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VF5 Goh Thread

Discussion in 'Goh' started by ice-9, May 29, 2006.

  1. Makatiel

    Makatiel Well-Known Member

    As for 6p+k+g, I haven't found that much use for it except sometimes to escape from a bad situation. For example, if the forward 270 throw gets broken, even though you are at even frames with the opponent, you are left side turned. I sometimes roll away if I'm scared and have very little life. If it went under mids, it would be much more useful (maybe too useful?).
     
  2. Makatiel

    Makatiel Well-Known Member

    Well you might want to use it against canned combos or in cases where you can read an opponent well.

    One easy example is Lei Fei's roll from one of his stances. From that roll he's got either a throw or a funny jumping mid kick combo that flops for additional combo damage. 46k will beat both of his options by either sabaking the kick or beating the throw. Other instances are of course against Sarah's flamingo, Pai's flying swallow kicks, vanessa's fast lunging kick that stomach crumbles, etc. If you can read your opponent well, 46k becomes one of your best friends.
     
  3. Reno

    Reno Well-Known Member

    I use Goh's roll when someone TRs or after a throw escape. It's a pretty good move to use to set up his Basara or any throws, I've found. A lot of people freeze up when they see the roll.

    and his sabaki mid-kick is really really good. It's not only a sabaki but it's a decent mid-range attack. I use b, d/f+P [hit], backdash, b, f+K a lot because a lot of people will try to LP you if Goh's low chop hits. Granted, f, f+K and b+K do more damage, but the latter pushes them way out, and the former is a little too slow IMO. after the low chop hits I also try f, f+P+K on occasion.
     
  4. hyofinkl

    hyofinkl Member

    umm.. how do I go into Tsukami??? I'm in the dojo mode and I don't know how to use Tsukami, please help.

    never mind, now I know, lol..
     
  5. Tiamat

    Tiamat Well-Known Member

    Sorry if this is a dumb question but this move was not in VF4:Evo and it is not in the list of new moves for VF5.

    I think the command is 66P+K. Was this from Final Tuned? It's like an overhead mid punch. What is this? It's in the ver.B command list. Good move?
     
  6. WrathX

    WrathX Well-Known Member

    Not sure where it came from, but it's a decent attack if used sparingly... I've found that it's shorter range and long recovery time leaves you way too vulnerable, 66+K would be a better answer. On MC, I think it's a bounce-floater.

    Newport News, my father-in-law lives there. /forums/images/%%GRAEMLIN_URL%%/laugh.gif
     
  7. alucard19

    alucard19 Active Member

    what does 66+k mean?
     
  8. Shag

    Shag Well-Known Member

    PSN:
    ShagPSN
    XBL:
    Shagnificent
    Look at your numerical pad.

    /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif
     
  9. alucard19

    alucard19 Active Member

    oh i see. thanks.
     
  10. Tiamat

    Tiamat Well-Known Member

    Ah haha I'm actually in northern VA now I just go to college in Newport News. It's just that I finally got to play VF5 and I did 66P+K randomly by accident and I'm like "what the heck is this move?" lol
     
  11. Vortigar

    Vortigar Well-Known Member

    hum? /forums/images/%%GRAEMLIN_URL%%/f.gif,/forums/images/%%GRAEMLIN_URL%%/f.gif+/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif's been there since evo...
    Check the movelists, it's right there.

    I never used it much, but it's supposedly usable as combo ender for slamdown on certain occassions (at least it says so in one of evo's tutorials). /forums/images/%%GRAEMLIN_URL%%/f.gif+/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif creates slamdown on open stance and /forums/images/%%GRAEMLIN_URL%%/f.gif,/forums/images/%%GRAEMLIN_URL%%/f.gif+/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif for closed stance (you need to be close though), if I'm not mistaken. Of course when you're up against a competent techroller this doesn't matter anymore.
     
  12. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    Well, not really. Evo 66P+K isn't even a more regardless of the one combo it is used in, at least beyond version A (why did they remove crumple?!).
     
  13. ice-9

    ice-9 Well-Known Member

    The move has been completely changed in VF5. In Evo/FT, it was a very short range move used primarily in combos. In VF5 it can be used as combo starter with short-middle distance and used to refloat opponents.
     
  14. Tiamat

    Tiamat Well-Known Member

    ohhhhhhhh

    in evo his 66P+K looked like the second hit of his 6PP right?

    animation is totally different now...
     
  15. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    Well similar motion, he just looks more badass doing 6PP.
     
  16. nobody

    nobody Well-Known Member

    Every character needs a patently useless move. In Evo, Goh's was /forums/images/%%GRAEMLIN_URL%%/f.gif,/forums/images/%%GRAEMLIN_URL%%/f.gif+/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif. In VF5, I guess it's now /forums/images/%%GRAEMLIN_URL%%/f.gif+/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif.
     
  17. Stl_Tim

    Stl_Tim Well-Known Member

    Zenpou Kaiten Ukemi

    The roll can be used after knocking down the opponent close or after throwing the opponent and they land close to you. However, you are giving up the CHANCE of 2p+g_3p+g_3p at this range. Keeping all this in mind, you need your recovery time from your previous move to be decent, so you can dash in towards the opponent and apply roll. I have not tested out which body posture (ex.face up legs away) works properly, but I know a few of them work after goh's throws and kockdowns. This move keeping in mind imho is used only for opponents that you know will RISING ATTACK against you and you can read it coming early, so a whiff can be baited. Also, you might be able to roll after your throw has been broke leaving you sideturned to escape from a guessing game, but I haven't tested this out yet. When I get some freetime I will test these out and post back up some ideas and setups. This move in general is not useless, but I agree it maybe hard to find it's uses. If you find something in the meantime I encourage you to post up as well, thanks.

    Peace ^-^
     
  18. Tiamat

    Tiamat Well-Known Member

    46P+KPP is mid,high,high and 46P+KP6P is mid,high,mid
    4K does not seem to cause crumple even on major counter
    counterhit 1K does not yield a free crouch grab anymore =[ oh well didn't use it much anyway but now it just sucks

    just wanted to point some things out since I checked yesterday
     
  19. WrathX

    WrathX Well-Known Member

    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">46P+KPP is mid,high,high and 46P+KP6P is mid,high,mid</div></div>

    Also to note, /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif,/forums/images/%%GRAEMLIN_URL%%/p.gif,/forums/images/%%GRAEMLIN_URL%%/f.gif+/forums/images/%%GRAEMLIN_URL%%/p.gif is throw guaranteed on block, so it's not good to overuse it.
     
  20. Tiamat

    Tiamat Well-Known Member

    I think they may even get guaranteed P if they block it if the frame data for verB applies...

    is 4K half circular? I've seen it stepped but I'm hoping it tracks at least one side...
     

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