VF5 Goh Hinogami Black Book Strategy

Source VF5 Black Book Goh Tactics
Author YoroKage
Translation Noodalls

Goh, a master of offence and defence has a number of moves with special properties, has a number of options to jump out of disadvantage. Understand the properties of the individual moves and use it in battle.

Goh's basic fighting style

In addition to his sabaki moves to go through attacking options, he has a number of easy to apply attacks, making it easy to strike a balance between attack and defence. In addition he has a number of strong throw options, making it hard to escape from them. Apply these appropriately for the conditions, and you can throw your opponent off.

The basics are as with any character mixing up between throw and mid. At small advantage his [df][P] and [f][P][+][K] will clash with opponent's elbows. [df][P] will stagger crouching opponents, and on counter hit will give large advantage. It recovers quickly, so it is useful for tempting opponent's whiffs. Make sure to hit confirm ASAP.

His [f][P][+][K] will combo into the mid followup even on normal hit, and even on guard it is hard to be hit by even the quickest punishment. If you use it with hit confirming it is a powerful weapon.

When he is largely advantaged, go for the combo starters [f][K] and [df][df][P]. On counter hit you will score big damage. Against opponents who use a lot of ETEG, [K][+][G] or [f][f][P][+][G] are good to use.

Using moves properties to their fullest.

First take note of [K]. It staggers crouching opponents on hit, and on counter hit pushes them back. This move is similar to other middle kicks, however it does not advance him forwards. You can attack without closing the distance. If you use it after a stagger from [d_][f][P][+][K] or [df][P] such that it hits at its tip you are fairly much unpunishable.

[bk][K] knocks the opponent back a long way on normal hit, and even on guard pushes back, so like the [K] it is hard to punish. Using the knockback on hit, you can start wall combos.

On guard you can back dash into evade to avoid most of the opponent's options. If it is guarded at maximum range, [bk][P][+][K] will beat out elbow attacks. Even if they use a long range move, the backdash into attack will let you avoid and hit them.

Goh possesses many mid mid strings, and because he can always go into the second hit it is hard to punish the first. Keeping this psychological advantage in mind, use delay and OM. In particular, [f][P][P] has no guaranteed punishment on guard, so t his will be one of your main mid moves. Mix up these moves to confuse the opponent.

  • After [d_][f][P][+][K] you are left at the ideal range to do moves such that they hit at their tip.
  • Back dashing your opponent's attacks provides guaranteed punishment opportunities. If you can get a combo starter in, the damage return is very high.

Options from PK

Amongst his punishment options, the most reliable is [P][K]. After this, if you hold [bk] on the joystick you will go into BT. Even on guard BT [P] will beat out the opponent's elbow class moves. After hit, thanks to his powerful BT moves Goh is left with plentiful options.

After [P][K] Goh is left with a standard mixup of attack or throw, or doing things like OM. When you go into BT, you have BT [P][+][K] which gives sideturned situation on hit, or BT [P][+][G] as your main options. Bt [P][+][K] is fast, and even on guard there is little recovery, so it is easy to use. Against opponents who use fast attacks Bt [P] can be used.

Against opponents who duck the BT [P][+][G] there is a delay, so after hit you can use [d_][f][P][+][K] and expect some additional damage.

Occasionally you back dash to open up space and see what options your opponent will take.

  • This is catch throw that can only be done from Bt. Against opponents who fuzzy you can delay it slightly.
  • When BT [P][+][K] hits on counter hit you take your opponent's side. Try to see this immediately and attack from here.
  • In this case, you have OMed to your opponent's back. If they abare here
  • In this instance OM [K] has hit them in the back. Depending on the situation, it can give back crumple, allowing for a back crouch throw to connect.

Situation from BT P+K

When you have taken their side, as per normal you mix up mid and throw. If you're going with an attack, [f][K] is good as it can start combos with large advantage. On side [f] causes side crumple on counter hit.

Using an OM can make the mixup more interesting. If you OM to their back, if they crouch you can get OM [P] for side stagger, and if they abare you can get OM [K] for back crumple. If you can get a back crouch throw from here it's big damage.

If you're going for a throw, a command throw is a given, and a catch throw is also a powerful tool. Of course if these are ducked you are left open, so don't always go for them.

You could say that Goh's options from BT [P][+][K] are his lifeline. Make sure you can hit confirm asap and go for the best option.

Using attacks that won't clash

When the opponent throws, using attacks that won't clash or will only rarely clash is one of the important basics points of VF5. Goh's options are [uf][K][+][G], [db][K][+][G], [bk][df][P] etc. which are all fairly slow.

If these are evaded there is a large opening, …. If the disadvantage is small, you can abare with standing [P]. This damage is small, but even on guard it gives advantage, and it is quick so it is easy to work into strings.

[f][P][+][K] will not clash after [f][f][K]. You can add this to the list of moves to abare with. Also, the low sabaki [bk][df][P][+][K] will not clash, so remember that too.

Throws from BT

In order to take advantage of 0frame throws, you should go for throws from BT. Although Goh is poor in moves that go into BT, [P][K][bk] and [bk][bk][P] are both quick and easy to use. Goh possesses powerful options from Bt, BT [P][+][K] and BT [P][+][G] so opponents may be hesitant to throw out attacks. Mix them up to confuse the opponent.

Going for a throw after [uf][K][+][G], the opponent is pushed back a little commonly. You can BT crouch back dash to get close and then if you go for a throw from close it is easy to get a 0frame throw.

After [bk][bk][P] etc. against an opponent who ducks it is possible to go for a crouch throw.

Forward roll ukemi

As the name suggests, this move is a forward roll, after which there is very little recovery so you can move straight away. After having a throw escaped or when you are disadvantaged this can be used to avoid your opponent's attacks. If you use it against an opponent's side roll wake up it can evade wake up kicks. Depending on the timing, after that you can get a guaranteed BT [P][+][K] or BT [P][+][G], so go for it intently.

After the move you can also go for turn around throws, as was explained before. After having one of your attacks guarded and being in advantage, if the opponent evades you can get a side turned situation. If you are close to them, you can sometimes get BT moves to come out.

Mixing this up with OM can further confuse the opponent.

Using the properties of 2_6P+K

[d_][f][P][+][K] is one of Goh's main attacks, and even among attack it is high damage, on hit it gives stagger. On guard there is no guaranteed punishment, so you should use it enthusiastically. It has strong hit properties down low, so after a wall combo you can use it to get guaranteed damage on a downed opponent.

The thing to pay attention to is its strong avoiding properties. Because it is executed from a low stance, You can attack while avoiding the opponent's attacks.

Depending on the situation, you can avoid Jeffrey's [f][K] or Kage's [d_][df][P] and other mid moves to hit the opponent. It is a useful abare move from disadvantage to use.

  • It can hit moves with short range well.

Incorporating Kokuryuusatsu

The first two hits of [4][6][P][+][K][P] will combo on hit, and there are mid and high string options. The high option is neutral on guard, so you can continue to attack afterwards.

The mid option will stagger crouching opponents. On counter hit it crumples. However, on guard it is elbow punishable, so be careful.

The recovery after the first hit is quick, so even on guard it is hard to punish. Especially on normal hit, intently go for mid throw mixups. On opponents who are hesitant to attack, you can mix in Om and mid attacks from stopping at the first or second hit, and in doing so put a lot of pressure on the opponent.

Vs Goh

Be aware of sabaki moves

When you say Goh, you think of plentiful sabaki moves. If you are hit by one the damage is considerable, so you must be careful. Characters who possess full circular moves should apply these to overcome the sabaki. If you get a counter hit on a sabaki move, the opponent will be more careful using them next time.

You must also be careful of the evasive [D][f][P][+][K] as you would with a sabaki move. Occasionally an evade at advantage will provide useful. You should also consider your use of moves to punish, moves that are strong against avoidance and not sabaki-able are useful.

To beat Goh, a master of balance between attack and defence, you need to pick your time to ETEG and to abare.

Focusing on moves that evade well

At close range, [6][P][P] and [df][P] have impressive damage but poor range. Of his fast moves most have poor range, so beat him down with evasive attacks.

In particular, after [P][K][bk] when you are attacked by his BT [P][+][K] and BT [P][+][G] mixup, some characters can evade both options. Lau's [up][K] and Shun's [d][K] are examples. Characters without these options can fuzzy to evade the above two options if done ASAP.

He also possesses many powerful throws. When you are staggered, sometimes go all out with a powerful combo starter that will not clash.

 
vf5/goh/black_book_strategy.txt · Last modified: 2007/10/15 10:01 by Myke
 
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