Master Guide - Goh Hinogami

Overview

In Final Tuned, new moves such as the long reaching ffK, 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.

Change Moves

A1 Tettsui

bP
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

bP
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

ffP+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

ffP+G
This is the catch throw part from Goh.s P+KP+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.

New Moves and Key Changes

PK . You can input b afterwards to keep Goh back turned. On normal hit, Goh is at -1, but if you go back turned, Goh will be at +3.

dfP . On hits more than mid counter, Goh is now at +6. However, you can no longer throw the opponent during the stagger as before.

bdfP . On large counter, this move will cause a foot collapse.

bbP . 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 dP or backturned P+G nitaku situation.

dfP+K . On a successful sabaki against characters that are not lightweights, a throw is now guaranteed in both stances.

bdfP+K . The advantage after a successful sabaki is now shorter, and does not guaranteed a bP+K anymore. If you sabaki between a -2~even situation, his hit throw is guaranteed.

ffK . 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+GP . 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.

fbP+G . New throw with average damage. If you can make the opponent hit the wall after this throw, you can follow up with ffK.

bfP+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 bP+G . This is the old HCB P+G.

fP+K+GbdfP+K HCF P+G . Slow mid hit that leads into hit throw. It.s possible that you can ring yourself out with this version.

fP+K+GbdfP+K HCB P+G . Same as above except you are less likely to ring yourself out.

(back turned) dP . Mid attack from back turned, +5 on counter, on large counter low throw is guaranteed. (This is basically bP 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 ffK.

ffP+K . This move is now +6 on hit, and +13 on all counter hits.

Other notes: dfdfP+G.s throw escape animation is changed. bfK now only crumples on successful sabaki.

Execution Frames for Key Moves

P 12
bfP 13
dfP 14
K 16
dfK 16
fP+K 16
DfP+K 16
ffP 16
fK 17
ffK 19
K+G 20
fP+K+G 20
bfK 22
bdfP 23
bP+K 23

Source: Virtua Fighter 4 Final Tuned Master Guide


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