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

VF5 Goh Thread

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

  1. Ladon

    Ladon Well-Known Member

    PSN:
    Ladon---
    that was educational XD went to training mode and tried it myself, i had no idea that you could roll out of that (and high level cpu reinforced that idea by never rolling out of it).

    Thanks for explaining it a bit more, i appreciate it. /versus/images/graemlins/grin.gif
     
  2. Makatiel

    Makatiel Well-Known Member

    i think it was guaranteed in evo (you can't roll out in time) and then made not guaranteed in ft (it's possible to roll out in time).
     
  3. Shag

    Shag Well-Known Member

    PSN:
    ShagPSN
    XBL:
    Shagnificent
    You can roll out before ground throw after Goh's [3][3][P]+[G] in Evo as well. /versus/images/graemlins/tear.gif
     
  4. noodalls

    noodalls Well-Known Member Bronze Supporter

    Article - Goh Arcadia 80
    Author - Yorou Kage
    Source - Myke
    Translation - Noodalls

    Go for strong combos to get the win!
    Being able to quickly guage your opponent and their foot stance, go for the more appropriate combo.

    Remember the various combos from *bfP
    *bfP, which can be used as a reveral move, but also as a delayed attack and abare attack, no normal hit allows for combos, making it a key move. With the version change, a *standing P hitting hte opponent in the air juggles them higher, meaning that you can now hit them with more powerful combos. Because the combos depend on your opponent and their foot stance, make it so that you can diagnose foot stance and opponent as fast as possible.
    Firstly, when the foot stance is closed stance, after a *standing P against everyone except heavy weights *FC,fP+K and against heavy weights PK will connect. Against light weights after standing *P, *bP+K K will hit. This is quite a lot of damage, so go for it as much as possible. When foot stance is open, against everyone except Wolf *standing P fPP will connect. Against Wolf, after standing *P a 1Fkill (df df fPP) will let it connect.
    Also, talking about character specific combos, against Aoi, Pai, Blaze, Shun and Lei in open stance only, you can connect standing *P *bfP+KPfP.

    Using *ffP+K
    With the version change, *ffP+K knocks down on counter hit. Amongst Goh's moves, it fits in in the long range category, and there is no guaranteed retaliation, so after *DfP+K it is worth going for.
    After a normal hit, it is useful to foce the opponent into crouch. *dfP or OM are good to mix in. On counter hit, *standing P to *FCfP+K or *fPP etc, various combos will connect.
     
  5. Jerky

    Jerky Well-Known Member

    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">Strong combos FTW!</div></div>

    Fixed. :p
     
  6. Ninjan

    Ninjan Member

    Just checking if someone is using the same combos as me, since I've never seen them on the internet.

    the first one is quite tricky to time in but when you get it, it's awesome ^^

    46k+g, 66p+k, 2p, 6p+k

    ...if you change the last two to the 6p+k, p i always manage to get a ground throw.

    It's a devastating combo when it lands ^^
     
  7. Tiamat

    Tiamat Well-Known Member

    hey guys ^_^

    the new Goh sounds great I can't wait to try him out

    something that I don't think was mentioned that I noticed in videos...

    counterhit 66P attack throw into dfP doesn't seem to work anymore. I know it wasn't guaranteed in VF4 because they could roll it a certain way but I still used to hit it quite a lot. I've seen Goh players attempt it in VF5 videos only to have it miss even if they don't roll at all.
     
  8. ice-9

    ice-9 Well-Known Member

    Yeah, it's not very reliable any more. But rejoice! Because Goh's knee is uncounterable too and has better damage potential. /forums/images/%%GRAEMLIN_URL%%/smile.gif Use /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif over knee only when you need better range or 1-2 frames faster execution.
     
  9. Faded

    Faded Well-Known Member

    I was surprised to see they've made /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif slower in VF5. It's now knee class. Even if it's a little safer I don't see myself choosing it over knee very often at all.
     
  10. ice-9

    ice-9 Well-Known Member

    Whoa, I missed that! The knee seems much better now. I wonder why AM2 decided to make Goh's DE less useful, it wasn't even that good to begin with in VF4.
     
  11. danny13

    danny13 Well-Known Member

    Closed Stance on Midweights:
    Knee(MC)-> 33+p -> Full dash -> 4+p+k -> P(standing) -> 46+p+k,p,6p = 90 pts

    Wtf.
     
  12. ice-9

    ice-9 Well-Known Member

    Wooo... Goh is good.
     
  13. Tiamat

    Tiamat Well-Known Member

    Nice one. Wish I had the game. /forums/images/%%GRAEMLIN_URL%%/frown.gif

    Out of curiosity why isn't his 33P used more often? It seems safe on block and it seems to be a moderately fast launcher...

    I mean by itself not in combos...
     
  14. Makatiel

    Makatiel Well-Known Member

    33p is not safe on block. It's -12, which means guaranteed damage. Yuck. For a mid, I'd rather go with his unbreakable catch throw which grants (almost?) identical combo possibilities.
     
  15. Reno

    Reno Well-Known Member

    It's not safe on block... also the times when you want to use it (I use it mainly as a whiff punisher) there are moves that are better IMO, i.e. d/f+K, b+K, etc.
     
  16. Tiamat

    Tiamat Well-Known Member

    Ah I thought it was safe cause I hadn't seen it punished in videos. Oh well.
     
  17. WrathX

    WrathX Well-Known Member

    well, that answered one of the questions I had, which was on the use of df,df+p. glad to see it has some use.

    my other questions were:

    what is the use/benefit to f+pkg;

    and what good is his b,f+k anymore?

    thanks /forums/images/%%GRAEMLIN_URL%%/smile.gif
     
  18. Tiamat

    Tiamat Well-Known Member

    I think the only real use of doing 46K any more is just cause of the fact that if you parry a mid kick with it you get a combo.

    I saw in a video here http://www.youtube.com/watch?v=eij-bV_bXDI at 31 seconds Goh does a low parry with his 43P+K into his 46P. /forums/images/%%GRAEMLIN_URL%%/smile.gif It looks guaranteed, I didn't think of using it for that.
     
  19. Makatiel

    Makatiel Well-Known Member

    33p is not totally useless as it does sort of (unlike what I said in my previous post) give better damage combos than 66p+g (and definitely better than 3k or 4k. That being said, because it gives guaranteed damage to the opponent, it should be used sparingly (similar to Akira's 33p).

    As for 46k, it is one of the most useful moves in the game and should always be in your arsenal. It grants stomach crumble on a sabaki (great for okizeme threat alternating with jump k against low sweep, especially because sabaki frames are immediate) and it has much more distance than you think. Great move in every respect.
     
  20. WrathX

    WrathX Well-Known Member

    interesting.... I got quite a bit of mileage out of b,f+k in Evo (Raoul can attest to that personally ;p), but since playing 5, I don't think I've successfully sabaki'd or crumpled with that kick once. It's range is definitely good though.
     

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