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Goh's pressure game and wake up options

Discussion in 'Goh' started by Stiff, Dec 2, 2007.

  1. Stiff

    Stiff Well-Known Member

    Hello,

    I'm coming from a position of relative noobness. I played a little Evo, but I was never very successsful with Goh. In fact I was getting better results with Lau but I found him not as satisfying as a main character (certainly fun though). I've been hammering VF5 only since the 360 version came out. One lucky thing in my favour is that a few of my friends play VF and so I get the chance to play vs matches every week or so.

    I'm still getting hammered quite a bit with Goh but I feel I've improved a great deal in the last few weeks.

    One thing I feel really lets me down is having a decent pressure game (is this the right term?). Against some other friends I feel
    like they often have the advantage in close quarters combat - partly because I am not particularly experienced with their strings, so I get countered because I'm interrupting and attacking when I shouldn't be, but also because I don't feel I am very successful at putting my opponent under the same sort of pressure as I experience from them, at forcing them into positions I want them in. Basically, I'm not taking advantage, when I have the momentum on my side.

    On opponent knock down/wake up, I have a habit of back dashing and then coming in with /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif, which is effective against the AI but quite lazy. It means that my opponent is feeling happy to get up, gives them time to readjust their game. I'm not closing out rounds I should be winning.

    Ok - apologies for the long winded post btw - since this weekend I'm forcing myself not to dash away. I understand now how to use /forums/images/%%GRAEMLIN_URL%%/u.gifor/forums/images/%%GRAEMLIN_URL%%/d.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif to anticipate tech rolls (seems to be more effective when near a wall as the opponent often rolls away from the wall - but my timing is a bit inconsistent, any tips?) - but the AI seems a bit flaky with its rolling - letting me get many down attacks and down throws in that I wouldn't on real-life players. Also, am I right in thinking this move leaves you a bit vulnerable if you miss it or go the wrong direction?

    I'm probably asking for the moon on a stick here - but what can I do to improve my pressure game and what are Goh's best options when opponents are getting up?

    Thanks!
     
  2. Stiff

    Stiff Well-Known Member

    Oh and one thing I noticed today by accident - I used /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif+/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif on a rising opponent and it seemed to go through the rising high/mid attack for a counter. Is this an option?
     
  3. driftsilencer

    driftsilencer Well-Known Member

    Goh's wakeup game, when compared to other characters with many okizeme options (such as Lei-Fei, Lion, Sarah and El Blaze to name a few), can be considered low to average at best.


    In VF, rising attacks deal 20 damage. If you use a move that deals over 20 damage and manage to time it exactly within the hit frames in which the rising attack connects, it will beat it.

    In Goh's case, his options include:
    /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/p.gif (22 damage)
    /forums/images/%%GRAEMLIN_URL%%/k.gif (24 damage)
    /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/k.gif (21 damage)
    /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/k.gif (25 damage)
    /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/k.gif (22 damage)
    /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/k.gif (22 damage)
    /forums/images/%%GRAEMLIN_URL%%/df.gif /forums/images/%%GRAEMLIN_URL%%/k.gif (22 damage)
    /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/p.gif + /forums/images/%%GRAEMLIN_URL%%/k.gif (23 damage)
    /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/p.gif + /forums/images/%%GRAEMLIN_URL%%/k.gif (25 damage)
    /forums/images/%%GRAEMLIN_URL%%/b_.gif /forums/images/%%GRAEMLIN_URL%%/p.gif + /forums/images/%%GRAEMLIN_URL%%/k.gif (max charge) (35 damage)
    /forums/images/%%GRAEMLIN_URL%%/d_.gif /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/p.gif + /forums/images/%%GRAEMLIN_URL%%/k.gif (27 damage)
    /forums/images/%%GRAEMLIN_URL%%/db.gif /forums/images/%%GRAEMLIN_URL%%/p.gif + /forums/images/%%GRAEMLIN_URL%%/k.gif (23 damage)
    /forums/images/%%GRAEMLIN_URL%%/k.gif + /forums/images/%%GRAEMLIN_URL%%/g.gif (25 damage)
    /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/k.gif + /forums/images/%%GRAEMLIN_URL%%/g.gif (22 damage)
    /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/k.gif + /forums/images/%%GRAEMLIN_URL%%/g.gif (25 damage)
    /forums/images/%%GRAEMLIN_URL%%/db.gif /forums/images/%%GRAEMLIN_URL%%/k.gif + /forums/images/%%GRAEMLIN_URL%%/g.gif (23 damage)
    /forums/images/%%GRAEMLIN_URL%%/uf.gif /forums/images/%%GRAEMLIN_URL%%/k.gif + /forums/images/%%GRAEMLIN_URL%%/g.gif (30 damage)
    DM /forums/images/%%GRAEMLIN_URL%%/p.gif + /forums/images/%%GRAEMLIN_URL%%/k.gif (25 damage)
    OM /forums/images/%%GRAEMLIN_URL%%/k.gif (21 damage)

    Seems like a lot of options, right? Unfortunately, a few other factors come into play to determine how easy and practical it is to use these moves to counter rising attacks.

    The first is Execution (EXE stat in command list): this determines how many frames it takes for the the move to come out. The more frames, the more time you will need to allow and prepare for move to counter the rising kick.

    The second is Active Frames (ACT stat in command list). Higher frames means the move will have more time to connect (ie, the hit detection duration is longer)

    However, since 1 frame is 1/60th of a second, whether or not the ACT for the move is 2 or 4 frames makes enough of a difference is still predominantly up to the individual's skill.

    Another factor the Hit Level (LVL stat in command list). For example, although /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/k.gif + /forums/images/%%GRAEMLIN_URL%%/g.gif has a ACT of 5 (the highest for Goh), the move hits High. Thus, if your opponent does a Low rising attack, the sweep will hit Goh instead, as the Low attack defeats High.

    Yet another factor is Range (not detailed in command list). For example, if you were close to your grounded opponent, you can use a /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/k.gif to attempt to counter their rising attack. From a distance, /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/k.gif would be more viable.


    I would classify this means of offense as high-risk/medium-reward. As you may know, the timing is extremely tight (and comes mainly through lots of practice and experience), and depending on the move used to counter the rising kick, you may be able to get only a small combo out of it.

    On the flipside, you may floor the opponent for yet another ground-game again, and repeat the process. It can be very demoralising for your opponent, so if your timing is good, go for it!


    Goh's pressure game can be above-average, depending on how you play. But it will be detailed in another post. Perhaps others might want to share as well?
     
  4. SS8

    SS8 Well-Known Member

    I'm having about the same problems but my friends are a little more into just jabbing with two hits and the ducking and a back and forth game of that with Kage and Pai is a bit annoying for me. I'm trying to pick him up but I'm just too defensive, I really need help with a major offensive game. Not combos, I know those and I'm getting better with them but I need tactics that can help me get past their shinanigans.
     
  5. boxedwishes

    boxedwishes Member

    I'm still learning the pressure game with Goh myself but I've found that if you first train your opponent to block completed strings such as /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/p.gif and /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/p.gif + /forums/images/%%GRAEMLIN_URL%%/k.gif /forums/images/%%GRAEMLIN_URL%%/p.gif, you can start cutting the strings down to one hit and mix up your movements with either some OM or some low punch. /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/df.gif /forums/images/%%GRAEMLIN_URL%%/p.gif is a good move to use to.
    Back dashing to create whiff opportunities is also pretty important I found. Don't forget his sabaki attacks too but I've found they are pretty difficult to capitalize on in the online environment but if anything it stops their momentum for a second.
     
  6. DeifyLosingSK

    DeifyLosingSK Member

    sabaki attacks... what is that?

    I think im pretty damn good with Goh & still improving. Goh has damn good moves to use in order to put opponents under pressure. I do it daily. After i got used to the grapples i learned how to watch their bodies position on the floor in order to counter them again after they've gotten up. Tsukami is the thing to master for Goh i think. Especially when playing against punchers /forums/images/%%GRAEMLIN_URL%%/thumbs_up.gif /forums/images/%%GRAEMLIN_URL%%/p.gif + /forums/images/%%GRAEMLIN_URL%%/k.gif /forums/images/%%GRAEMLIN_URL%%/p.gif + /forums/images/%%GRAEMLIN_URL%%/g.gif my fav finishes are the chock and the neck breaker.

    when problem I am having is that i cant do /forums/images/%%GRAEMLIN_URL%%/df.gif /forums/images/%%GRAEMLIN_URL%%/k.gif + /forums/images/%%GRAEMLIN_URL%%/g.gif /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/p.gif + /forums/images/%%GRAEMLIN_URL%%/g.gif
     
  7. Rii

    Rii Active Member

    http://virtuafighter.com/wiki/doku.php?id=vf5:system_part_2#sabaki

    Hinogami's Sabaki Moves: 46K, P+K, 1P+K, 3P+K & 43P+K
    Details on what they do here:
    http://virtuafighter.com/commands/index.php?ver=5c&chara=goh

    Regarding Attack Throws (3K+G, 6P+G looks too damn cool), just gotta practice and do it regardless of whether your attack hits, counter hits or is blocked. It's not like you get extra disadvantage for missing the timing.

    Well, come to think of it, you do if you really wait too long and a throw attempt comes out instead.
     
  8. Leonard_McCoy

    Leonard_McCoy Well-Known Member

    Goh is really a hit-throw, and sabaki force. He may have only 4 combos that you could count as that, but even his normal standard moves like his standard kick may be the best in the game. It IS utmost satisfying playing him, doing massive damage, and I sometimes even catch myself doing the mean-looking /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/k.gif kick after the catch-throw /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/f.gif /forums/images/%%GRAEMLIN_URL%%/p.gif + /forums/images/%%GRAEMLIN_URL%%/g.gif just for the looks.
     
  9. Stiff

    Stiff Well-Known Member

    Ok so more than two months have passed since I made this topic. I'd actually forgotten about it until today. I thought maybe I would provide an update. (Bear in mind that although I feel I've improved a lot, I'm no expert and quite a lot of what I say may be wrong, but I think it's better to share my experience rather than not).

    I'm still playing solely with Goh, though I do look forward to learning another character soon. I feel like I've made great progress with Goh. I've gone from having about 20 more wins than losses in Ranked VS to having 100 more wins than losses. I'd previously been demoted from 4th to 3rd Dan and was struggling to even stay there. Now I've moved up to 6th Dan. My record is about 250wins/150 losses. I've done tons of player matches, some against people from this forum. I've also done offline games with friends who used to beat me easily in the past and now I'm finding I can hold my own.

    In terms of the pressure game - I've found that I'm much more confident to stand toe to toe and slug it out with anyone. Goh's /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/p.gif is now an essential part of my game. It's not flashy but it's a solid basic move that will punish people when used at the right times (especially if they attack constantly).

    My game with Goh consists of lots of throws. I want my opponent to be scared of me throwing them, that's where I put pressure on now. Every time the opponent guards I want them to feel in danger that they'll eat a throw. When the opponent won't stand and block, or constantly attacks, then throwing is suddenly not an option, or is it? Against new/random players I will test the waters with certain basic moves to see how they respond. If /forums/images/%%GRAEMLIN_URL%%/d.gif /forums/images/%%GRAEMLIN_URL%%/p.gif into /forums/images/%%GRAEMLIN_URL%%/df.gif /forums/images/%%GRAEMLIN_URL%%/df.gif /forums/images/%%GRAEMLIN_URL%%/p.gif + /forums/images/%%GRAEMLIN_URL%%/k.gif hits, then I can repeat that until they learn to block. So then, once I've made the opponent scared to block, I can use Goh's other offensive options. I want the opponent to become so frustrated at taking lots of hits that they block so I can throw them again. Goh's /forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/b.gif backturned game is great. So - after a time I want the opponent to feel scared if they block and scared if they don't. I find that when some players expect a throw in a situation, they will jab, especially those with PPP strings to avoid it. When I spot this behaviour, I can use /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif,/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif. This move is one I used to use a lot in Evo, but now I find it's generally most effective to use it rarely, but when you're reasonably sure of success with it. By performing this move successfully (and I of course get it wrong a lot) on an opponent who has resorted to jabs out of fear of being thrown, it seems to have a good effect, demoralising the opponent and leaving them thinking they can't attack or block.

    Wake up game:

    On rising attacks, I notice frustrated opponents often rise with a kick, so I try to judge how they are feeling based on what's happened so far in the match. If I've managed to disable their offense and they haven't been even been able to see their moves execute, they might be itching to throw something out. Dashing forward and back or staying close to the opponent to bait a rising attack adds pressure. It's risky, but if I can predict a high rising attack, I can use /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif to sabaki it and leave the opponent on the floor again.

    One thing I watch for immediately now is after a knockdown, which way do they tech roll. /forums/images/%%GRAEMLIN_URL%%/df.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif is a quick knockdown and can be useful for determining this and also disrupting the flow of the opponent. Dashing in and using /forums/images/%%GRAEMLIN_URL%%/u.gif//forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif for the trip throw is something I was working on before. I use it cautiously now, as it can leave you quite open when it whiffs. I'm still not 100% sure when it's guaranteed to work and not. If the opponent blocks high will it still connect? Another method I use to pressure on wake up is to go straight in with a throw. This does require a correct guess though, if I use multiple forward dashes at the feet of a downed opponent, it can make them think "what is he going to do?" especially if you've caught them with a sabaki previously.

    One move I've found to be useful situationally is Goh's forward roll. I find it's effective to dash in and out, baiting a heavy or high attack, roll immediately underneath it and try to buffer the 270 throw. This roll often seems to make the opponent freeze, knowing a throw is coming but not doing anything. Against players with a lot of mid and low quick attacks, I get hit out of it more often if I try. I've never been low thrown out of a roll, but I understand this is an option?

    Anyway, I've rambled on far too much, but yeah I feel I've really got better since I posted this question. Here's to VF!
     
  10. Leonard_McCoy

    Leonard_McCoy Well-Known Member

    I think it is important to mention that Goh can only sabaki <u>linear to half-circular high/mid kicks</u> with /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif; thus no fully-circular attacks.

    For sabaking rising attacks with it, it is highly important that these, as well, turn out to be linear to half-circular only. That is: if you're fighting Akira (with his pretty linear rising kicks) or every time when your opponent lies Face Up, Head Towards You such as after almost all of Goh's throws, hit-throws, and Tsukami throws:
    <ul>[*]/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif[*]/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif[*]/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif[*]/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif[*]/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif[*]/forums/images/%%GRAEMLIN_URL%%/u.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif[*]/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/db.gif/forums/images/%%GRAEMLIN_URL%%/b.gif
    HIT-THROW[*]/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif CH /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif
    <span style='font-size: 11pt'>
    WITH OM</span>
    (OM once to the foe's head then sabaki with /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif)[*]/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/db.gif/forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif[*]/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif[*]TSUKAMI /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif[*]TSUKAMI /forums/images/%%GRAEMLIN_URL%%/d.gif /forums/images/%%GRAEMLIN_URL%%/n.gif /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif [*]TSUKAMI /forums/images/%%GRAEMLIN_URL%%/u.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif[*]TSUKAMI /forums/images/%%GRAEMLIN_URL%%/u.gif /forums/images/%%GRAEMLIN_URL%%/n.gif /forums/images/%%GRAEMLIN_URL%%/u.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif [*]TSUKAMI /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif [Forward roll /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif then sabaki immediately if opponent rise-attacks quickly][*]TSUKAMI /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/n.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif
    HIT-THROW[*]/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif GUARD OR HIT /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif[/list]

    Thus, it is possible to follow up with a TSUKAMI GRAB /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif after a successful /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif sabaki-crumple baiting less experienced players into another sabaki-crumple with the choices mentioned above.

    In general, it is always beneficial to reach the Face Up, Head Towards You position when your opponent is down no matter what you wanna do: roll behind you opponent, side-crumple, sabaki him - whatever.
     
  11. Stiff

    Stiff Well-Known Member

    That really is awesome stuff, thanks.
     
  12. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Not quite. The sabaki property has nothing to do with the linearity of the attack. It only depends on the class of the attack. For Goh, he can sabaki any HK, MK, or SK class, regardless of whether they are linear or half-circular.
     
  13. Leonard_McCoy

    Leonard_McCoy Well-Known Member

    TY for clarification.

    Edited my initial post and added the accurate properties of 46K. Nonetheless, the possibilities for sabaking in the given situations mentioned in my post remain the same.
     
  14. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Indeed.

    In addition, careful observation of the VFDC Command Lists reveals that just about every character's non-delayed face down feet towards mid rising kick results in SK or MK class, which Goh's /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif can Sabaki.
     
  15. Leonard_McCoy

    Leonard_McCoy Well-Known Member

    Hm. OK. But I wouldn't know how to get them into this position with Goh's move arsenal. Would you?
     
  16. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    I don't play Goh, so I'm not overly familiar with his attacks and throws.

    Does he have something (probably a throw) that produces face down and sideways position? If so, you can always OM to their feet to affect their rising kick.

    OMing while the opponent is grounded can be intimidating for your opponent, and likely to entice them to rising attack you even more.
     
  17. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    Setups for /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/k.gif (for sabaki usage):

    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif
    /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif
    /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif
    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif
    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif
    /forums/images/%%GRAEMLIN_URL%%/u.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif
    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif
    /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif

    There is probably more, but these are all I know.

    Also an important nope: some of these techniques change ring positioning and coupled with a possible crumple combo this can lead to a ring out or cornering an opponent. Given Goh's general weak ringout game and good wall damage, this is an awesome thing.
     
  18. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    GJ Sebo, you just repeated the same setups Leonard did on the first page. /forums/images/%%GRAEMLIN_URL%%/thumbs_up.gif

    /forums/images/%%GRAEMLIN_URL%%/laugh.gif
     
  19. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    Weird... what was he asking for again then?

    ----

    I guess my job is done, there is no reason to post anymore.

    Bye?
     
  20. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    In case you missed it:

    The setups previously posted are all face up head towards.
     

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