VF4 / Goh [ print friendly ] [ normal view ] Master Guide - Goh Hinogami
[h2]Overview[/h2]
In Final Tuned, new moves such as the long reaching [6][6][K], and
the quick front roll [P][+][K][+][G] have been added to Goh.s arsenal.
Although it is great that Goh.s previously weak range game have
been improved and diversified, it.s unfortunate that Goh is still
unable to beat back dash evades due to the linear properties of
those moves. In addition, his sabakis against most attacks have
been weakened, but his strong point, the close up game, have been
strengthened. In this version of VF, the key point for Goh is his
ability to control the game at close distance no matter what the
opponent tries. Equipped with new and renewed moves, we can expect
to see a realization of his true potential.
[h2]Change Moves[/h2]
A1 Tettsui
[4][P]
This move leaves Goh at +4 on normal hit and forces crouch. Any
counter above small counter will guarantee a low throw. It.s to be
noted that the recovery on guard is now smaller than before. It.s a
difficult move to find a good place to use, but because of its
properties, it.s a very attractive move to use.
A2 Chiryuusatsu
[4][P]
The motion for this move is vastly similar to Tettsui. This move
executes one frame faster, and the reach is also a little longer.
On normal hit, Goh is at +2, and it forces crouch. The key point
about this move is that on counter hit, you will float the opponent
for a potentially small combo opportunity.
B1 Tsuchigumo
[6][6][P][+][G]
This is Goh.s catch throw from Evo. The good thing about this move
is that you can follow up the throw with a combo for big damage
potential. However, it.s a slow catch throw that has a big window
for throw escape.
B2 Onigumo
[6][6][P][+][G]
This is the catch throw part from Goh.s [P][+][K][P][+][G]. The move
has a rather far reach so you can do it from about two character.s
length away. The down point for this move is that even if you
successfully hit it, it still will take some sort of guess work to
get damage from it.
[h2]New Moves and Key Changes[/h2]
[P][K] . You can input [4] afterwards to keep Goh back turned. On
normal hit, Goh is at -1, but if you go back turned, Goh will be at
+3.
[3][P] . On hits more than mid counter, Goh is now at +6. However,
you can no longer throw the opponent during the stagger as before.
[4][3][P] . On large counter, this move will cause a foot
collapse.
[4][4][P] . This attack will turn Goh around and attack high, and
leave Goh backturned. On hit, it will leave Goh at advantage, on
counter hit, you can force a backturned [2][P] or backturned
[P][+][G] nitaku situation.
[3][P][+][K] . On a successful sabaki against characters that are
not lightweights, a throw is now guaranteed in both stances.
[4][3][P][+][K] . The advantage after a successful sabaki is now
shorter, and does not guaranteed a [4][P][+][K] anymore. If you
sabaki between a -2~even situation, his hit throw is guaranteed.
[6][6][K] . A mid attack with a very long range. Although the
execution is a bit slow, it leaves Goh at +2 on normal hit, and
crumples on counter hits which you can follow with a combo.
[K][+][G][P] . A full circular high attack that is hard to counter on
guard due to the possible follow up mid attack. The second hit will
cause a stomach crumple on hit, but is throw counterable on guard.
[P][+][K][+][G] . A special movement that will close in on the opponent
quickly, it is possible to avoid an opponent.s attack with this
move. You can also do this move after Goh.s throws have been
escaped and it leaves him sideways so you can roll away to avoid
possible attacks by the opponent.
[6][4][P][+][G] . New throw with average damage. If you can make the
opponent hit the wall after this throw, you can follow up with
[6][6][K].
[4][6][P][+][G] . New average damage throw, nothing special here.
HCB [P][+][G] . There is a new animation for this throw, but the
damage is decreased to 55 dmg.
270 [4][P][+][G] . This is the old HCB [P][+][G].
[6][P][+][K][+][G][4][3][P][+][K] HCF [P][+][G] . Slow mid hit that leads
into hit throw. It.s possible that you can ring yourself out with
this version.
[6][P][+][K][+][G][4][3][P][+][K] HCB [P][+][G] . Same as above except
you are less likely to ring yourself out.
(back turned) [2][P] . Mid attack from back turned, +5 on counter,
on large counter low throw is guaranteed. (This is basically
[4][P] A1.)
(back turned) [P][+][G] . This is Goh.s new throw from back turned
and it is not escapable. If this connects you can combo with
[6][6][K].
[6][6][P][+][K] . This move is now +6 on hit, and +13 on all counter
hits.
Other notes: [3][3][P][+][G].s throw escape animation is changed.
[4][6][K] now only crumples on successful sabaki.
[h2]Execution Frames for Key Moves[/h2]
[P] 12
[4][6][P] 13
[3][P] 14
[K] 16
[3][K] 16
[6][P][+][K] 16
[2_][6][P][+][K] 16
[6][6][P] 16
[6][K] 17
[6][6][K] 19
[K][+][G] 20
[6][P][+][K][+][G] 20
[4][6][K] 22
[4][3][P] 23
[4][P][+][K] 23
Source: Virtua Fighter 4 Final Tuned Master Guide
Posted by
Srider
on 14/09/2004
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Edited by
Myke
on 03/04/2005
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