Battle Craze!!/Goliath/C-Side

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Overview

Playstyle
link C-Goliath exists
Pros Cons
  • Something cool :)
  • Something not cool :(

Statistics

Trait "Auto-Static Charge (A.S.C.)": Goliath will automatically charge electricity around him, causing his next Special to be buffed, gaining additional properties. Hitting with Beetle Battery speeds up this charge rate.
Health 1000
Mobility Dash

Move Overview

Universal Mechanics

Craze Tech

Beetle Battery
5CT
Golictech.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
144 Mid 12 - - +22 -4 Dire Power Launch

Big shock around Goliath, pops the opponent up for a 5f juggle in the corner. Also charges Goliath up substantially on hit.

Throws

Grub Buster
5GP
GoliThrowF.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
120 Throw Tech 4 - - +28 N/A

Goliath's forward throw, knocks the opponent away.

Apex Thrash
4GP
GoliThrowB.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
120 Throw Tech 4 - - +15 N/A

Goliath's back throw, knocks the opponent far behind him.

Beetle Basher
j.5GP
GoliThrowJu.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
120 Throw Tech 2 - - +16 N/A

Goliath's air throw, if it's hit raw it floor splats.

Heartbreaker

Heartbreaker
5CT while blocking
GoliHB.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
32 Mid 2 - - +1 -23

Goliath's heartbreaker, uses 5SP's animation.

Normals

Standing

5LP
Goli5LP.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
44 Mid 6 - - +3 -1

Combo filler, almost entirely outclassed by 2LP in neutral.


5SP
Goli5SP.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
96 Mid 11 - - +3 -1

Reaches a good distance in front of Goliath, pretty good for blockstrings and keeping the opponent out.


5LK
Goli5LK.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
44 Mid 5 - - +2 -2

Goliath moving forward makes this move very good for pressure and combos.


5SK (close)
GoliclSK.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
104 Mid 7 - - +4 -1

Goliath's main combo filler normal. Pretty good in juggles.

5SK (far)
Goli5SK.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
104 Mid 15 - - +17 -1

Reaches very far, good for shutting down aggression. Also knocks the opponent away.

Crouching

2LP
Goli2LP.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
40 Mid 5 - - +3 -2

Faster and reaches farther than 5LP, use this to start pressure and poke.


2SP
Goli2SP 1.png
Goli2SP 2.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
96 Mid 11 - - +4 -3

Pretty small for an anti-air button.


2LK
Goli2LK.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
40 Low 7 - - +1 -3

A bit slow but has a good disjoint in front of Goliath making it harder to challenge.


2SK
Goli2SK.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
120 Low 14 - - +42 -6

Goliath's sweep, notably reaches a lot farther than other sweeps.


Jumping

j.5LP
GolijuLP.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
44 Overhead 6 - - - -

Good air-to-air.


j.5SP
GolijuSP.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
96 Overhead 10 - - - -

Pushes Goliath back, letting him mix his air momentum up even more than he already can. Also tumbles - making this really good for corner combos.


j.5LK
GolijuLK.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
44 Overhead 7 - - - -

Okay jump-in. Mostly outclassed by j.SK


j.5SK
GolijuSK.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
96 Overhead 7 - - - -

Reaches very low below Goliath pretty quickly, making this his best jump-in.


Command Normals

Exo-Headbutt
6SP
Goli6SP 1.png
Goli6SP 2.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
100 Overhead 22 - - +4 -4 Dire Ground Bounce

Floor splatting overhead. Advances Goliath forward a lot and also can be linked into lights if it's hit at certain heights. Can also hold SP to feint it.


Raw Claw
6LP
Goli6LP 1.png
Goli6LP 2.png
Goli6LP 3.png
Goli6LP 4.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
54,18,18,18 (108) Mid 13 - - +2 -9 Dire Ground Bounce

Multi-hitting command normal, gives you enough time to charge before canceling into a special.


Specials

Volt Lancer
[4]6P
Goli46P.png
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
LP 136 Mid 9 - - +3 -2, 0 with charge Dire Crumple

Essentially a dash punch, essential for Goliath's approach. Goes a quarter across the screen. Power makes this move a lot better for juggles and gives it armor.

SP 136 Mid 16 - - +3 0 Dire Crumple

Essentially a dash punch, essential for Goliath's approach. Goes nearly halfway across the screen. Power makes this move a lot better for juggles and gives it armor.


Volt Javelin, Volt Slicer
[4]6K~6K
Goli46K.png
Goli46K K.png
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
LK 112 Low 9 - - 0, +12 powered -6, -3 powered Dire Crumple

Low version of lancer, powermakes this super plus on hit allowing for a very easy link. Volt Slicer launches with power and a knocks the opponent down without it. Goes a quarter across the screen.

SK 112 Low 9 - - 0, +12 powered -6, -3 powered Dire Crumple

Low version of lancer, power makes this super plus on hit allowing for a very easy link. Goes nearly halfway across the screen.


Volt Riser
[2]8P
Goli28P 1.png
Goli28P 2.png
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
LP 136, 152 powered Mid 7, 4 powered - - +17, +25 powered -30, -25 powered Dire Power Launch

Flash kick(?), Power makes this do more damage and allows him to start flying on hit.

SP 136, 152 powered Mid 10, 6 powered - - +17, +38 powered -39, -35 powered Dire Power Launch

Actual reversal, a lot more hitstun for combos with power.


Volt Halberd
[2]8K
Goli28K 1.png
Goli28K 2.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
128, 160 powered Mid (first hit), Overhead 29, 10 powered - - 0, +30 powered -6, -2 powered Dire Stagger, Ground Bounce (if first hit lands)

Uppercut into a dive, completely lacks a hitbox on the initial uppercut without power, making this basically only an extremely slow overhead. The powered version's first hit actually lands on standing opponents which makes this a very strong combo extender, made even better by the flight cancel. Light jumps back, heavy jumps forward.


Volt Zweihander
[8]2K
Goli28K 2.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
128 Overhead 18 - - - - Dire Stagger

Dive... kick? Light goes backward, heavy goes forward

Supers

All-Out Attack

Volt Flamberge
236236P
Goli236236P.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
224 Mid 7 - - +49 -15 Dire N/A

Big dash stab super, main combo ender.


Lightning Bunker
236236K (air OK)
Goli236236K.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
208, 216 (air) Mid 4, 17 (air) - - +24, +34 (air) -20, -30 (air) Dire N/A

Reversal super, can be done in the air for more damage. The grounded version has a window where you the opponent can air grab you for an extremely high damage Dire punish.



All-Out EX

Volt Flamberge EX
236236PP
Goli236236P.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
304 Mid 5 - - +27 -19 Dire N/A

Same deal as the level 1 version, looks a lot cooler though.


All-Out Destruction

King of Voltage
214214KK
Goli28P 1.png
Goli28P 2.png
beetle
beetle
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
400 Mid 6 - - +24 -33 Dire N/A

Big damage, looks cool too. Beetle.

Battle Craze Navigation

General
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