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Goh Strategy (Flow, Setups, Combos etc)

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

  1. martialfanatic

    martialfanatic Well-Known Member

    Thanks a bunch guys. The advice is much appreciated /versus/images/graemlins/laugh.gif.
     
  2. CreeD

    CreeD Well-Known Member

    This is copied from the goh guide, which I've done some work on recently.
    It's mostly what emp said but longer /versus/images/graemlins/smirk.gif

    *Low throws - There are two: df+P+K+G and d+P+K+G. The first one is a standard
    50 point low throw. There's not much okizeme potential afterward. The second
    goes directly into Tsukame (see the tsukame section later on).

    Strategy: There are five places to use low throws -
    1. Guaranteed low throw minor counters:
    -Any time a move has -8 recovery or worse, and recovers low, a low throw
    may succeed. In plain english, look for low attacks with crappy recovery and
    try to low throw them once they're blocked. Especially watch for sweeps and
    blocked rising sweeps. Sometimes a move recovers fast enough that the opponent
    could get out of a low throw if they knew how, but they just hold guard and
    don't stand up in time to get out of the low throw. If you successfully
    throw someone's rising sweep or some other low attack, and then the next day
    they start smacking you out of the low throw... what probably was happening
    is that the low throw was never truly guaranteed, but because your enemy held
    guard, they ate it anyway.

    2. Low throw minor counters to whiffed attacks:
    -This is hard, and was a valuable and elite skill in previous VF's. You should
    practice this because it's useful and makes Goh a more serious threat. The
    idea behind this is simple - the opponent will do a low attack which you
    predict. Due to either your distancing or due to a successful dodge, their
    low attack whiffs completely. You then proceed to low throw them while
    they're still recovering. It takes good spacing and reflexes, but it's possible
    to punish whiffed low punches with goh's low throws (which have about the same
    range as a low punch). Try to look for situations where the opponent is tempted
    to hammer d+P even though they aren't going to hit you. Don't try to low
    throw the low punch on reflex, which is impossible. Predict the opponent's
    low punch and commit to low throwing it as soon as you see them flich.
    You can low throw them whether their low punch whiffed or was guarded, but
    a low throw vs a whiff is guaranteed and a low throw vs a guarded low punch
    is not. Don't get confused and think it's a free low throw, because opponents
    with good reflexes will attack or dodge when their d+P is blocked.

    Free Examples:
    b+P --> wait for the low punch --> low throw.
    db+K+G (normal hit)--> wait for the low punch --> low throw.
    (This works even at close range)
    b,f+P --> wait for the low punch --> low throw. At long range this will work
    if the b,f+P is guarded. At closer range their low punch will hit you.
    If the b,f+P hits without knocking down, you are always far enought to avoid
    the low punch and low throw.
    You can also low throw low punches even if they're blocked, but it's not at
    all guaranteed. If you try to set up a predictable low punch whiff and
    you end up guarding the low punch, you can still enter an immediate low throw
    and snag them if they don't commit to something (like an attack) right away.

    You can also do low throws to missed rising sweeps. Trying to make them
    whiff is difficult however. One cute method is to hop straight up or u/f at
    the same time as the sweep starts. You'll hop cleanly over the sweep and land
    in front of a crouched opponent. Another method is to knock the opponent down
    (like after a throw) and bait them into a rising sweep. Then dash or crouch
    dash far enough away to make the sweep whiff, and dash back in and low throw
    them as they recover. It sounds harder than it is, a little practice and you
    can do it every time. The hard part is convincing them to do the rising sweep.

    3. Guaranteed low throws after certain hits:
    After b+P or db+K interrupts the opponent's attack (watch for the
    yellow flash) then a low throw is guaranteed. If they aren't paying attention
    they'll eat the low throw. If they're aware of it, they can enter two quick
    low throw escapes and avoid the low throw. Be aware that while other moves
    might force the opponent to crouch, only these two guarantee the low throw.
    Also keep in mind that even if the opponent knows how to low throw escape, the
    action of low throw escaping may commit them to doing something they didn't
    mean to do - for example entering df+P+K+G makes akira do a slow attack, and
    entering d+P+K+G makes wolf and jeffry go into a whiffed low throw animation.
    If you predict the opponent's escapes you can punish them - in the akira
    example you could land a f+K interrupt... against wolf and jeff you can use
    a high throw on them as they scoop the air during their failed low throws.
    A low throw is also possible after the opponent is crumpled by goh's b,f+P+K
    or knee. However once they learn that they will simply enter double low throw
    escapes every time they get hit by it. There's no risk to entering the escapes
    (since you're crumpling, you're screwed anyway and will eat any attack I might
    choose to try).

    4. Low throwing people after tech rolls: At the end of a tech roll the opponent
    is technically crouched. If they choose to hold guard or down+guard after
    their roll finishes, they can be snatched up by a low throw. Do this until
    the opponent adapts, and then mix it up - if they adapt by attacking you can
    punish the attack with your own move (standing kick is pretty solid).. or if
    they adapt by dodging you can throw. For a cute trick, combine strategy 2 and 4
    in this list - knock the opponent down so that they tech roll, dash forward,
    allow their predictable low punch to whiff, then low throw it.

    5. Low throwing out of the blue. This works better than you'd think.
    A lot of very solid players try to move in a crouch all the time and like to
    stay crouched, trusting their reflexes or instincts to block your midlevel
    attacks. They'll use fuzzy guard techniques to duck under possible high throws.
    Look for people who are contantly entering or leaving a crouched state and try
    just dashing up and low throwing them. You'd be surprised.
     
  3. YuniYoshi

    YuniYoshi Well-Known Member

    Hey guys. I used to post here a long long time ago when I was playing with Team Hydra. Well after VF4: Evo came out I got back into VF and have chosen to learn Goh to the best of my abilities. I really appreciate a thread like this and I hope reading it will help out my game. /versus/images/graemlins/grin.gif

    As soon as it's approved, my new name should show up as Yuni_Yoshi. /versus/images/graemlins/laugh.gif
     
  4. PikaJue

    PikaJue New Member

    Hey, this is my first post, so go easy on me. I didn't want to start a new thread of anything, so I thought this would be the best place for this stuff.

    Anyhow, I read earlier how Goh isn't a very strong juggle character. Well, I use his retreating uppercut a lot. It's a pretty handy move to have. Thus, I came up with a few juggles that were pretty good(at least I think so).

    [4][P]+[K]->[P]->[6][K]->[8][P]

    I'm pretty sure that one works. For the record, I first tested it in training with tech rolls on, recovery fast...and then with a friend and he was never able to tech out of the way. Or...he'd begin to and still get hit by [8][P]. Maybe he just sucks at tech rolling. /versus/images/graemlins/wink.gif

    [4][P]+[K]->[P]->[K]->[8][P]

    Pretty much the same as above, only it ends up doing 3 more pts of damage. Damage varied anywhere from 68-84 pts(and all points inbetween). So I'm not positive how much it exactly does.

    [4][P]+[K]->[P]->[K]->[2][P]+[K]

    Less damaging, kinda useless, but flashy. /versus/images/graemlins/grin.gif

    [4][P]+[K]->[6][K]->[4][P]

    Goh'll slam the guy down right in front of him. Good for follow-ups...imho.

    And well...that's that. If any of this stuff doesn't work, please forgive me. It just means I'm a moron that didn't test it out enough. lol

    Terry
     
  5. LM_Akira

    LM_Akira Well-Known Member

    For a first post its good stuff...at least you show the initiative to test stuff out.If your interested on any more Goh combos or flow charts check out Creeds Goh quick start guide its packed full of useful stuff.Just hit Home at the top go left till you se Gohs name in a box then check out all the threads about him.Nice to see another Goh user round here /versus/images/graemlins/cool.gif
     
  6. agios_katastrof

    agios_katastrof Well-Known Member

    1st, I have to say, that just having gotten Evo, I just love this dead smurf. I'd give my daughter to him in marriage (luckily, I don't have one).

    2ndly, this thread rocks. This thread, and Creed's guide are the best info for the inspiring Goh scrubs like myself. Much thanks.

    Anyway, a question - and apologies if this has been previously discussed-

    Has anyone explored the p/k/g option after the tsukami, you know the one where you just push your opponent? Is anything guaranteed afterwards, or is there some nice mixup potential there? I know the guide states to pretty much ignore that option, and at this point I agree, but I'm thinking that AMC put that option in there for a reason. And since people generally expect a drag, I think they are less likely to escape the push.
     

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