FIGHTER FILE 19
Green Goblin sits in slot 19 of 21 on the select screen, rates 2 of 5 for ease of use, and wears 1 costume in 9 colours.
Green Goblin is a tricky character whose glider grants him impressive agility and offensive capabilities. While riding the glider, he can move freely through the air and use unique attacks. When the Glider Gauge runs out, use his Razor Bats and Pumpkin Bomb projectiles to trip up the opponent.
A projectile with a unique trajectory.
More projectiles can be thrown with additional attack button inputs, up to three times.
The projectile's trajectory varies depending on the button input.
It can be followed up by Pumpkin Bomb or Glider Raid from partway through the action.
It can be performed while moving when on the Glider.
version Skill Gauge cost: 25
Universal
An indirect attack using a projectile or other means.
Throws a Pumpkin Bomb with one of four alternating effects.
A second Pumpkin Bomb cannot be used until the current one explodes.
The bomb can be destroyed if the opponent attacks it.
It explodes after a delay when blocked, making it possible to time it with other attacks.
It can be performed while moving when on the Glider.
version Skill Gauge cost: 25
Universal
An indirect attack using a projectile or other means.
A bomb that slows the opponent's movement.
Universal
An indirect attack using a projectile or other means.
A bomb that inflicts an incendiary explosive attack, launching the opponent.
Universal
An indirect attack using a projectile or other means.
A bomb that has no active hitbox but deals continuous damage to opponents within range.
Universal
A move that does not hit as an attack.
A bomb that inflicts an electric shock attack.
Universal
An indirect attack using a projectile or other means.
Punches forward.
The / versions hit as an overhead.
This move cannot be used while on the Glider.
version Skill Gauge cost: 25
version
A direct attack performed by the character.
An attack that triggers a Break when near the corner.
version
A direct attack performed by the character.
An attack that cannot be blocked while crouching.
version
A direct attack performed by the character.
An attack that cannot be blocked while crouching.
Summons the Glider to perform an attack.
The method of the attack varies for each input.
The second hit of the version can hit Green Goblin and allies as well as the opponent. Try crouching to avoid it.
When performed on the Glider, the attack is performed while disembarking.
version Skill Gauge cost: 25
Universal
A direct attack performed by the character.
Grounded Version
An attack that triggers a Break when near the corner.
Aerial version
An attack that triggers a Break when near the corner.
Super Skill
Sends the Glider lunging forward before blowing it up.
This move is also available while on the Glider.
While on the Glider, it tracks to the opponent's position to an extent.
Skill Gauge cost: 50
Universal
An indirect attack using a projectile or other means.
Gains invincibility to attacks from midway through the action.
Ultimate Skill
After firing a missile, Goblin hops on the Glider and makes a follow-up attack.
If the attack hits at close range, the follow-up attack is especially powerful.
On hit, the Glider Gauge is replenished, and the action ends with Goblin still riding the Glider.
Holding allows him to immediately disembark.
Skill Gauge cost: 100
Universal
An indirect attack using a projectile or other means.
Gains invincibility to attacks from the start of the action.
A move that triggers a power-up.
Tōkon Assemble
Performs a strike, and then a series of attacks with the entire team.
This move is only available when losing the current round would end the match.
Skill Gauge cost: 150
Universal
A direct attack performed by the character.
Gains invincibility to attacks from midway through the action.
Summons the Glider, entering the on-Glider state.
Riding the Glider grants access to exclusive actions.
The Glider Gauge depletes over time while Goblin is on the Glider.
Once the Glider Gauge has been exhausted, Goblin cannot get on the Glider until the gauge repletes itself.
Universal
A move that does not hit as an attack.
Performs a kick attack, entering the on-Glider state if it connects.
Once the Glider Gauge has been exhausted, Goblin cannot get on the Glider until the gauge repletes itself.
Universal (grounded)
A direct attack performed by the character.
Universal (aerial)
A direct attack performed by the character.
Aerial neutral version
An attack that cannot be blocked while crouching.
A move only available while on the Glider.
Lunges in the selected direction while performing an attack.
The straight down and straight up versions do not perform an attack. The straight up version has invincibility during the movement, meaning it can be used to evade attacks.
Although it consumes a large amount of the Glider Gauge, it can be used as a follow-up after other moves.
Other attacks are also available as follow-ups after this attack.
Universal
A direct attack performed by the character.
movement
A move that does not hit as an attack.
Gains invincibility to attacks from the start of the action.
movement
A move that does not hit as an attack.
Holding the attack button when moving straight down or at an angle down during Glider Dash will perform a low follow-up attack.
Universal
A direct attack performed by the character.
An attack that cannot be blocked while standing.
A move only available while on the Glider.
Performs an attack that scratches in front of Goblin.
Using Direction allows you to attack while moving.
Universal
A direct attack performed by the character.
An attack that cannot be blocked while crouching.
A move only available while on the Glider.
Fires a missile that tracks the opponent.
Universal
An indirect attack using a projectile or other means.
A move only available while on the Glider.
Unleashes a projectile at a downward angle.
Holding Direction allows you to attack while moving.
Universal
An indirect attack using a projectile or other means.
A move only available while on the Glider.
Disembarks from the Glider.
Direction can be used to control Goblin's trajectory of descent.
Universal
A technique consisting of only movement.
Swaps the character you control.
You can select the ally to swap in with
/ / .
Member Switch is available when allies are summoned via actions such as Assemble Assist or Assemble Rush.
It cannot be activated when the leader or assist characters are hit with an attack.
Throws two Razor Bats straight forward.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost when performed after an attack connects: 1
Universal
An indirect attack using a projectile or other means.
Throws two Razor Bats at an upward angle.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost when performed after an attack connects: 1
Universal
An indirect attack using a projectile or other means.
Lunges forward while on the Glider.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost when performed after an attack connects: 1
Universal
A direct attack performed by the character.
A lunging attack from mid-air aimed towards the ground.
A Member Switch can be performed immediately if this move hits the opponent.
You can select the ally character who appears for Assemble Assist Aerial with / / .
Universal
A direct attack performed by the character.
Follows up with a lunging attack.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost: 1
Universal
A direct attack performed by the character.
After a lunging attack, performs Sky Scraper as a follow-up.
Automatically changes the leader character when performed.
You can select the ally character who appears during Super Assemble with / / .
Assemble Gauge cost: 1
Skill Gauge cost: 50
Universal
An indirect attack using a projectile or other means.
Gains invincibility to attacks from the start of the action.
An attack that hits as an overhead.
From the startup until midway through the action, the attack will continue even if hit by the opponent. On hit, an ally appears and performs a follow-up. Additional inputs can trigger more allies to appear and extend the follow-up.
You can select the ally character who appears with / / .
This move can also be used with zero Assemble Gauge, though follow-ups are not available.
Assemble Gauge cost: 0 to 3
Universal
A direct attack performed by the character.
An attack that cannot be blocked while crouching.
Will not be knocked back by all attacks except for throws from the start of the action.
Follow-up 1
A direct attack performed by the character.
An attack that triggers a Break when near the corner.
If no stage movement occurs during the Break, it will knock the opponent down.
Follow-up 2
A direct attack performed by the character.
Launches the opponent high, creating an opportunity for a unique follow-up.
Follow-up 3
A direct attack performed by the character.
A lunging attack that tracks the opponent.
Although it cannot hit crouching opponents, it is invincible to Assemble Assist attacks and projectiles from the start.
On hit, an ally appears and performs a follow-up. Additional inputs can trigger more allies to appear and extend the follow-up.
You can select the ally character who appears with / / .
This move can also be used with zero Assemble Gauge, though follow-ups are not available.
Assemble Gauge cost: 0 to 3
Universal
A direct attack performed by the character.
Gains invincibility to projectiles and attacks from non-Leader characters from the start of the action.
Follow-up 1
A direct attack performed by the character.
An attack that triggers a Break when near the corner.
If no stage movement occurs during the Break, it will knock the opponent down.
Follow-up 2
A direct attack performed by the character.
Launches the opponent high, creating an opportunity for a unique follow-up.
Follow-up 3
A direct attack performed by the character.
Moves away while preparing for an attack from the opponent.
Upon successfully guarding against an attack at the start of the move, performs a counter-attack followed up by an ally.
You can select the ally character who appears with / / . A Member Switch can be performed if this move lands.
This move can also be used with zero Assemble Gauge, though follow-ups are not available.
Assemble Gauge cost: 0 to 1
Universal
Automatically performs a counter-attack in response to attacks from the start of the action.
On successful parry (counter-attack)
A direct attack performed by the character.
An attack that can hit opponents during invincibility, with exceptions.
A counter-attack performed by an ally, available only when blocking an attack from the opponent.
You can select the ally character who appears with / / .
A Member Switch can be performed if this move lands.
Assemble Gauge cost: 1
Universal
A direct attack performed by the character.
An attack that can hit opponents during invincibility, with exceptions.
This move can be performed when input quickly in response to the opponent's Crossover.
An ally intercepts the opponent's counter-attack.
You can select the ally character who appears with / / .
A Member Switch can be performed if this move lands.
Assemble Gauge cost: 1
Universal
A move that does not hit as an attack.
Performed when input right before the opponent's Crossover attack would land.
Your ally intercepts the counter-attack, then performs an attack of their own that sends the opponent flying.
If the character sent flying hits the leader character, it puts them in the Disassembled state, preventing them from using Assists for a duration.
You can select the ally character who appears with / / .
A Member Switch can be performed if this move lands.
Assemble Gauge cost: 1
Universal
A direct attack performed by the character.
An attack that can hit opponents during invincibility, with exceptions.
Performs a throw attack that has limited range but cannot be blocked.
The opponent cannot be thrown when they cannot move, such as during hitstun or blockstun.
The grounded version moves a certain distance toward the opponent when used outside of point-blank range.
This move triggers the Break effect, as well.
Throws can be escaped by performing the same throw input the instant you are thrown.
A leaping movement.
Before landing, you can either jump again or perform an aerial dash a single time.
A high leap.
The trajectory can be altered during the action with or .
Rapid forward movement.
Releasing the input performs a sudden brake.
Rapid backward movement.
Rapid forward movement while mid-air.
Rapid backward movement while mid-air.
Defends against the opponent's attacks while standing.
Cannot defend against low attacks and throws.
Defends against the opponent's attacks while crouching.
Cannot defend against overhead attacks and throws.
Defends against the opponent's attacks while mid-air.
Cannot defend against throws.
Close to Opponent
Far from Opponent