazy ranges and heights, making his damage with meter consistent as well.
* '''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.
* '''Meter Flexibility''': On top of having supers with great utility, Goenitz has multiple EX moves with various useful functions, including an anywhere juggle, an OTG, and a high damage, plus on block, highly active psuedo-projectile that covers immense space. Finally, his corner juggles are incredibly meter efficient, almost always building back 25-50% of a bar.
* '''Knowledge Checker''': Goenitz is an incredibly gimmicky character with specific answers to most situations he puts his opponents in, giving him strong knowledge checks. If an opponent doesn't know how to work their way past the onslaught of tornadoes and into close range, Goenitz can easily continue zoning the opponent until he either kills them or times them out.  
* '''Suffocating Pressure''': With his teleport and his run speed, Goenitz can follow up most any solid hit in neutral with his strong offense. To start, Goenitz's frametraps are amazingly safe, with the pushback on his command normal putting him at optimal ranges for CD and Yonokaze counterpokes, and his EX Yonokaze frametraps leaving him ''PLUS''. He also can safely frametrap from heavy normals - a rare sight in XV - leading to reward ranging from good to '''extreme'''. Finally, when Goenitz gets an enemy in the corner, he has a great collection of tools to send them back to the Earth. Not only is everything previously mentioned strong on its own, but Hyouga gives him a fantastic pressure reset, as the D version will sneak past abare (as well as allow him to land a jump in), and the feint version can surprise people looking out for the D version. All of this not only makes it hard to both defend and get out of the corner against him, but it also makes him shockingly difficult to reversal for most of the cast.


| 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.
* '''Horrendous Defense''': If Goenitz lets an opponent get in on him, he has no consistent tools to get them off without meter. First off, he has to spend at LEAST 2 bars for a reversal, and his abare is among the worst in the game due to its lack of range, coverage, and its extreme whiff recovery. While EX Wanhyo: Tokobuse is great for high jumps, it's extremely limited for hops. In fact, among all of his normals and specials, Goenitz has horrible answers to offensive hops. All of this is compounded by his shoddy backdash, meaning Goenitz doesn't have much to consistently defend with other than guard cancels. This not only makes being in the corner as Goenitz a nightmare, but also creates a dichotomy where even though he can easily start an offensive game from mostly any knockdown, he will also have an incredibly difficult time the moment he gets knocked down even at midscreen.
* '''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.
* '''Blindspots''': Goenitz lacks quick presence at complete fullscreen and up close. While EX Yonokaze does a lot of heavy lifting when enemies are near him, it is not good enough to duke with it as your only option - and it requires meter. This means Goenitz will eventually have to make highly risky predictions against fast characters and offensive play, and often times will have to give up space to avoid being put into bad ranges.
* '''Execution Heavy at High Levels''': Goenitz has some situational, difficult-to-perform combos, which include manual timing on his rekkas, Braking his DPs, or other techniques that Goenitz players must master in order to squeeze out the most damage possible. Regularly practicing these routes is highly recommended as dropping those combos can have catastrophic consequences.
* '''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, have limited conversions, or have other noticeable shortcomings. Playing Goenitz well requires quick decisionmaking on what normals to use and when. Additionally, his standing normals all have extreme whiff recovery, making his normals riskier than the average character.
* '''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 can get hit easier than other characters. This specifically affects Goenitz quite badly due to his lack of answers for air approach, and his shoddy backdash is further weakened by his frame.
}}
* '''''Awful Reaction Anti Airs''''': Goenitz has near absolute nothing for a good reaction anti air, sporting one of the worst 2Cs in the game, he has to rely on specials to anti air. Sadly, his quickest anti air here is an 8f EX move. While this can be used on high jump ins to great effect, it is very difficult to use it on hops without buffering. The result? Goenitz must play very pre-emptively to stop hops - which wouldn't be ''too'' bad if his fast hop checks were any good. And without meter? Goenitz gets practically no pressure or offensive lead at all for most of his hop checks. }}
 
{{#ev:youtube|iN45aqLxZDE|||'''Character breakdown'''|frame}}


==Normals==
==Normals==
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|moveId=goenitz_fc
|moveId=goenitz_fc
|description=
|description=
* Safer on block than it seems due to the range and pushback.
* Gains two frames of advantage if the second (late) hitbox connects.
* Target combo starter. Only hit the second button if this connects, as 5C is safe on block, but 5CC isn't. If this move counter-hits an airborne opponent, the target combo will still work.
 
* Goenitz lunges forward significantly, adding to the move's range.
A long-range swipe with an attached target combo for basic super confirms. Becomes safer if it hits late.
One of Goenitz's best tools for keepaway. Since it can easily outrange most opponents' light normals, you can use this move in conjunction with far D and your other normals in your zoning.
}}
}}


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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.  
Goenitz's main combo starter, and the best overall button Goenitz has up close.  
}}
}}
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* Hits twice. First hit has juggle properties, making it very useful for corner extensions.   
* Hits twice. First hit has juggle properties, making it very useful for corner extensions.   
* Only the first hit cancels to specials.   
* 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.  
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.  
Where it will be used most often is in the corner to extend combos after 214AC. However, it can situationally catch opponents jumping at or over Goenitz, making it occasionally useful 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_2c
|moveId=goenitz_2c
|description=
|description=
* Great vertical hitbox. Its hit directly above Goenitz, preventing cross-ups as well as jump-ins.
* Mediocre vertical range, does not actually reach as far as his hand, but decent active frames.
* Abysmal horizontal range, to the point of never being worth going for on a grounded opponent.  
* 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.
* 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).
The only anti-air Goenitz has that doesn't require meter. Difficult to use and unreliable due to short range, 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.  
At six frame startup, it's decent for reactive AAing, but timing is required or it may whiff. It can always combo into 623AC, making it more rewarding for mid or anchor Goenitz.  
}}
}}


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|name=jump A
|name=jump A
|input=j.A
|input=j.A
|hitboxCaptions= Hop Version, Jump Version
|description2=
|description2=
* Goenitz's fastest air-to-air move.  
* Goenitz's fastest air-to-air move.  
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|name=jump B
|name=jump B
|input=j.B
|input=j.B
|hitboxCaptions= Hop Version, Jump Version
|description2=
|description2=
* Crosses up
* Crosses up
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|name=jump C
|name=jump C
|input=j.C
|input=j.C
|hitboxCaptions= Hop Version, , , Jump Version
|description2=
|description2=
* High priority and large hitbox make this both a fantastic air-to-air and jump-in
* High priority and large hitbox make this both a fantastic air-to-air and jump-in
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|name=jump D
|name=jump D
|input=j.D
|input=j.D
|hitboxCaptions= Hop Version, Jump Version
|description2=
|description2=
* Solid aerial poke.
* Solid aerial poke.
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* Consistently goes into 623K on grounded or airborne hit.
* 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.  
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.  
}}
====AdvanceStrike====
{{FrameDataCargo-KOFXV
|moveId=goenitz_214cd
|description=
*Same animation and range as his CD.
* The throw counter is at the feet.
}}
}}


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|name=jump CD
|name=jump CD
|input=j.CD
|input=j.CD
|hitboxCaptions= Hop Version, Jump Version
|description2=
|description2=
* Has decent reach and the ability to hit below Goenitz, much like his j.D.
* Has decent reach and the ability to hit below Goenitz
* 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.
* The vertical and horizontal ranges make it a great tool for retreating when combined with backward hops. However, it's a little slower than some of his other air-to-air options.
* Goenitz has time for this move after his teleports that leave him airborne (214D and 214BD).  
* 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.  
To contrast Goenitz's bad standing CD, he has an excellent jumping CD. This is one of Goenitz's best 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.
In the corner, or if you hit it close enough, it's possible to combo a 623AC afterward, regardless of whether it counter hits.
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|input=cl.AA/c.AAX
|input=cl.AA/c.AAX
|description2=
|description2=
* Placeholder
*Ends with 623A, 2363214 A/AC or Climax depending on meters and last button pressed. 623A can be stopped to make the rush safe on block.
* Placeholder
* Placeholder
Ends with 623A, 2363214 A/AC or Climax depending on meters and last button pressed. 623A can be stopped to make the rush safe on block.
}}
}}


==Throws==
==Throws==
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|name=Meifu no Mon
|name=Meifu no Mon
|description=
|description=
* Tosses the opponent right where 426C spawns.
* 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
* Tosses the opponent full screen.
}}
}}


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|moveId=goenitz_6a
|moveId=goenitz_6a
|name=Uranagi
|name=Uranagi
|hitboxCaptions= Raw Version, Cancel Version
|description=
|description=
* Extremely slow when used raw, but hits overhead.
* Overhead when used raw, but slightly slower than average for a move of its type in KOFXV.
* Drags the opponent in on hit.
* 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.
* 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=
* Placeholder
* Super and Quick Max cancellable.
* Placeholder
* Very unsafe on block.
* Placeholder
* Somewhat situational, but not completely useless.
Placeholder
}}
}}


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|name=Yonokaze
|name=Yonokaze
|input=41236A/B/C/D/AC/BD
|input=41236A/B/C/D/AC/BD
|hitboxCaptions= A Version, B Version, C Version, D Version, P EX Version, K EX Version
|description6=
|description6=
* Spawns a vertical tornado in one of four locations, based on the button used.
* Spawns a vertical tornado in one of four locations, based on the button used.
Line 401: Line 417:
|name=Hyouga
|name=Hyouga
|input=214B/D/BD
|input=214B/D/BD
|caption=
|hitboxCaptions= B Version, , , D Version, , , EX Version
|description3=
|description3=
* Placeholder
* 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.
* Placeholder
* Placeholder
Placeholder
}}
}}


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|caption=
|caption=
|description2=
|description2=
* Placeholder
* 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.
* Placeholder
* Placeholder
Placeholder
}}
}}


===Wanhyo: Tokobuse/Mametsu===
===Wanhyo: Tokobuse/Mametsu===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=goenitz_623a,goenitz_623a_ab,goenitz_623c,goenitz_623c_ab,goenitz_623ac,goenitz_623ac_ab
|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=
|hitboxCaptions= A Version, Normal Stop, C Version, , EX Version
|description6=
|description5=
* All versions, except EX, can be stopped during the 3rd hit by pressing AB. EX version cannot be stopped if it hits.
* 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.
Placeholder
}}
}}


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|name=Shin Aoihana: Seiran 1  
|name=Shin Aoihana: Seiran 1  
|input=214A/C/AC
|input=214A/C/AC
|captions=
|hitboxCaptions= Hitbox is the same for all versions.
|description3=
|description3=
* Placeholder
* 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.
* Placeholder
* Placeholder
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~214A/C
|input=214A/C/AC~4A/C
|hitboxCaptions= Hitbox is the same for all versions.
|description3=
|description3=
* Placeholder
* Placeholder
* Placeholder
Placeholder
}}
}}
{{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~214A/C~214A/C
|input=214A/C/AC~4A/C~4A/C
|hitboxCaptions= Hitbox is the same for all versions.
|description3=
|description3=
* Placeholder
* Placeholder
* Placeholder
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.
}}
}}
Line 475: Line 477:
|name=Shin Tsumakushi: Yoarashi
|name=Shin Tsumakushi: Yoarashi
|input=623B/D/BD
|input=623B/D/BD
|captions=
|hitboxCaptions= Hitbox is the same for all versions.
|description3=
|description3=
* Despite the animation, none of these attacks are overheads, unlike the boss version of this move.
* Despite the animation, none of these attacks are overheads, unlike the boss version of this move.
* 623B can only cancel into 214A/C.
* 623B can only cancel into 214A/C.
* 623D/BD can cancel into any special, except for 623K/BD.
* 623D/BD can cancel into any special, except for 623K/BD.
Placeholder
Combo filler, B and D are used for juggles, BD can be used for juggles or from heavies.
}}
}}


Line 488: Line 490:
|moveId=goenitz_6321463214p,goenitz_6321463214ac
|moveId=goenitz_6321463214p,goenitz_6321463214ac
|name=Yami Doukoku
|name=Yami Doukoku
|captions=
|hitboxCaptions= Normal Version, Max Version
|input=6321463214A/C/AC
|input=6321463214A/C/AC
|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).
* Placeholder
* 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).
* Placeholder
Placeholder
}}
}}


Line 502: Line 502:
|name=Shin Ya Otome: Yomotsu
|name=Shin Ya Otome: Yomotsu
|input=236214A/C/AC
|input=236214A/C/AC
|captions=
|hitboxCaptions= A Version, C Version, Max Version
|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.
* Placeholder
* 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.
* Placeholder
* Level 2 is full invul.
Placeholder
}}
}}


Line 517: Line 516:
|input=2141236CD
|input=2141236CD
|description=
|description=
* Spawns an un-reflectable tornado projectile directly in front of Goentiz
* Spawns an un-reflectable tornado projectile directly in front of Goenitz.
* Initial projectile is identical in size and animation to 426AC
* Initial projectile is identical in size and animation to 426AC.
* When cancelled into from a super, 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
Standard cinematic Climax. Above average minimum scaled damage.
}}
}}



Latest revision as of 06:26, 22 September 2024

The King of Fighters XV

OverviewStrategyDataCombosReplays

As one of the Four Heavenly Kings of Orochi, the almighty Goenitz devotes his entire being to serving his dark lord.
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.
Jump: 40f
Hop: 32f
Backdash: 23f
Run Speed Ranking: 3

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Meifu no Mon - / +

Yomi e no Michi - / +

Command Normals

Uranagi - +

Target Combo - (Far) >

Special Moves

Yonokaze - + / / / (*)

Hyouga - + / (*)

┗Stop -

Wanhyo: Tokobuse - + (*)

┗Stop -

Wanhyo: Mametsu - +

┗Stop -

Shin Aoihana: Seiran 1 - + / (*)

┗Shin Aoihana: Seiran 2 - + /
┗Shin Aoihana: Seiran 3 - + /

Shin Tsumakushi: Yoarashi - + / (*)

Super Special Moves

Yami Doukoku - + / (!)

Shin Ya Otome: Yomotsu - + / (!)

Climax Super Special Moves

Tokoshie no Kaze - ++

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

Anywhere, light starter
Anywhere, heavy starter

2B > 2A > 214A > 4P > 4P = 139 dmg
cl.C > 6A > 214C > 4P > 4P = 237 dmg

½ Meter

Anywhere, light starter
Anywhere, heavy starter

2B > 2A > 214AC > 4P > 4P, 623C = 236 dmg
cl.C > 6A > 426AC, 623D > 623C = 385 dmg

1 Meter

Anywhere
Anywhere

2B > 2A > 214A > 4P > 4P > 2363214P = 292 dmg
cl.C > 6A > 623BD > 426AC, 623D > 623C = 385 dmg

2 Meter

Anywhere
Corner

cl.C > 6A > 623BD > 426AC, 623D > 623C > 2363214P = 589 dmg
cl.C > 6A > 623BD > 426AC, dash cl.D(1) > 623D > 623C > 2363214P = 600 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. However - in XV - Goenitz zoning is a far cry from what it used to be. Rather, his offense and damage are where he truly shines.

Goenitz's gameplan is simple: control the space with tornadoes and air normals, and use his speed and EX Yonokaze to call out an opponent's rolls or approaches; these tools, when paired together, allow Goenitz to bait opponents into making mistakes, or simply back themselves into the corner. Though, things are complicated when looking at his middling set of ground normals, which can make Goenitz a tad difficult to pick up and play. Then, if he's caught with no meter in the midrange, Goenitz has to play an uphill battle of constant pre-emptive reads to build up enough meter to become a threat once more.

However, when Goenitz scores a knockdown, nearly ANY knockdown, he can finally do his work. His teleport, overhead, rekkas, high-damaging supers, and on-block framedata give Goenitz surprisingly potent rushdown, complete with meaty setups, frame traps, tick throws, an actually good pressure reset, and even 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 EX Yonokaze.

Goenitz is, overall, a high-risk, high-return character 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 unique playstyle, make Goenitz an all-around fun and challenging character to play.

Goenitz is a heavily unique character who uses his specials and EX moves to bait opponents into making small mistakes that end up destroying their health bar.
Pros Cons
  • Synergistic Specials: Goenitz has a lot of ways to force his opponent to either make a risky approach, or to capitalize on their defensive play. While Yonokaze is nowhere near as strong as it used to be, it's now coupled with a command dash with movement mixups, and a very active poke, so Goenitz must rely on his specials with as much thought as his normals to get his opponents in the situations he wants them.
  • Strong Air Buttons: Goenitz air buttons are all around great. With a jCD that has a great hitbox for offense and walling-out alike, and multiple air normals for every situation, including crossups. These air normals are the ones Goenitz uses for most of his time in neutral, as they lead to better advantage and are more consistent than his ground normals.
  • Combo Utility: Largely due to the opportunities his cl.D juggle grants him, Goenitz's optimal combos do incredible damage, able to shave off 50% off an opponent's lifebar with a single bar of meter. Additionally, Shin Ya Otome: Yamotsu has 2 versions to convert from crazy ranges and heights, making his damage with meter consistent as well.
  • Meter Flexibility: On top of having supers with great utility, Goenitz has multiple EX moves with various useful functions, including an anywhere juggle, an OTG, and a high damage, plus on block, highly active psuedo-projectile that covers immense space. Finally, his corner juggles are incredibly meter efficient, almost always building back 25-50% of a bar.
  • Suffocating Pressure: With his teleport and his run speed, Goenitz can follow up most any solid hit in neutral with his strong offense. To start, Goenitz's frametraps are amazingly safe, with the pushback on his command normal putting him at optimal ranges for CD and Yonokaze counterpokes, and his EX Yonokaze frametraps leaving him PLUS. He also can safely frametrap from heavy normals - a rare sight in XV - leading to reward ranging from good to extreme. Finally, when Goenitz gets an enemy in the corner, he has a great collection of tools to send them back to the Earth. Not only is everything previously mentioned strong on its own, but Hyouga gives him a fantastic pressure reset, as the D version will sneak past abare (as well as allow him to land a jump in), and the feint version can surprise people looking out for the D version. All of this not only makes it hard to both defend and get out of the corner against him, but it also makes him shockingly difficult to reversal for most of the cast.
  • Horrendous Defense: If Goenitz lets an opponent get in on him, he has no consistent tools to get them off without meter. First off, he has to spend at LEAST 2 bars for a reversal, and his abare is among the worst in the game due to its lack of range, coverage, and its extreme whiff recovery. While EX Wanhyo: Tokobuse is great for high jumps, it's extremely limited for hops. In fact, among all of his normals and specials, Goenitz has horrible answers to offensive hops. All of this is compounded by his shoddy backdash, meaning Goenitz doesn't have much to consistently defend with other than guard cancels. This not only makes being in the corner as Goenitz a nightmare, but also creates a dichotomy where even though he can easily start an offensive game from mostly any knockdown, he will also have an incredibly difficult time the moment he gets knocked down even at midscreen.
  • Blindspots: Goenitz lacks quick presence at complete fullscreen and up close. While EX Yonokaze does a lot of heavy lifting when enemies are near him, it is not good enough to duke with it as your only option - and it requires meter. This means Goenitz will eventually have to make highly risky predictions against fast characters and offensive play, and often times will have to give up space to avoid being put into bad ranges.
  • 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, have limited conversions, or have other noticeable shortcomings. Playing Goenitz well requires quick decisionmaking on what normals to use and when. Additionally, his standing normals all have extreme whiff recovery, making his normals riskier than the average character.
  • Big Body: Though not necessarily an exclusive downside, Goenitz's large frame means he can get hit easier than other characters. This specifically affects Goenitz quite badly due to his lack of answers for air approach, and his shoddy backdash is further weakened by his frame.
  • Awful Reaction Anti Airs: Goenitz has near absolute nothing for a good reaction anti air, sporting one of the worst 2Cs in the game, he has to rely on specials to anti air. Sadly, his quickest anti air here is an 8f EX move. While this can be used on high jump ins to great effect, it is very difficult to use it on hops without buffering. The result? Goenitz must play very pre-emptively to stop hops - which wouldn't be too bad if his fast hop checks were any good. And without meter? Goenitz gets practically no pressure or offensive lead at all for most of his hop checks.


Character breakdown

Normals

Far Standing Normals

Far A

stand A
5A
5A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid special 5 4 12 -1 -3 - 30 60
  • 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.

Far B

stand B
5B
5B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Mid super 7 2 16 -3 -5 - 30 60
  • 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.

Far C

stand C
5C
5C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid TC, super 11 3 22 -4 [-2] -6 [-4] - 70 120
  • 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.

Far D

stand D
5D
5D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Mid super 13 4 18 -1 -3 - 70 120
  • Moves Goenitz surprisingly far forward.
  • 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.

Close Standing Normals

Close A

close A
cl.A
cl.A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 4 3 8 +4 +2 - 30 60
  • 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.

Close B

close B
cl.B
cl.B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Mid command 5 4 6 +5 +3 - 30 60
  • 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.

Close C

close C
cl.C
cl.C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 5 5 18 -2 -4 - 70 120

Goenitz's main combo starter, and the best overall button Goenitz has up close.

Close D

close D
cl.D
cl.D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 (40+40) Mid special (1) / super 10 3 (7) 4 20 -3 -5 Low Attack Strike Invincible: 9 to 17 (9 Frames) 80 (40+40) 120 (60+60)

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.

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 can situationally catch opponents jumping at or over Goenitz, making it occasionally useful 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.

Crouch Normals

Crouch A

crouch A
2A
2A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 5 4 8 +3 +1 - 30 60
  • 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.

Crouch B

crouch B
2B
2B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
15 Low self, super 5 4 9 +2 0 - 15 30
  • 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.

Crouch C

crouch C
2C
2C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 6 4 23 -6 -8 - 70 120
  • Mediocre vertical range, does not actually reach as far as his hand, but decent active frames.
  • 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. Difficult to use and unreliable due to short range, however, which leaves it vulnerable to divekicks and other air specials (such as Najd j.214P).

At six frame startup, it's decent for reactive AAing, but timing is required or it may whiff. It can always combo into 623AC, making it more rewarding for mid or anchor Goenitz.

Crouch D

crouch D
2D
2D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Low command 9 4 15 SKD (+30) 0 - 70 120
  • 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.

Jump Normals

Jump A

jump A
j.A
j.A

Hop Version
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop A hop A

40 High - 4 7 1 on ground - - - 30 50

jump A jump A

45 High - 4 7 1 on ground - - - 30 60
  • Goenitz's fastest air-to-air move.
  • Does more damage than j.B to make up for the move not crossing up.

Jump B

jump B
j.B
j.B

Hop Version
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop B hop B

40 High - 6 9 1 on ground - - - 30 50

jump B jump B

35 High - 6 9 1 on ground - - - 30 60
  • Crosses up
  • Solid jump-in option regardless of cross-up due to good active frames and hitstun.

Jump C

jump C
j.C
j.C

Hop Version
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop C hop C

- High - 7 6 1 on ground - - - - 100

jump C jump C

70 High - 7 6 1 on ground - - - 70 120
  • High priority and large hitbox make this both a fantastic air-to-air and jump-in
  • Hits in front of and below Goenitz

Jump D

jump D
j.D
j.D

Hop Version
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop D hop D

70 High - 10 7 1 on ground - - - 70 100

jump D jump D

70 High - 10 7 1 on ground - - - 70 120
  • 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.

Blowback

Blowback

Blowback
CD
CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid special 16 4 31 Wall Splat (+65~+81) / SKD (Air hit) -12 - 100 160
  • 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.

Shatter Strike

ShatterStrike
236CD
236CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid - 15 6 27 Crumple (+93) / Wall Bounce (Air hit) -10 Armor: 4 to 14 (11 frames) 0 200
  • 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.

AdvanceStrike

AdvanceStrike
214CD
214CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 Mid - 28 6 37 (on whiff) / Recovers faster on hit and block. HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit) 3 Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames) 0 150
  • Same animation and range as his CD.
  • The throw counter is at the feet.

Jump CD

jump CD
j.CD
j.CD

Hop Version
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop CD hop CD

80 Mid - 14 7 1 on ground SKD - - 80 120

jump CD jump CD

90 Mid - 14 7 1 on ground SKD - - 80 140
  • Has decent reach and the ability to hit below Goenitz
  • The vertical and horizontal ranges make it a great tool for retreating when combined with backward hops. However, it's a little slower than some of his other air-to-air options.
  • Goenitz has time for this move after his teleports that leave him airborne (214D and 214BD).

To contrast Goenitz's bad standing CD, he has an excellent jumping CD. This is one of Goenitz's best 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
cl.AA/c.AAX
cl.AA/c.AAX
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

cl.AA cl.AA

48 (25+25) Mid - 6 - - -5 -7 - 30 120 (60+60)

cl.AAX cl.AAX

70 (25+25+25) Mid - 6 - - -3 -5 - 30 180 (60+60+60)
  • Ends with 623A, 2363214 A/AC or Climax depending on meters and last button pressed. 623A can be stopped to make the rush safe on block.

Throws

Meifu no Mon
(close) 4/6+C
(close) 4/6+C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 - - 1 1 0 HKD (+38) Unblockable - 0 0
  • Tosses the opponent right where 426C spawns, and gives an autotimed safejump with an immediate superjump. As far as regular throws go, pretty good.
Yomi e no Michi
(close) 4/6+D
(close) 4/6+D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 - - 1 1 0 HKD (+51) Unblockable - 0 0
  • Tosses the opponent full screen.

Command Moves

Uranagi

Uranagi
6A
6A

Raw Version
Cancel Version

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
60 [45] high [Mid] super [special] 25 [15] 4 17 [18] 0 [-1] -2 [-3] - 90 [40] 110 [80]
  • 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.

Target Combo 1

Oroshi
5CC
5CC

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
108 (70+40) Mid super 11,6 4 33 +17 (SKD) -18 - 130 (70+60) 160 (80+40)
  • Super and Quick Max cancellable.
  • Very unsafe on block.
  • Somewhat situational, but not completely useless.

Special Moves

Yonokaze

Yonokaze
41236A/B/C/D/AC/BD
41236A/B/C/D/AC/BD

A Version
B Version
C Version
D Version
P EX Version
K EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

80 Mid - 17 Projectile (20) 32 (After the first frame of projectile.) SKD (+29) -6 - 40 40

B B

80 Mid - 17 Projectile (20) 35 (After the first frame of projectile.) SKD (+25) -10 - 40 40

C C

80 Mid - 17 Projectile (20) 35 (After the first frame of projectile.) SKD (+25) -10 - 40 40

D D

80 Mid - 17 Projectile (20) 35 (After the first frame of projectile.) SKD (+25) -10 - 40 40

AC AC

116 (20+20+80) [60 (10+10+40)] Mid - 17 Projectile (30) 35 (After the first frame of projectile.) Juggle (+55) 2 - 0 100 (20+20+60)

BD BD

116 (20+20+80) [60 (10+10+40)] Mid - 17 Projectile (30) 35 (After the first frame of projectile.) Juggle (+55) 2 - 0 100 (20+20+60)
  • 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].
  • 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.

Hyouga

Hyouga
214B/D/BD
214B/D/BD

B Version
D Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

- N/A - - - 39 (Total Frames) - - Strike Invincibility: 15 to 25 (11 Frames) - -

D D

- N/A - - - 46 (Total Frames) / Landing frame: 1 - - Strike Invincibility: 15 to 25 (11 Frames) - -

BD BD

- N/A - - - 41 (Total Frames) / Landing frame: 1 - - Full Body: 15 to 20 (6 Frames) - -
  • 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.

Hyouga (Stop)

Hyouga
214B/D/BD~AB
214B/D/BD~AB

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B/D B/D

- N/A - - - 32 (Total Frames) - - Strike Invincibility: 15 to 24 (10 Frames) - -

BD BD

- N/A - - - 27 (Total Frames) - - Full Body: 15 to 19 (5 Frames) - -
  • 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
623A/C/AC
623A/C/AC

A Version
Normal Stop
C Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

120 (20*4+40) Mid super 15 20 35 SKD (+15) -20 - 100 (20*5) 100 (20*5)

A~AB A~AB

60 (20*3) Mid - 15 12 19 +3 -2 - 60 (20*3) 60 (20*3)

C C

140 (20*4+60) Mid super 10 20 35 SKD (+~21) - - 100 (20*5) -

C~AB C~AB

60 (20*3) Mid - 10 12 20 SKD/Juggle (+~38) - - 60 (20*3) -

AC AC

192 (20+13*9+15+40) Mid - 8 45 35 SKD (+63) -28 Full body against physical air strike: 1 to 15 (15 Frames) 0 100 (20*5)
  • 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.
  • 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 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.

Shin Aoihana: Seiran

Shin Aoihana: Seiran 1
214A/C/AC
214A/C/AC

Hitbox is the same for all versions.

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

30 Mid super 8 3 22 -4 -6 - 20 20

C C

30 Mid super 18 3 25 -7 -9 - 20 20

AC AC

30 Mid - 12 3 25 -7 -9 - 0 20
  • 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.
Shin Aoihana: Seiran 2
214A/C/AC~4A/C
214A/C/AC~4A/C

Hitbox is the same for all versions.

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

40 Mid super 13 3 26 -5 -10 - 40 40

C C

40 Mid super 13 3 31 SKD (+25) -15 - 40 40

AC AC

40 Mid - 12 3 31 SKD (+25) -15 - 0 40
Shin Aoihana: Seiran 3
214A/C/AC~4A/C~4A/C
214A/C/AC~4A/C~4A/C

Hitbox is the same for all versions.

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

50 Mid super 18 3 36 SKD (+15) -22 - 50 50

C C

80 Mid super 17 3 36 HKD (+34) -22 - 50 50

AC AC

80 Mid - 17 3 36 Juggle (+79) -22 - 50 50

Keep in mind that the C version ender cannot combo into 236214C due to the latter's slower start up compared to 236214A.

Shin Tsumakushi: Yoarashi

Shin Tsumakushi: Yoarashi
623B/D/BD
623B/D/BD

Hitbox is the same for all versions.

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

50 Mid super 23 3 24 -6 -8 - 50 50

D D

80 Mid super 28 3 18 0 -2 - 50 50

BD BD

100 Mid - 20 3 18 0 -2 - 0 80
  • Despite the animation, none of these attacks are overheads, unlike the boss version of this move.
  • 623B can only cancel into 214A/C.
  • 623D/BD can cancel into any special, except for 623K/BD.

Combo filler, B and D are used for juggles, BD can be used for juggles or from heavies.

Super Special Moves

Yami Doukoku

Yami Doukoku
6321463214A/C/AC
6321463214A/C/AC

Normal Version
Max Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A or C A or C

230 (20*9+50) N/A Advanced, Climax 3 2 48 HKD (+25) Unblockable Full Body: 1 to 4 (4 Frames) 0 0

AC AC

380 (20*10+80+100) Min: 190 N/A Climax 1 2 48 HKD (+21 to +28 depending on character) Unblockable Full Body: 1 to 2 (2 Frames) 0 0
  • 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).

Shin Ya Otome: Yomotsu

Shin Ya Otome: Yomotsu
236214A/C/AC
236214A/C/AC

A Version
C Version
Max Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

205 (0+[20+15]*3+100) Mid Advanced, Climax 8 17 44 HKD (+49) -26 Full Body: 1 to 3 (3 Frames) 0 0

C C

205 (0+[20+15]*3+100) Mid Advanced, Climax 12 14 40 HKD (+49) -35 Full Body: 1 to 3 (3 Frames) / Full body against physical air strike: 1 to 25 (25 Frames) 0 0

AC AC

360 (0+20+15+20+15+30*3+100+100) Min: 179 Mid Climax 8 17 44 HKD (+32) -26 Full Body: 1 to 18 (18 Frames) 0 0
  • 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.

Climax Super Special Moves

Tokoshie no Kaze

Tokoshie no Kaze
2141236CD
2141236CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
442 (0+8*24+250) Min: 266 Mid - 16 30 58 (After projectile ends) HKD (+17) -70 Full Body: 1 to 21 (21 Frames) 0 0
  • Spawns an un-reflectable tornado projectile directly in front of Goenitz.
  • Initial projectile is identical in size and animation to 426AC.
  • When cancelled into from a super, the projectile spawns directly on top of the opponent.

Standard cinematic Climax. Above average minimum scaled damage.

Misc

Alternate Colors

Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
Color 7
Color 8
Alt Color 1
Alt Color 2
Alt Color 3
Alt Color 4
Alt Color 5
Alt Color 6
Alt Color 7
Alt Color 8


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Goenitz Reveal Trailer
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