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Top 10 Moves?

Discussion in 'Goh' started by SygBoss, Jun 6, 2012.

  1. MDSPrime

    MDSPrime Grappler & Part time Ninja

    XBL:
    Pilchard LoveR
    Just tried it out and [4][P]+[K] is much easier for counterhitting rising attacks and launches for a full combo too thanks man, longer active frames make a big difference.

    I noticed people online always rising attack after they get hit by [P][K][P] or [4][P][P] or even [4][K] > [P]+[G]

    Now they're just gonna suffer more [​IMG]
     
  2. Braveheart

    Braveheart Active Member

    Goh vs Kage
    1:38-1:40

    Does [4] [6] [K] beat all front flip kick things? Does goh have a better wake-up option than that?
     
  3. Leonard_McCoy

    Leonard_McCoy Well-Known Member

    What looks like some kind of special kick by Kage is only -- if I remember correctly -- a High Kick class-wise, which is why Goh's sabaki kick catches it.
     
  4. eiyujpn

    eiyujpn Active Member

    For the above posts mentioning beating out rising attacks:

    I have been using 4K~P+G and 5K to crush both rising kicks on reaction with some success and timing seems lenient for both. After any combo ending in 3PP or 46P+KP6P I crouch dash once and time 5K to catch their tech, if they don't I get OTG and sets up an easy situation to time the 4K/5K crush.


    I'll have to try out the launcher though, good find.


    @Sebo,

    Sorry for late reply, thank you for adding extra insight to my post.

    I agree with pretty much everything you said. I wanted to mention those moves as well.

    I am bumping K back up on to the list as I use it a lot like I did in vanilla now, was just placebo effect.

    Won't go into more detail since your added info is perfect.
     
  5. biZArre_Logic

    biZArre_Logic Active Member

    Since we're talking about Goh's top 10 moves, when is the best time to use 4,6+K? (I hope I entered that correctly.)
     
  6. biZArre_Logic

    biZArre_Logic Active Member

    Disregard! I see better options in the thread.
     
  7. Fulan

    Fulan Well-Known Member

    46k is awesome this time around. it sabakis loads. still gotta pick your spot but it's a really solid sabaki.
     
  8. Feck

    Feck Well-Known Member Content Manager Akira

    Total n00b question here but what do I use to punish blocked low sweeps with Goh? All I can seem to get is low throw(nothing guaranteed), 3pp or shoulder ram.

    Started using Goh yesterday and he's really fun feels like I have to work harder than usual though, KNEE/6KP combos work fine for blocked sweeps when i'm using Akira ...Goh seems to get hardly anything.
     
  9. Leonard_McCoy

    Leonard_McCoy Well-Known Member

    Combo-wise you won't be getting as much mileage out of Goh quite yet. Against some sweeps you should be able to get in a devastating 1P+K combo though.
     
  10. Fulan

    Fulan Well-Known Member

    4k~p+g
     
  11. JaLoHa21

    JaLoHa21 Well-Known Member

    PSN:
    JaLoHa21
    My opinion on Goh's top ten moves

    1. [3] [K], [P] (It's good to close the gap from a mid range, and if it catches the opponent while crouching you get a free combo)
    2. [P] (It's his fastest move that gives you frame advantage)
    3. [4] [6] [P] [+] [K], [P], [6] [P] etc. (The first two hits are natural and it's the best way to end a combo for the most damage. You can also end it with his Tsukami or if you predict they'll duck it you can press [6] [P] for a mid hit.)
    4. [6] [P] (It's his fastest mid attack and really good if your opponent likes that [2] [P])
    5. [3] [P], [P] (It's a good way to end combos that are low to the ground, i.e. [3] [P] [+] [K]_ [3] [P], [P] )
    6. [​IMG] [3] [P] (His shoulder, if it hits, makes the opponent stumble. If the opponent doesn't break out of it in time you can get a combo with [4] [6] [P])
    7. [3] [3] [P] (This is a good move to do after a side step because when your doing it you can also cancel a side step so it will come out fast so you can follow up with a combo)
    8. [2] [K] [+] [G] (This is a fast low and the only low Goh has that gives him frame advantage, I usually do [3] [P], [P] after just because most people try to do something after it. Can be punished if blocked though so watch out.)
    9. [6] [K] (Its a good mid that on Counter Hit can get you up to 110 damage with a follow up of [3] [K], [P] )
    10. [3] [K] [+] [G] (Its another good way to get closer to your opponent, BUT it gives you minus frames on HIT and can be punished if blocked)

    Tell me what you guys think of my list, Also tell me if you agree or disagree.
     
  12. JaLoHa21

    JaLoHa21 Well-Known Member

    PSN:
    JaLoHa21
    Re: My opinion on Goh's top ten moves

    Stagger* on the shoulder instead of stumble.
     
  13. TekSpitFire

    TekSpitFire Member

    I'm having a problem with Goh's moves. I often get interrupted or punished and am at the mercy of spammers. I get caught guarding all the time and punished when I try to respond.

    Should I be mixing in some of his jabs and elbows to work into the launchers? 6k has worked well for me in spots, but I need something else to use.
     
  14. JaLoHa21

    JaLoHa21 Well-Known Member

    PSN:
    JaLoHa21
    Alright, I know what your talking about. I had this problem with Goh when I started using him too, but that's one of Goh's weakness is that his big moves can be snuffed by jabs. That's why when you fight mashers and stuff you gotta find out their pattern and counter the pattern. Or space them out and get in with his 3K,P because most mashers don't block so you mix them up and you have to rely on frame advantage. If they do block and still mash then you can mix them up with Goh's crazy good grabs. Like his 41236P+G grab is really good.
     
  15. TekSpitFire

    TekSpitFire Member

    K. I'll try that out. Last night I was up against the worst brad spammer I've ever seen. All he did was PPPK over and over again. I just blocked and threw him when he was finished. It was boring as hell, but it was super effective.
     
  16. Zero_Shift

    Zero_Shift New Member

    Theres been some immensely helpful information in here. Sebo's posts in particular. In any case though I've been trying to get used to the properties of all his moves and sort of incorporating what I can and I'm wondering, on the flip-side what are the least useful moves in Goh's repertoire? Not bad per se, just ones that aren't all that useful or too situational to see much use. It may be a stupid question but I'm thinking knowing this would help prevent me from trying to do things that just won't work.

    For example, I've just given up on trying to use [P][K][P]. Even if the kick hits I've been consistently counter hit by a standard [P] and that's to say nothing about if if the catch throw is crouched. Maybe I'm mistaken though. Any wisdom to impart?
     
  17. JaLoHa21

    JaLoHa21 Well-Known Member

    PSN:
    JaLoHa21
    Well most of Goh's moves are essential to winning considering his small movelist. On the top of my head [P][K][P] is pretty much useless. Instead try [4][4][P] or [9][K][+][G] and follow it up with [P][+][K] which makes them spin around to pick up some pressure or even damage. [4][P],[P] is only good if you predict their going to side step. Normal [​IMG][K] is useless, gives you minus frames on hit and punished on block. I never use [6][K][+][G] at all, its just to risky. If it's side stepped it can be PUNISHED and its also so slow.

    There's a few moves that are useless.
     
  18. Lodrak

    Lodrak New Member

    I really like using [6][K][+][G] to punish whiffed rising attacks, big damage from the combo, looks badass.
     
  19. JaLoHa21

    JaLoHa21 Well-Known Member

    PSN:
    JaLoHa21
    Well looks are looks, results are the best and the aftermath is what matters. Its just not worth it, [1][P][+][K] is way better than [6][K][+][G].
     
  20. Lodrak

    Lodrak New Member

    I just mean to punish a whiffed rising attack, that's pretty much the only thing I use it for. Works well for that, the timing on it is easy and he steps right in and nails them in the noggin. [6][K][+][G], [9][P][+][K], [4][P][+][K], [4][6][P][+][K][P][6][P] works on everyone but Taka and does 86 damage, which is the best Goh can get from a normal hit without a wall as far as I know, so for pure damage it can't be ignored. There's probably a couple more cases you could land it, though it is 30 frames, I don't know of any lol.

    But yeah, I don't think it should ever be used unless you have a specific reason and you're almost positive it will connect.
     

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