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A couple follow-up questions

Discussion in 'Goh' started by Dovieandi, Nov 6, 2007.

  1. Dovieandi

    Dovieandi Active Member

    I've been doing decently well with Goh, but there are a couple situations I find myself in frequently and I don't know where to go with them.

    First is after connecting with the shoulderram. I land this move several times a match, but I have no clue how I should be playing after I land. Am I trying to be defensive? Quick pokes? Throw mix-up? Big damage combos? Some of them work sometimes, other times I get stuffed or end up standing there like an idiot as I miss a combo opportunity. What kind of advantage/disadvantage would I usually be looking at after the ram?

    One more; the /forums/images/%%GRAEMLIN_URL%%/p.gif + /forums/images/%%GRAEMLIN_URL%%/k.gif Sabaki. I land this rather frequently on fast rush down characters or off os jabs, yet I have no idea where to go with it. I've tried going into Tsukami (bad idea), but other than that I have no clues as to a smart follow-up.

    Halp plox?
     
  2. driftsilencer

    driftsilencer Well-Known Member

    Some advice that was given to me, gleaned from reading other resources, and also some setups that I used myself:

    As the opponent is in staggered state after being hit with the shoulder ram, generally speaking Goh is in a good situation to press the offensive. As for follow-ups, it depends on your opponent's ability to struggle, but viable options include dashing in and:
    - high/low throw
    - do another shoulder-ram ( /forums/images/%%GRAEMLIN_URL%%/df.gif /forums/images/%%GRAEMLIN_URL%%/df.gif /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/p.gif + /forums/images/%%GRAEMLIN_URL%%/k.gif; this tactic works as opponents might not expect another)
    - use his mid-hitting Basara (after conditioning them to crouch after a previous Shoulder Ram)

    If your opponent is good at struggling free, you may opt to use a wait-and-see approach instead, for example, to see if they retaliate with a certain move. If you crouch-backdash you may cause their moves to whiff, and if so, punish them accordingly.


    Regarding the Sabaki to Tsukami-grab, may I ask why you think it's a bad idea? To me it is one of the aspects that makes Goh such a fun and unique character to play as. I use it a lot during matches, probably far too much for my own good, but it really does have its place. Since the first part parries High Punches, High Elbows, Mid Punchs, and Elbows, it can potentially deter many favourable attack options that certain character's (such as Jacky, Lau, Lei-Fei) use for offense. In cutting off their offensive, you can continue Goh's high-low guessing games with his damaging throws.

    After the sabaki, and during the first part of the Tsukami, your opponent has 1/5 chance to guess which option you will do ( ie guess /forums/images/%%GRAEMLIN_URL%%/u.gif, /forums/images/%%GRAEMLIN_URL%%/b.gif, /forums/images/%%GRAEMLIN_URL%%/f.gif, /forums/images/%%GRAEMLIN_URL%%/d.gif or /forums/images/%%GRAEMLIN_URL%%/g.gif ), so unlike normal throws where multiple throw-escape inputs can be used, this 'throw' has a relatively high success rate. You must decide your actions immediately after the grab, otherwise your opponent will automatically free themselves.

    Followups options after /forums/images/%%GRAEMLIN_URL%%/p.gif + /forums/images/%%GRAEMLIN_URL%%/k.gif sabaki:
    - Dash in for a 0 frame throw


    Followups options during Tsukami grab:
    - /forums/images/%%GRAEMLIN_URL%%/g.gif or /forums/images/%%GRAEMLIN_URL%%/p.gif or /forums/images/%%GRAEMLIN_URL%%/k.gif: After Goh releases his grip, a /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/p.gif is guaranteed. End with your combo of choice. This is a good option if you want guaranteed damage, as your opponent tend to believe that you will drag them for the directional followups (since they are more damaging)

    - After a /forums/images/%%GRAEMLIN_URL%%/u.gif or /forums/images/%%GRAEMLIN_URL%%/d.gif /forums/images/%%GRAEMLIN_URL%%/p.gif + /forums/images/%%GRAEMLIN_URL%%/g.gif , Goh's down attack is guaranteed. While a ground throw is also guaranteed to connect, it can be escaped. The /forums/images/%%GRAEMLIN_URL%%/d.gif direction is more viable, since people are not used to escaping with an /forums/images/%%GRAEMLIN_URL%%/u.gif direction. This also puts Goh in a nice position to OM to their back (and go for the un-escapable, highly-damaging backthrow) if you can predict a rising kick.

    - If you want serious damage, go for either combination of the two horizontal-direction drags. However, as this presents another chance for the opponent to escape, it is more prone to failure. The reason why the double /forums/images/%%GRAEMLIN_URL%%/b.gif and /forums/images/%%GRAEMLIN_URL%%/f.gif direction drags provide more damage is due to people not used to escaping with the /forums/images/%%GRAEMLIN_URL%%/u.gif or /forums/images/%%GRAEMLIN_URL%%/d.gif directions.
     

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