Page 1 of 3 1 2 3 >
Topic Options
#272076 - 2010-01-07 14:29 Shldrm Flow Chart
Leonard_McCoy Offline
Old Hand

Registered: 2007-04-08
Posts: 807
Loc: Berlin, Germany
XBL: Leonard UK
So I have painstakingly written down Goh's options after a Shoulder Ram hit and visualized the data. It's nice to look at actually. laugh

Have fun. (Click the pic.)

_________________________
VF blog: http://gohnotes.wordpress.com
VF on YouTube: http://www.youtube.com/user/GohNotes

New games blog: http://playthatgame.wordpress.com

Top
#272083 - 2010-01-07 15:56 Re: Shldrm Flow Chart [Re: Leonard_McCoy]
ShinyBrentford Offline
Old Hand

Registered: 2008-01-03
Posts: 721
Loc: TX
XBL: ShinyBrentford
NICE
_________________________
My thought about the Xbox live "If they're not hate'n you not doing right."

Top
#272129 - 2010-01-08 07:29 Re: Shldrm Flow Chart [Re: Leonard_McCoy]
Manjimaru Offline
Carpal Tunnel

Registered: 2003-06-11
Posts: 3138
Loc: Helsinki, Finland
Good chart. Theres couple things I'd like to comment on.

Firstly: I don't understand TEG as opponent reaction. Somebody does this? I think even successfully performing it is questionable.
You cant be thrown out of stagger by anything except Gohs catch, so doing TE is kinda pointless, so it only matters if its active when the stagger ends. If you struggle out of stagger you cant do TEG because theres nothing to buffer it into, it would turn into a throw attempt. So the only theoretical place to buffer it is the end of the stagger, and then you couldnt struggle and would eat certain attacks guaranteed from the stagger. Should ETEG be in place of this? (edit: you already have it I just noticed)

second: low punch could propably filed under the same category as abare, unless you specially want to do that LP-sabaki. Maybe there could be a separate case of throwclash and no-clash abare attacks?

Anyways, nice job.

ps. I dont understand why Matteo trolls.. He seems normal person when hes talking to me in the shoutbox..
_________________________
"Jeneric: Japan trip in a nutshell: Akira is a scrub character. Learn to wiggle the stick and he's shit easy"

Top
#272144 - 2010-01-08 09:31 Re: Shldrm Flow Chart [Re: Manjimaru]
169mackfactor Offline
Addict

Registered: 2004-09-19
Posts: 501
Loc: CA
XBL: mackfactor
if they abare after shoulder ram, like 2p
46 K+G is a special high and will take a huge amt of dmg as well.

shoulder ram into basara on crouching is my fav flowchart though once u conditioned them to crouch. It feels and looks crazy
( :


Edited by 169mackfactor (2010-01-08 09:33)
_________________________
GOH


Top
#272185 - 2010-01-08 17:19 Re: Shldrm Flow Chart [Re: 169mackfactor]
Leonard_McCoy Offline
Old Hand

Registered: 2007-04-08
Posts: 807
Loc: Berlin, Germany
XBL: Leonard UK
I think you all very much for the input. Also big thanks to Erdraug who sent me another option select via PM.

I noticed that in some places the chart is incomplete and not properly structured. A new version is already in the works thanks to your input and some new ideas I have.
_________________________
VF blog: http://gohnotes.wordpress.com
VF on YouTube: http://www.youtube.com/user/GohNotes

New games blog: http://playthatgame.wordpress.com

Top
#272200 - 2010-01-08 20:24 Re: Shldrm Flow Chart [Re: Leonard_McCoy]
Myke Offline

Carpal Tunnel

Registered: 1999-09-11
Posts: 6707
Loc: Sydney, Australia
XBL: Myke623
PSN: Myke623
Some observations:

- As silly as this sounds, the flowchart has nothing to do with "option select". Note that having a variety of options to choose from does not equal "option select" in Fighting Game terminology. I suggest you stick to using the word "flow chart" to avoid any confusion.
- Stagger conditions aren't throw guaranteed so I'm not sure you can TEG as a defensive option.
- Stagger conditions are also massive disadvantage situations for the defender, meaning fuzzy guard isn't really viable either.
- I would think that a low throw would be a viable option against the crouching block, as much as it is against fuzzy guard.
_________________________
Bring the players...

Top
#272229 - 2010-01-09 16:44 Re: Shldrm Flow Chart [Re: Myke]
social_ruin Offline
Veteran

Registered: 2008-05-30
Posts: 1525
fuzzy works on stagger-->Most opponents who worry about throw on stagger will struggle and recover ducking the throw, but wouldn't it stand to reason if you can duck the throw then you can stand in time to block a mid, thus a fuzzy gaurd?

I just know on shoulder, when playing decent or better opponents, they adjust to duck before i can throw the staggered (stagger recovered) opponent.

Just my 2 cents.


BTW, leonard, the flow chart looks really good smile
_________________________
Green mushroom hunting

[myke] "p.s. this thread sucks!"

Beast in training.



Top
#272251 - 2010-01-10 07:20 Re: Shldrm Flow Chart [Re: social_ruin]
Leonard_McCoy Offline
Old Hand

Registered: 2007-04-08
Posts: 807
Loc: Berlin, Germany
XBL: Leonard UK
Thank you all for the feedback again.

Here are some more thoughts on this yet seemingly simple nitaku situation presented to us (Goh's shdlrm hits) but which, in fact, is much more complicated to entangle:
  • Unbeknownst to me, option select is generally understood in the fighting scene as something else having nothing to do with what the diagram shows. Thanks for pointing me to it, Myke. (Also see here.)
  • As Manji and Myke have posted above, TEG is non-sense as it will always result in a failed throw animation if the Goh players chooses not to throw at all. If this option should remain in the diagram at all, it be called TE. Many players not overly familiar with this particular trap situation tend to TE rather than do anything else - a still popular choice in actual matches, it seems.
  • Now here is why I think Fuzzy Guard does work if you get hit by Goh's shldrm: Due to the distance the Goh player has to bridge to get into throw range after the shldrm has hit, there is enough time for the opponent to react accordingly. So the nitaku situation isn't immediate mid or immediate throw. It is rather immediate mid or delayed throw giving the opponent enough time to block the mid and duck the throw in time. Thus, in a reversed sense, he can block any incoming mid while at the same time, seeing the Goh player closing the gap, to respond properly to the grab throw attempt.
_________________________
VF blog: http://gohnotes.wordpress.com
VF on YouTube: http://www.youtube.com/user/GohNotes

New games blog: http://playthatgame.wordpress.com

Top
#272253 - 2010-01-10 08:31 Re: Shldrm Flow Chart [Re: Leonard_McCoy]
Manjimaru Offline
Carpal Tunnel

Registered: 2003-06-11
Posts: 3138
Loc: Helsinki, Finland
66K+G4P+G could propably be used against ETEG even though its only a semicircular, it should track well with a proper timing (ETEG command makes opponent track if the evade in ETEG is a failed one) unless opponent does an empty evade and even then its a 50/50 chance. Also works against G and several non-ducking abare attacks. (not to mention the damage is hideous on a counterhit)

Problem may be doing too early so it will whiff from the stagger if opponent doesnt struggle. This is always a problem with staggers because the timing of things changes depending on how much the opponent recovers from the stagger. (Im reminded of the old trick with Laus 42P+G -> 46P, if you dont struggle at all, the standing palm will whiff, if you struggle perfectly, its not even guaranteed. Theres a lot of variance). Opponent may make you whiff things by intentionally not struggling..

In general throwing after stagger works best against people who recover well from the stagger. If they have a habit of fuzzying after stagger recovery, you can usually stagger them again (shoulder or df+P) to reset the situation. In general I dont think true fuzzy is possible after stagger recovery, because the timing can be so different depending on the amount of stagger recovery. Its hard to get the exact timing for real fuzzy and it will propably be just a generic ducking.

Personally, if I play with Goh, I tend to try 46P after the stagger because it requires the opponent to struggle perfectly if they struggle at all. Otherwise I get a combo. Once the opponent is conditioned to recover perfectly from the stagger (the standing palm is safe on block so theres little risk) I continue to guessing games about either throwing them or punishing alternatives. Very few people Ive met even make it as far as figuring an alternative to block after recovering from the stagger. But this is more about the application of the flowchart.
_________________________
"Jeneric: Japan trip in a nutshell: Akira is a scrub character. Learn to wiggle the stick and he's shit easy"

Top
#272270 - 2010-01-10 16:32 Re: Shldrm Flow Chart [Re: Manjimaru]
169mackfactor Offline
Addict

Registered: 2004-09-19
Posts: 501
Loc: CA
XBL: mackfactor
if they 2p abare of shoulder ram.
66 P CH is ur safest tool. ( this is something i noticed that alot of good goh players use off either shoulder ram stag or k stag. Seen it used many times by Gauche5 )
46 K+G will take away alot of life with bounce


Edited by 169mackfactor (2010-01-10 18:04)
_________________________
GOH


Top
Page 1 of 3 1 2 3 >


Moderator:  akai, KoD, Plague 
Events
Who's Online
8 registered (Beligerent_Feck, Cuz, MAtteoJHDY, Kobi, dapheenom, 2 invisible), 30 Guests and 6 Spiders online.
Key: Admin, Global Mod, Mod
Active Topics
VF5 Final Showdown Videos
by steelbaz
6 min 31 sec ago
Blazblue: Continuum Shift (PS3/360)
by akai
9 min 28 sec ago
Something To Know When Playing Against Shun!
by JHow77
55 min 4 sec ago
<<Team XLP (Xiao Long Pao)>> {NYC VF} thread.
by Plague
Today at 13:59
Goh Players of All Countries, Unite!
by tonyfamilia
Today at 11:55
Graphical comparison(Arcade vs Console)
by SicilianVizzini
Today at 07:36
VFDC StarCraft II Thread
by Vortigar
Today at 06:11
Help TFT combo
by 124
Today at 06:11
Final Showdown impressions
by steelbaz
Yesterday at 23:26
Who here prefers/still plays the older VF games?
by Adio
Yesterday at 20:16
Wiki Updates
(kingo) - 2010-05-23 10:20
(akai) - 2010-04-17 16:53
(akai) - 2010-04-17 16:51
(akai) - 2010-04-17 16:50
(akai) - 2010-04-17 16:49
(akai) - 2010-04-17 16:48
(akai) - 2010-04-17 16:46
(akai) - 2010-04-17 16:45
(akai) - 2010-04-17 16:43
(akai) - 2010-04-17 16:29
Forum Stats
12611 Members
61 Forums
14855 Topics
280280 Posts

Max Online: 389 @ 2010-01-09 12:11
Newest Members
mdieses, painmaker450, Hitmarv, Omnis, PaulMartinKPG
12611 Registered Users