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VF5 Goh Thread

Discussion in 'Goh' started by ice-9, May 29, 2006.

  1. Shag

    Shag Well-Known Member

    PSN:
    ShagPSN
    XBL:
    Shagnificent
    And I'm just getting the knack of the Basara. /versus/images/graemlins/tear.gif


    Yah right, the move's a bitch. heh heh /versus/images/graemlins/smirk.gif
     
  2. Vortigar

    Vortigar Well-Known Member

    Ah, so that's the famed Basara...

    thx.

    aside: I never played FT, heck the only VF cabinet I ever came across was a VF2 one...
     
  3. INCIDENT

    INCIDENT Well-Known Member

    [ QUOTE ]
    RagingSilver said:

    [ QUOTE ]
    ice-9 said:
    [2_][6]]P]+[K]
    No longer causes butt-stumble, but staggers instead. The opponent recovers much more quickly now.

    [/ QUOTE ]

    Hmm....That is a bit of a hit, but I can live with that though.

    [/ QUOTE ]

    I think it's a fair trade since Goh has a couple of quick knock downs after this stagger shoulder ram. b,f+p for one and his 3 punch knock down combo, quick throw maybe?

    It'll create an interest mix up play.

    [/ QUOTE ]
    Very true. I was actually thinking of that a few days ago.
     
  4. nobody

    nobody Well-Known Member

    Looks like I was wrong before. up0068 had the new punch string followed by his slamming backfist, so I checked on VFBBS and his new [4][6][P]+[K],[P],[P] WAS changed to it. It's now mid-high-mid, I think. I'm not sure what happened to the [6][P] ender.
     
  5. nobody

    nobody Well-Known Member

    Basara [6] has been reanimated. Normally not something worth a post, but now Goh has less chance of ringing himself out when using it.
     
  6. ice-9

    ice-9 Well-Known Member

    Is VF5 Goh weak? Well...Zero helped me obtain the latest Arcadia and Srider translated (verbally) the Goh section for me. A few things jumped out:

    - GET THIS...[6][P][P]? The second hit COMBOS from the first on NORMAL hit, and is UNCOUNTERABLE on block. Yowza!!! Goh basically now has something similar to Lau's elbow-palm, Jacky's elbow-jab, Sarah's elbow-swipe, etc. Except...Goh's second hit might still be middle. IMO this seriously upgrades Goh's close range game, which was already pretty good to begin with.

    - [4][K] is cited as a really good middle distance attack and pushes back opponents even on guard. The article states that back dashing after [4][K] is blocked will cause most retaliatory attacks to whiff.

    - [4][6][P]+[K][P][P] or [4][6][P]+[K][P][6][P] can be used to combo stomach crumples and raises Goh's damage potential. In normal battle, if the first attack hits, the second one is guaranteed.

    - The writer thinks that Goh now has no weaknesses...but of course, after two versions where Goh is widely viewed as the gimpy character he ultimately reserves judgement. I think the question is, has Goh improved enough relative to other characters? Because most other characters have been upgraded as well.

    In watching Goh clips, I've also noticed that [6][K] counter > [3][3][P] > three hit string works, and I'm sure you can work in an LP in there too. The damage potential of the knee is back!
     
  7. Makatiel

    Makatiel Well-Known Member

    played a lot of goh this weekend and he's definitely much more user friendly. it's much harder to out distance him now (unless you're jeffrey or something) and he's got some good damage potential.

    personally, i love his backturned p+k and his crazy jump kick (uf+k+g). unfortunately, his crazy jump kick hits high, not mid so it doesn't help his okizeme that much.

    also, as much as i love the new animation for df+p+g, i wish they didnt take out the old animation. they shouldve made it a 45pt (in aggregate) bd throw. that would make it the same as the f,d throw, while at the same time giving him another easy throw direction that's better than the default throw. he's already got 4 throw directions (2 good, 2 weak), they might as well make it 5 (2 good, 3 weak). it would barely affect his balance and we could at least keep that cool animation.
     
  8. Ryo Yamazaki

    Ryo Yamazaki Active Member

    It sounds like he's been upgraded considerably. Well done Sega.

    In terms of Goh being good in relation to the other characters, it doesn't matter if he's still the worst character in the game, he's seems to be way better and has much more to work with than in vf4. And that's A-OK /versus/images/graemlins/grin.gif

    I'm properly liking the sound of f+P, P's new properties though.
     
  9. noodalls

    noodalls Well-Known Member Bronze Supporter

    Article - VF5 Combo List Goh
    Author - Astro
    Source -Myke
    Translation - Noodalls
    Goh's new moves are the key points in his combos. Remember what conditions allow you to use them.

    1. [4][6][P] [6_][P] [2_][6][P]+[K]
    2. [6][6][P]+[G] [6][6][K]
    3. [4][6][P] [6_][P] [6][P]+[K]
    4. [4][6][P] [6_][P] [6][P][P]
    5. [3][3][P] [4][6][P]+[K][P][6][P]
    6. Counter hit [6][K] [6][P]+[K][P]
    7. Counter hit [6][K] [4][P][K]
    8. Counter hit [6][K] [3][3][P] [4][6][P]+[K][P][6][P]
    9. Counter hit [6][6][K] [2_][6][P]+[K]
    10. Counter hit [6][6][K] [6][P][P]
    11. Counter hit [6][6][K] [2][P] [2_][6][P]+[K]
    12. [4][P]+[K] [6_][P] [6][6][P]+[K]
    13. [4][P]+[K] [6][6][P]+[K] [2][P] [2_][6][P]+[K]
    14. Any side crumple [2][P] [4][6][P]+[K][P][6][P]

    Now that [4][6][P] knocks down on normal hit, its use as a retaliation attack and a delayed attack is great. Combo 1 will work on all but heavy weights, combo 2 will work in closed stance. If the opponent misses their tech roll a small down attack is guaranteed. Combo 3 is in open stance [6][P][P] should be delayed slightly. After that, you can follow-up with attacks on your opponent depending how they tech. Against heavy weight opponents use one of the ground throws.
    Combo 4 works in either foot stance against all opponents, but against heavy weights the difficulty is higher. Compared to the [4][6][P]+[K][P][6][P] the intimidation is less, but you can change it for [6][6][K] or [2_][6][P]+[K].
    Combo 5 and 6 will connect on all characters irrespective of foot stance. Combo 7 uses the new [3][3][P] move, and the follow-up situation afterwards is the same for combo 4.
    From mid range you can go for combos 8,9 and 10. Combo 9 is character specific. In closed stance it works on Shun and Brad. In open stance it works on Wolf. It works in either stance on Pai, Kage and Akira. Combo 10 will work on characters other than Eileen, Blaze, Shun and Kage. Also, against lighter characters you can change the [2_][6][P]+[K] for [4][6][P]+[K][P][6][P] to do more damage.
    Combos 11 and 12 can be done from standing, even on normal hit, so the damage expectation is high.
    From combo 13 onwards, the [2][P] needs to be delayed slightly. This is for Aoi, Pai, Sarah, Vanessa, Blaze and Lion. Against the two heavyweights, swap the [2][P] for [P] and the following attacks will hit. For other characters use [2_][6][P]+[K].
     
  10. KoD

    KoD Well-Known Member

    PSN:
    codiak
    The ordering on this seems off by one, either in the original or the translation . . . e.g. combo 3 doesnt show [6][P][P] like the text says, but combo 4 does; combo 7 doesnt list [3][3][P] but combo 8 does, etc.
     
  11. Pai_Garu

    Pai_Garu Well-Known Member

    I think it's a good time to say that...

    Many of these combos simply won't work due to revision 1. Tougeki damashi vol. 3 was published before the version up and unfortunately, they had to ship on schedule, so the info couldn't be updated to take into account the changes to revision1.
     
  12. nobody

    nobody Well-Known Member

    Is [3][3]+[P] actually guaranteed after MC knee? I've seen it get blocked or counter more often than not.
     
  13. ice-9

    ice-9 Well-Known Member

    Srider, was Goh heavily changed in Revision 1?
     
  14. noodalls

    noodalls Well-Known Member Bronze Supporter

    The translation is accurate, the problem lies with the original article.
    In my translations I try not to make alterations even when I suspect something is wrong, I'll leave that to people that know more about the character.

    If anyone wants to cut and paste then rewrite that section according to how you think it should be, feel free.
     
  15. Pai_Garu

    Pai_Garu Well-Known Member

    We are not talking about the translation, you did a great job noodalls.

    It IS the article itself like I explained. The version they used to make the article is outdated. There is nothing wrong on your part, keep up the great work.
     
  16. Ladon

    Ladon Well-Known Member

    PSN:
    Ladon---
    It seems that his [3][3][P]+[G] no longer guarantees a ground throw. That 50/50 mind game shall be sorely missed.
     
  17. ice-9

    ice-9 Well-Known Member

    It never did guarantee a ground throw...
     
  18. Setsuna_Goh

    Setsuna_Goh Well-Known Member

    i think he means that you couldn´t roll your way out of it
     
  19. Ladon

    Ladon Well-Known Member

    PSN:
    Ladon---
    yeah, that's what I meant. In VF5, i've seen players get up after his [3][3][P]+[G] as Goh's ground throw animation was coming out, no doubt buffered in to execute as fast as possible.

    I guess "50/50" and "guaranteed" can't be used in unison. Sorry to confuse you ice-9
     
  20. ice-9

    ice-9 Well-Known Member

    I thought you meant thought by 50/50 that it's a guessing game between the two ground throws, but what I was trying to say was that the 50/50 ground throw was never guaranteed. I.e. in VF4 you can get up or roll away before the ground throw is executed. Sorry for the misunderstanding...
     

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