1. Hey Guest, looking for Virtua Fighter 5: Ultimate Showdown content? Rest assured that the game is identical to Virtua Fighter 5: Final Showdown so all current resources on here such as Command Lists with frame data, Combo Lists and the Wiki still apply. However, you can expect some VF5US specific changes to come soon!
    Dismiss Notice

Goh Tactical Guide by Shiwapon

Discussion in 'Goh' started by VolcanoShed, May 14, 2024.

  1. VolcanoShed

    VolcanoShed Active Member

    Link to the original article on Shiwapon's blog: https://nantejaakuna.hatenablog.com/entry/2021/03/24/154111

    Shiwapon's Youtube/Stream: https://www.youtube.com/channel/UCLaVUj3C3F48pWD2JozpuiQ

    Shiwapon's Twitter: https://twitter.com/shiwaponkun

    Thank you to Tenguman (@Tenguman9) for providing the translation!

    Goh Tactical Guide

    Beginner

    - For starters, let’s talk about setting up powerful attacks by using faster techniques in your process.

    Goh is a character with very strong nitaku options, but some of them are a little slow.

    Try relying on 6P at first so your opponent doesn’t interrupt his slower options.​

    Show your strong throws to opponents who block your 6P.​


    - Aim for strong nitaku options with high firepower that rivals heavyweights!

    When 6P connects as a CH, Goh has two strong options- 6K or throw.​

    6K is a powerful blow that can take about half the opponent’s health on CH. It is vulnerable to evade, and can be punished when dodged, but if your opponent chooses to block or evade it, try pressuring with Goh’s very strong throws like 63214P+G and 41236P+G which take nearly 30% of the opponent’s health.​


    - Let’s use rotation attacks with high return

    Goh also has relatively strong rotating techniques.

    In particular, 66P and 1K are easy to use half-circular attacks.

    66P is a half-circular attack that crushes an evade to Goh’s outside/back.

    If it hits, it forces the opponent into ST, giving Goh a big advantage.

    1K is a half-circular option that beats an evade to Goh’s inside/stomach.

    If this hits as NH, Goh is at a disadvantage, but he gains advantage on CH.

    Another advantage of this move is that it’s easy to break the opponent’s fuzzy guard since it is a low attack.​

    Also, if you don’t know which way your opponent will dodge, try using 66P+G.

    This is a full-circular attack, and if it hits, Goh gets a small combo.​

    However, if it is blocked Goh is -10 and can be punished with a throw attempt, so be careful not to overdo it against a character with strong throws.​


    Intermediate

    - Stop the opponent’s attacks with deflect techniques

    Goh has multiple ways to deflect the opponent’s attacks.

    Try using these to turn the tables when at a disadvantage.

    4P+K+G

    A parry that deflects the opponent’s High and Mid P techniques.

    This itself does no damage, but after a successful deflect the followup P+G to enter Tsukami is guaranteed.​

    After grabbing, let’s use one of the 4 options 2/4/6/8, just like with 2P+G.​

    2P+K+G

    This one deflects the opponent’s low attacks.

    Since Goh has a lot of high attacks in his strings, this deflect is very useful against opponents who try to stop him with 2P, or use low attacks to whittle him down.​

    There are fewer places to use this parry, but when successful you can get enough advantage to use launchers like 46P and 1P+K.

    Please note that he cannot deflect full-circular low attacks.​

    46K

    46K is a kick sabaki that attacks while deflecting many of the opponent’s foot techniques.

    Try using this one instead vs opponents who favor kicks. ​


    - Pressure your opponent’s wakeup

    When the opponent gets knocked down, there’s a chance to attack their wakeup.

    The first technique you want to show your tech-rolling opponent is a low throw.

    If the opponent is passive on getup, you can throw them.

    If your opponent hates low throws and gets up attacking, try using 3KP instead. If this hits an opponent crouching, or as a Counter Hit, you get a combo off of the second hit.

    If your opponent is evading on getup, try using 66P+G.

    This move is fully-circular, so you can use it to hit opponents who try to evade, and it results in a combo.

    Using these attacks will help you get more out of your wakeup game.​


    - Attacking from the side

    After landing 66P or after evading the opponent’s attacks, you can attack from the side.

    The first attack to aim for is neutral K mid kick.

    This attack will collapse the opponent on ST CH, allowing a big combo.

    If your opponent is defensive, 236P+K is recommended.

    This is a guard break, and if your opponent blocks this on their side, 46P or 3P+K is guaranteed.

    It’s also helpful to attack a guarding opponent with 66K+G.

    There’s a risk that either move will be ducked, but you can prevent this with neutral K mid kick.

    If your opponent wants to evade, use a circular move like 66P, 1K, or 66P+G.​


    - Attack the opponent’s fuzzy guard

    If necessary, attack your opponent’s fuzzy guarding.

    This character has many ways to beat a fuzzy guard, so he has fewer problems attacking a defensive opponent.​

    First, let’s go for a low throw.

    Try aiming for 2P+G or 3P+G when your opponent does a fuzzy.

    2P+G will clinch them when successful, and you can follow up with 4/6/2/8 P+G.

    Next is 66K+G.

    By pressing the followup P+G, you can throw a guarding opponent.

    Because this is also an attack, it can sometimes beat a rampaging opponent.

    Also, 4P+K max charge is an interesting accent.

    If the max charge is blocked, the opponent is staggered and a follow-up 46P is nearly guaranteed.​


    Advanced

    - Try setting up Goh’s unique throw reversal

    This character has many attacks that are -10 on block, so won’t he be thrown a lot?

    Yes, however this is a chance to use his exclusive technique- throw reversal.

    The way you do this is to input P+K+G the moment you are thrown.

    If you succeed, Goh reverses the grab saying “Amai!”

    From here you can use the 4-way 4/6/2/8 P+G.

    Also, this reversal has the great benefit of working even if you input other commands as long as you input P+K+G.

    For example, if you enter 4P+K+G at the timing of the opponent’s throw, you’ll be able to deflect the opponent’s attacks and perform the reversal in case of a throw.

    In situations where a throw attempt is guaranteed, if you prepare for a throw reversal and also take care of other attacks, it can be quite dangerous for the opponent.​


    - Wall attack approach

    - Opponent’s back to wall:

    When your opponent is backed up to a wall, it’s a good idea to aim for a wall stagger with 6P+K.

    Once you get the wall stagger, use 46P or 2_3P+K to start a wall combo.​

    When your opponent is guarding, you cam aim for a wall stagger with 1K+G low kick.

    After getting the stagger, 46P and PK are difficult to avoid.​

    Also, you can deal huge damage with Goh’s wall throws 46P+G and 64P+G.

    Use these as a pair of options near the wall.​

    - Parallel to wall, Goh’s inside toward wall:

    In this position, 2/8 K+G can be used diagonally to aim for walls.

    If you get the wall hit, a followup like 46P is guaranteed.​

    - Parallel to wall, Goh’s outside toward wall:

    When in this position, aim for a wall stagger with 2/8K+G.

    You can also use 1K to get a wall stagger, and can follow up with 46P as well.​


    - Attacking from Back Turn

    After dodging your opponent’s attack and punishing with PK, press 4 to turn around and add some accent to your options.

    When PK hits and you press 4, it becomes a setup where BT 2P cannot be interrupted.

    If this hits as ST CH, you can combo with 46P.

    Also, even if it is blocked, you end up +1 so you can keep attacking with 2P etc.

    Also, BT P+K is an interesting option.

    This is a half-circular attack, so depending on the direction you dodge, you might be hit.

    Throw attempts are guaranteed when it lands as a side counter. If it forces the opponent back turned it can deal a lot of damage.

    If your opponent is guarding or evading, use BT P+G.

    This is a catch throw, so it cannot be escaped, and you can combo most characters from it.​
     

Share This Page

  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice