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I just made a cool combo for Goh.

Discussion in 'Dojo' started by JetLancer, Oct 9, 2003.

  1. JetLancer

    JetLancer Well-Known Member

    The combo is like this but the opponent must be against the wall: [4][P]+[K](Max charge) [4][6][P]+[K] [2][P]+[K]+[G] [4][4][P]+[G] [3][P]+[G]( Not guaranteed)
     
  2. Elite

    Elite Well-Known Member

    PSN:
    Koenraku
    [4][P]+[K] (full charge) is easy to avoid.

    [2][P]+[K]+[G] is easily escaped

    Only a fool gets caught with two backwards drags

    If all of the other stuff pays off and for some reason your opponent doesn't rise in time to avoid it (ie their hands fall off) then the ground throw still has a 50/50 chance of being escaped.

    Still, might work against the computer now and again.
     
  3. Ryadus

    Ryadus Well-Known Member

    I've always liked Goh but I don't play with him.
    Anyway, I know one combo for him.
    [6][6][P]+[G] and that one beatdown attack (I don't remember it but you will find it out if you test enough long). You must do the beatdown attack after a little moment (If I remember right! Arrgh! This is hard!) and then do [2][P]+[G] or [3][P]+[G] /versus/images/graemlins/grin.gif
    I'm not sure is this combo totally bad.
    Try it if you want! /versus/images/graemlins/grin.gif
     
  4. SHYBOY

    SHYBOY New Member

    well, from combo training. most ppl use [3][3][6][P][K]after [6][6][G][P]. on the DVD from greenbook, player use [4][6][P][K], i don't know which one has more dmg. but [4][6][P][K]is much easier than shoulder ram for those ppl having hard time with buffer move. i think they are much better than what you saying there. ppl can TR or QR after beatdown attack.
     
  5. flood

    flood Active Member

    Shoulder ram does more and it's guareenteed with all characters. [4][6][P][K] isn't.
     
  6. Pai_Garu

    Pai_Garu Well-Known Member

    umm.. [4][6]+[P]+[K] is guaranteed after [6][6][P]+[G]...

    and you call yourself a goh player!??!

    /versus/images/graemlins/laugh.gif
     
  7. SenoB

    SenoB Well-Known Member

    [4],[6]+[P], then [K]. Clarification.
     
  8. Mysterious_Red

    Mysterious_Red Well-Known Member

    I was really dissapointed to learn that goh's only floater, if followed up with the most powerful combo [4][P]+[K], [P], [P], [2_][6][K] DOES ONLY 57 damage. Determined to make a more powerful combination, a few hours in the traning and i whipped up [4][P]+[K], [P], [4][6][P], [K]! HA HA take that "Tactics and Advice". This combo has been tested on mid-weights. Plus the good thing is i didn't find it written on Creed's Faq!!!!! WOHOO. does 60 damage, and 72 i think on counterhit,...speaking of counterhit if you get a one instead of the last [K], do a [2_][6][K] (the shoulder ram)---it adds one more damage points. /versus/images/graemlins/grin.gif /versus/images/graemlins/grin.gif /versus/images/graemlins/grin.gif
     
  9. Mysterious_Red

    Mysterious_Red Well-Known Member

    P.S. you should enter in a [G] after the first [P], so it comes out right and NOT like [P][P] /versus/images/graemlins/laugh.gif
     
  10. ValeStyle_Gove

    ValeStyle_Gove Well-Known Member

    Go aint much of a juggler anyway... But thats not bad rusty! I once conjured up a 85 damage juggle for Kazuya, but thats another story! /versus/images/graemlins/ooo.gif
     
  11. DarkSparda

    DarkSparda Well-Known Member

    Gohs a good floater, just that you'd have to rely mostly on his [4][P]+[K]. here's a couple combos for that

    [4][P]+[K],[P],*dont press the [P] continuosly, wait a millisecond so that i doesnt turn in his one two punch which stops the possibility of adding the [K] before he/she falls*[P],[K]

    [4][P]+[K], [6][P]+[K],[P] and if opponent misses fall recov add,[8][P]

    [4][P]+[K] [P],[P],*same thing, dont quickly press [P][P]*,[4][P] - ive found that pressing [P]+[K]+[G] is the same as [P] yet you can press it as quick;ly as you want and wont cause the one two hit, which makes the above combos end move possible easier*
     
  12. DarkSparda

    DarkSparda Well-Known Member

    BTW Goh has a couple of 60+ combos here's some that i can get off the top of my head.

    [4][6][P]+[K],[2][P],[2][K],[2][P]+[G]*if opponent doesn't fall recover than it's 72, if thy do, 48*

    [4][P]+[K],[6][P]+[K],[P], [8][P]*if opponent doesnt fall recover it's 71, if they do, 52*


    the second i can play VF agan tom afternoon, I'll wqrite in the other 12 float combos he has and the damaging ones.
     
  13. Mysterious_Red

    Mysterious_Red Well-Known Member

    D.Sparda--The combos that you have listed, are you performing them in "neutral" mode or "counterhit" mode. The max damage i can whip up with [4][P]+[K] is 73 on counterhit, i can get to a little above hundred if the opponent doesn't get up
    "COUNTER HIT ONLY"
    [4][P]+[K], [P], [4][6][P], [2_][6][P]+[K] --------- follow up with a light down attack if the opponent doesn't recover, or a down throw for major pain. If the down throw connects/is not escaped, the combo should do 105-108 damage/versus/images/graemlins/cool.gif

    copyright /versus/images/graemlins/smile.gif
     
  14. DarkSparda

    DarkSparda Well-Known Member

    neutral, both. you should only get to like 71-73 with those two. Goh isnt a max damage guy, but he can still cause heavy damage with the few ones he has. copy right on mine too i guess
     

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