Difference between revisions of "Chaos Breaker/Goblin"

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(Normals and Command Normals)
(Jumping)
Line 83: Line 83:
  
 
'''j.A'''
 
'''j.A'''
*Exactly the same as 5A, only Goblin and his mount are airborne.
+
*Exactly the same as 5A, only Goblin and his mount are airborne. Can be cancelled into j.236X.
  
 
'''j.B'''
 
'''j.B'''
*Exactly the same as 6B, except in the air.
+
*Exactly the same as 6B, except in the air. Can be cancelled into j.236X.
  
 
'''j.C'''
 
'''j.C'''
*Looks pretty much the same as 5C, but seems to start up faster.
+
*Looks pretty much the same as 5C, but seems to start up faster. Can be cancelled into j.236X.
  
 
'''j.D'''
 
'''j.D'''
*Same idea as 5D, just comes out faster and can actually be comboed from.
+
*Same idea as 5D, just comes out faster and can actually be comboed from. Can be cancelled.
  
 
'''dj.A'''
 
'''dj.A'''

Revision as of 22:43, 13 December 2011

Introduction

Goblin's primary goal is to annoy the hell out of his opponent and this is accomplished by constantly poking, climbing on the walls, bouncing off the walls, and getting counter hits with his Gang Up super. While it is certainly not impossible to win with Goblin, it takes a great deal of practice to be effective (or a knack for being an annoying prick) and other members of the cast have a great deal more in their favor. If you enjoy playing with the odds against you or you just want to annoy someone, Goblin is your man.

The Basics

Combos

Mid-screen

5C > 236X

  • That's right. Goblin's most basic combos have to be started with C normals because his special moves have such long startup. Typically you want to use 236A from a basic 5C, but if you're trying to tack on j.C, you'll need to use 236B as the pushback from the normals will have your opponent much too far away for the A version.

2C>j.236X

  • 2C puts Goblin into an aerial state, so just cancel into it. Use 236B/C at mid-screen and 236A near the corner to get more hits.

j.D, land, 236236X

  • Technically, any of Goblin's basic jump-ins will work as long as they hit low enough but it's probably a good idea to use something that won't clash to increase your chances of a successful hit.

Corner

2C, 236236D

  • Probably one of the only ways you'd ever make use of that super. Wait for your opponent to fall low enough to get the most hits out of it, just not too low so that they hit the ground.

j.D>j.236C, land, Goblin Spear IB

  • Will work with other Item Bursts but if you're playing Goblin, you should probably be using his spear anyway. Goblin needs to land on his mount before the opponent touches the ground in order for this to work.

Strategy

Item Compatibility

Character Chemistry

Matchups

Move Analysis

Normals and Command Normals

Standing

5A

  • Quick spear stab that isn't anything spectacular. 6A is the more useful of the two, but 5A is an okay poke.

5B

  • One-handed downwards swipe that has slightly more range than 5A and is also cancellable.

5C

  • Two-handed downwards swipe that actually has less range than 5B (!?) but obviously does more damage and has greater hitstun.

5D

  • Goblin's mount jumps sideways and swats the opponent with its tail. Overhead, like every other 5D, but cannot be comboed from. Ever. It doesn't matter if you score a counter hit because there's far too much recovery time to do anything after.

Crouching

2A

  • Low spear stab that will stop dash-clashes in their tracks. Has slightly more range than 5B, which makes it a good poke in its own right.

2B

  • Goblin's longest poke which comes at the cost of having more recovery time than some of his other faster A pokes.

2C

  • Backflip launcher that puts Goblin into an aerial state, giving him immediate access to his j.236X special moves. Works fairly well as an anti-air and also has a reverse hitbox, which makes it effective for hitting cross-up attempts.

2D

  • Goblin's mount spins in a circle and uses its tail to sweep the opponent's feet out from under them. Comes out rather quickly and has decent range for one of Goblin's normals.

Command

6A

  • Basically the same as 5A, except Goblin inches forward with his mount while he does it. Great for applying pressure and pissing people off.

6B

  • Upward swipe that's basically the same thing as 5B, except it has slightly more range. Has an abnormally small cancel point for a B normal which you'll probably never actually use.

6C

  • Goblin is the only character in the game (besides the bosses) who doesn't have a 6C.

6D

  • Goblin's mount charges forward and rams the opponent, sending them flying across the screen. A typical blowback move, but Goblin has very few options after a wall-bounce.

Jumping

j.A

  • Exactly the same as 5A, only Goblin and his mount are airborne. Can be cancelled into j.236X.

j.B

  • Exactly the same as 6B, except in the air. Can be cancelled into j.236X.

j.C

  • Looks pretty much the same as 5C, but seems to start up faster. Can be cancelled into j.236X.

j.D

  • Same idea as 5D, just comes out faster and can actually be comboed from. Can be cancelled.

dj.A

  • Spear stab that comes out at about a 45 degree angle.

dj.B

  • Dragon dive style spear stab that's aimed directly below Goblin.

dj.C

  • Wide slash upwards that has similarities to his other C normals.

dj.D

  • The one and only time Goblin uses his own body to attack. An incredibly short-ranged kick that seems more like a joke than an actual attack.

Normal Throws

Forward Throw: 6D (when close)

Goblin's mount climbs onto the opponent and pulls them to the ground where he chomps down on them.

Back Throw: 4D (when close)

Goblin's mount bites the opponent's leg and then tosses them behind him.

Mana-Counter

Specials

Poked: A/B/C, repeatedly

Attack Separation: 236A/B/C

Cut Rotation: 236A/B/C, in air

Stiction: 421D

  • (while in Stiction) Poked and Arched Backward: A/B/C

Tongue Throw: 63214D

Mana Bursts

Gang Up: 236236A/B/C

Throwing Skulls: 236236D

Frame Data