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Goh Strategy (Flow, Setups, Combos etc)

Discussion in 'Goh' started by Oni-Kage, Mar 27, 2003.

  1. TexasLion

    TexasLion Well-Known Member

    XBL:
    JunoSynth
    I've been seduced too by the great fun that comes with using Goh (how gay does that sound?). In fact, I haven't played anyone but Akira and Goh these last few weeks. I thought Goh was going to be an unimaginitive character that doesn't really stand out with his own play style, but the more I play him, the more I see and realize how unique he actually is.

    Does anyone know a good wall combo, though? I'm getting jealous that my bro's Lei Fei can wall combo for 100 or so pt. damage, yet I haven't found one yet. All I can think of is a crumble move near the wall, then f + P+K, P, wall hit, then ground throw. But that's so simple that there has to something more elaborate and flashy (and more damaging) then this.
     
  2. CreeD

    CreeD Well-Known Member

    A simple goh wall combo:

    knee MC --> K (staggers, then they hit the wall) --> K --> ground throw or pounce. Tons of life. I'm not sure how easy/hard it is to struggle out of.

    If you get a b+P+K you can land up to six jabs in the float against an opponent who is pinned to the wall. One of the wall combos I have captured is b+P+K --> P,P (the normal PP combo, then a wall hit) --> f+P,P --> ground throw.
     
  3. CreeD

    CreeD Well-Known Member

    A cute trick after your db+K+G hits without knockdown (yeah it's one of those on-paper ideas but I think it's worth trying) -- df+P+K and look for the "aHOY!" sound for your guaranteed throw.

    If the opponent tries a slow sidekick to counter your sweeps you can wipe it out with b,f+K.

    I wonder if you can do P+K --> f+P+G --> DTE... and have the f+P+G and your other two directions count as escapes?
     
  4. TexasLion

    TexasLion Well-Known Member

    XBL:
    JunoSynth
    Thanks Creed. Another wall combo I just found is to [K] when opponent is near wall, then they'll hit the wall and stagger, then [4][6]+[P], [6_]+[P], [3][3][6]+[P][K], they'll hit wall again high, then ground throw. Does 95 pt damage. Not too bad.
     
  5. DRE

    DRE Well-Known Member

    [ QUOTE ]
    I wonder if you can do P+K --> f+P+G --> DTE... and have the f+P+G and your other two directions count as escapes?

    [/ QUOTE ]

    Yes you can. /versus/images/graemlins/cool.gif I was thinking the same thing, then I saw Arashi doing it in the disk replays. I only saw him doing [P]+[K] -> DTE though. Need to check a few more matches out.
     
  6. Blondie

    Blondie Well-Known Member

    [ QUOTE ]
    And yep, on MC guarantees a low throw! HOTNESS! Also, by the half-circular hit throw you meant [+ right?


    [/ QUOTE ]



    nah, isn't the d/f+k+g half circular? That goes into his Hit throw with f+p+g?

    Anybody?
     
  7. DRE

    DRE Well-Known Member

    [ QUOTE ]
    isn't the d/f+k+g half circular? That goes into his Hit throw with f+p+g?

    Anybody?

    [/ QUOTE ]

    It's semi-circular, and can be dodged towards his back.
     
  8. CreeD

    CreeD Well-Known Member

    Too bad you don't get the hit throw just for nailing a dodger. Worse, you're at a disadvantage for that sort of hit.
     
  9. ice-9

    ice-9 Well-Known Member

    Yeah he's got two half-circular hit throws...unfortunately the can both be escaped by the same side.
     
  10. Elite

    Elite Well-Known Member

    PSN:
    Koenraku
    A nice trick I use with Goh comes after you crumple your opponent with [4][6][K].

    This gives you the opportunity to use [2][P]+[K]+[G], the only problem is that's the escape command your opponent will likely enter. Even with [3][P]+[K]+[G] as a deterrent they will still most likely try to escape your catch.

    Instead I find that you can go for a ground throw instead. This means there's now only a 25% chance they will escape. While the ground throws are not as strong as some other follow-ups, I find that if you keep using ground throws after your crumples eventually your opponent will try to escape them instead of your crouch throws. That gives you the opportunity to land [2][P]+[K]+[G] which is where the real damage is.
     
  11. DRE

    DRE Well-Known Member

    Why go for a throw when you can just take the free [2][P] -> [K]
     
  12. Elite

    Elite Well-Known Member

    PSN:
    Koenraku
    Because the possiblities out of [2][P]+[K]+[G] are alot more damaging than anything else Goh has. I'm not saying always go for a throw, sometimes the free combo is good. It just helps if you mix things up to keep your opponent thinking. If he's totally conditioned into mashing [2][P]+[K]+[G] every time you crumple him then you'll never land it. If he knows he has a chance to escape the ground throws I've been using when I crumple him and avoid 30 points of damage then he's gonna start doing those escapes, and that's when you have a chance to hit him with the crouch throw which can't be a bad thing considering the damage you can do from it.
     
  13. Faded

    Faded Well-Known Member

    It's really pretty easy to do double low throw escape and then try to escape a ground throw as well. It's not an either/or situation.
     
  14. Elite

    Elite Well-Known Member

    PSN:
    Koenraku
    Maybe I'm not playing against skilled enough opponents then. Big downside to living where I do. But not EVERYONE can input those escapes everytime so it's always worthwhile try it if you think it will pay off.
     
  15. martialfanatic

    martialfanatic Well-Known Member

    Btw, when are low throws useful? At least ground throws have a 50/50 chance of success. But other than against people who aren't that good, or after you train an opponent to "instinctively" duck, what are good times for a low throw?
     
  16. Elite

    Elite Well-Known Member

    PSN:
    Koenraku
    If they use a strong low attack and you block it you often get a guarenteed low throw. It can be escaped though of course same as a high throw.
     
  17. martialfanatic

    martialfanatic Well-Known Member

    I know all that...I meant what's the point if they're so easy to escape. Most guys with low throws only have two commands.
     
  18. Elite

    Elite Well-Known Member

    PSN:
    Koenraku
    If you never use them then your opponent never has to input the escapes, at least if he knows he has to do that then he can't concentrate fully on anything else you might do. And everyone messes up sometimes anyway so you never know if it will land.

    Unless we're talking about super high level of play because yeah low throws/most throws lose alot of their usefulness.

    Sorry I replied to your other post maybe a little patronisingly. I didn't realise it was rhetorical I thought you were genuinely asking for information on low throws. You're probably more advanced than me anyway so like I said, my apologies.
     
  19. EmpNovA

    EmpNovA Well-Known Member

    [ QUOTE ]
    afroconnexion said:

    Btw, when are low throws useful? At least ground throws have a 50/50 chance of success. But other than against people who aren't that good, or after you train an opponent to "instinctively" duck, what are good times for a low throw?

    [/ QUOTE ]

    Times to use a low throw:

    -When your opponent does a fast low move, such as d+p, and then you either evade it, or are at a distance such that the low punch whiffs. Should you be in range for a low throw, you can take it.

    -If you gaurd a move that leaves your opponent in a state of recovery long enough that you can execute a low throw. Such as a low kick, sweep, or special move the recovers low, such as Akira's third hit of the ABC (or AS3) combo.

    -When your opponent is quick rising, and when rising, does it in a side roll, in either direction, to or away from the screen, and chooses to gaurd, and remain low, you can low throw them.

    -Some characters have special moves that knock the opponent into a "forced crouch," some moves, if they hit for a counter attack, actually have a guarenteed opportunity for a throw after them.

    -Some combos, such as Wolf's f+p connecting a staggering opponent, leave the opponent in a crumpling position, and during the animation, they are vulnerable to a low throw.

    -Sometimes if you are lucky, or sense that your opponent may crouch (and hold guarding position), you can occasionally throw out a low throw and catch them with it, though this is risky.

    In regards to Goh, he has all of these options, and one of his low throws brings you into the Tsukami stance.
     
  20. SoundWave

    SoundWave Well-Known Member

    i find low throws to be more useful after a move that forces crouch rather than a stomach crumble or something like that. Cuz you can spot a crumble much easier than when say you get hit by a force crouch move on a MC. But obviously its always good to mix things up to throw people off
     

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