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VF5FS Goh Punishment
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This isn’t written as a comprehensive guide for Goh, Modellah’s translation of MIDI’s Goh guide
is an amazing resource which already does that. This is moreso intended to give tools for
particular situations where you can utilise Goh’s unique tools for punishment/Okizeme.
Contents
General Punishment(top)
BackDash(top)
The most important situation where you need to be mindful of a backdash is after a blocked .
Another metric is Jean's , you can consider your move an anti BD if it reaches after blocking .
Moves that connect on opponent's > BD are:
Goh’s is his best tool for punishing a BD.
is 14f High, -5 on block and usually -13 max if evaded.
reaches BD after blocking Jean's at close range.
Probably the best anti BD all characters have. Use this over if opponent mixes his BD with evade (you're still + if is evaded) or they block.
reaches BD after blocking Jean's at close range.
hit-confirmed into follow-up is Goh’s 2nd best option for punishing backdashes.
is a Mid that also punishes crouching opponent.
It's 19f though so if opponent does > he'll put you in Nitaku unlike and after which you can still CDF if you get interrupted by .
doesn't reach BD after blocking Jean's at close range.
The longest reaching move in Goh's arsenal. It's very slow at 24f but it's a Mid and only -5 on block, however it is quite unsafe if evaded.
It reaches BD after blocking Jean's from mid range.
I originally added // as anti-BD tools but as Nero mentioned while editing they mostly whiff after blocking .
'NOTE: I don't think you can include and , they mostly whiff after blocking .'
Punishment at Advantage(top)
This section will detail Goh’s options for punishment at different frame advantages, starting with
the lowest advantage with a guaranteed attempt being +10.
Standing(top)
+10
Throw
Throws are the only guaranteed punishment at +10. Note that the throw attempt itself is guaranteed but the opponent can still tech the throw if they guess the direction.
Good ring awareness will make Goh’s already damaging throw game increasingly scary when leading to Okizeme setups which will be discussed later.
+12
/
Ending the string with will leave you +4 but also leave you backturned, Goh’s options from BT aren’t great.
BT is 14f, it can't be interrupted but it can be backdashed, it is +13 with guaranteed Low Throw attempt on CH.
Unfortunately BD beats most of Goh’s BT options making fairly redundant.
leaves you +1, this also isn’t great and effectively resets the situation to neutral.
+14
This is guaranteed against standing opponents at advantages 14+ and above, and is
realistically his best punishment up until +19. This leads to a very standard guaranteed combo.
+17
:
Less damage than but gives hard knockdown if you prefer that over carry.
+19
+22
is max dmg punishement against Jacky's sommersault as whiffs.
Crouching(top)
+10
Low Throw
Throws are the only guaranteed punishment at +10. Note that the throw attempt itself is guaranteed but the opponent can still tech the throw if they guess the direction.
Good ring awareness will make Goh’s already damaging throw game increasingly scary when leading to Okizeme setups which will be discussed later.
Note that Goh's transitions into Tsukami, giving 90dmg altogether with 6/4 from Tsukami, however it's fairly easy to break from this low throw.
+12
Still better go for the Low Throw guess unless is going to kill.
+14
Leaves Goh at +6
+15
Knocks down, gives OTG option if opponent doesn't tech and Meaty Max Charge if they do.
+16
Nothing guaranteed after the stagger.
+17
:
+19
NOTE: When this is done against a crouching opponent the launch is much lower, so more damaging combos from may not necessarily work against crouching opponnents. I'd recommend using the lower damage combos from against crouching opponents.
Okizeme (Opponent Rising)(top)
The simplest way to deal with In Place or Roll Rising Attacks is to just block them on reaction and take the +6. (only exception is Face Down, Feet Towards where at least I can't react to mid/low and have to guess)
Learning to block these on reaction is essential to tightening up your game.
Back Roll Rising Attack is a guess but both Mid and Low leave opponent -15 if blocked.
If you have a hard read you can crush Rising Attacks with moves that do 21pts or more, and are two good options.
Below we’ll discuss the different options you have OTHER than simply blocking. For information on
what to do when at the advantages given by blocking a rising attack, refer to either the
punishment list earlier in this article or Goh’s Nitaku options in the Strategy section of his wiki.
This section isn’t intended to cover all options for these situations, rather it is meant to cover
Goh’s specific options.
Mid Rising(top)
Goh’s Sabakis linear and half circular mid kicks. Knockdowns after which opponents mid kick is either are:
- Face Up, Head Towards
- Face Down, Feet Towards
- Face Down, Head Towards
Many of Goh’s throws leave the opponent in those position.
The Sabaki can be done on reaction if you're really sharp.
Against characters that use hands for mid rising attacks (Big Boi Taka) you can use Goh’s
to sabaki it and transition into Tsukami. Jeff and Taka also have rising mids/lows that are
headbutts, those need to be blocked.
Low Rising(top)
Goh’s will allow you to sabaki linear and half circular low rising attacks (both punches and kicks), leaving you with a sizable advantage. However sometimes the sabaki can leave the opponent at fairly long range depending on the move you sabaki, so a standard 1P+K combo may not always be possible.
Another good punishment for low rising is to back dash slightly out of range and punish the whiff with , leading to a full combo.
Knockdowns after which you can opponent's Low Rising Attack:
- These vary per character so it is not guarenteed against all characters from any position.
Goh can also use or to punish low rising, these work regardless of whether the low is linear/HC/FC as it jumps over the attack. This can be done of reaction, however is considerably slower than . is guarenteed after crushing a low with these moves. They can also be used to crush/punish and other low attacks.
If you have any questions about anything above or anything to do with Goh in general feel free to hit me up or post in Goh's dojo forum threads and I'll do my best to answer.
Shout out to Mister and Nero for helping me write/edit this.
Blessy
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© Jason Axelrod from 8WAYRUN.COM