VF4 / Goh [ print friendly ] [ normal view ] Orange Book - Goh Combo Maniacs
Text - Astro
Translation - Noodalls
[4][P][+][K]
1. [P] [K][+][G][P]
2. [P] [6][P][P]
3. [P] [P] [3][3][6][P][+][K]
4. [P] [P] (B1 or B2)
5. [P] [P] [K]
From [4][P][+][K] combo 1 is the biggest damage. It connects up to
Lau in the middle weights in open stance. On counter hit you can
take away the [P] and it will connect on bigs. The total damage off
a normal hit is 63, which being very high, means you want to
connect this every time you get a chance. Combo 2 is for open
stance, and connects on all characters, even on a normal hit. The
last hit is a slam hit, so if the opponent fails to tech you get a
free down attack.
Combo 4 and 5 also work on all characters irrespective of
footstance. Specially combo 4 ends with a slam, so if the opponent
fails to tech you can go for a ground throw. With combo 3, if the
combo is done in closed stance, you can go from there into okizeme
smoothly.
[4][P] (A2)
6. [P] [2_][6][P][+][K]
7. [P] [6][K]
From [4][P] (A2), when in closed stance a follow up [P] will
connect except on Jacky and Lau. Combo 6 works on light weights,
and 7 connects on others. In open stance, it's difficult to connect
a [P] on Aoi. Against her, you can repeat the [4][P] (A2). For
some reason, against Jeffrey in either foot stance [P] will refloat
him very high, so you can go for a [K][+][G].
[4][6][K] or [4][6][P][+][K] or [K][+][G][P]
8. [P] [3][3][6][P][+][K]
9. [2][P] [K]
10. [3][3][6][P][+][K]
11. [2][P] [4][P] (A1)
The basic combo after a stomach crumple is 9. If you delay the
[2][P] slightly it will refloat, then you can do the next move
asap. If you do manage to refloat them you can look to add damage
with combo 11. For people who aren't good at refloating, 10 is the
safest option. 8 is the biggest damage you can go for against
heavyweights. The [P] timing is difficult, so you can go for easy
damage instead with combo 9.
[4][6][P] (on minor counter or above)
12. [P] [6][P][P]
13. [P] [3][3][6][P][+][K]
14. [P] [K]
15. [P] [4][P][+][K] [K]
16. [6][P][+][K][P]
On minor counter or above, the [4][6][P]slams the opponent down,
13 and 14 are the safe options. Both give poor overall damage, but
connect on all characters in either stance. Against heavy weights
you need to delay the [P] a little. 15 works on Aoi and Pai only,
but can be evaded with tight techrolling. When in open stance, go
for combo 12. For light weights to akira, after the [P] dash a
little bit forward for the [6][P][P].
[6][K]
16. [6][P][+][K][P]
After the [6][K] hits on counter hit, the advantage frames have
been lessened, so combo with 16. Sometimes it won't connect when
you're in closed stance after the hit, so go for the guaranteed
damage.
[6][6][K]
17. [6][6][K]
BT [P][+][G]
18. [6][6][K]
The new move [6][6][K] causes vital point stun on counter hit, so
you can go for another [6][6][K]. If you were slow in determining
the type of hit, you can use [K] instead. You can do the same thing
after his BT [P][+][G] catch throw.
[6][6][P][+][G] (B1)
19. [3][3][6][P][+][K]
20. [P] [2][P] [3][3][6][P]
21. [P] [2][P] [4][P] (A1 or A2)
After his [6][6][P][+][G] (B1) you can connect 19 on all characters,
no matter the weight class. Different from this, 20 and 21 are
character limited combos, connecting on Sarah, Brad, Lei, Lion. One
point, after the [6][6][P][+][G] (B1) you dash slightly slightly
forward before connecting the [P]. If you do a [2][P] from there it
will refloat, so do it immediately. On the other hand, combo 21 is
a slam combo, so if you're able to include the ground throw, you
can connect with big damage. The difficulty increases, but if after
the [P] you can input the [2][P] as [6][6][2][P] to expend one
frame, you can connect on Pai, Vanessa and Shun.
Posted by
noodalls
on 01/02/2005
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Edited by
Myke
on 03/04/2005
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