Goldor
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- Weapon: Sansetsukon
- Forward Walk Speed: 0.8 (Slow)
- Backward Walk Speed: 0.85 (Slow)
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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
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- 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.
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- 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.
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Normal Moves
Far Attacks
5H
5H
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Damage
|
Guard
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Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Weapon
|
-
|
Mid
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6, 11
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-
|
-
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30
|
-8, -3
|
-23, -18
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Yes
|
|
5M
5M
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Weapon
|
-
|
Mid
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6, 11
|
-
|
-
|
30
|
-8, -3
|
-23, -18
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Yes
|
|
5L
5L
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Weapon
|
-
|
Low
|
3
|
-
|
-
|
15
|
+4
|
-11
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No
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|
2H
2H
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Weapon
|
-
|
Mid
|
6, 11
|
-
|
-
|
30
|
-8, -3
|
-23, -18
|
Yes
|
|
2M
2M
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Weapon
|
-
|
Low
|
6, 11
|
-
|
-
|
30
|
-8, -3
|
-23, -18
|
Yes
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|
2L
2L
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Weapon
|
-
|
Low
|
7
|
-
|
-
|
25
|
-2
|
-17
|
No
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|
Near Attacks
n5H
n.5H
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Weapon
|
-
|
Mid
|
3
|
-
|
-
|
17
|
+2
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-13
|
No
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|
n5M
n.5M
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Weapon
|
-
|
Mid
|
5
|
-
|
-
|
17
|
-4
|
-11
|
No
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|
n5L
n.5L
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Weapon
|
-
|
Low
|
4
|
-
|
-
|
18
|
+2
|
-13
|
No
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|
n2H
n.2H
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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
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No
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|
n2L
n.2L
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Weapon
|
-
|
Low
|
1
|
-
|
-
|
10
|
+1
|
-8
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No
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|
Jumping
j5H
j.H
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Weapon
|
-
|
Overhead
|
7
|
-
|
-
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varies
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+13 to +14
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-2 to -1
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Yes
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|
j5M
j.M
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Weapon
|
-
|
Overhead
|
6
|
-
|
-
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varies
|
+9 to +14
|
-6 to -1
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Yes
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|
j5L
j.L
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Weapon
|
-
|
Overhead
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4
|
-
|
-
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varies
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-28 while rising, +5 to +14 while falling
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-43 while rising, -9 to -1 while falling
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No
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Throws
Throw
Throw 6M
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Weapon
|
-
|
-
|
0
|
-
|
-
|
-
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+112
|
-
|
No
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Puts both throws on cooldown for 255 frames. (4.25 seconds.)
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|
Throw
Air Throw j.6M
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Damage
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Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Weapon
|
-
|
-
|
0
|
-
|
-
|
+78
|
-
|
-
|
No
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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.)
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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
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Always knocks down. Travels low, can only be stopped with another Gol Wave. Deals chip damage.
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Panther Claw
Gol Barrier 5M(x5)
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Weapon
|
-
|
Mid
|
7
|
-
|
-
|
20
|
+26
|
+6-
|
No
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Can keep mashing to extend the duration. Destroys projectiles that touch it, ending the move instantly. Vulnerable to low attacks.
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Strategy
Matchups