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VF5FS Goh Start Guide #6 vs Goh

Jun 8, 2014
VF5FS Goh Start Guide #6 vs Goh
  • These are casual matches before the Central Hachiƍji 5 on 5 tournament.



    Midi (1P) vs Shenron (2P)

    There are a few noteworthy points worth mentioning from the video, in particular the potential strength of [6][6][P][+][G] and the Tsukamigaeshi throw sabaki, which becomes a terrifying prospect as you'll see!

    I think Shenron's use of [6][6][P][+][G] will be great for beginners to check out. Note how it eats evades and backdash abare.

    He's also really good at the throw-sabaki Tsukamigaeshi ([P][+][K][+][G] against throws), which makes life difficult when at -10f after he guards my [3][K][P]. Being able to do throw sabakis can make a huge difference, I recommend you practice this well!

    Below are some points from the video I need to reflect upon, these notes will also serve as a (very) brief anti-Goh strategy (intermediate player level).
    • This doesn't just apply to matches against Goh but experienced players will employ a lot of fuzzy guarding. You really have use your crouch throws here. Goh players tend to fuzzy after [6][P], [6][6][P], [K]against side, and after they guard. They may also try to fuzzy after your [4][6][K] and [2][K][+][G] on normal hit, and [4][6][K] and [P][K] on counter hit so look to use your crouch throws after those, too. Of course, if they try to abare look to counter hit them with an attack.
    • When at +10f, looking to hit a Tsukamigaeshi throw sabaki off [4][K] or [K][+][G] is a valid tactic, but also using [6][6][P][+][G] here is a strong choice as it will also take care of evades (though it will lose to [P] and [2][P]). The most important thing here is to try to get a read on your opponents habits and act accordingly.
    • More [4][6][K] abare with Goh's knee and a throw is good, but again, [6][6][P][+][G] is a strong option! A [4][4][P] counter hit will only register as a normal hit and [4][K]'s hit throw won't work so I think it has a place here.
    • I ate a lot of fully-charged [4][P][+][K]s in that video when I should've evaded or sabakied them. I wasn't tech-recovering well after [4][6][P][+][K][P][P] either, I guess I was really feeling the pressure!
    • I've started using [1][K] a lot recently but need to practice my normal/counter hitchecking, the same goes for my [2][K][+][G] and [6][6][P].

    From the author


    Well, I hope this post was a nice change of pace for you guys! Please check out the video, hopefully you'll see some other cool ways to play him!

    Midi

    Additional Q&A


    No. 169
    Whenever I knock my opponent down I tend to backdash away because I don't want to get hit by wakeup attacks. I also try to distance myself and go for [3][K][P] for oki, is this the right thing to do? I'm not sure how to do okizeme properly. Most of the time I just let them get back up and everything resets to zero. In your video I noticed you guys were much more aggressive, can you give me some pointers, please?
    -Ess​

    No. 172
    Backing away after a knockdown is actually a good strategy, sometimes. If you can time it right you can bait your opponent into trying a wakeup kick, backdash away, and then punish them when they whiff. This approach has little risk for great damage returns. However, if you're too far away they won't do a wakeup attack (though I've seen advanced players do it from force of habit sometimes, tsk tsk tsk).

    Reasons to get in close after a knockdown:
    1. On hit a wakeup kick doesn't do a lot of damage, and if you guard it you'll have a large frame advantage
    2. You are confident you can guard against a wakeup kick
    3. There are guaranteed ways to punish opponents who recover by rolling back and try a wakeup kick

    1. On normal hit a wakeup kick's damage is low, and the disadvantage small (-3f). On guard you'll be at +6 so it's often worth shouldering the risk and trying to guard one.

    2. Once you get used to the game, you can often tell by looking if your opponent will try a mid or low wakeup kick. When you can read your opponent, your guard success rate will improve. The frame advantage on guarding a wakeup kick is large so that's why we go for pressure on oki.

    3. A guarded wakeup kick after a back roll recovery gives you an advantage of +15 frames. Guarding a mid wakeup kick will guarantee [4][6][P], guarding a low will guarantee [6][P], [3][P][P] and low throws. That's the good news, the bad news is that it's very difficult to tell which kick they will use.

    I hope this helps. Of course, everything depends on how much health you have left, your opponent's habits, ring positioning and so on.
    -Midi​

    Source: Midi's VF5FS Beginner's Blog post
    Author: Midi
    Translator: Modelah

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