This guide is for VF4 Evo version B (the current PS2 version)
Some of it will apply to Evo version A, and some will not.
I welcome any additions, comments, and corrections.
- A. Top Tier Moves
- B. Second Tier Moves
- C. Third Tier Moves
- D. Kinda Crappy Moves
-II. USING TSUKAME
-III. OFFENSIVE STRATEGIES
-IV. DEFENSIVE STRATEGIES
-VI. QR/TR SYSTEM
- A. SETTING UP BACKSTAGGERS
- B. BACKSTAGGER COMBOS
Movelist (sorted by usefulness, roughly)
Top tier moves (Punch, Low Punch, Elbow, Throw)
[command] P (or f+P)
[damage] 10 pts.
Strategy: The jab is used to set up guessing games. In a neutral situation,
the opponent can stop any attack or throw in the game with either a high
punch or a low punch. They can also get out of throws or mid attacks by
using fuzzy guarding. Your goal when using a jab should be to stun them a tiny
bit. This small stun guarantees that if they try to attack with a quick high
or low punch, the attack will come out too late to beat goh's knee or f+P,P.
...Also, if the opponent is stunned sufficiently, holding down on the stick
won't be enough for them to be able to duck a throw. Basically a successful jab
sets up a 50/50 guessing game for goh: Attack or throw.
Even if the opponent blocks your jab, you have an advantage. From a blocked
jab, goh's b,f+P will win if they try any standing attack.. and it will
interrupt them for a flop combo.
-jab --> throw. It takes eight frames to throw, and a MC jab stuns the
opponent for 8 frames. A throw isn't guaranteed (they can attack you out of it)
but punch-->throw happens so quickly, it often works because they don't react
in time. The same thing works if you use a jab as a guaranteed counter to a
blocked attack: If you have a guaranteed jab, you also have a guaranteed throw.
An opponent who knows that might be expecting you to throw, and they'll be
entering throw escapes to get out of that throw. By doing jab-->throw, you will
screw up their escape timing and then get the throw anyway.
Also, any hit with a jab stuns the opponent enough that if they try to avoid
a throw by just ducking, or back dashing.. they will fail and eat the throw.
-jab --> elbow. This is a strong flowchart. It's like doing your fastest
attack immediately followed by your second-fastest attack. Generally, even if
the jab is guarded, the elbow will interrupt any attack the opponent tries to do
after your jab. This is a safe way to poke and often you will beat low
punches with your elbow for a small stagger. It encourages the opponent to
block after they see a jab (which means you can start mixing in jab --> throw).
Remember that goh's elbow is executed with df+P, not f+P.
-jab --> knee. This is the other half of the 50/50 guessing
game I referred to. If you eat goh's jab (either as an interrupt, or as a
guaranteed counter to a blocked move) you are stunned long enough that goh
can do a slow attack like f+K... and your high punch/low punch can't come
out in time to stuff it. If that knee interrupts your low punch you will be
forced to watch your character eat a nasty combo. On the other hand, if you
don't attack right away, you leave yourself open to the jab --> throw trick.
-F+jab --> if you hold forward on the stick while pressing P, you get a longer
range jab. Also, some combos require you to do the long range jab. So get in
the habit of using it.
-P,P. This simple canned combo isn't very useful until the end of the match.
Then you can use the second punch to smack an opponent trying to fuzzy guard or
low punch after your jab. It's a good way to chip away that last bit of life.
[damage] 9 pts.
Strategy: This is better than a jab because it's a low attack instead of
a high one. A high punch can be beaten by any low attack, and by some other
attacks that make you duck during the animation. A low punch doesn't have this
vulnerability. In a high punch vs. low punch situation, the low punch wins.
As a result, even though high punch is a great move with better stats and
less risk than the low punch, low punch gets used more often.
It should be said that some moves will always crush low punches...
So you can't get away with low punch every time.
Low punch tricks:
-low punch --> throw. If I had to name the single best "trick" or strategy in
VF4, this is it. You're using the fastest attack in the game (pretty much) to
stun the opponent, and low punch's speed and the fact that it hits low means
it has priority over almost everything. It gives you +5 frames advantage, and
if the opponent doesn't react right away with an attack, your throw will
succeed. If they DO keep somehow beating the throw, you can mix this up with
stuff like low punch --> knee or low punch --> elbow.
-low punch --> standing kick. If a low punch interrupts their attack, a
basic K will beat any attack they try. This results in a nice chunk of damage
(36 points, or about 20%) and if the opponent tried to low punch, you also
get a nice heavy stagger which you can attempt to follow with a b,f+P combo (or
gamble on a knee-or-throw guessing game). This is basically a zoning pattern
which keeps opponents from spastically attacking and knocks them away from goh
if you want to keep the opponent away. If the opponent blocks you're fairly safe.
-low punch --> dodge. After a low punch, the opponent is frequently tempted
to attack in order to regain the advantage. Often they will attack with their
own low punch. So if you do a low punch, dodge (or even low punch, back dash..
or low punch, backwards crouch dash) ...it will avoid that counterattack and
allow you to nail them during their attack recovery. So use low punch as bait
and then find a way to make the opponent's attack whiff. It should be said
that you should only do this when the low punch is BLOCKED. When you connect
with it, you have the advantage and should force a knee-or-throw guessing game.
-low punch --> knee. If a low punch interrupts their attack and you commit to
an immediate f+K knee, your knee will beat any attack they try for a huge reward.
The tradeoff is that you must commit immediately to the knee and if they block
or dodge it you're in a risky position. Also if the low punch hits normally or
is blocked, you don't have time to notice it, you're committed to that knee
which means they might stuff it easily with their own big attack.
[damage] 19 pts.
Strategy: Elbow is one of the best blends of risk and reward in the game.
It has the potential to stun the opponent for 4 frames or stagger them, it
hits both standing and ducking opponents, it's fast enough to beat everything
except a high or low punch...yet it's very safe if blocked. The elbow is best
used in situations where the opponent has just a tiny disadvantage - such as
when they just had a safe move like their low punch blocked. In those
situations, an elbow comes out before any attack the opponent can try, and it's
a very strong way to stuff predictable low punches. It is also the standard
way to counterattack after blocking any sweeps (sweep recovery tends to be
just bad enough that an elbow stagger is guaranteed if the goh player reacts
with df+P quickly enough).
-elbow --> throw. A MC elbow stuns for 4 frames, and a throw comes out in
eight frames. Your opponent must use an attack to stuff the throw, simply
ducking or backdashing cannot avoid it. By attacking they risk getting
interrupted by a standing kick. Also, it's a good gamble (but not reliable)
to try a f,f+P hit throw after an elbow interrupt.
-elbow stagger --> throw. If the elbow hits a crouching opponent, it will
cause them to stagger backwards, which gives you a lot of initiative. You can
throw the opponent as soon as their stagger animation ends, and the only way
they can prevent this is by struggling to recover fully and then attacking you
before your 8-frame throw finishes executing. If they prove they can do that
successfully, mix up elbow stagger --> throw with elbow stagger --> knee.
You can also follow the stagger with b+P+K which will reliably float anyone
who tries to attack after they recover (and is safe-ish if blocked).
A key point to remember is that you usually will need to dash a short
distance before trying your throw. This dash can give away your intentions.
-elbow stagger --> knee. Depending on how the opponent reacts when staggered,
you might connect with a powerful knee interrupt after an elbow stagger.
If goh knees immediately and the opponent comes out of the stagger with a low
punch, the knee should win and crumple them for a free combo. If the opponent
recovered from the stagger and guarded or dodged, goh has a long recovery
and is now in a worse position than his opponent was a second ago.
The knee should only be used for people who reliably attack after the stagger.
Also, remember that some people have the reflexes to tell what you're
planning by watching for you to dash. If you dash, you're looking to throw,
and if you don't dash, they'll guard/dodge. With that in mind, you might
want to do a tiny half dash before doing your knee.
-elbow stagger --> standing kick. It's worth using for two reasons:
1. It's a less risky (but less rewarding) way to attack people who
come out of a stagger by attacking. You'll get a nice chunk of life, and
if they recovered and tried a fast d+P (which is very common at high level
play) you will get the MC damage plus another stagger. If guarded, they
have no guaranteed way to punish you (as they do after a blocked knee).
2. Some people will recover from a stagger by simply guarding low. This
defeats high throws and ensures none of goh's moves can nail them for a
painful interrupt combo. In fact, if you knee vs. a crouching opponent,
you only get a small chunk of damage and not much else. A standing kick
solves this problem by giving you damage and restaggering them.
I've landed 3 or 4 kicks in a row this way because they kept crouching.
Strategy: There's so much that goes into the VF4 throw game I could never
outline it all in a quick faq. I'll try to hit the important stuff.
#1. After blocking some attacks, a throw is guaranteed.
You can't eyeball the opponent's attack and "guess" whether or not it has bad
recovery, you just have to know which common attacks are throwable if blocked,
and which are not.
Some general rules for what's throwable:
-if a move starts a float combo, it's usually throwable.
-if a canned combo is three hits or more, you can often throw after
blocking it. A lot of 2-hit canned combos are throwable too.
-a lot of basic PPP combos are throwable if blocked.
-if a move does a ton of damage, it's usually throwable if blocked.
-if a move leaves the opponent sort-of-on-the-ground but not technically
grounded (i.e. they can't choose how to get back up), you can throw. For example
kage's ff+P+K+G causes him to land on his ass and get up slowly.
Pai's uf+K,K leaves her in a splits position on the floor, jeffry's missed
pounce leaves him facedown on the floor, etc.
Key things to remember when throwing after blocking an attack:
-The move must have -8 recovery or worse. Check VFDC's movelists to see
-The move must recover close enough to throw. Lion's f+K+G is not throwable.
Akira's double palm LOOKS too far away to throw, but actually is throwable.
-Some moves are hard to throw because they're only -8 or -9 recovery. Akira's
knee is a good example. So is jacky's sidekick. You need good reflexes to throw
these before the opponent can recover and attack you.
-Even if you get the timing for throwing blocked moves, you need to mix up
your throws. All of goh's throws can be escaped, and your opponent is allowed
to enter 2 or 3 escape commands during the recovery of his move. So don't do a
predictable throw like the 270 every time. Mix throws often.
-If your opponent proves he's pretty good at escaping throws, you can use a big
attack instead and crush them during their throw escape attempts. If this seems
too risky and unreliable for you, you can use the safe and fairly reliable
P-->throw trick outlined earlier.
#2. After some attacks MC, you have a lot of initiative and can throw.
After an interrupt from a high punch, low punch, or elbow.. a throw is not
guaranteed, but it's a good gamble. The opponent needs to have reflexes and
well-trained reactions to avoid a throw in these situations. And if they prove
they can get out of throws here, you can mix it up by using f+P,P or a knee or
a hit throw.
#3. Brain throws.
Some throws work just by virtue of people being predictable. A large portion of
the population of the USA will guard high if you successfully block their sweep
or any other low attack. Some of them will dodge. Either way, a throw will win.
They must break their own mental habits in order to stop eating these throws.
It's also effective to condition the opponent so that they expect to see a
certain pattern, then break that pattern by throwing. For example goh does a
shoulder ram and the opponent is staggered. Goh crouch dashes forward and the
opponent spazzes and does a low punch when they recover. Goh shrms again and
crushes the low punch. Now when goh dashes forward, the opponent thinks "I'd
better guard this time"... that's the perfect time to try a throw.
A good spot to throw is immediately after the opponent tech rolls. Also, if
the opponent quick rises they have a 50/50 guessing game - they can block
high or low. Use a throw to punish them if you think they'll go high.
You get the idea.
GOH'S THROW GAME
*270+P+G [70 pts] - The input for this is a 3/4 circle going from up to
forward or down to forward. It's great damage, but three of goh's throws end
in f+P+G, meaning it's very likely to get broken. A ground punch is not
guaranteed. There's some okizeme potential here - a high rising attack from
this position can be sabaki'd by goh's b,f+K. Once you land the sabaki you
can force an elbow-or-throw guess. Also, be careful doing this throw, as
rolling the stick to up can cause an unwanted dodge.
*HCF+P+G [65 pts] - High damage and a likely ground punch. This is a quick
and familiar motion too, but again it's broken the same way as two other throws.
*HCB+P+G [65 pts] - Also great damage, good okizeme potential. The opponent's
rising attack from this position can be crushed with b,f+K (vs mid) or hopkick
(vs low). Two other throws are broken with b+P+G, so Goh must not get predictable
*df,df+P+G [40 pts] - Decent damage, a ground throw is guaranteed.
If your opponent guesses wrong and eats the ground throw, the damage is
70 points.. but safe players can take a df+P for 52. The built in crouch dash
motion makes this throw very useful, especially after staggers where the
opponent ends up out of throw range.
There's a nice use for this throw near walls - if they bounce off correctly you
can combo with a knee, standing kick, or modified shoulder ram for high damage.
You can also settle for an u+P pounce to make this a 65 pt wall throw.
*f,b+P+G [40 pts] - A free ground punch brings damage up to 52 points. This
also has an easy motion that you can whip out faster than the circle motions
listed above. It's easy after a dash - f,f,b+P+G works to get dash+throw.
This throw is key when playing against Shun Di - it sobers him by 1 DP and
is decent damage too.
*f,f+P+G [27 pts] - It looks like a catch throw, but has no priority over
attacks and is escaped with f+P+G. It has a horribly slow windup animation
but has better range than many other throws. You can follow up with a pounce
or attack to make this OK damage - somewhere in the 55 point range. It's
worth trying after staggers and successful shoulder rams because of the range.
Followups: Easy - u+P. Harder - crouch dash, shoulder ram (FC,f+P+K).
Wolf and Jeff only - K+G. Not Guaranteed but damaging - f+P+K (slams, but
the slam can be tech rolled) --> ground throw (ground throw is escapeable).
*f,d+P+G [48 pts] - Slightly less damaging than the above, about the same oki
potential. It's an easy and rarely broken throw command. Use it when you NEED a
throw that won't be escaped, like to finish the round.
*df+P+G [45 pts] - A nice throw because it's easy, there's a chance a df+P will
connect afterwards, and it looks neat. The fact that the command is
a single input makes this a good throw for situations where you need to input
a throw fast and don't have time to whip out a 270 or even a f,b+P+G.
It sobers shun di by 1DP, so use it even more against Shun players.
*b+P+G [45 pts] - An easy throw, but weak... it has some okizeme potential, a
rising attack from this position can be sabaki'd with b,f+K.
Otherwise there's not much to this throw - better to use HCB+P+G.
*P+G [40 points] - Weak, but the opponent is downed and Goh has a good chance
to pressure them if they try to do a rising attack (dodge to their head for
high rising attacks or sabaki them with b,f+K).
*Side throws [50 pts] - Good damage. If you successfully sidestep, use these.
None of goh's other moves are worth bothering with after a dodge. A ground
punch is likely afterwards.
*Back throw - If the opportunity presents itself, use it. Goh cannot got much
out of other back hits (like floats etc).
*Low throws - There are two: df+P+K+G and d+P+K+G. The first one is a standard
50 point low throw. There's not much okizeme potential afterward. The second
goes directly into Tsukame (see the tsukame section later on).
Strategy: There are five places to use low throws -
1. Guaranteed low throw minor counters:
-Any time a move has -8 recovery or worse, and recovers low, a low throw
may succeed. In plain english, look for low attacks with crappy recovery and
try to low throw them once they're blocked. Especially watch for sweeps and
blocked rising sweeps. Sometimes a move recovers fast enough that the opponent
could get out of a low throw if they knew how, but they just hold guard and
don't stand up in time to get out of the low throw. If you successfully
throw someone's rising sweep or some other low attack, and then the next day
they start smacking you out of the low throw... what probably was happening
is that the low throw was never truly guaranteed, but because your enemy held
guard, they ate it anyway.
2. Low throw minor counters to whiffed attacks:
-This is hard, and was a valuable and elite skill in previous VF's. You should
practice this because it's useful and makes Goh a more serious threat. The
idea behind this is simple - the opponent will do a low attack which you
predict. Due to either your distancing or due to a successful dodge, their
low attack whiffs completely. You then proceed to low throw them while
they're still recovering. It takes good spacing and reflexes, but it's possible
to punish whiffed low punches with goh's low throws (which have about the same
range as a low punch). Try to look for situations where the opponent is tempted
to hammer d+P even though they aren't going to hit you. Don't try to low
throw the low punch on reflex, which is impossible. Predict the opponent's
low punch and commit to low throwing it as soon as you see them flich.
You can low throw them whether their low punch whiffed or was guarded, but
a low throw vs a whiff is guaranteed and a low throw vs a guarded low punch
is not. Don't get confused and think it's a free low throw, because opponents
with good reflexes will attack or dodge when their d+P is blocked.
b+P --> wait for the low punch --> low throw.
db+K+G (normal hit)--> wait for the low punch --> low throw.
(This works even at close range)
b,f+P --> wait for the low punch --> low throw. At long range this will work
if the b,f+P is guarded. At closer range their low punch will hit you.
If the b,f+P hits without knocking down, you are always far enought to avoid
the low punch and low throw.
You can also low throw low punches even if they're blocked, but it's not at
all guaranteed. If you try to set up a predictable low punch whiff and
you end up guarding the low punch, you can still enter an immediate low throw
and snag them if they don't commit to something (like an attack) right away.
You can also do low throws to missed rising sweeps. Trying to make them
whiff is difficult however. One cute method is to hop straight up or u/f at
the same time as the sweep starts. You'll hop cleanly over the sweep and land
in front of a crouched opponent. Another method is to knock the opponent down
(like after a throw) and bait them into a rising sweep. Then dash or crouch
dash far enough away to make the sweep whiff, and dash back in and low throw
them as they recover. It sounds harder than it is, a little practice and you
can do it every time. The hard part is convincing them to do the rising sweep.
3. Guaranteed low throws after certain hits:
After b+P or db+K interrupts the opponent's attack (watch for the
yellow flash) then a low throw is guaranteed. If they aren't paying attention
they'll eat the low throw. If they're aware of it, they can enter two quick
low throw escapes and avoid the low throw. Be aware that while other moves
might force the opponent to crouch, only these two guarantee the low throw.
Also keep in mind that even if the opponent knows how to low throw escape, the
action of low throw escaping may commit them to doing something they didn't
mean to do - for example entering df+P+K+G makes akira do a slow attack, and
entering d+P+K+G makes wolf and jeffry go into a whiffed low throw animation.
If you predict the opponent's escapes you can punish them - in the akira
example you could land a f+K interrupt... against wolf and jeff you can use
a high throw on them as they scoop the air during their failed low throws.
A low throw is also possible after the opponent is crumpled by goh's b,f+P+K
or knee. However once they learn that they will simply enter double low throw
escapes every time they get hit by it. There's no risk to entering the escapes
(since you're crumpling, you're screwed anyway and will eat any attack I might
choose to try).
4. Low throwing people after tech rolls: At the end of a tech roll the opponent
is technically crouched. If they choose to hold guard or down+guard after
their roll finishes, they can be snatched up by a low throw. Do this until
the opponent adapts, and then mix it up - if they adapt by attacking you can
punish the attack with your own move (standing kick is pretty solid).. or if
they adapt by dodging you can throw. For a cute trick, combine strategy 2 and 4
in this list - knock the opponent down so that they tech roll, dash forward,
allow their predictable low punch to whiff, then low throw it.
5. Low throwing out of the blue. This works better than you'd think.
A lot of very solid players try to move in a crouch all the time and like to
stay crouched, trusting their reflexes or instincts to block your midlevel
attacks. They'll use fuzzy guard techniques to duck under possible high throws.
Look for people who are contantly entering or leaving a crouched state and try
just dashing up and low throwing them. You'd be surprised.
SECOND TIER MOVES (Standing Palm, Kick, Bodyblow, Shoulder Ram, Knee,
Spinning Sidekick, Retreating Upper, Inashi Reversal)
[damage] 15 pts.
Strategy: If you've played Lau at a decent level in VF4, you know how to use
this move. The standing palm is great as retaliation to blocked moves with slow
recovery, particularly dodge attacks. Any move that has -13 recovery
(or worse) can be punished with this move for a guaranteed combo. The palm
only gives you a combo if it's a minor counter (retaliation to a blocked attack)
or major counter (interrupts an attack). On normal hit it doesn't knock down.
One place to watch for standpalm opportunities vs anyone is after almost any
dodge attack (dodge attacks tend to be -14) and after the opponent does a high
rising attack after some delay and/or a sideroll (also -14).
-Easy - b,f+P --> P --> K [48 pts]
-Medium - b,f+P --> P --> FC,f+P+K [51 pts]
-Anti Shun - b,f+P --> b,f+P [28 pts, removes 2 DP from shun)
-Gamble combo - b,f+P --> P --> f+P+K --> ground attack/ground throw [varies]
[This isn't a true combo but the opponent needs some skill to avoid eating
damage here. It requires closed stance in order for the f+P+K to hit. Once it
hits you're guaranteed at least 46 points, and f+P+K slams the opponent which
means tech rolling afterwards needs good timing. If they fail to tech roll, a
df+P is guaranteed for 12 more points [58 pts damage] or you have a 50/50 chance
of landing a ground throw for 30 more points [76 pts] plus a possible ground
punch opportunity if they don't know how to roll out of it. I recommend going
for broke with the ground throw if you're gonna try this combo]
Standing Palm tricks:
-P --> b,f+P. If goh's jab is blocked, goh recovers one frame ahead of the
opponent. Goh can then do an immediate b,f+P and it will beat the opponent's
jab (or any other standing attack). A low punch will beat the stpm but this is
still a good flowchart because the reward's decent and the stpm is safe if blocked.
-stagger --> b,f+P. Any time the opponent is staggering, a successful b,f+P
will knock them down for a combo. So trying for the fast 13 frame b,f+P is a
pretty good gamble after the stagger. The opponent can block it, or even
struggle and then stuff it with a low punch... but you should try for it
after kick staggers and shoulder rams until they prove they can get out of it.
[damage] 24 pts.
Strategy: Goh's basic kick is great - you can poke with it from long range, use
it to set up staggers, and it's decently damaging and safe if blocked. It also
gives some initiative on MC, but the opponent is pushed too far away to easily
take advantage of it. It's also nice to end combos with for easy damage.
If you want to punish people in situations where they're pretty likely to
crouch (like after a TR or QR) you can use this without committing too much.
-P --> K. A jab encourages opponents to duck, and a kick then staggers them.
Follow the stagger with a throw or attack guessing game... or b,f+P if you
think they won't struggle out of it.
-d+P --> K. When the low punch interrupts the opponent's attack, a throw is
likely. The opponent, knowing that, may try to attack their way out of the
throw. That's where you can mix in standing kicks. A standing kick will beat
even a fast jab in this situation... and if it fails for some reason, Goh
will be safe (that makes it preferable to the low punch --> knee trick I think).
-K (wall) --> K. If you've cornered the opponent, whore out that kick. It's a
safe way to attempt to knock the opponent into the wall for a heavy wall
stagger. You can follow up with another kick for a knockdown, and then follow
the knockdown with something like f+K on the bounce or a high pounce (u+P).
Go for a ground throw if you don't mind gambling.
[damage] 17 pts.
Strategy: The f+P is like an elbow that doesn't stagger. It goes into a second
punch which will worry the opponent enough to set up some great guessing games.
The tradeoff is that f+P is statistically worse than an elbow.. a tiny bit
slower, a tiny bit less damaging, and less advantage on interrupt. Your basic
use of this move is to mix up f+P with the second hit and f+P with something
else (i.e. a throw).
-f+P (delay), P. A slight delay between punches can bait the opponent into
trying an attack between punches (which means they'll get interrupted by the
second hit. If that happens, they'll be stunned 5 frames longer than goh and
he can try for an immediate low throw. If they hold guard or d+guard they will
eat the low throw. If they want to get out of the low throw they can low punch,
but then if goh predicts that he can knee them for massive damage. Lastly they
can dodge to avoid both a low throw and the knee... but then they risk eating a
high throw or a delayed attack. This is the basic 3-way guessing game for any
force crouch move, and you should be aware of your options because you can turn
every force crouch situation into big damage.. and setting up those situations
with f+P,P is almost too easy.
-f+P --> throw. This is what you do to discourage people from dodging the second
hit of f+P,P (which is very linear). They dodge in anticipation of the second
hit (or they just stand there and guard).. so you can throw them.
[MC] NA (always causes heavy stagger on hit)
[damage] 27 pts. (30 in version evo Ver. A)
Stategy: This is similar in look and feel to akira's shoulder ram, but results
in heavy butt stumble animation on any hit. The idea is to take advantage of
that butt stumble to set up a simple 50/50 guessing game for goh's opponent.
One neat property of this move is that it has unusually good priority - in
situations where most attacks would lose to a low punch the shoulder ram plows
right through it. It also starts in a crouch and isn't fully standing until
late in the animation so it tends to smack opponents just after their jabs
whiff over goh's head. Your goal when setting up this move is to hit the
opponent and put them in a situation where they will be encouraged to try to
get out of trouble with a jab/low punch. Then smack that jab with a shoulder
ram and from there go into a 50/50 guessing game.
No followup is guaranteed, but there are several good gambles. Bottom line:
I think the shrm stagger is best followed up with a throw or f,f+P hit-throw.
Shrm --> shrm is also very strong.
shrm --> throw. If the opponent struggles and guards, or struggles and dodges,
a throw will connect. Since goh's throws hurt a lot and guarding is the
typical reaction for most players, that makes this pretty effective. It
carries some risk though, if they struggle and attack your throw gets stuffed.
If they predicted your throw attempt they can put a hurt on you by struggling
and attempting a combo starter. They can also avoid throws and some attacks
by doing a dodge followed by multiple throw escapes... but that takes a ton of
dexterity and average players can't do it. There's also the risk they'll
simply guess wrong when they enter their throw escapes, goh has strong throws
ending in four directions and the best players can only escape two.
Remember that if you try for a throw, a short dash before you grab is
usually needed. Also keep in mind that if you try to throw before the
opponent recovers from the stagger, the throw whiffs (you're not allowed to
throw during a stagger in VF).
There are three throws that are pretty good followups after the shrm stagger:
-enter f,f,b+P+G to dash into a f,b throw, which guarantees a ground attack...
-enter df,df+P+G to crouch dash into df,df+P+G (free ground attack, or gamble
on a ground throw).
-enter f,f --> 270 throw for the most damaging throw, but the motion is
easy to screw up.
shrm --> f,f+P (b+P+G). This is a strong way to punish someone who tries to
shake out of the stagger and attack (or who struggles badly and accidentally
attacks). The f,f+P executes fast enough to beat a low punch or jab even if
the opponent struggles well. Once it interrupts their attack you can tack
on the hit throw for good damage. It's not hard to do and it's a good reward
for not too much risk.
shrm --> shrm. This is a horrid way to fuck with someone's mind. Crouch dash
into another shoulder ram, and if they tried to struggle and attack, you will
stagger them and reset the guessing game. It's possible to land 2 or 3
shoulder rams this way depending on how slowly your opponent adapts. The
damage from a MC shoulder ram is 40 points so that's a nice reward by itself.
Don't get stupid and keep doing this more than a few times, once it's blocked
you've given the opponent a guaranteed throw opportunity.
shrm --> b,f+P. As the opponent struggles out of the shrm stagger, they start
to stand up. The b,f+P is fast (pretty much the fastest useful followup you
have) and the opponent will often stand up and get smacked by it before he
fully recovers. It's possible to struggle and guard the palm, but it's worth
using until your opponent proves he can do it. It should also be noted that
if you use the palm immediately and the opponent isn't struggling, it will
whiff over the opponent's head. If the palm is blocked Goh is fairly safe.
shrm --> b+P+K. If you want to punish people who attack out of a shoulder
ram stagger, but you can't do the hit throw and don't want to gamble on an
unsafe move... this is a nice easy followup that will float the opponent for
a decently damaging combo. For laughs, use the heavy shrm stagger as an
opportunity to fully charge the b+P+K. Even if they struggle and guard it
they will be restaggered.
-b,df+P --> shrm. The b,df+P actually is at a disadvantage after a normal hit.
The opponent's usual reaction will be to low punch. But, due to shrm's funky
priority the low punch will whiff and the shrm will smack your opponent. The
opponent should have responded with an elbow. However, if goh's b,df+P MC's,
an elbow will lose to a shoulder ram too.
-df+K+G --> shrm. If you blow the hit throw you can at least gamble on
a shrm afterwards for the same potential reward - after a heavy low kick
interrupt goh's shrm will beat the opponent's elbow or pretty much anything
else they could possibly try.
-P --> shrm. If the opponent blocks a jab, the 'correct' response for the
opponent in evo is do d+P, because jabs give a small 1 frame advantage when
blocked (the idea is to regain the advantage by low punching, which will stuff
throws and most high damage attacks).
A shrm will beat the low punch and has a good chance of beating an elbow or
any other attack too, depending on the opponent's reflexes. If the punch hits,
the shrm is going to beat basically any move in the game. The only catch to all
of this is that if the opponent simply guarded or dodged, the shrm's recovery
isn't so hot (at which point you should mix it up with P, throw). Also you'll
need to have the dexterity to do a jab into a fast crouch dash, shrm motion:
P --> df,df -> f+P+K.
-d+P --> shrm. This is sort of a dinky flowchart, in that it's fairly
predictable for people to do from-crouch attacks after low punches. It still
works though, as long as the low punch hits. If the low punch is guarded the
opponent will probably stuff your shoulder ram.
[damage] 20 pts.
Strategy: Other moves I've mentioned give you options after a normal hit,
or else they're not too bad when blocked. The knee is a bigger gamble though:
it's only useful if it MC's the opponent's attack. If it hits normally, you
have no advantage. That's different from other VF4 knees.. if you're used to
using knees to punish whiffed attacks or slow dodges, you'll need to break
that habit. Also if blocked the knee is throw counterable, but surprisingly
it's not punch counterable like other big combo starters. I guess that makes
up for the fact that it's worthless on normal hit.
Look for situations where the opponent is badly disadvantaged (their attack
was blocked, you just MC'd them with a jab, etc) and then gamble on the knee
for 80-100 points of damage.
Knee combos - the knee causes "vital area crumple" which means the opponent
will be stunned for 24 frames and unable to do anything before they recover.
Unlike other crumples, you don't fall down from this one. This crumple IS
low throwable, so if the opponent is lazy about low throw escaping, try it.
f+K --> b+P+K --> P --> K [78 pts]
[notes: After f+K you can connect with goh's retreating uppercut, but only if
you do it right away (the opponent is stunned for 24 frames and it takes
exactly 24 frames for the uppercut to come out). Once the upper hits, it's
the same sort of mild float you'd get for a normal hit. Finish with the
ideal b+P+K combo for your opponent's weight class. Generally I finish with
either one or two punches, then a standing kick. It's reasonably damaging
and impossible to screw up. You can also end with a modified shoulder ram
(open stance only) or gamble on slamming them with f+P+K (closed stance only,
if they fail to tech roll, a ground punch or ground throw are worth trying).
f+K --> b,f+P+K --> d+P --> K [90 pts]
[notes: The b,f+P+K re-crumples the opponent (this time a standard stomach
crumple) and from here you can combo into low punch, standing kick. There's
a trick to it, you must hit the low punch with slightly delayed timing so that
it pops the opponent up into the air (it sounds like it hits as the opponent
is bouncing off the floor)]
If that's too hard for you, you can also end the crumple with a less
damaging hit like a shoulder ram or knee. There are a lot of great advantages
to using this followup --
-If they techroll after a crumple attack, they can be backstaggered.
-You can gamble on a low throw instead of an attack, though competent players
will always escape it.
-You can also gamble on any attack that slams the opponent to the floor, such
as b+P. From there you can try for a ground throw. They're still open to a
backstagger if they tech roll in this situation.
-d+P(MC)--> knee. After a low punch MC, goh is +5 frames. That means that
if the opponent tries to react with a low punch, it can't come out for at
least 17 frames after goh recovers. The knee happens to execute in 17 frames,
so that means that goh's knee and the opponent's low punch will arrive at
the exact same time. Since the stronger attack wins in VF, goh's knee will
crush their low punch for a nice damaging combo.
-P(MC)--> knee. This works on the same principle as above, except a jab will
give you at least +5 frames on any hit. So if the opponent is used to
reacting to jabs with low punches, this is a painful way to break
them of that habit. In situations where you have blocked their attack and
usually try for P --> throw... you can mix up P --> knee.
[MC] NA (stomach crumple)
[damage] 22 pts.
Strategy: This move sabakis high and midlevel kicks, including sidekicks.. that
makes it pretty neat against opponents who use these kicks as a way to approach
or formulate a long range offense (for example kage players who poke with K+G,
or jacky players with f,f+K... or almost anyone with sidekicks). The
move also crumples on MC, setting up decently damaging combos. It's slower
and less rewarding than the knee, but has the double advantage of being a
sabaki and being goh's longest range attack. It also has one other subtle
advantage: unlike the knee, this gives advantage on a normal hit, +2 frames.
That's enough for goh to inflict an elbow-or-throw guessing game if he's close
enough to the opponent. It's decently safe if blocked, no counterattack is
guaranteed. Punish people who try to throw you afterwards with a b+P+K combo.
Spinning sidekick tricks:
-Spinning sidekick vs. rising attacks.
After the opponent is knocked down in certain positions (for example face
down, head towards) your opponent's high rising attack will be a certain kind
of midkick... different from the usual heelkick-type attack. This midkick can
be sabaki'd by the spinning sidekick. It's a lot of reward and pretty small
risk... if they did a rising sweep you're usually only going to eat a small
chunk of damage.
-Remember to take advantage of normal hits to enforce the attack-or-throw
guessing game. Normal hits are common with this attack because it often fails
to sabaki their kicks due to timing issues... it only sabakis AFTER their kick
starts. Doing it just before isn't good enough. Try it after a standing kick
MC's and shoves the opponent back. That way, if the b,f+K is guarded you can
just do a db,db reverse crouch dash to avoid punishment from throws and most mids.
[damage] 25 pts.
Strategy: Almost goh's slowest attack, but it always knocks down and gives a
decent float. Basically if it hits the opponent and they aren't crouched
and guarding, you get a free combo. Free combo + safe if blocked = good.
The move is hella slow though, you can't work around that. It looks like the
slight sway backwards goh does should avoid their high punches or other moves,
but it pretty much never does. This needs a setup where goh has a lot of time
(frame advantage) to toss it out.
This attack can be charged and like any charge attack will stagger when blocked.
Retreating uppercut combos:
b+P+K --> P --> P --> K [68 pts]
[notes: easy and damaging, works any time]
b+P+K --> P --> f+P,P [70 pts]
[notes: open stance only, works on anyone and slams the opponent for
a possible ground attacks (if they fail to TR, which is tough), and then fail
to break a ground throw (50/50 guess), you can do exactly 50% damage with this.
Do a tiny half dash before doing the ground throw.]
b+P+K --> P --> P --> f+P+K [65 pts]
[notes: closed stance only, this also slams for a possible ground punch or a
ground throw. Damage for a successful ground throw bring this to 95 points.
You need a MC against heavier opponents]
retreating upper tricks:
-stagger --> b+P+K. The upper will win if they struggle and try to attack.
This applies especially to shrm staggers, but is also effective after df+P
or standing kick staggers.
-charged b+P+K (blocked) --> b,f+P. The fully charged version, which is a body
blow rather than an uppercut, will stagger the opponent when guarded. Follow
with a fast b,f+P and they generally will not be able to shake out of it
unless they're exceptional strugglers. You'll get the flop animation + free
[command] P+K [then P+G -optional]
[damage] 0 pts.
Strategy: The P+K inashi causes goh to swipe with his hand and bat aside
incoming punches. If you press P+G immediately afterwards goh will lunge
forward and attempt to catch the enemy with his Tsukame throw. This will work
even if goh's P+K fails to reverse an attack. The timing is similar to
reversal timing - you must press P+K after the opponent's attack.
Attacks that can be inashi'd by P+K -
The list above basically means goh can sabaki anything except low punches or
double fisted strikes. Once you tap P+K and successfully swat aside the
opponent's attack, they will reel back for a short time (11 to 21 frames) and
goh can then catch them with his Tsukame throw. You can also choose to not use
the tsukame throw and attempt a regular throw (it's not guaranteed) or an
attack (punches and elbows are guaranteed, anything slower is not).
I'd recommend following with the tsukame every time, but that means you're
committing to a fairly lengthy stretch of time where you're not attacking and
not guarding either. If it whiffs you can get lucky and catch them with the
throw attempt anyway, but if it doesn't work you may be in trouble.
Useless to know but you sometimes get lucky because of it: Pressing P+G to
do the inashi+tsukame followup doubles as a P+G throw escape.
Some general strategies for using P+K:
-Use it to swat aside the second hit of predictable canned combos. For example
you see lots of jacky players do f+P,P.. lots of lau players do elbow-palm,
lots of aoi players use elbow-chop and f+P+K,P cancels, etc. Once you see the
first hit, you can inashi the second hit if you have the reflexes.
-Bait opponents into predictable elbows in situations where an elbow isn't
guaranteed to connect (for example after db+K+G or is blocked)
-Snag predictable 'approach' punches that some players like to use to close
the gap at long range, for example akira players who dash up with f,f,f+P.. or
lau players who are fond of lunging knife (df,df+P) or downknife (df+P).
Jeffry players may base their long range game on f,f+P[P], shun players on
df+P[P], lei players on arrow punches, brad players on lunging elbows, etc.
THIRD TIER MOVES (Sidekick, Low Swipe, Hammer Punch, Heavy Gut Punch, Sabaki
Uppercut, Takedown Sweep, TR Trip, Split trip, Dodge Attack, Low Punch Cut)
[damage] 22 pts.
Strategy: Goh's sidekick is actually very good for a heavy sidekick. It
executes in 16 frames, about average for a sidekick, it always knocks down,
and it's uncounterable if blocked... which is surprising, because the other
knockdown sidekicks in the game (wolf and jeffry's) are throw counterable at
least. Also, the sidekick combos into one or two other hits if you manage
to get a MC against a light or midweight opponent. It's also one of goh's
longest ranged attacks, good for catching backdashes.
If you spot a decent float after the sidekick, follow with standing K,
or P --> K against light opponents.
[damage] 22 pts.
Strategy: Goh doesn't get many low attacks, and that makes him rely on moves
like this even though they don't look so hot on paper. It's -2 on normal hit
and only +2 on MC... but that's deceptive because from a -2 situation goh's
shoulder ram will beat a low punch. That one flowchart .. b,df+P --> shrm ...
makes b,df+P worth using. The threat of the shoulder ram can cause the
opponent to freeze up and eat a throw. Almost none of goh's other moves allow
him to safely approach the opponent and put himself within shrm range.
Be careful, once the opponent figures out the secret to dealing with this move,
you won't get much mileage out of it - they can just backdash out of any
attack or throw attempt (even if the b,df+P is a MC).
-b,df+P --> FC,f+P+K. The shrm defeats a low punch if the swipe hits, and if the
swipe MC's goh can defeat any attack with a shoulder ram. His f,f+P hit throw
is a good gamble in that situation too. Watch for opponents who try to react
to b,df+P with dodges.. then punish them next time with a throw or delayed shrm.
[damage] 16 pts.
Strategy: This is slow, but not all that hard to connect with anyway because
it's got pretty good range. You can use it like jeffry's b+P, except this
forces crouch without knocking down. It's slow, as slow as goh's knees, but
it gives frame advantage on any hit: 4 frames for a normal hit and 11 for a
MC. This move has the nifty property of guaranteeing a low throw on MC, which
sounds pretty powerful... but good players will simply enter a double low
throw escape and avoid eating the throw every time. Still, the frame advantage
from this move is huge, and by committing to low throw escapes the opponent may
be leaving themselves open to interrupts from other moves.
hammer punch tricks:
-b+P --> f,f+P. After a MC hit, you have enough initiative to beat the
opponent's punch or low punch with goh's dashing elbow hit-throw. Low
punching is a common reaction after being nailed with a force crouch move, so
f,f+P is a good gamble. If it fails and is guarded, you're somewhat safe.
-b+P --> throw. After a normal hit from b+P, a low throw can connect if the
opponent simply holds guard. If the opponent commits to an attack to avoid
the low throw, then they risk eating an interrupt from goh's f,f+P hit throw.
So the answer is to dodge (which avoids both throws and goh's attack)... and
goh's reaction to the opponent's dodge should be to throw. Try a 270.
b+P --> throw can also work when opponents attempt a low throw escape and end
up doing their own whiffed low throw animation.
[damage] 23 pts.
Strategy: This is a slow sweep, one of goh's only long range moves and one of his
only low attacks. I use this far more than I should. It's got bad recovery (it's
-4 for a normal hit) but that can be offset by the fact that it can hit the
opponent from so far away that their counterattack misses. Use it when you have
plenty of initiative and want a move than can chip away their life when they're
worried about your mids or throws - for example after their tech roll/quick rise.
One small advantage to this sweep is that it doesn't recover low like most sweeps.
If the opponent doesn't remember this, they'll waste a lot of opportunities to
punish you (because they i.e. did an elbow or a failed low throw).
If the sweep interrupts them, they will be knocked down. It also knocks down on
minor counter. One use for it then is to punish an attack that you predict will
whiff due to lack of range (i.e. a whiffed rising attack, an elbow, etc).
Once they're knocked down they're forced into a guessing game. If you think they
will tech roll, go for a TR trip. It's a nice reward if you guess right. If
you think they will quick rise, you can do a simple mid-or-throw guessing game
(i.e. df+P or throw). If you think they'll stay down, a standing K will combo for
19 points of damage.
HEAVY GUT PUNCH
[MC] NA (stomach crumple on any hit)
[damage] 24 pts.
Strategy: This is your typical risky-guaranteed-combo-starter. It's VERY slow
so using it requires situations where you have a lot of initiative (or use it
when the opponent will try a predictable throw or a throw escape). It also
sabakis knees, so you can use it as a knee reversal (vs jeffry for example).
Since this is a guaranteed combo on any hit, if you have an opponent who
likes to just sit there in a crouch, you can use this to get surefire damage.
Of course, if you knew they were gonna crouch in the first place, you could
have just done a low throw.
Gut punch combos:
b,f+P+K --> d+P --> K. [60 pts]
[Note: You must hit the low punch with slightly delayed timing so that it pops
the opponent up into the air - it sounds like it hits as the opponent is
bouncing off the floor. Finish with an easy standing kick, and in closed
stance you can also finish with a slightly more damaging shoulder ram]
b,f+P+K --> FC,f+P+K. [58 pts]
[Note: buffer a crouch dash (df,df) after your b,f+P+K connects, then do a
FC, f+P+K shoulder ram for a healthy chunk of damage. It's easier than the
low punch combo, which needs pretty good timing]
Gut punch tricks:
-wait for a dodge --> b,f+P+K. Once you block the opponent's move, if you're
sure they will dodge (which is pretty common), buffer a b,f motion and try to
press P+K just a fraction of a second after the opponent begins his dodge. If
the opponent dodges and tries a dodge attack, normal attack, or throw, this
will stuff them for a pretty damaging combo. If they dodge and guard it will
be blocked, so I wouldn't rely on this vs passive opponents.
[damage] 15 pts.
Strategy: This is a pretty slow uppercut, and at a glance seems useless.
The neat thing about it is that it sabakis elbows and mid punches, and after
a successful sabaki the opponent is stunned for 14 frames. You can connect
with a free jab or df+P here, but the best option (depending on stance and
positioning) is to try for a throw.
-note: There are two kinds of df+P+K sabaki animation. In closed stance, you
get the 'good' sabaki animation, the one that guarantees a throw. In open
stance you get the 'bad' sabaki animation, which doesn't.
To determine whether or not you got the good sabaki, just listen -
if Goh says "A-hoy!" you got the good sabaki and should just try for a throw
right away. The opponent's only option is to input throw escapes to avoid it.
For the bad sabaki, goh will say "Ra-ta". You'll still get the 14 frame
stun, but due to range/stance issues a throw is not guaranteed (the opponent
can attack out of it). From here you should enforce a throw-or-f,f+P guessing
game. Use the dashing elbow hit throw if you think they'll attack and
a throw if you think they'll dodge/guard. Don't worry about them simply
ducking to avoid the throw and take minimal damage from the elbow, Goh has too
much frame advantage for them to crouch in time to get out of the throw.
Remember that even with the correct sabaki, the throw timing is tight. Too early
and it'll whiff. Too late and they've stumbled outside of throw range.
Sabaki uppercut tricks:
df+P+K --> throw-or-elbow. After a df+P+K hits (if it doesn't sabaki), goh
has a +2 frame advantage. If you think the opponent will be tempted to attack
here, you can use df+P to stuff pretty much anything they try. Hopefully they
try a low punch and you get a stagger out of it. If they learn that they're
disadvantaged in this situation and decide to react by dodging or guarding,
use a throw.
[command] df+K+G [f+P+G]
[damage] 22 pts.
Strategy: This is sort of a showoff attack, if it MC's the opponent's attack
you can press f+P+G afterwards to go into a takedown hit-throw. The total
damage for MC hit + throw is 70 points... which makes it worth trying
once in a while. However the attack is horribly slow, so MCing with it
requires prediction and timing. I try it after a shoulder ram
stagger: less safe but more damaging than the f,f+P hit throw. Sometimes
you can instinctively tell when an opponent will approach you with a high
string (i.e. a P,P,P combo). That's also an ideal time to try this.
If the move hits without a MC, you're at a smallish disadvantage and
your next attack will be stuffed by a low punch. Consider dodging here.
-df+K+G MC -> shrm or throw. If the opponent isn't accustomed to dealing
with goh's df+K+G, they may not even realize they're at a disadvantage.
Goh's shoulder ram will beat any attack they try pretty much, including
a jab, low punch, or elbow. Once the opponent figures that out, you can
throw them instead. You shouldn't toss out df+K+G a lot looking for this
50/50 guessing game, but you should be aware of it if you flub the takedown.
[command] u+P+K [or d+P+K]
[damage] 20 pts.
Strategy: This is a cute attack, but it's a lot of risk for not a lot of reward.
It's one of goh's only low attacks, and it gives frame advantage on any hit.
On a normal hit, you can inflict an immediate attack-or-throw guessing game
(force them to guess between a df+P elbow or a throw). If it interrupts, you
can gamble on a more rewarding knee or throw guessing game.
The downsides - the dodge animation at the start is sort of fake, this move
doesn't dodge attacks very well (except low punches). The opponent's jab,
elbow, and knee will all smack goh out of his dodge animation, unless you get
lucky (getting lucky = e.g. sometimes you can dodge elbows in one direction).
Also, because it's so slow and dodges so badly, your odds of landing a MC
and setting up the knee-or-throw situation are poor. Finally, the recovery
on guard is -15, which is pretty lousy. While the animation might trick your
opponent into guarding high the first few times he sees it, later on he'll
learn to recognize what you're doing and guard low.
[command] u+K+G [or d+K+G]
[damage] 20 pts.
Strategy: At first glance this move looks useless - Goh kicks an empty
area to his left or right. But if the opponent happens to be in that
spot by some miracle, it causes a special throw animation to occur and
the opponent takes damage (depending on your stance, they'll take 10 or 15
more points of damage). Afterwards, a ground throw or df+P is guaranteed.
There are two ways to get the opponent with this move - if you predict their
dodge, or if you predict their tech roll. Predicting a tech roll is much easier
(just try it after any knockdown) but you still have to guess whether they will
roll into the screen or out of the screen. Also, it's possible to tech roll and
then guard the kick (it's a low attack)...thankfully nobody does. If they guard
it, Goh is safe (compare -6 to poor Pai's -40 recovery).
All in all this is a nice 50-65 point reward for a little bit of yomi.
[command] u+P+K [or d+P+K]
Strategy: This silly looking attack is handy when you're being pressured and
need to regain the initiative, or when you've gotten the opponent to freeze up
and fuzzy guard a lot. Normally a fuzzy guarding opponent is hard to throw and
will block your mids. It's tough to get a useful hit because most low attacks
suck and don't lead to free combos or frame advantage. This particular low
attack DOES give a lot of frame advantage though, and it works well against
fuzzy guarders because goh is standing and does a slight dodge first, which
encourages them to stand and guard. On normal hit this is +3, so force an
immediate elbow or throw guessing game. Don't let the animation fool you,
the opponent is not staggering, nor are they really forced to crouch... you
can't low throw them. Just make them guess between elbow or throw.
If you know it interrupted their attack, goh is +6. Force a knee-or-throw
guessing game guessing game here for a bigger reward.
[command] dodge, P+K+G
[MC] +4 (+6 on minor counter)
[damage] 25 pts.
Strategy: This is neither fast, nor safe, but all dodge attacks have the
inherent advantage of high priority. The reward for it isn't bad either -
it's 25 points and gives +2 on any hit. Normally that means you can force
an attack-or-throw guessing game, but whether you get +2, +4, or +6 -
there's some bad news. The opponent can simply backdash out of any
followup you might try because goh is simply too far away (if anyone can
find something that reliably beats backdash, let me know).
The good news is that the opponent is basically forced to back off,
because attacking goh after the dodge attack is foolish. After
successfully dodging and minor countering with it, goh has so much frame
advantage his knee will beat even a jab or low punch, assuming you predict
that the opponent will try to attack. If for some reason you get a normal
hit, a df+P will always beat a low punch.. and on a MC hit a standing K
will beat any attack. Take advantage of opponents who don't know the
backdash trick and create a knee-or-throw guessing game. Or be a nice
guy and tell them about it =)
There's a trick to using dodge attacks. If you dodge and attack
right away, goh will only move a little to the side and then your opponent's
attack will go up against your slow barrier kick. Generally, your dodge
attack will LOSE because goh hasn't fully dodged and the opponent may still
be facing him enough to track with his attack. For example, against another
goh, if you dodge towards his rear leg and do your dodge attack too soon...
and he does a knee (which comes from the rear leg)... you will eat that knee
interrupt and crumple. If you let your dodge come out fully, THEN attack,
the knee will miss and you'll get that valuable minor counter hit.
This rule applies especially to slow dodges - don't unleash the attack early.
Be careful, this is the slowest recovering attack in goh's arsenal! Your
opponent has ways to get guaranteed punishment if the attack is blocked, in
some cases quite a bit of guaranteed punishment (think 25-30% of your lifebar).
-Dodge attack, crouch dash into throw. You know that on any hit your dodge
attack has an advantage. Your first instinct should be to throw because for
some reason the opponent's first instinct is to guard or dodge. I don't know
why, it might have something to do with the fact that goh kicks them in the
groin hard enough to lift them off the floor and they think "uh oh I'm about
to eat a combo". Once the opponent figures out the backdash trick, you still
have a chance of catching them at the end of their backdash with a crouch dash
into any throw. They can attack you out of it, but if they're expecting an
attack from you they may be waiting to see what you do.
LOW PUNCH CUT
[command] b,df+P+K (vs. low punches)
[MC] ~+26 on successful inashi.
[damage] 0 pts.
Strategy: This is basically an inashi reversal against low punches... if
successful it causes an unstrugglable stagger that lasts for a long time.
The timing on landing it is strict, and if it whiffs goh's wide open.
Still, if successful you have some guaranteed and very damaging combos.
Normally punishing a predictable low punch takes very tight positioning
or a lot of frame advantage, but with this tool goh can do it any time.
b,df+P+K --> b,f+P+K --> d+P --> K
b,df+P+K --> f,f+K+G ~ b+P+G hit throw.
b,df+P+K --> b+P+K float combo.
b,df+P+K --> f+P+G canned tsukame grab. (Don't bother with this one)
Low punch cut tricks:
-Blocked jab, low punch cut. This works because after your blocked jab, the
instinctive (and generally correct) reaction is for the opponent to d+P.
-f+P,P (hits), low punch cut. This plays on people's instinctive reaction
to a force crouch attack.
-Blocked elbow, low punch cut. When an uncounterable attack is blocked, the
opponent is "supposed" to low punch if they follow basic VF theory. A low
punch would beat pretty much anything goh tries after his blocked elbow. Low
punch cut is one thing it won't beat.
MOVES YOU PROBABLY SHOULDN'T BOTHER WITH:
Please note I don't mean to discourage creativity, but these moves really are
kind of pitiful and not really worthwhile outside of very specific situations
(if at all).
Low Kick (d+K) - except to kill an opponent with just a few points of life left,
I can't see any reason to bother with this, it gives no advantage even on MC.
Ankle Kick (db+K) - this guarantees a low throw on major counter, but otherwise
it's - frames on normal hit and does little damage. It's got bad (-12) rec.
if blocked. Generally the reward of a 100 percent escapeable low throw for the
risk of -12 makes no sense.
Crescent Kick, Body Blow (K+G, P) - The K+G is a typical crescent, but the only
reason to use a crescent is to whack dodges. If you know they'll dodge you
might as well try a throw (even though they can escape a throw, a rarely escaped
throw like f,d+P+G does more damage than the K+G crescent).
Beyond that you can use it to set up the K+G,P crumple.
After the crescent goh does a body blow if you press punch. This
body blow will crumple them for a free short combo. If they're expecting it
and blocked the crescent, they can use d+P to stuff the bodyblow. However if
they get hit by the crescent, no attack they try will stop the bodyblow. So
in theory you can set up a very specific guessing game with it.
It works exactly like aoi's f+K+G,P trick. After falling for it
once the opponent probably won't ever get hit by it again. Recovery is bleh.
Lunging Crescent, Hit throw (f,f+K+G, b+P+G) - The lunging crescent is actually
only half circular, and hits high, and is really incredibly slow. In theory
it's got the nice reward of a 40 point hit throw if it hits (also if it's
blocked). However the speed of this move makes it pretty much a waste of time.
Use it against anticipated dodges and after a low punch sabaki.
Lunging Overhead Hammer - (f,f+P+K) this move doesn't look bad on paper but it
has better alternatives. It doesn't guarantee a low throw on any hit. In
version A it used to cause a crumple on MC. Without the crumple it's just a
slow force crouch attack with some frame advantage. Better to use b+P instead.
Tsukame is the name for goh's hold position - where he grips you and attempts
to drag you around the ring before taking you down or tossing you.
1. d+P+K+G low throw (automatically puts you in tsukame)
2. P+K,P+G inashi/sabaki (if opponent is in range and isn't attacking or
crouching, he will catch them and go into tsukame. P+K doesn't have to
successfully deflect an attack in order to make this work.
3. b,df+P+K,P+G (only possible after a successful low punch inashi/sabaki)
Once in tsukame - Goh's options:
-1. Press punch, kick, or guard right away. This produces a small push which
does no damage but gives goh a little frame advantage. Don't use this.
-2. Press up, down, left, or right to drag the opponent once.. then press
P+G to throw them. You can also press anything else to get the push, though
it's a waste of guaranteed damage.
-3. Perform option 2, then press up, down, left, or right to attempt to drag
the opponent around some more before throwing them. This increases the damage
of your throw if you pull off 2 drags. Again, it's possible (but foolish) to
push the opponent by tapping P,K, or G.
The opponent's options from Tsukame:
-1. Tap guard to escape goh's push
-2. Press the stick in the opposite direction of your drag attempt to escape
goh's attempt to drag and then throw you. If he successfully drags and you
don't escape at this point, goh can take a guaranteed throw.
-3. If dragged once, Press the stick in the opposite direction of goh's next
drag attempt to avoid being dragged twice. If you fail to escape the second
drag, there's nothing you can do to avoid eating the painful throw.
no drags: no throw, 0 damage push. (worthless)
1 drag: decent throw, 32-40 pts damage.
2 drags: good throw, 32-70 pts damage.
Strategy: Dragging the opponent once is really necessary to make tsukame
worthwhile. Which direction you drag them in is up to you, your main goal
is to drag them in unpredictable directions so that they don't escape.
Dragging twice is optional, you're gambling that the opponent will fail to
break free... and your reward is a very damaging throw. If you've got plenty
of life or if the opponent does, you might as well go for two drags + a throw.
If they only need a little damage to kill them, then dragging once and then
throwing is probably the smart thing to do.
When deciding where to drag them, there are some things to keep in mind:
-Dragging back twice leads to the most damaging throw.
-Dragging forward twice is also very damaging.
-Dragging up twice or down twice is the next best option.
-Dragging forward and then back.. or back and then forward is pretty strong.
-Dragging up-and-down or down-and-up is also strong.
-Dragging in unrelated directions twice is mediocre damage (i.e. forward to up)
-Dragging only once is crappy damage.
-Not dragging at all is a waste.
-Dragging up and down is generally less damaging than dragging back or forward.
You also want to pay attention to the ring conditions - dragging them forward
twice can put them close to the edge of the ring or wall, and dragging them
back once (and then throwing) is pretty good for ringing people out by tossing
them behind you. Dragging up and down has the least reward, since it leads to
lower damage throws and doesn't really improve your ring position... but if your
opponent knows about the dangers of being dragged forward or back, they are
less likely to escape drags heading up or down.
Important note: You have only a short time before your opponent breaks free of
your catch. They can input only one escape, and there's a 10 frame window to
do your throw. Whatever you choose to do, commit to it right away. Also
remember that you can't do the inputs TOO quickly, i.e. you can't just enter
b,b+P+G to drag back twice and then throw.. you need to do b..b..P+G.
*Jab flowcharts -
Approach by holding forward and tap punch to lunge at the opponent with a
fast, safe jab. If it whiffs, you might as well jab again... but if it's
blocked, you are already at an advantage: b,f+P will beat any standing attack
they try. A low punch will beat any low attack they try. From any hit, you
are immediately able to enforce a 50/50 guessing game. What you try here
depends on how willing you are to gamble and how much dexterity you have.
-Easy + Safe flowchart:
Standing K or dash-into-throw - You can't mess up the standing K, and you
can use whatever throw you're comfortable with... a dash into f,b+P+G is pretty
easy and rewarding, but if you have no trouble with crouch dash motions, use the
-Intermediate + Safe flowchart: A standing K isn't much reward, but it's easy.
If you're looking for a more rewarding hit, try mixing up P[hit] --> throw with
P[hit] f,f+P hit throw. If you have no trouble with the hit throw, you should
also have no trouble with using the HCF and HCB throws to punish people who try
to duck, dodge, dash, or guard.
-Difficult + Risky flowchart: If you have the dexterity, do a jab then buffer
an immediate crouch dash into a shoulder ram. The reward is 40 points if your
shrm interrupts (that's about as much as a weak throw) AND you get to enforce
another 50/50 guessing game on your staggered opponent. If you can do this
flowchart, which is great at beating low punches, you can probably start trying
jab into goh's 270 throw (which is a strong tactic in a lot of situations).
*Low punch flowcharts -
Low punch is a universally abused attack for everyone, and there's no reason you
can't use it for your offense, even though it's a very safe, defensive move.
The trick is to recognize the difference between a blocked low punch, a low
punch that hits, and a low punch that interrupts their attack. If a low punch
is blocked, you're disadvantaged and need to consider making a defensive effort
(dodge, backdash, in some cases low punching again is ok).
If it hits normally, you have a little advantage, but you probably shouldn't
try anything more risky than a df+P followup. Anything slower can be stuffed
by your opponent's low punch. When a low punch interrupts their attack, that's
when you have a serious advantage and can really screw them up. Watch for the
yellow flash that signifies your low punch stuffed their attack, then follow up
with one of the following:
-Throw. Low punch into throw works at all levels of VF and can even work
in situations where the low punch is blocked... if the opponent has bad reflexes
or has an ingrained habit of guarding/dodging. Do whatever throw you feel sure
you won't screw up - 270 is great, HCF and HCB+P+G are also, and df,df+P+G if
you're not too hot at circular motions. Use this if the opponent tries to
crouch, dodge, backdash, or guard.
-Standing K. This is easy, but not especially rewarding. Still, low punch MC
damage added to the damage from a standing kick interrupt is about 1/4th of
their life, and you also have the chance to cause a heavy stagger if they
tried to low punch. It's safe if blocked too.
-Knee. You need to commit to the knee right after the low punch, and that means
you're pretty much positive the low punch will stuff their attack and that they
will still try to attack again. It's a gamble, but a rewarding one. The
typical knee combo is a little over 80 points, but a good player can always
get 90 pts, about 45% of their life.
-Shoulder Ram. This is predictable but effective. The shoulder ram is
perfectly designed to take out low punches. Even if your low punch is blocked,
a shoulder ram will beat the opponent's high punch and is a pretty safe bet to
beat a low punch unless they have hyper reflexes. After a MC low punch, pretty
much nothing stops the shoulder ram. The reward for a MC shrm and the fact
that it eats up low punches offsets the fact that it's throw counterable
-Sidekick. One way the opponent can defeat low punch flowcharts is to backdash.
Backdashing makes attacks like the knee and shoulder ram whiff right in front
of them, which gives them a chance to ream Goh with guaranteed punishment.
If you predict the backdash, you can throw... but throwing is inherently risky.
If they decided to attack, your throw always loses. If you try a sidekick, you
cover two of their options - you smack backdashes and you will beat attacks
that execute more slowly than your df+K. After a low punch MC, nothing will
execute faster than your df+K. If the sidekick is blocked, there's no
guaranteed punishment. So this is a decent option, though the reward is small.
-Backdash. This applies to low punches that missed, or were blocked.. not to
successful low punches. Low punching and then backdashing is a great way to
bait your opponent into attacking and then making that attack whiff. You can
then smack their whiffed attack with your own strike. Depending on your
dexterity and skill level, you can try something as easy as backdash -> kick
to something difficult like crouch dashing back a hair and then doing a shoulder
ram on their whiffed low punch. A more advanced method of doing all this is to
low punch into a backwards crouch dash. Expert players use this a lot to
bait reactions from the opponent, which they immediately punish.
*Approaching with dash and crouch dash -
The motions for a dash and crouch dash happen to coincide with a few of goh's
useful attacks. If you crouch dash up the opponent, they must think fast - are
you going to shoulder ram? Are you doing the df,df+P+G throw from long range?
This is the beginning of a guessing game, and they must toss out pokes to
prevent goh from rushing in to force that attack-or-throw guessing game.
I'd recommend learning to get the most distance possible out of a df,df+P+G.
*Poking patterns -
Goh can't safely poke with any attack, there are a few though that work
-Standing K - it's decently quick and safe, and causes a fairly heavy stagger.
At long range, use this with the goal of stuffing low punches and keeping
people away. It'll beat the attacks they use to approach you and will
catch people who crouch dash in.
-f,f+P - it's linear and not super fast, but it closes the gap fast and after
the opponent sees goh tap f,f .. they think "a dash, I'd better attack to keep
him away". If their reflexes aren't fast enough, ending that dash with f,f+P
will allow you to score a MC hit throw.
-b,df+P - against aggressive opponents, you can use this to set up shoulder
ram MC's if it hits. Against smart opponents, it's sort of a waste - they can
simply backdash out of any followup you might try, even if you MC with it.
-b,f+K - this is slow, but at long range it's perfectly safe if blocked - just
crouch dash back to avoid punishment. If you luck out and get a MC, follow
up with a pounce for easy damage. After a normal hit, you have the advantage.
*What to do after staggers -
-b,f+P combos: Use these until the opponent proves they have the reflexes and
struggling technique to recover and block the palm. That's pretty easy so
don't expect to get much mileage out of this.
-270 throw: Use it until they stop falling for it. If they recover and mash
f+P+G to escape your throw, they probably don't understand the game that well
and you can turn every stagger into a throw opportunity by simply mixing up
your throws or using a delayed grab. If they struggle and stop it by
attacking you, you should mix up every stagger by doing another stagger
inducing attack... like a standing kick or the safer df+P elbow.
-f,f+P hit throw: When the opponent finally realizes that they may need to
struggle and immediately attack (with a low punch for example)... that's the
time to start mixing in the f,f+P hit throw.
-crouch dash in and wait: If the opponent actually has the skill and dexterity
to try to struggle, then dodge and enter throw escapes.. you can punish that
with this simple delay trick... crouch dash forward, wait for the failed dodge,
then shoulder ram them to reset the stagger guessing game.
*When your move is blocked but the recovery is decent-
-Dodge... if they counterattack you dodge it and have the advantage.
-Dodge, crouch dash, shoulder ram... if you do this quickly and cleanly you
dodge their counterattack and punish it with a shrm before they can block.
-Dodge, throw escape... if you have no idea whether the opponent will try to
counter with an attack or a throw, dodge and then quickly buffer a throw escape
during your dodge. If done correctly you'll avoid attacks and also escape
a throw if the opponent chose to do the one you expected.
-Dodge, double throw escape... it's harder to do, but like the above it will
get you out of most attacks and two of your opponent's likely throws.
-Dodge, double throw escape, guard... This is a slight variation of the above
trick - it works well because it will avoid most attacks, some throws, and you
won't make that ugly whiffed throw animation at the end of your dodge. The
trick to doing this is to enter your two throw escapes, and just after pressing
P+G (during your second escape) let go of punch and keep holding guard.
If you do it right, you'll come out of the dodge blocking.
*When your move is blocked and the recovery is bad-
-Throw escape, guard... if you enter a throw escape [direction+P+G] you can
release the punch button and keep holding guard. If your timing is good,
you'll come out of the recovery animation with your guard up... but if the
opponent had tried a predictable throw, you'd have escaped it.
-Double throw escape, guard... the same as the above, but do two fast escapes.
Then hold guard after the second one.
-Any of the options listed in the "decent recovery" section above are also OK.
*When your move is blocked and the recovery is REALLY bad-
-Using TE-G, DTE-G and E-DTE-G (the options listed above) can fail because your
opponent can hit you with a guaranteed counterattack (a standing jab). Then
they can force a guessing game between a powerful combo or a throw. You will
have a hard time getting out of the guessing game here because their jab will
wreck your timing for dodge into throw escapes and similar techniques.
If you have the skill, you can TRY to do e-dte-g after getting hit by the jab,
but you'll then leave yourself open to an immediate throw if the opponent
chose not to hit you with a jab first. I think most players, even the really
good ones, simply try to guess right in this situation. If you keep eating
jab --> throw... you can wait until a similar situation arises and then
interrupt the predictable throw with a big attack or combo. If your opponent
does a jab followed by another attack, guard it and you will have the advantage.
-Goh is not built to run away, none of his moves are good for safely inflicting
damage and then running away. None of his attacks move him backwards or are
utterly safe if blocked. Therefore, if you play conservatively, your best
option is to use lots of jab --> backwards crouch dash or low punch -->
backwards crouch dash. If you can successfully bait the opponent into reacting
to these pokes, you can then start punishing them by crouch dashing back and
then using standing kicks or shoulder rams to nail them during the recovery of
their failed attacks.
-If an attack whiffs near you, especially a low punch, a standing kick is the
easiest and safest way to punish them.
-If you give up a guaranteed throw to your opponent, don't panic. Beginning
players should focus on correctly entering 2 throw escapes. Better players
should see if they can do DTEG (double throw escape into guard, which is
described earlier)..expert players should learn to do dodge into throw escapes.
-Do NOT mash low punch to get out of every situation where you're disadvantaged.
It's tempting but weak and predictable, and good players will punish you for it
even if average players let you get away with it. One trick to help your goh
play tremendously via a simple formula: Every single time you're tempted to
d+P, try a df+P instead. You'd be surprised at how often you avoid getting
interrupted by attacks.. and your reward for the elbow is potentially larger
than your reward for low punching.
-If you're staggered, the absolutely best way to struggle is to hold guard
and roll the stick in a big, loose 360. Why a 360? Because every direction
you enter and every button you press shortens your stagger time. If you
roll the stick in a 360, you are entering eight different directions in the
shortest possible time. You don't want a tight 360 because then you might
skip over some of the inputs. By rolling the stick hard you ensure all
eight directions are successfully entered. Rolling correctly is more important
than rolling fast. Note that this applies to situations where you have been
stumbled by a throw like akira or lau's b,d+P+G. You can enter button presses
(while holding guard, mash on P and K) to shorten the time further.
-Once you recover from a stagger, there are really only 2 options...
attack or guard. You can TRY dodge into multiple throw escapes, but struggling
and then entering a clean dodge into double throw escape is HARD. You will get
better mileage out of simply guessing correctly between attack-or-guard...
attack to beat a predicted throw and guard to beat a predicted attack. It's
perfectly acceptible to struggle and then dodge, but dodging is open to delayed
attacks, delayed throws, and circular strikes. Circular attacks are especially
painful, stuff like kage's df+P will smack you cleanly if you dodge incorrectly.
If you're going to commit to an attack after your stagger, commit to a big
one that starts a guaranteed combo. You might as well, because if they tried a
throw you get a big reward, but if they tried an attack it will stuff your big
move just as surely as it'd stuff a weak little low punch.
RETREATING UPPERCUT combos:
b+P+K --> P --> P --> K [68 pts]
[notes: works on anyone, with or without counter, for near ideal guaranteed
damage. It's possible to use a modified FC,f+P+K (shoulder ram) instead of the
kick at the end, it only does 1 point more damage and misses in open stance vs.
b+P+K --> P --> f+P,P [70 pts]
[notes: Your ideal combo in open stance, at least until the opponent proves
they can tech roll the slam attack at the end. Follow with a partial dash
into df+P for 82 points or a partial dash into a ground throw for 100]
b+P+K --> P --> f+P+K
[notes: Like the combo above, this should be used until the opponent shows
they can competently tech roll after the final hit. If they can't punish them
with either a guaranteed df+P or gamble on a ground throw]
f+K --> b,f+P+K --> d+P --> K [90 pts]
[notes: The b,f+P+K re-crumples the opponent (this time a standard stomach
crumple) and from here you can combo into low punch, standing kick. There's
a trick to it, you must hit the low punch with slightly delayed timing so that
it pops the opponent up into the air (it sounds like it hits as the opponent
is bouncing off the floor)... this is your most damaging guaranteed knee combo.
It's also the best combo because your combo against a crumpled opponent leaves
them face down and head towards, which means if they tech roll they risk eating
a backstagger combo.]
f+K --> b,f+P+K --> low throw [103-123 pts]
[notes: It's not guaranteed, but you can low throw after the b,f+P+K crumple.
If the opponent fails to break it, they're probably going to lose half their
life. If you get really lucky and use the Tsukame low throw, then follow it
up with the most damaging sequence, you will have inflicted 60% damage. But
that would require the opponent failing to escape three times: once when you
used the d+P+K+G low throw, again when you dragged back, and once more when
you dragged back a second time before throwing]
f+K --> b+P+K --> P --> K [80 pts]
[notes: Easier than the above combo, but there's no backstagger potential.
Still, if you're ambitious you can try f+K -> b+P+K -> f+P+K -> df+P+G for
101 points. It's TR-able, escapeable, and only works in open stance... but
think of how demoralized the opponent will be to lose half their life]
f+K --> FC,f+P+K [57 pts]
[notes: You can sacrifice guaranteed damage and try this for 57 points + a
heavy stagger. From the stagger, you can force a 50/50 guessing game for even
more damage. The damage from knee, shrm stagger, 270 throw = 127 points. The
damage from knee, shrm stagger, f,f+P hit throw = 120 points.
If you're a sissy, you can do an easy standing K after the knee crumple for less
damage, or if you're manly you can do shrm and try for a df+K+G hit throw]
STANDING PALM COMBOS:
b,f+P --> P --> FC,f+P+K [51 pts]
[notes: This is best for every situation, buffer a crouch dash after the punch
and you can enter an immediate f+P+K for the shoulder ram. If this is too hard,
you can do a standing kick for just a little less damage]
b,f+P --> P --> f+P+K --> ground throw
[notes: This is a good gamble if you're in closed stance. The f+P+K slams
and if they fail to TR, you can gamble on a ground throw for 30 more points]
(Tech Rolling, Quick Rising, and Backstaggers - taken from my QR/TR guide)
-Press u+P+K+G or d+P+K+G to tech roll after a knockdown.
You'll learn from experience that some move slam you to the floor in a special
way and can't be techrolled. Also, moves that cause you to hit the ground while
spinning are harder to tech roll (you need tight timing). Sometimes you'll hit a
wall and land on your face and cannot tech roll.
Tech rolls let you avoid taking extra damage after a combo, such as ground
hits and pounces, but they put you into a position where you're forced to guess
what the opponent will do next. You can't be hit during the tech roll, only
at the end of it. There's no guaranteed way your opponent can hurt you if you
choose to TR.
-A strong option at the end of the tech roll is to just guard. You can block
any attack at the end of your tech roll, as long as you correctly guess whether
to block high or low. Fuzzy guarding at the end of the TR works too.
-The opponent may notice you like to block after tech rolls and go for
a throw (or low throw). If you want to stuff most attacks and avoid being
thrown, a low punch is a pretty good attack to use at the end of the roll.
-A rarely used trick when tech rolling is to make sure you don't press any
buttons (especially guard). If you do this, you won't align with your opponent's
attack and it's likely whatever move they try to hit you with passes harmlessly
to the side. You can punish this whiffed attack immediately or you can dodge. A
dodge in the same direction as your roll is especially effective, it places you
nearly behind the opponent. The method used to defeat this trick is to dash
up and throw you while you start to stand up.
-Quick rising (press P+K+G when you land) is another way to avoid combo
damage, and simplifies the guessing game for you. When you quick rise, you have
only 2 options... block high or block low. If you block high the opponent can
throw or sweep you, if you block low they can hit you with a midlevel attack
(elbow, knee, etc). They cannot low throw you, thankfully. It's a simple 50/50
guessing game in their favor. Generally a TR is safer than a QR, but there are
some situations (listed below) where you don't want to TR.
-If someone tech rolls from a face down, head towards position... they will
end the tech roll in a backturned position for a very short time. They then
automatically turn around and start to stand up. If you catch them TRing from
this position, you can use a perfectly timed attack to hit them while they are
backturned. Not only can they not guard your attack, they can be backstaggered
and then combo'd.
The basic ingredients to a typical backstagger combo:
-1. The opponent is crumpled. Use a head or stomach crumple, foot
crumples leave you face up.
-2. The opponent is hit during the crumple with one or more TR-able
attacks, and they choose to TR.
-3. A well timed standing kick/elbow/other move hits them the exact
instant the TR ends (while they're backturned and in a crouch)
-4. opponent is backstaggered.. enjoy your 'free' combo.
-Setting it up: (attacks that crumple)
*b,f+P+K (any hit)
*b,f+K (MC only)
f+K (MC) --> b,f+P+K
-Followups: (after the opponent is crumpled)
*low punch, standing K
-After the tech roll: (attacks you can use to backstagger)
-After the backstagger:
*f,f+P [so far this is the only decent followup I've found]