Battle Craze!!/Goliath/L-Side

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Overview

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

Statistics

Trait "Static Cling": Goliath’s Craze Technique applies Static Cling to his opponent.

While they are charged:

Goliath moves towards his opponent faster.

Thunder Shoot follows the opponent and is active longer.

Thunder Struck pulls the opponent in.

Special moves have increased advantage on contact, but consume the charge.

Health 1000
Mobility Dash

Move Overview

Universal Mechanics

Craze Tech

Thunder Ball
5CT
Golxctech 1.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
96 Mid 12 - - +0 -28 Dire Stagger

Goliath channels a lightning orb, good to end combos because you can go into CT~K for some magnetized mix. Frame data assumes you don't go into any follow-ups.

Thunder Shoot
5CT~P
Golxctech 2.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
96 Mid 14 - - - - Dire Crumple

Throws the lightning orb, good way to get charge.

Thunder Struck
5CT~P
Golxctech 3.png
Oki? In Battle Craze?
Oki? In Battle Craze?
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
99 Mid 14 - - - - Dire Crumple

Slams the lightning orb into the ground, if the opponent is charged they'll be pulled into the field.

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, +19 powered -2, 0 powered 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 combos.

SP 136 Mid 16 - - +3, +19 powered -2, 0 powered 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 combos.


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
LP 136 Low 9 - - 0, +8 powered -6, -3 powered Dire Crumple

Low version of lancer, power makes this super plus on hit allowing for a very easy link. Volt Slicer knocks the opponent down.

SK 136 Low 9 - - 0, +8 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 Mid 7 - - +17, +26 powered -30, -26 powered Dire Power Launch

Flash kick(?), Power makes the opponent pause before getting launched for a significant amount of time, allowing you to start a juggle.

SP 136 Mid 10 - - +17, +24 powered -39, -35 powered Dire Power Launch

Actual reversal, worse for combos than the light version due to the lower amount of powered hitstun.


Volt Halberd
[2]8K
Goli28K 1.png
Goli28K 2.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
128 Overhead 31 - - +19, +37 powered -3, +1 powered Dire Stagger

Jump into a dive, basically a really slow overhead. Good for certain combos. Doesn't actually hit anything on the jumping part despite what the display shows.


Volt Zweihander
[8]2K
Goli28K 2.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
128 Overhead 16 - - - - 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

Thunder Kaiser
214214PP
Golx214214PP.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
160 Mid 7 - - +75 +35 Dire N/A

Combo extender, usually worth doing over level 3. Could also be used in blockstrings.


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 and reversal, looks cool too. Beetle.