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Are there any Goh Dojo's?

Discussion in 'Junky's Jungle' started by Wakira, Feb 13, 2003.

  1. Wakira

    Wakira Member

    Anyone know of a site japanese or american dedicated to Goh? I'm looking for a site with good combos and strategies. The threads here have been helpful, but hopefully there is something newer out there.
     
  2. CreeD

    CreeD Well-Known Member

    no Goh dojos, I'd like to write one but... but I just don't know enough about him. I know about a handful of moves. For your convenience I'll paste an earlier post I made (maybe you already saw it). I'm going to make some changes to it based on recent experience.

    =======================================================

    I can't recall seeing too much of this discussed elsewhere, but I'm sure it's there and my memory is to blame. But just in case it's not, here's some Random Goh Crap.

    A lot of his moves make me think of aoi but beefier. Here's some stuff that is roughly ordered from useful to not-useful. I may be missing some hella useful stuff in here, this is from experimentation - I failed to do my homework before trying goh out.
    ---------
    [6][P],[P] - a body blow (your basic elbow with a different animation) into force-crouch overhead punch. It's not as mediocre in recovery as aoi's, not punch counterable afaict, and you're definitely + on major counter with the second one, where aoi is neutral. So do f+P, delay, P, and if you catch them on MC with the second one, you can do the following:

    1. If they're dumb and hold guard (or prone to freezing up) -> either of goh's low throws will succeed, whether they hold G or D+G.

    2. If they low punch out of it -> you low punch first and score a MC low punch, so far I haven't found anything much better than this. If your spacing is correct, it may be possible that their low punch will whiff and you can then low throw it. But that's a rough option, because it requires you to just stand there and stare at the space between you and your opponent. If they catch on to you doing that you might get hurt.
    A second f+P,P will get stuffed, so the initiative on a MC f+P,P is probably +1 for goh. If it were +2 he could stuff their low punch with another f+P.

    3. Opponent dodges - this beats low throw attempts, something I didn't know until FLA. That's true of any force crouch situation. So that sucks for goh. Goh can high throw, but if they dodge and do throw escapes that might fail. I'm wondering how f,f+P+G (catch throw) might do here, but never thought to try it.

    [P][P] - Akira's P,P except with great recovery, very uncounterable. Second hit is true mid. On MC it might give frame advantage.

    [K] - a quick midlevel kick, looks like a fast akira sidekick, but with short range. Very quick and safe, staggers crouchers, but never knocks down. A good zoning/defensive poke. There's also...

    [3][K] - similar to the standing K, but with longer range and it always knocks down. I didn't play with it much, it probably has worse recovery than K but I don't know how much worse. edit: I believe you can add an extra hit after a sidekick float vs some opponents. It's not much but free damage is free damage.

    [4][6][K] - sort of a slow execution but fast recovery sidekick. The longest range kick goh has aside from his sweep. It's safe but otherwise I'm not sure what else to say about it. It doesn't knock down afaict.
    edit: In version B, the move crumples, which makes it an excellent poke.

    [6][P][K],[P] - a little like aoi's... a slower mid-mid canned combo than f+P,P... but also stronger. The first hit forces crouch, second knocks down. From what I can see, this is always a true combo if the first one hits, and it's got decent range and speed (feels faster than a knee, but it's not elbow class). If the opponent isn't hit by the first one and they duck the second one, it's true mid and staggers. Recovery on the move is too crappy to really enforce a stagger guessing game though. This one's throw/P counterable. It doesn't track even a tiny bit either, but it does give goh a nice canned combo that will make the opponent phear a f+P+K,P or f+P+K, throw guessing game.
    This is my main quick-and-damaging response to anticipated low punches or in situations where I have initiative and want to beat someone's attack for damage + knockdown. Sadly, it might be your most effective counter to stuff like blocked kickflips, goh doesn't have a lot of simple knockdowns.

    [2_][6][P][K] - identical in look to akira's shrm, it's uncounterable (? am I remembering right IMF?). It doesn't hit quite so low to the floor. On hit, any hit, it produces butt stumble animation every time. From there goh can crouch dash forward into the meanest guessing games... i.e. another shoulder ram, or a throw, or possibly the low kick hit throw. Or, be like imf and crouch dash forward and sit there, then try to shrm them after a small delay. Very similar to the jacky f,f+K meanness in version C.
    edit: A very strong guessing game after this is crouch dash into throw (270 if you can pull it off) or mix the f,f+P hit throw, which is quicker than the df+K+G.

    [4][P][K] - goh sways back, then comes forward with a true-mid knockdown uppercut. Vs. standing opponents, with or without MC, you have a float sufficient to get a decent combo. Against crouchers you settle for the knockdown. This move seemed to have a lot of potential but the sway back is kind of slight and very slow. I was hoping this could do miraculous stuff like pai's db+P ... i.e. duck out of the way of sidekicks and other mids, then come back for the smackdown. But because the dodge aspect of this is so sux0r, there really isn't any chance you'll be able to wipe out stuff like SDE or heelkicks with it. You pretty much can only count on it to smack someone from a position where their incoming attack would have whiffed completely anyway. I was primarily using it when my opponent would approach me with whiffed high punches. The good news is the recovery kicks ass, it's uncounterable and probably could make for good bait. Scroll to the end for combos. PS: Just found out this charges as well. edit: When you fully charge this move and the opponent blocks it, they are staggered. Follow with a b,f+P before they recover, and you will get a knockdown. Follow with your standard b,f+P flop combo.

    [4][6][P] - think of akira's or lau's b,f+P ... a standing palm strike that flops... but goh's kinda sucks because it only flops on MC. edit: It actually flops on major counter OR minor counter, and is only 13 frames. A good move to punish blocked dodge attacks or anything else with slow, 13 frame recovery. If it flops you get a decent combo followup, and the move is quick and safe at least. You can follow with punch, modified shoulder ram or low punch, standing kick, or punch --> f+P+K (hoping they fail to tech roll) --> ground punch or ground throw (hoping they mess up the throw escape).

    [4][P] - your standard midlevel low-punch-crusher. It's like lau's d+P+K (or lau's b+P for that matter). It seems to stuff low punch cleanly except at very close range. It also forces crouch for the standard force-crouch-guessing-game. I probably should have used it more... but it really should sabaki or something, it's ok range and speed but it's got nothing on vanessa's b+P or akira's b,df+P. edit: I'm told a sound way to use this move is to think of it just like you would jeffry's b+P.. .swat whiffed attacks on reaction with it and try to poke at long ranger where people will have trouble throw countering it.

    [3][K][G] - hit throws into [6][P][G] (or is it neutral P+G?) ... it requires a MC, which is only fair. Damage for hit + throw is nice, 70 pts maybe. The execution on the low kick is slow, but doesn't feel too much worse than wolf's (which is what it looks like). I can't tell what the recovery is. Probably low throwable if blocked, but not elbow-able. The main use I had for this is to try to stuff approaches like blondie's horrifically fruity brad PP-forward sway stuff. It's not useful unless the opponent is aggressive, and even then... you can anticipate a high punch, and land the kick, but because the kick is so slow you're really just nailing a minor counter and won't get the throw.

    [1][K][G] - slowest sweep in the game, but deceptively good recovery. But! It's shitty for a couple of reasons besides the speed. It's only half circular, not full circular. It doesn't knock down except on interrupt. It recovers standing, so you don't get to do something cool like db+K+G --> shoulder ram. The only use I found for it is to tick off that last bit of life at the end of the round. Everyone expects a low attack, but they don't expect a low attack with six feet of range coming from stubby-legged goh. I caught people napping from what-they-thought-was-outside-of-attack-range a couple of times with this.

    [6][K] - a fairly slow knee, maybe 16 frames. On hit it produces an odd hitstun, something like aoi's shin crush (db+P) animation. On MC it produces a reaaaallly looong hitstun. It's not a crumple, but it might as well be, you have forever to toss in a free hit afterwards. The speed makes this less useful than it could be, and it doesn't feel like it nets you frame advantage without a counter. edit: You can follow this with a b+P+K, but it's hard to recognize whether or not you definitely got a major counter with the knee. If you do b+P+K and it's blocked... you wasted the knee. A safer followup is b,f+P+K (which crumples) --> d+P --> K.
    A really safe followup is a modified shoulder ram.



    [4][6][P][K] - just like aoi's, the animation looks like jerky's new hit-throw starter. A slow gut punch that always crumples if it hits, allowing for a free combo and probably a free low throw. It sabakis knees only apparently, which is a little disappointing. If it was more like lion's meteor punch that'd be great.

    [8] or [2][P][K] - works like pai's, it's specifically made to trip up dodges. Not sure what the reward is if it's successful. Unlike pai's it can hit if they're not dodging which causes a funky new "ahhh you have spread my legs apart and it has made me very uncomfortable!" animation. You may get frame advantage if that happens, but the move in general has crappy recovery like pai's.

    [6][6][P][K] - not sure what the use of this is, a slow overhead smack that I think forces crouch.

    [K][G] - a basic slow high crescent, good recovery I'm guessing... I didn't test it. Goes into a canned [P] that crumples. This will probably work the first two or three times you use it on people and then never again. Reminds me of aoi's f+K+G, P.

    [4][3][P] - some sort of low poke, a hand sweep that executes sort of like akira's df+P+K, except that this gets you nothing on counterhit from what I can tell. It never seems to knock down. It's evidently just a low poke, and I can't really see much reason to use it... unless it's fully circular or something. edit: I'm fairly sure that this move sabaki's low punches, making it a HOT POKE. It's only 6 on block and +2 on MC. A good gamble is to try for a shoulder ram afterwards, which will teach the opponent to dodge.. then mix in throws. Too bad he doesn't have a killer 14 frame attack so that he can create akira-like low backfist guessing games.

    edit: A move I missed before:
    P+K -> f+P+G (sabaki into catch). You can sabaki .. what, high and mid punches with this? And then catch the opponent. You can also throw them immediately after the sabaki without using the automatic catch throw. The catch has good range.

    [6][6][K][G] - a slow crescent kick that works like sarah's flamingo version... it goes into a hit throw even if the attack is being blocked.
    A good option against EDTE defenses.

    --------
    Combos:
    b+P+K - your solitary float starter. In closed stance a pretty solid followup is P -> P -> f+P+K (slams). The slam is tough to tech roll, and if they're new or have trouble with timing, a df+P+G or d+P+G ground throw will work. If they can handle escaping escaping the ground throw, then a df+P will hit, but a pounce will be avoided.
    The f+P+K combo whiffs in open stance, I don't have a good confirmed alternative but a decent combo ender is probably modified FC,f+P+K. The second hit of f+P,P also slams in floats, but I generally whiff the second P if I try b+P+K -> P -> f+P,P.

    f+K (MC) -> b,f+P+K (crumple) -> ?? I got ground throw, I tried pounce but goh hop punches, maybe I need to wait a little. I didn't land this enough in real battles to come up with a good combo. Second hit of f+P,P whiffs, maybe f+P+K,P will work. Or maybe another knee or a modified shoulder ram is best. edit: b,f+P+K --> low punch ---> kick is probably the best after this.

    b,f+P (MC) -> P -> f+P+K (slams) -> ground punch. Closed stance only. In open probably end in P -> m-shrm.

    So far that's goh's three whole combos. Maybe someone knows of other combo starters.
    -----------------------
    throws:

    df+P+G - a pretty good basic-single-direction-throw, a ground punch will work of they do anything other than roll towards goh's lead foot (I think). Pretty much the equivalent of akira's df+P+G, ground punch. It also looks cool. Probably a 52 point throw after the punch.

    df,df+P+G - just another XPD - decent damage combines with a 100% guaranteed ground punch for like 75 pts.

    270 - 80 pts with no followup I think. Cool looking.

    HCF+P+G - also cool looking, 60 pts? People kept rolling out of my ground punch so it's not for free.

    HCB+P+G - maybe 60, and I think the ground punch afterwards IS guaranteed.

    b+P+G - I forget, 40 or 50. Looks like df,df+P+G (goh flips you over his shoulder) but ground punch won't connect.

    The catch thingy - not sure if I have it down pat completely. I think this is how it works.

    Goh catches you and can choose to throw you right away (in one of four directions) or he can drag you once around the ring, gambling for more damage. If you throw right away damage is sucky, maybe 40 pts.
    If you gamble and drag the opponent around first, damage will be much better... ~60 pts or more. Plus some throws guarantee ground attacks.

    Basically this catch works like wolf's ... do a throw right away, which gives the opponent one chance to escape, or change position and try for a stronger throw, which gives them two chances to escape.

    The escape is to press the stick in the opposite direction that goh tries to drag you, and press guard... i.e. you think goh will try to drag you up, press d+G to get out. If he tries to pull you forward, press b+G to get out.
    The escapes seem to leave a neutral situation.
    If you don't escape getting dragged around, I'm not sure if you can escape the throw followup, and how that's done. I think my confusion comes from the fact that you can catch them and drag them around TWICE, but I don't know if you can
    1. choose to catch and then throw immediately
    2. catch, drag once, then throw for increased damage
    3. catch, drag twice, and throw for even MORE damage.

    Goh players, is this how it works?
    I think once someone is caught by goh they have to be a little lucky to get out, so I always gamble on dragging them around twice then throwing.
     
  3. Wakira

    Wakira Member

    Thanks!
     
  4. 3of19

    3of19 Well-Known Member

    Cool Avatar!

    Did you make it yourself or find it somewhere?
    It's definately one of the coolest avatars I've seen in a long time. /versus/images/icons/blush.gif
     

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