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VF5US/R.E.V.O. Version 2.0 Goh Changes

Discussion in 'Goh' started by akai, Dec 13, 2024.

  1. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    Placeholder for discussion and listing all the changes for Goh

    Official Change Log - https://www.virtuafighter.jp/vfes/ps4/ver2/en/

    Link to main thread. https://virtuafighter.com/threads/vf5us-version-2-0-update.22199/

    Move (Command) Changes
    Tsurane Shouda (PP)

    Changed the recovery on hit from -1 to +1 frames, on counter hit from +3 to +5 frames.

    Hiji'ate (6P)

    Changed the recovery on hit against crouching opponents from +6 to +7 frames, unifying it with counter hit frames.

    Denkou (3PP)

    No longer forces a guard string when guarding the first hit from the side.

    Tsukikage (6K)

    To prevent a knockdown from a back hit, now causes a chin crumple on counter hit.

    Garyu (66K)

    Changed the effect on hit, now causes a crumple on normal hit.

    Maegeri (3K)

    Changed the damage from 21 to 15.

    Batousatsu (3KP)

    Changed the recovery on guard from -10 to -13 frames.

    Agitosogi (P+K)

    Shortened the total recovery frames, reducing the chances of being countered when missing the attack.

    Ropputsubushi (6P+K)

    Changed the damage from 24 to 25.

    Jibishou (3P+K)

    Changed the damage from 20 to 23, changed the recovery on guard from -13 to -10 frames.

    Shouzuka Okuri (1P+K)

    Changed so that when used from crouching, no longer needs the directional inputs to be returned to neutral first. Changed the effect on hit mid-air, allowing it to more easily be implemented in mid-air combos.

    Zukotsuwari (9P+K)

    Added 1 more active frame to the hitbox.

    Muchi'uchigeri (4K+G)

    Shortened the total recovery frames, reducing the chances of being countered when missing the attack.

    Ni'ousatsu (3K+G, then P+G during counter hit)

    Changed the damage from 25 to 30.

    Sokkotsu Kudaki (1K+G)

    Changed to now cause a crumple on counter hit, changed the recovery on guard from -15 to -8 frames.

    Tengusatsu (9K+G)

    Changed the recovery on guard from +4 to +6 frames.

    Kumite Harai~Tsukami (4P+K+GP+G)

    The throws from tsukami have been narrowed to the following three: Tsukitobashi (tsukami)(P+G), Zenpo Kuzushi ~ Osotogari ~ Tenmagyo (tsukami)(6P+G), Koho Kuzushi ~ Tomoenage ~ Ayagami (tsukami)(4P+G). The throw break commands are now P+G, 6P+G, and 4P+G respectively. Removed Uho Kuzushi (or Saho Kuzushi) ~ Deashibarai ~Shukongoshu (2 or 8 P+G).

    Minamo Barai (2or8P+K)

    Restored Suimenbarai.

    Gohou Yuriori (Deflect) (236P+K)

    Restored Gohou Yuriori, changed the command to 236P+K. Removed Gorinto Kudaki.

    Tobi Hiji'uchi ((while descending) P)

    Changed the recovery on guard from -5 to -10 frames.

    Tettsui ((opponent behind) 2P)

    Changed the effect on hit, now causing a small bound when hitting mid-air.

    Kiku'ichirin (4P+G)

    Changed the damage from 47 to 50.

    Karajishi Ipponze'oi ((wall behind opponent) 64P+G)

    Changed the damage from 70 to 75.

    Oniyanma ((wall behind opponent) 46P+G)

    Changed the damage from 70 to 75.

    Onigumo ((half wall behind opponent) 2_6P+G)

    Changed the damage from 70 to 75.

    Tsukitobashi (From Tsukami P+G)

    Changed the throw break from G to P+G.

    Zenpou Kuzushi (From Tsukami 6)

    Changed the throw break from 6 to 6P+G.

    Kouhou Kuzushi (From Tsukami 4)

    Changed the throw break from 4 to 4P+G.
     
    Griever likes this.
  2. Virtua Kazama

    Virtua Kazama Well-Known Member

    PSN:
    VirtuaKazama
    XBL:
    Virtua Kazama
    I'm not happy that Goh has only three throw options out of his Tsukami, but I'll have to make do. Same with his headbutt being gone.
     
    Macc and IttoLago like this.
  3. Combolammas

    Combolammas Sheep

    In all fairness, only having 3 options and those options being 4,5&6 P+G is what everyone else has. It was the odd one out with it's 4 escapes + a 5th option that was useless.

    Headbutt... I'd like if we had it with an improved hitbox but in the form it was if I used it 3 times a year that'd be a miracle. On the other hand I'm really happy to have the mid-punch sabaki back.

    Still haven't explored his new 2/8P+K but I'd rather have had his old 2/8K+G with the hit-throw instead. That one was dope.
     
    Macc, IttoLago and Griever like this.
  4. YOMI

    YOMI not a legendary game designer

    Some unmentioned changes:

    [6][6][K] now -7 on block up from -5.

    [4][K][+][G] now causes guard stagger for opponent when blocked. Was -15 before.
     
    Last edited: Dec 13, 2024
    Macc, IttoLago and Griever like this.
  5. Macc

    Macc Well-Known Member

    PSN:
    SRKMacc
    XBL:
    Macc
    Trying to figure out why they added 2/8P+K since you already have 2/8K+G. Move is pretty much the same function wise, but worse minus slightly better advantage on NH. Would agree would have been cooler to see the hit-throw move added instead.

    Also RIP 8 & 2 P+G off Tsukami. I got a lot of mileage out of those throws.
     
  6. DrVoltage

    DrVoltage New Member


    Same. They nerfed the bejesus out of throws by making the universal throw breaks, then nerfed his movement from Tsukami, and now he’s down to forward and back? That’s garbage. Now he has no ring control - as a Judoka. Wtf. Why does Vanessa have better ground game than Judo in the first place? They are completely ruining the game for me. Wolf got hit very hard, then Goh too. My 2 mains ofc…
     
  7. Virtua Kazama

    Virtua Kazama Well-Known Member

    PSN:
    VirtuaKazama
    XBL:
    Virtua Kazama
    Okay, so I can combo out of a Counter Hit 1K+G.
     

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