Martial Champion/Goldor: Difference between revisions

From Mizuumi Wiki
Jump to navigation Jump to search
 
(7 intermediate revisions by the same user not shown)
Line 9: Line 9:


==Introduction==
==Introduction==
Lorem Ipsum.
Goldor is a Frenchman and practitioner of Aikido. He enters the tournament to use the money for rebuilding his closed down fighting ring. Additionally, in his downtime, he enjoys the company of birds.


==Gameplay==
==Gameplay==
{{Content Box|content=
{{Content Box|content=
Lorem Ipsum
Goldor is the prime zoner of the game, boasting mastery over a complicated weapon that only he can use effectively. Try not to lose it.


{{ProConTable
{{ProConTable
|pros=
|pros=
*Has the longest range weapon, which is also the only one to change effectiveness based on character, becoming worse in the hands of other characters and thus punishing other weapon users who try to steal his sansetsukon.  
*Has the longest range weapon, which is also the only one to change effectiveness based on character, becoming worse in the hands of other characters and thus punishing other weapon users who try to steal his sansetsukon.  
*Placeholder
*Has decent close range options too, like 5L & 2L, as well as an air-throw.
*[4]6L is the only low projectile, preventing it from being destroyed with other projectiles, it also always knocks down and is a serviceable option for zoning.


|cons=
|cons=
*Placeholder
*The sansetsukon is linear, making it difficult to hit opponents sometimes.
*Placeholder
*Is the slowest character, and big too, really struggling to approach.
*Is almost useless without a weapon, only having 2L & [4]6L for anything beyond point blank range.
}}
}}
}}
}}
Line 37: Line 39:
  |damage=
  |damage=
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=6, 11
  |active=
  |active=
  |recovery=
  |recovery=
  |hitAdv=
  |hitAdv=-8, -3
  |total=
  |total=30
  |blockAdv=
  |blockAdv=-23, -18
  |weapon=
  |weapon=Yes
  |description=
  |description=Has two hits. First listed numbers on the left are for the first hit, second numbers on the right after the comma are for the second.
  }}
  }}
}}
}}
Line 57: Line 59:
  |damage=
  |damage=
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=6, 11
  |active=
  |active=
  |recovery=
  |recovery=
  |hitAdv=
  |hitAdv=-8, -3
  |total=
  |total=30
  |blockAdv=
  |blockAdv=-23, -18
  |weapon=
  |weapon=Yes
  |description=
  |description=Has two hits. First listed numbers on the left are for the first hit, second numbers on the right after the comma are for the second.
  }}
  }}
}}
}}
Line 77: Line 79:
  |damage=
  |damage=
  |guard=Low
  |guard=Low
  |startup=
  |startup=3
  |active=
  |active=
  |recovery=
  |recovery=
  |hitAdv=
  |hitAdv=+4
  |total=
  |total=15
  |blockAdv=
  |blockAdv=-11
  |weapon=
  |weapon=No
  |description=
  |description=
  }}
  }}
Line 97: Line 99:
  |damage=
  |damage=
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=6, 11
  |active=
  |active=
  |recovery=
  |recovery=
  |hitAdv=
  |hitAdv=-8, -3
  |total=
  |total=30
  |blockAdv=
  |blockAdv=-23, -18
  |weapon=
  |weapon=Yes
  |description=
  |description=Has two hits. First listed numbers on the left are for the first hit, second numbers on the right after the comma are for the second.
  }}
  }}
}}
}}
Line 116: Line 118:
  {{AttackData-MC
  {{AttackData-MC
  |damage=
  |damage=
  |guard=Mid
  |guard=Low
  |startup=
  |startup=6, 11
  |active=
  |active=
  |recovery=
  |recovery=
  |hitAdv=
  |hitAdv=-8, -3
  |total=
  |total=30
  |blockAdv=
  |blockAdv=-23, -18
  |weapon=
  |weapon=Yes
  |description=
  |description=Has two hits. First listed numbers on the left are for the first hit, second numbers on the right after the comma are for the second.
  }}
  }}
}}
}}
Line 137: Line 139:
  |damage=
  |damage=
  |guard=Low
  |guard=Low
  |startup=
  |startup=7
  |active=
  |active=
  |recovery=
  |recovery=
  |hitAdv=
  |hitAdv=-2
  |total=
  |total=25
  |blockAdv=
  |blockAdv=-17
  |weapon=
  |weapon=No
  |description=
  |description=
  }}
  }}
Line 158: Line 160:
  |damage=
  |damage=
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=3
  |active=
  |active=
  |recovery=
  |recovery=
  |hitAdv=
  |hitAdv=+2
  |total=
  |total=17
  |blockAdv=
  |blockAdv=-13
  |weapon=
  |weapon=No
  |description=
  |description=
  }}
  }}
Line 178: Line 180:
  |damage=
  |damage=
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=5
  |active=
  |active=
  |recovery=
  |recovery=
  |hitAdv=
  |hitAdv=-4
  |total=
  |total=17
  |blockAdv=
  |blockAdv=-11
  |weapon=
  |weapon=No
  |description=
  |description=
  }}
  }}
Line 198: Line 200:
  |damage=
  |damage=
  |guard=Low
  |guard=Low
  |startup=
  |startup=4
  |active=
  |active=
  |recovery=
  |recovery=
  |hitAdv=
  |hitAdv=+2
  |total=
  |total=18
  |blockAdv=
  |blockAdv=-13
  |weapon=
  |weapon=No
  |description=
  |description=
  }}
  }}
Line 218: Line 220:
  |damage=
  |damage=
  |guard=Mid
  |guard=Mid
  |startup=
  |startup=3
  |active=
  |active=
  |recovery=
  |recovery=
  |hitAdv=
  |hitAdv=+2
  |total=
  |total=18
  |blockAdv=
  |blockAdv=-13
  |weapon=
  |weapon=No
  |description=
  |description=
  }}
  }}
Line 237: Line 239:
  {{AttackData-MC
  {{AttackData-MC
  |damage=
  |damage=
  |guard=Mid
  |guard=Low
  |startup=
  |startup=5
  |active=
  |active=
  |recovery=
  |recovery=
  |hitAdv=
  |hitAdv=+8
  |total=
  |total=13
  |blockAdv=
  |blockAdv=-8
  |weapon=
  |weapon=No
  |description=
  |description=
  }}
  }}
Line 258: Line 260:
  |damage=
  |damage=
  |guard=Low
  |guard=Low
  |startup=
  |startup=1
  |active=
  |active=
  |recovery=
  |recovery=
  |hitAdv=
  |hitAdv=+1
  |total=
  |total=10
  |blockAdv=
  |blockAdv=-8
  |weapon=
  |weapon=No
  |description=
  |description=
  }}
  }}
Line 279: Line 281:
  |damage=
  |damage=
  |guard=Overhead
  |guard=Overhead
  |startup=
  |startup=7
  |active=
  |active=
  |recovery=
  |recovery=
  |hitAdv=
  |hitAdv=+13 to +14
  |total=
  |total=varies
  |blockAdv=
  |blockAdv=-2 to -1
  |weapon=
  |weapon=Yes
  |description=
  |description=
  }}
  }}
Line 299: Line 301:
  |damage=
  |damage=
  |guard=Overhead
  |guard=Overhead
  |startup=
  |startup=6
  |active=
  |active=
  |recovery=
  |recovery=
  |hitAdv=
  |hitAdv=+9 to +14
  |total=
  |total=varies
  |blockAdv=
  |blockAdv=-6 to -1
  |weapon=
  |weapon=Yes
  |description=
  |description=
  }}
  }}
Line 319: Line 321:
  |damage=
  |damage=
  |guard=Overhead
  |guard=Overhead
  |startup=
  |startup=4
  |active=
  |active=
  |recovery=
  |recovery=
  |hitAdv=
  |hitAdv=-28 while rising, +5 to +14 while falling
  |total=
  |total=varies
  |blockAdv=
  |blockAdv=-43 while rising, -9 to -1 while falling
  |weapon=
  |weapon=No
  |description=
  |description=
  }}
  }}
Line 341: Line 343:
  |damage=
  |damage=
  |guard=
  |guard=
  |startup=
  |startup= 0
  |active=
  |active=
  |recovery=
  |recovery=
  |hitAdv=
  |hitAdv= +112
  |total=
  |total=
  |blockAdv=
  |blockAdv=
  |weapon=No
  |weapon=No
  |description=
  |description=Puts both throws on cooldown for 255 frames. (4.25 seconds.)
  }}
  }}
}}
}}
Line 362: Line 364:
  |damage=
  |damage=
  |guard=
  |guard=
  |startup=
  |startup=0
  |active=
  |active=
  |recovery=
  |recovery=
  |hitAdv=
  |hitAdv=
  |total=
  |total=+78
  |blockAdv=
  |blockAdv=
  |weapon=No
  |weapon=No
  |description=
  |description=Can only perform an air throw if next to an airborne opponent after having been in the air for at least 9 frames. Puts both throws on cooldown for 255 frames. (4.25 seconds.)
  }}
  }}
}}
}}
Line 383: Line 385:
  {{AttackData-MC
  {{AttackData-MC
  |damage=
  |damage=
  |guard=
  |guard=Low
  |startup=
  |startup=20
  |active=
  |active=
  |recovery=
  |recovery=
  |hitAdv=
  |hitAdv=+97 to +132
  |total=
  |total=40
  |blockAdv=
  |blockAdv=-19 to +8
  |weapon=
  |weapon=No
  |description=
  |description= Always knocks down. Travels low, can only be stopped with another Gol Wave. Deals chip damage.
  }}
  }}
}}
}}
Line 400: Line 402:
|caption=
|caption=
|name=Gol Barrier
|name=Gol Barrier
|input=5M(xN)
|input=5M(x5)
|data=
|data=
  {{AttackData-MC
  {{AttackData-MC
  |KOs=7 - 5
  |damage=
  |guard=
  |guard=Mid
  |startup=
  |startup=7
  |active=
  |active=
  |recovery=
  |recovery=
  |hitAdv=
  |hitAdv=+26
  |total=
  |total=20
  |blockAdv=-
  |blockAdv=+6-
  |weapon=
  |weapon=No
  |description=
  |description= Can keep mashing to extend the duration. Destroys projectiles that touch it, ending the move instantly. Vulnerable to low attacks.
  }}
  }}
}}
}}

Latest revision as of 17:43, 10 June 2024

Goldor
  • Weapon: Sansetsukon
  • Forward Walk Speed: 0.8 (Slow)
  • Backward Walk Speed: 0.85 (Slow)

Introduction

Goldor is a Frenchman and practitioner of Aikido. He enters the tournament to use the money for rebuilding his closed down fighting ring. Additionally, in his downtime, he enjoys the company of birds.

Gameplay

Goldor is the prime zoner of the game, boasting mastery over a complicated weapon that only he can use effectively. Try not to lose it.


Strengths Weaknesses
  • Has the longest range weapon, which is also the only one to change effectiveness based on character, becoming worse in the hands of other characters and thus punishing other weapon users who try to steal his sansetsukon.
  • Has decent close range options too, like 5L & 2L, as well as an air-throw.
  • [4]6L is the only low projectile, preventing it from being destroyed with other projectiles, it also always knocks down and is a serviceable option for zoning.
  • The sansetsukon is linear, making it difficult to hit opponents sometimes.
  • Is the slowest character, and big too, really struggling to approach.
  • Is almost useless without a weapon, only having 2L & [4]6L for anything beyond point blank range.

Normal Moves

Far Attacks

5H
5H
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
- Mid 6, 11 - - 30 -8, -3 -23, -18 Yes

Has two hits. First listed numbers on the left are for the first hit, second numbers on the right after the comma are for the second.

5M
5M
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
- Mid 6, 11 - - 30 -8, -3 -23, -18 Yes

Has two hits. First listed numbers on the left are for the first hit, second numbers on the right after the comma are for the second.

5L
5L
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
- Low 3 - - 15 +4 -11 No
2H
2H
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
- Mid 6, 11 - - 30 -8, -3 -23, -18 Yes

Has two hits. First listed numbers on the left are for the first hit, second numbers on the right after the comma are for the second.

2M
2M
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
- Low 6, 11 - - 30 -8, -3 -23, -18 Yes

Has two hits. First listed numbers on the left are for the first hit, second numbers on the right after the comma are for the second.

2L
2L
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
- Low 7 - - 25 -2 -17 No

Near Attacks

n5H
n.5H
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
- Mid 3 - - 17 +2 -13 No
n5M
n.5M
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
- Mid 5 - - 17 -4 -11 No
n5L
n.5L
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
- Low 4 - - 18 +2 -13 No
n2H
n.2H
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
- Mid 3 - - 18 +2 -13 No
n2M
n.2M
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
- Low 5 - - 13 +8 -8 No
n2L
n.2L
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
- Low 1 - - 10 +1 -8 No

Jumping

j5H
j.H
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
- Overhead 7 - - varies +13 to +14 -2 to -1 Yes
j5M
j.M
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
- Overhead 6 - - varies +9 to +14 -6 to -1 Yes
j5L
j.L
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
- Overhead 4 - - varies -28 while rising, +5 to +14 while falling -43 while rising, -9 to -1 while falling No

Throws

Throw
Throw
6M
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
- - 0 - - - +112 - No

Puts both throws on cooldown for 255 frames. (4.25 seconds.)

Throw
Air Throw
j.6M
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
- - 0 - - +78 - - No

Can only perform an air throw if next to an airborne opponent after having been in the air for at least 9 frames. Puts both throws on cooldown for 255 frames. (4.25 seconds.)

Special Moves

Savannah Tornado
Gol Wave
[4]6L
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
- Low 20 - - 40 +97 to +132 -19 to +8 No

Always knocks down. Travels low, can only be stopped with another Gol Wave. Deals chip damage.

Panther Claw
Gol Barrier
5M(x5)
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Weapon
- Mid 7 - - 20 +26 +6- No

Can keep mashing to extend the duration. Destroys projectiles that touch it, ending the move instantly. Vulnerable to low attacks.

Strategy

Matchups

General
FAQ
Controls
HUD
Mechanics
System
Characters
Mahambah
Avu
Chaos
Bobby
Jin
Goldor
Racheal
Zen
Hoi
Titi
Salamander