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Combo for Goh

Discussion in 'Goh' started by Dark_Ninja, May 18, 2004.

  1. Dark_Ninja

    Dark_Ninja Active Member

    Now I dont know if this combo already existed before but if not I made a combofor Goh that dose about 82 damage and 99 on a counter hit. Anyways, it is
    [4][P]+[K],[P],[6][P]+[K],[P],[2]/[3][P]+[G].
    The ground grab is makeing the combo do 82-99 damage the ground throw might not always work on a human player though. Any tips on the combo would be nice.
    Thanks.
     
  2. GTO

    GTO Well-Known Member

    Welcome to the boards. My tip for this post is: that's not a combo.

    When posting further combos from now on, please verify the validity of the 'combo' in training mode with tech roll ON.
     
  3. Shag

    Shag Well-Known Member

    PSN:
    ShagPSN
    XBL:
    Shagnificent
    I don't believe you can get [P] after the [6][P]+[K]. The forearm slams them to the ground, but can be teched. To recover from the slam is very tight, so most people fail it.

    But yeah, I always go for [4][P]+[K],[P],[6][P]+[K] Then go for low throw.

    Have you read these guides yet? There are must-reads for Goh players.

    Goh's quickstart guide by Creed
    Goh Memorandum by Hiro

    Also, here's a link for a very cool Goh combo vid.
    Goh combo vid
     
  4. Shaolin_Hopper

    Shaolin_Hopper Well-Known Member

    It's kind of off topic, but is there any setting for 'Guard non-combo' hits? The standard guards block everything I throw.
     
  5. GTO

    GTO Well-Known Member

    Haha what I do is I start the combo in slow motion and right before the hit that I'm unsure will hit, I go to the menu and set the guard all ON, and see if it'll still hit.
     
  6. Dandy_J

    Dandy_J Well-Known Member

    Just look at the combo counter in the upper left hand corner. If the number increases or doesnt return to 0 between hits, then it's a combo.
     
  7. BK__

    BK__ Well-Known Member

    [ QUOTE ]
    I don't believe you can get [P] after the [6][K]+[P]. The forearm slams them to the ground, but can be teched. To recover from the slam is very tight, so most people fail it.


    [/ QUOTE ]

    you can.. because it is canned, the second P is more than fast enough to hit after the slam's bounce. its always the case that slam attacks in from a high enough level bounces the opponent slightly, but normally because of the opp's recovery, it is impossible to follow up with a seperate attack, an exception is lau's tiger stance [P][P]-[P]+[K] (slam) ~ db+k after a float due to his fast recovery.

    regarding all who think "well if its techrollable it is not mentioning as a combo" think again. there are plenty of different situations where techrolling becomes difficult due to your landing positioning, two i can think of are slams, and spinning landings. i'd say 40-60% of the time the opponent will miss it if they are used to recovering normally for a good few knockdowns. you then get the opportunity for guaranteed floor damage. -completely valid and usable tool for standard VF.

    the original poster is not far off from being absolutely correct.

    regards to the original post:

    here is the combo you really want to post instead. your original is TRable in 2 places and one of them is far too easy to miss, this one is just as if not more rewarding, but it's a little risky overall.

    [4][P]+[K] ~ [P] ~ [6][P]+[K] ~ ground throw

    this is stance dependant meaning that if you have the wrong foot forward, the last attack will miss completely. to be sure you get a slam, mix it up with b+p to finish instead as it covers both feet, it's much safer, but a little less damage.

    Using a ground throw after the slam is also quite risky, if the opponent does guess and TR, you will get a throw whiff animation giving you -6 on top of your move recovery (i.e forcing you to make defensive choices). to make this combo a little safer, vary the ending with a [3]+[P]. it will both hit the opponent on the floor, but it will also turn into his elbow stagger punch if the opponent TRs the slam instead. So if the opponent recovers low or try to attack, you will win and gain high advantage. then use a follow-up of your choice.

    EDIT:

    [ QUOTE ]
    Just look at the combo counter in the upper left hand corner. If the number increases or doesnt return to 0 between hits, then it's a combo.


    [/ QUOTE ]

    yeah, i forgot to mention that can be misleading too, there are times such as goh's MC knee ~ float or gut punch does not register on the counter but is guaranteed. or wolf's b+p ~ high pounce in the air does not register but i think is also unavoidable.

    there is also that the counter will register bounce combos that is not guaranteed, so you cant always rely on that either i'm afraid.

    for combos in general, they are all listed somewhere on this site, i dont think there is much chance at all of discovering "new" combos.. just read, and digest my friend /versus/images/graemlins/grin.gif
     
  8. Shag

    Shag Well-Known Member

    PSN:
    ShagPSN
    XBL:
    Shagnificent
    [ QUOTE ]
    UKwolf said:

    you can.. because it is canned, the second P is more than fast enough to hit after the slam's bounce

    [/ QUOTE ]

    The way I read his post was [6][P]+[K] comma(meaning pause), [P]. Thus I thought he wanted to land a standing punch after the forearm hit and not to continue the followup.

    So, yeah [4][P]+[K], [P], [6][P]+[K][P] does work. But the followup after the slam is easily recoverable and your chance off getting the ground throw are quite slim.

    BTW, thanks for clearing up the stance specific slam combo. I was missing it at times during play last Friday at the arcade and was wondering why.
     

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