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VF5FS Goh Move Analysis
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Top Moves(top)
- : Explanation
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- :: Explanation
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- Throws: Explanation
A link to Goh's framedata on VFDC: http://virtuafighter.com/commands/list?ver=5fsa&chara=goh
Attacks(top)
P(top)
Shōda
Basic jab. Good for starting pressure game because it's fast and gives you the advantage if the opponent blocks it. -> and -> throw is probably the first mix-up most VF players learn. Goh's jab gets extra points for looking cool as he jabs you with his palm instead of his fist.
Tsuran Shōda
This follow-up for the jab is nothing to write home about but it has 2 advantages worth mentioning. First: it comes out faster after a than does. Second: it recovers faster. There are 4 characters with a slightly faster jab than the rest of the cast (Eileen, Pai, Lion & Kage). These characters can interrupt Goh's (blocked) -> with their fast jabs. They are also able to punish the elbow if they evade it. The canned PP follow-up to your jab doesn't have either problem so keep it in mind versus those characters if you encounter a player who takes advantage of their unique jabs.
Kasumigoroshi
Kasumigoroshi ~ Turn
Mostly used for block punishing purposes. only gives you a very small advantage on hit. makes Goh backturned but gives more advantage on hit. Mixing both of these is smart as it keeps the opponent more on his toes about your options after hit.
Shikigami
The last variation of Goh's jabstrings is a high follow-up to PK. If it hits the opponent Goh automatically performs a hit-throw for some extra damage and knockdown. This move is not very important but it's one of the many options you have after your 's and it can beat immediate backdashes or attacks.
Sune´uchi
Basic . Everyone has it. Small disadvantage on block, small advantage on hit and forces nitaku (2-way choice mix-up) on counter hit. Ducks under high attacks.
Hiji´ate
Basic elbow. Goh's fastest mid. Small disadvantage on block and also forces nitaku on counter hit or if you hit a crouching opponent.
Raikō
Denkō
An important move for Goh. A fast mid with a follow-up that knocks down. The string is guaranteed on hit but you need to watch out if it is blocked: a good player will crouch under the second hit and launch you. The first hit is an OK poke by itself. It has a good hitbox, decent range and it actually becomes safer if you use it from further away.
Urahiji
is Goh's fastest move that tracks evades towards his backside. It also forces Goh backturned. This move has some use in wallcombos but not so much in standing situations. Forces a strong mix-up on counter hit to the opponents side but creating such situation in a match is very hard.
Hoderi
Shikigami
is a relatively fast high move that tracks evade towards Goh's back. Hit-confirming is important with this move. The follow-up is only guaranteed on counter hits so try looking for the yellow counter hit flash before pressing again. The follow-up causes an automatic hit-throw and downs the opponent.
Kurogane Kudaki
Another move that tracks towards Goh's back. This one is slower but hits mid. This move is wonderful as it is very safe on block and sideturns your opponent on hit. A counter hit from this when your opponent has his back against a wall leads to a very damaging wallcombo. If you manage to get a counter hit to the side with you get a guaranteed front throw attempt or a free backthrow, depending on which side it hits from. The only real downside with this move is its slow speed.
Sōkyū
A fast combostarter. Another move that is mainly useful for punishing purposes but as it's safe on block and has pretty good reach it can also be used as a higly rewarding poke. Watch out though, it hits high, is linear and has a bit of recovery on whiff.
Kirin
A long range mid hitting combo starter. It's reach makes it a good whiffpunisher and it does a pretty nice chunk of damage too. On block it's punishable with a throw.
Sune Kudaki
A low handswipe. Slightly disadvantaged on normal hit but unlike most other lows this one is safe if guarded. Ducks under high attacks but it's also very slow and linear. As Goh moves himself forward during this you are always left right in front of your opponent disadvantaged, unless you get a counter hit with it. Not totally useless but not particularly strong either.
K(top)
Inazuma (Migi Hibara) Geri
A basic sidekick. Decent damage, relatively safe, pretty nice range. Overall a pretty nice poke move to have around. Like other basic sidekicks, this one too gives you enough advantage for a nitaku if you hit a crouching opponent with it. If you catch the opponent backdashing with it'll cause a massive stagger. If you get a counter hit to the side with it'll cause a sidecrumple giving a big combo opportunity. This move can also cause backcrumples if you hit the opponent in the back on counter or recovery counter hit.
Tsukikage
: Haritsuke
Probably what most people would consider Goh's signature move. A counter hit from this leads to some of the most damaging combos in the whole game! This is the mid you want to be using in your nitaku mix-ups. Safe on block but on evade you can get butchered so be careful and mix in your throws and circulars with it. The follow-up is only for combo use as it's a hit-throw against an aerial opponent.
Maegeri
Batōsatsu
Good move! A slow but long range mid kick that causes a stagger if you hit a crouching opponent or get a counter hit with it. If you get the stagger the follow-up punch launches the opponent in the air for a combo. The first hit can be hit-confirmed. Doing the second hit on blocking opponents carries quite a bit of risk. On block the second hit is only punishable with throws but on evade Goh is left at a huge disadvantage and likely to be launched by the opponent.
Aragami
: Kagutsuchi
An upwards aimed mid kick with a pretty good hitbox and a hit-throw follow-up. Quite powerful on hit but unfortunately punishable with a throw on guard. This move is good for punishing blocked sweeps and whiffs. If you make the opponent guard it from max range their throws can't reach you.
Kyōsengeri
Sabaki that deflects high and mid kicks and knees. Does not work against "crescent" class kicks (the full-circular ones) or double footed kicks. On regular and counter hit this move only gives you small advantage but on successful sabaki it allows for a combo follow-up. Safe on block.
Karigeri
A standing kick to the shins. This low doesn't do a lot of damage and it causes slight disadvantage on normal hit but on the good side it's half circular and tracks evades to Goh's front side. On counter hit you're left at a small advantage. This move is also awesome when pararrel to a wall as the side wallstun allows for a very damaging combo.
Kusabigeri
Another low kick. This one is performed in a crouching position. While it's Goh's fastest low and ducks under highs it's not a very good move. Punishable on block, disadvantaged on hit and even on counter hit the situation is neutral.
Garyū
is pretty much Goh's longest reaching move. Very safe on guard and gives a combo on counter hit but unfortunately as it's linear and very slow it's not a very good move at all. Authors choice for converting a backdash stagger caused by K into a combo.
P+K(top)
Agitosogi
A very fast upwards thrust to the chin / nose. Hits high and is Goh's fastest combostarter but requires counter hit. The damage from the follow-up combos is quite high but the move has terrible range so finding good use for it can prove challenging. Only causes minor damage and a small advantage on normal hit.
Roppotsubushi
A gut punch that causes a lot of pushback. This moves purpose is to cause wallstaggers which you can then attempt to follow with wallcombos or mix-ups, depending on the opponents ability to escape the staggers.
Fudōsatsu Arata
Counter hit launcher that is very safe on block. A bit on the slow side. This moves main use is within combos as it causes a low bound.
Shōzuka Okuri
A big launch. Quite slow and punishable if guarded or evaded. The main use of this move is reverse nitaku: a risky tactic of using a big launch if you think your opponent is going to use a throw on you. Aside from that it's very good for punishing high moves with a lot of recovery if you crouch under them.
Karura
A very slow mid launcher with nice reach and some limited evasion properties as Goh twists his body back. Also very safe on block. Since this move also has a charged version you can use use that to your advantage and charge for a while to keep the leaned back position slightly longer.
(full charge) Kotetsu
The fully charged version is also a mid launcher but it causes a stomach crumple on hit instead of a float like the non-charged version. This one has the added benefit of functioning as a mid guardbreak as it causes a heavy stagger on block. The move is prone to getting evaded as it's very slow and telegraphed.
Jibishō
A gut punch that causes a stomach crumple on any hit. Punishable on block but most characters only get jab punishment. It has decent reach so it can be used as an easy input whiffpunisher if close enough. This moves biggest problem is that it offers dwindling damage for being punishable and relatively slow while he already has which has more reach, is safer on block and offers more damage on hit. On the other hand is single input where as needs a crouch dash input effectively making it 1 frame slower. gets a small level up near walls as it can be converted into a wall ending for slightly more damage. Not a bad move if you can use it reactively.
Koryūsatsu Ichi
Koryūsatsu Ni
Koryūsatsu Todome
Koryūsatsu Arata
Koryūsatsu Ni ~ Tsukami
A 3 part string with 3 different enders. This move is mainly used in combos but lets look at the whole string. The first hit is a relatively fast mid, the second hit is high and the third hit can either be high, mid or a catch throw.
If you connect with the first hit the second one is guaranteed but the 3rd is not. If the second hit gets a counter hit on it's own then any one of the enders is guaranteed, even the catch throw.
- ender hits high and gives advantage on block. On hit it causes a hard knockdown that allows for a small combo. Linear.
- hits mid and is punishable on block. On hit it causes a knockdown and some minor damage. Linear. Near walls may cause a wallhit for slightly more damage.
- ender is a catch-throw so it can't be evaded or guarded. It does not do any damage by itself but it transitions to Tsukami.
The problematic parts about using this string as a poke or mix up by itself are numerous. The first weakness is that the second hit is high and an opponent conditioned with it can easily punish Goh after ducking it whether he does a follow-up or not.
Then there's the mix-up between the mid and the throw at the end which can actually be totally avoided by a fast CD fuzzy guard (works on block and on hit and even if you try to delay the throw). The opponent needs to know this of course and this is not very easy.
Finally the risks involved in just getting the throw ducked or the mid evaded on guess are also huge as both options can be punished severely and the mid option does weak damage.
This string gets it's attributes slightly changed versus Taka-Arashi. First off is a natural combo on Taka. Second last hit does not cause a hard knockdown on Taka but forces him into a crouched position and gives Goh a large advantage. Third becomes guaranteed on counter hit and recovery counter hit.
Zukotsuwari
A mid hit that jumps over lows and gives a small follow-up combo. This move can have some hitbox problems as it totally whiffs against some lows and in some cases can even land on top of them. If Goh gets poked out of this he's floated in the air. Mainly used in combos as it causes a high bound.
Gorintō Kudaki
A high headbutt that gives a blast back on hit and breaks guard on block. On block only guarantees a throw attempt or . Very slow and has one of the worst hitboxes in the game. Try to break Kage's guard in closed stance and laugh at what happens. Can be used in wallcombos as it also causes a low bound but considering it's hitbox is overly situational and as it only does 1 damage more in combos compared to low bound it's not worth the try.
In the end this move actually has some limited potential near walls: When parallel to a wall getting guarded the guaranteed afterwards can cause a side wallstun and guarantee for a big combo.
Gōkitotsu
Goh's shoulder ram. A relatively fast mid that causes a stagger on hit and is safe on block. This move has rather funky hurtboxes and it can go under some mids in certain situations. Because of its speed it's one of Goh's best moves for beating sabaki and reversal attempts. Can be done with or input from standing. The move executes one frame slower when buffered from standing compared to doing it from a crouched position.
K+G(top)
Kiribarai
A full-circular high. Safe on block and forces the opponent sideturned on hit. It can be hard to land on opponents who cancel their evades with crouchdashes but it's a good move to have in your sideturned mix-ups and it's sometimes worth it to throw it out when the opponent techs a knockdown. Like getting a counter hit to the side with gives you a free throw attempt or a guaranteed backthrow, depending on which side you hit it from.
Raijinsatsu
A special high kick with good reach. Causes headcrumple on hit for powerful combo opportunities and it even gives Goh advantage on guard. Unfortunately it's slow as molasses so it doesn't have much real use.
Onikubikari
: Murakumo
A slow, high, half-circular kick with a hit-throw follow-up that you can do both on hit and on guard. This is a good move to use after the opponent techrolls after a knockdown. Besides functioning as a guardbreak it stops immediate attacks (unless they are considered crouching) and it tracks towards Goh's generally weaker front side for great rewards. Using it as a part of normal standing game is also possible but it's so slow that the opponent quite literally has to freeze behind his guard to be able to hit this.
Muchi´uchigeri
A very bad move. It does a nice amount of damage, causes a knockdown and even tracks evades towards Goh's frontside but it's also very punishable on guard, turns Goh's back on hit and whiff and it's so slow that evades canceled with crouch dashes are almost always safe from it. It is used in some combos but aside from that this move is just horrible.
Sokkotsu Kudaki
A foot stomp. Linear, very slow, doesn't duck under high and is punishable on guard. It does have advantage on hit but so does the next low. does enough damage to cause a wall stagger however, so there's that.
Haraigeri
Haraigeri
A rather nice low. Quite on the slow side and it does not duck under high attacks but on the other hand it gives advantage on hit and it's also half-circular. The input determines which side it tracks. This move is good for getting side wallstuns for good chunks of damage. One last property it has is that the small sidestep Goh takes at the beginning can actually evade strikes. It seems to do so for 8 frames as long as the opponents move doesn't track the direction you're stepping towards.
Ni´ōdaoshi
: Ni´ōsatsu
A very slow low. does crouch under high attacks and it tracks evades towards Goh's front. Punishable on block, some characters can even launch this low on block. The follow-up is a decently damaging hit-throw that can be done if connects as a counter hit. Unfortunately due to it's slow speed and/or counter hit requirement this move sees very little use.
Tengusatsu
Jumping high kick. Linear and very slow and the hitbox is pretty bad. This move can quite easily whiff against moves that otherwise wouldn't avoid high attacks. Getting hit during this move leaves Goh floating in the air. This move also forces Goh backturned. On hit it causes a stagger but it doesn't guarantee anything. On the good side it leaves Goh on advantage if blocked. It also can't be deflected by a kicksabaki, too bad that 2 out of 3 kick sabakis make it whiff over them... Can somewhat be used to jump over opponents lying down with their side toward you but as recovers for a while it's rare to get a free strike in the back with this setup.
P+G(top)
Tsuchikumo
One of Goh's more unique moves. While it is done with a input it's actually not a throw but an attack that shifts into a hitthrow follow-up upon contact. As it is special low, fullcircular and double handed attack that allows for a follow-up combo it's a pretty good and scary choice to use both against evades and all sorts of reversals and sabakis. The downsides are that it's very slow and punishable by a throw on guard.
P+K+G(top)
Basara
~ Mekira
~~ Bikara (Shinshō Sangō)
~~ Indara (Ura Shinshō Sangō)
Goh's Basara. Another one of his useless moves. On the good side it's mid, does a nice amount of damage on normal hit and is safe on block. On the other hand it's slow, has poor reach, is terrible if evaded and it just simply doesn't fill any single role in his game. You could use it for drilling through a predicted kick sabaki with style.
Ending with does a choke slam and ending with does a sideswitching throw. After ending you can evade opponents mid rising attacks towards Goh's front.
Zenpō Kaiten Ukemi
The roll. Not much to say about this. Doesn't seem to be useful for anything in Final Showdown. Goh is considered crouching after the beginning frames and getting hit during the roll counts as a crouching normal hit.
Kumiteharai
~ Kumiteharai ~ Tsukami
Sabaki that deflects high and mid punches and elbows. The follow-up is a catch throw that grabs the opponent into Goh's Tsukami mix-up. You can do the follow-up with or to double it as a throw escape, just in case.
The sabaki itself does not do any damage is not considered an attack so you can get thrown out of it. Getting hit by attacks during the sabaki counts as a normal hit instead of counter hit. Getting hit during the throw follow-up counts as a counter hit.
Yamibarai
Sabaki that deflects low punches and low kicks. Does not deflect sweeps or double limbed attacks however. A succesful sabaki gives Goh enough pure frameadvantage to land a launch - most often - for huge damage. Deflecting a low kick gives more advantage than deflecting a low punch but also pushes the opponent further away so you need to either make a quick dash or switch your follow-up to .
The sabaki itself does not do any damage and is not considered an attack so you can get thrown out of it. While the animation looks like it's crouching (and it used to be) it's not in Final Showdown. Getting hit during the sabaki counts as a normal hit instead of counter hit.
(During opponents throw) Tsukamigaeshi
Goh's most unique attribute, saved for the last. Goh has the ability to sabaki throws and instead grab the opponent into a tsukami mix for their effort. This can even be done in a situation where the throw attempt is guaranteed. The downside? It's very hard. The window of opportunity for a successful throw sabaki is 2 frames, just as the opponent has grabbed you.
Luckily as Tsukamigaeshi is not an actual move and only requires a well timed input you can actually try doing it with to also take care of punches and elbows. Remember that even if you miss the sabaki window you can still attempt to quicky escape a throw simply by holding and a direction and letting go of for extra safety.
Stances(top)
Backturned
BT Tsuki
While Goh's backturned has all the same follow-ups as his regular has, the initial punch is a little different. BT comes out faster than a normal jab does and does not leave Goh on advantage on block or even on hit. This move is rarely used on it's own so it's no problem. The most common use for this move is to prevent the opponent from backdashing after doing . One last property of BT compared to his regular is that it has more hitstun: counter hit BT is a combo while a regular is not.
BT Tettsui
A very nice move from backturned. Fast and very safe on block. It is linear and punishable on evade however; some characters can even get a launch. This moves strength besides it's speed and block safety is it's reward on counter hit, upon which Goh get's either a guaranteed low throw attempt or a free , from which you can again enter BT if you so wish. If you get BT to opponents side on counter hit, it allows for guaranteed combo opportunities.
BT Mawashigeri
This move is nice on paper but rarely has use in practice. It hits high, it's fast, very safe on block and it tracks evades towards Goh's front. Knocks down on any hit and on counter hit it even has potential to follow-up with a combo. The downsides are that the range is bad, it's high and it gets overshadowed by his other BT moves.
BT Sunegeri
This move is really bad. It's Goh's only low from backturned. Like BT it also allows for a low throw attempt on counter hit but this one doesn't allow for the guaranteed jabs. It's also got a very short range and it's Goh's slowest move from backturned. It's almost always interruptable, evadable, backdashable, badly punishable on evade and slightly punishable on block and even leaves Goh on disadvantage on normal hit. It's hard to think of a reason to ever use this move.
BT Kōryūsatsu
Longest reaching move for Goh from backturned. Like BT it tracks evades towards Goh's front but this one is mid. Forces the opponent sideturned on hit and gives Goh nice advantage. Very safe on block as it tends to push the opponent out of throwing range. The only bad things about this move are that it's very punishable on evade and a few characters can backdash away from it's range after front hit so remember to mix up properly. Like his other sideturning moves Goh's BT also shares their properties when hitting a sideturned opponent: a counter hit allows for a front throw attempt or a free backthrow, depending on the side.
BT Ōuchigari
A catch throw from backturned that allows for small combo follow-ups upon contact. As a throw it cannot be guarded or evaded and because of its catch nature it's also inescapable. This moves main problems are that it's backdashable in the most common backturned situations and interruptable even by slow moves.
If you manage to get into Goh's BT game while you're on the opponents side this move cannot be backdashed and can only be interrupted by very fast moves or moves that are considered crouching. Getting a counter hit with to the side actually makes BT uncrouchable and uninterruptable unless using a crouching attack, this is not a common occurrence however. Generally the mix-up with BT or BT and slightly delayed BT from the opponents side is very strong.
Throws(top)
Standing throws
Makikomi
A 40 damage neutral throw. Switches sides with the opponent. Leaves the characters in closed stance afterwards. The position after is such that if the opponent tries to get up with a mid rising kick, they'll get a half circular one that you can evade towards your own front and punish. If is escaped Goh is left at -6 and both characters are sideturned.
Hiza´ate ~ Ōguruma
Goh's second most damaging throw at 65 damage. Also switches sides and leaves the characters at closed stance afterwards. Similarly allows the evasion of mid rising attacks towards Goh's front. As it leaves the opponent slightly further from Goh it also allows him to backdash all sorts of rising kick retaliation. When escaped this throw (and all the rest of his throws) leaves Goh at -6 and sideturned.
Mukyū Yūshū
Goh's strongest throw at 70 damage. While the throw initially pulls the opponent back, in the end Goh gets up on the side and the original positioning is changed by 90 degrees. While this throw can be used to ring the opponent out directly behind you it's pretty risky as depending on the positioning you can also end up ringing yourself out (too close to the edge) or placing yourself at a really bad position right next to the rings edge. Also dangerous when rings edge is on your side as you can end up accidentally ringing yourself out or placing yourself in a bad position between the edge and the opponent.
This throw leaves the characters in open stance. It does not allow you to dodge rising attacks but depending on how they get up it may allow you to jump over them, making their attacks whiff and gives you a free shot at their backs.
Onigari
The alternative forward throw. Unfortunately only does 55 damage. Leaves characters in closed stance afterwards and throws the opponent to the side. Use if you feel you're in a bad position for . This throw again allows you to evade mid rising kicks by evading towards Goh's front.
Ōsotogari
Another forward throw. Does 50 damage. This one is mostly useless. It does pretty much keep the original positioning and allows for some fun jump over shenanigans. Jumping over opponents after is a lot more reliable than after , but it's still just shenanigans. looks like it could ring the opponent out forward but it actually doesn't: Goh can plant them on the edge so that they are more on the outside than on the inside and they're still able to just roll back in and be safe.
Kiku´ichirin
The other 4 direction throw. 47 damage. Switches sides with the opponent and throws them a bit further back than does. has some ringout potential towards Goh's back. While it's very limited it's the only reason to use this throw. Leaves characters in open stance and again allows evading mid rising kicks, only this time you need to evade towards Goh's back.
Gōrai
A throw that is initiated from a crouching position. The throw itself does 40 damage but also allows for a down attack for a total of 53 damage (or 59 if they try attacking into the down attack).
This throw has a couple of uses. First it's his only throw that rings out forward and it actually does so from pretty far away.
Another possibility is to use it on full wall stages as the throw can make the opponent hit the wall for a combo opportunity. These combos rarely do as much damage as his most powerful -direction throws unless fighting against a light weight but they do allow for nice okizeme as they keep the opponent pinned next to the wall and force a tech. Unfortunately the combos can be a bit unreliable depending on the angle to the wall.
One thing worth noticing about is that as it's executed from the crouch buffering it from a standing position makes it come out slower than his other throws. Some characters have linear rising attacks from the position that leaves them in on open field. has a slightly different escape animation than his other throws. It's still -6 and sideturned but you are left closer to the opponent than his other throws. Getting escaped when close to the ring edge can result in Goh getting tossed out of the ring himself.
Low throws
Zutsuki ~ Seoi Otoshi
A 55 damage low throw that switches sides. Leaves characters in closed stance. The position the opponent is left in allows evading mid rising attacks towards Goh's front. All of Goh's low throws when escaped are -6 but they are not sideturned like his regular throws.
Hiji´uchi ~ Ukigoshi
Another 55 damage low throw. This one throws the opponent forward. The positioning is the same: it leaves the characters in closed stance and allows evading mid rising attacks towards Goh's front.
Hizageri ~ Kuchikitate
Potentially the most powerful low throw Goh has. Potentially, as it allows the opponent one extra guess to get out afterwards as this one transitions Goh into Tsukami. The initial throw does 25 damage. The combined damage from and the Tsukami follow-up can do up to 75 or 90 points of damage. Be wary that the initial 25 damage from cannot KO the opponent: even if they are below that they will be left with 1 health point. More on the Tsukami throws below.
Tsukami
Tsukami is a sort of clinching position that Goh has that can be entered with
1)
2) ~
3)
4) (throw sabaki)
Tsukami has 5 follow-ups:
or or or or Tsukitobashi
This follow-up can be initiated by pressing pretty much any button except for . Goh shoves his opponent away doing no damage but leaving him with enough frame advantage to land a combo. This is his worst follow-up and never worth doing because where as the other options have to be guessed this one can always be escaped for free simply by holding . All Tsukami follow-ups are only -3 when escaped.
Note:
The rest of the Tsukami follow-ups are all 2 parts. There's the initial step and then the follow-up throw. The step part can be escaped but if it's successful the throw is guaranteed.
Zenpō Kuzushi
Ōsotogari ~ Tenmagyō
Very damaging follow-up. Almost all of the forward movement in this throw is created by the step itself so this throw doesn't have a lot or ringout potential. Does 65 damage and leaves you far enough to be able to backdash out of rising kicks way. Escaped by holding .
Kōhō Kuzushi
Tomoenage ~ Ayagami
As damaging as the previous throw but this one also has very good ringout potential towards Goh's back, especially since the throw can be initiated either early or late during the step. Does 65 damage and leaves you in a position where you can evade mid rising kick towards Goh's front. Escaped by holding .
Uhō Kuzushi
De´ashibarai ~ Shūkongōshū
Both and directions have potential to ring out to the side, the throw follow-up for both of these is the same one. Leaves you quite far from the opponent so it's easy to avoid their rising attacks by moving back a little. Does 50 damage. Escaped by holding .
Sahō Kuzushi
De´ashibarai ~ Shūkongōshū
Both and directions have potential to ring out to the side, the throw follow-up for both of these is the same one. Leaves you quite far from the opponent so it's easy to avoid their rising attacks by moving back a little. Does 50 damage. Escaped by holding .
A note on the Tsukami escapes if they seem confusing as and are escaped by their respective directions and and are escaped by the opposite direction: the escape is holding the direction opposite of where Goh is trying to drag you on the screen.
is pushing towards you so you push back with . is pulling away from you so you pull back with . is trying to step away from the screen so (towards the screen) is the opposite direction. is trying to step towards the screen so (away from the screen) is the opposite direction. Remember to always hold when grabbed into Tsukami to escape the push Goh has from Tsukami.
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