Battle Craze!!/Goliath/S-Side

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Overview

Playstyle
link S-Goliath is a brawler who's entire purpose is to try to get you into the corner and keep you there.
Pros Cons
  • High Health: S-Goliath has 50 more health than average.
  • Corner Game: S-Goliath's damage whenever the opponent is in the corner can skyrocket.
  • Anti-Zoning: 214SP and CT go right through projectiles while still being able to move forward. Also has a full screen sweep to get Dire Counters off an opponent throwing fireballs too predictably.
  • Very good armored special: 214SP can armor through one hit and can be held to move around while you use it.
  • Funny: has a bunch of silly tools.
  • 5 Framer: Goliath's fastest button is 5 frames.
  • Mobility: Has a dash and lacks any unique non-committal mobility options unlike C/L Goliath.
  • Bad disadvantage: Just like how putting the opponent in the corner raises your damage, you take more damage when you're in the corner. Add this on top of the fact that Goliath is a little bit of a wide bodied character and you get a really bad situation to be in. Has a reversal that alleviates this a little bit though.
  • Inconsistency: While he has an amazing corner game, the amount of damage that S Goliath does and takes at any given time is hard to determine, as it changes with minute adjustments in spacing.

Statistics

Trait "Dohyo Daioh": Goliath’s damage increases linearly by 2.5% the closer his opponent’s back is to a corner of the screen, but his damage and defense decreases linearly by 2.5% the closer his back is to a corner.
Health 1050
Mobility Dash

Move Overview

Universal Mechanics

Craze Tech

1,000 Kabuto
5CT
Golkctech.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
126-161 Mid 9 - - +4 -3 Dire Crumple

Very good for ending blockstrings since it pushes the opponent really far back and is also only -3, can be held to extend how long its out. You can also move around while the move is out. Deletes and is immune to projectiles while active.

Throws

Grub Buster
5GP
GoliThrowF.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
106-129 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
108-144 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
107-144 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
39-48 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
86-106 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
39-48 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
92-114 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
92-114 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
35-44 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
86-106 Mid 11 - - +4 -3

Pretty small for an anti-air button.


2LK
Goli2LK.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
35-44 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
107-132 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
39-48 Overhead 6 - - - -

Good air-to-air.


j.5SP
GolijuSP.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
86-106 Overhead 10 - - - -

Basic air combo filler. Use this when j.SK won't hit.


j.5LK
GolijuLK.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
39-48 Overhead 7 - - - -

Okay jump-in. Mostly outclassed by j.SK


j.5SK
GolijuSK.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
86-106 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
89-110 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
48,16,16,16 (96)-59,20,20,20 (119) Mid 13 - - +2 -9 Dire Ground Bounce

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


Specials

Rikishi Lancer, Rikishi Izori
[4]6P~4P
Goli46P.png
Goli46K K.png
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
Lancer 109-135 Mid 9, 16 (heavy) - - +3 -2 Dire Crumple

Essentially a dash punch, essential for Goliath's approach. The light version goes a quarter across the screen while the heavy one goes nearly halfway across the screen

Izori 125-154 Mid 9, 16 (heavy) - - +26 -7 Dire Power Launch

Follow-up after lancer, launches the opponent for a combo and also side switches.


Rikishi Bunker
[2]8K
Goli28K 1.png
Golk28K.png
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
LK 115-144 Mid, Overhead 7 - - +13 -15 Dire Ground Bounce

Combo ender, can be used for mix-ups or block strings with Craze Gauge.

SK 115-144 Mid, Overhead 9 - - +14 -13 Dire Ground Bounce

Reversal, better ender than the light version since it has more screen carry.


Rikishi Bunker (Air)
[8]2K or j.2KK
Golk28K.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
121-151 Overhead 23 - - - - Dire Ground Bounce

Big slam, can be for cross-ups since it moves Goliath forward a bit or in air-to-air conversions.


Rikishi Push
214P (air OK)
Golk214P.png
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
LP 121-150 Mid 14, 11 (air) - - +3 -3 Dire Wall Bounce

Good for dire combos and certain juggles. Doing this in the air tumbles the opponent.

SP 121-150 Mid 21, 15 (air) - - +36 -10 Dire Wall Bounce

Main combo extender in the corner. Has armor during start-up that can be extended by holding SP, you can also move around during this (makes the funniest sound in the game). Doing this in the air allows you to glide by holding SP.


Rikishi Quake
214K
Golk214LK.png
Golk214SK.png
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
LK N/A N/A 17 - - N/A N/A Dire N/A

Feint, useless.

SK 104 Low 20 - - +43 -10 Dire Crumple

Full screen shockwave, functions as a sweep. Only move other than Heartbreaker that's not affected by S-Goliath's trait.


Supers

All-Out Attack

Rikishi Flamberge
236236P
Goli236236P.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
201-247 Mid 7 - - +39 -25 Dire N/A

Big dash stab super, main combo ender.


Rikishi Oni
236236K
Goli28P 1.png
Goli28P 2.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
199-236 Mid 6 - - +55 -24 Dire N/A

Reversal super.



All-Out EX

Rikishi Flamberge EX
236236PP
Goli236236P.png
Golk236236PP.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
280-335 Mid 5 - - +27 -19 Dire N/A

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


All-Out Destruction

Rikishi Shogunate
214214KK
Golk214214KK.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
N/A N/A 9 - - N/A N/A Dire N/A

Starts level 3 install.

Rikishi Blast
214214KK~(j)GP
Golk214214KK throw.png
EXPLODE
EXPLODE
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
364-423 N/A 4 - - +34 N/A Dire N/A

Big dumb command grab, not good as a combo ender since it functions as a normal grab (without being techable) and also just does less damage than Rikishi Spear. Can also be done in the air. Ends install if it hits.

Rikishi Spear
214214KK~6SP
Goli6SP 1.png
Goli6SP 2.png
ACTUALLY EXPLODE
ACTUALLY EXPLODE
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
351-433 Overhead 22 - - +38 -4 Dire N/A

Combo ending follow-up, still functions like a command normal so it can be canceled into specials on block to make it safe. Ends install if it hits (not if it's blocked). Can still be feinted.

Battle Craze Navigation

General
Controls
Netplay
HUD
System
FAQ
Glossary
Characters
AjitCLS
TsugumiCLS
ShermCLS
WallaceCLS
ReaperCLS
la justiciaCLS
BoundaryCLS
BaxterCLS
Ci-CiCLS
GoliathCLS
NecrossCLS
EmiCLS
LucyCLS
GabbyCLS
IsabellaCLS
TyrantCLS
IkueCLS
TeriCLS
BernieCLS
Jane BaneCLS