VF4 Evolution comes to Japan?

Discussion in 'Junky's Jungle' started by LeoT, Aug 6, 2002.

  1. CreeD

    CreeD Well-Known Member

    Ohhhh! you wanted spoonfeeding!? My bad!

    Juuust kidding. My post does actually explain the new throw. If I read it correctly, it's like wolf's catch, with several possible followups . However

    What when you finish a tsukami follow up, can you do another or do you lose your hold.

    From LeoT:
    <font color="brown">- goh has a unique two moves (Tsukami) leading to his Judo-type throw moves (21 moves, 5 directions); 2 trial per instance; i.e. even the first trial fails by counter-throw, another trial is allowed
    </font color>

    You can use your catch opportunity to shove opponents around the ring, watch the second-to-most-recent evo movie from tbzone. As for combos, I think f+PK, P does a bodyblow --> overhead hammer .. then the opponent is forced to a crouch, from which a low throw is confirmed.
    I dunno any good float combos, tho there are some decent float starters.
     
  2. LeoT

    LeoT Well-Known Member

    CreeD. Thank for your explanation. It seems right. The point is, it's all about the command list. I don't see any players using Goh in HK yet. They all practice with old favorite characters. But according to game mags, the Tsukami throws are standalone/non-chainable. But you may follow up with a throw against down opponent ([3][P]+[G]) like EVO Wolf or VF4 Aoi.

    Yes, Goh has a unfloat knee attack.

    And yes, all Tsukami throws rely on its either reverse attack out of two as listed before.

    The details how Goh tries the second tsukami throw remains to be seen. May tell you next week.
     
  3. CreeD

    CreeD Well-Known Member

    hey leot -
    a friend recently got to try evo and answered some of my questions about goh.

    It seems that the catch allows you to do two followups.
    If the opponent escapes the first followup, you still have a chance to do the second.

    <font color="red">First Followup</font color>
    If you enter [8][P][G] or [6][P][G] or [2][P][G] or [4][P][G], you step in any direction and push the enemy in that direction.

    If you enter [8] or [6] or [2] or [4], THEN [8][P][G] or [6][P][G] or [2][P][G] or [4][P][G], then you will push the enemy in one direction, and then throw them.

    Throwing after the push is ok, but if you use [6][P][G] or [2][P][G] or [4][P][G], you can then go to the second followup.

    <font color="blue"> Second followup</font color>
    This is where I think you can do any one of sixteen throws - or maybe it's less. In any case, some of these throws are stronger than the first followup throws. I'm not sure if you can push the opponent twice in a row just for the ring out distance or a wall stagger.

    ----
    Some ideas to make future explanations easier to understand?

    Followups immediately after catch could be called part 1. Followups that lead to part 2 could be called pushes... e.g. down push, forward push, back push, etc. A part 2 throw could just be called a part 2 throw for general reference, e.g. "part 2 throws ending in f+P+G are pretty damaging".
     
  4. LeoT

    LeoT Well-Known Member

    Well explanation.
     

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