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Goh and Spacing

Discussion in 'Goh' started by hseiken1, Aug 9, 2012.

  1. Jemun

    Jemun Well-Known Member

    PSN:
    Double-Jemun
    On knockdown, if the opponent doesn't techroll and goes for a rising attack I like to backdash and do [3][3][P]. I'm saying that just to emphasize on the great range of 33P
     
  2. hseiken1

    hseiken1 Well-Known Member

    XBL:
    hseiken
    I've been giving 33p a shot and it's been fairly nice so far, when I don't mess up the follow-up combo, which atm I've opted for:

    Offensive Move->3p, 2p, 33p+k
    It's a bit oldskool. :)
     
  3. MalahkAngel

    MalahkAngel Active Member

    I've found a better follow-up for 33P to be Offensive Move -> P, 46P+KPP, 33P+K, then follow up with a down throw. If you can time it right you can smash the everloving shit out of them.
     
  4. hseiken1

    hseiken1 Well-Known Member

    XBL:
    hseiken
    Do you know frames to pull this off? I find it super hard to pull that off especially online...of course it may just be my crap reactions too. :0:eek:
     
  5. Hajin

    Hajin Active Member

    Soooo nobody gives a **** ??
     
  6. Jide

    Jide Joe Musashi Silver Supporter

    PSN:
    Blatant
    Haijin. You're correct Goh has range problems in fact. Backdashing alot against Goh is very good. [6][6][K] is too slow now. [4][6][P] and all the other moves people have mentioned are very good. If they're close enough though [K] will cause a backdash stagger.
     
    Hajin likes this.
  7. Hajin

    Hajin Active Member

    Ok so I guess keeping that blue dude away is a good way to win this match up. Thx !
     
  8. Testing

    Testing Member

    I've tried to beat her with Brad but the same problems. I got 2 perfects and still lost, I got those perfects since just mixed my moves enough to throw her off but once I fell on the floor it was game over.

    Maybe I'll make 'vs Aoi' thread for tips.
     
  9. Gernburgs

    Gernburgs Well-Known Member

    33P is the best whiff punish he has IMO. Good range, delayable and gives a solid combo. Takes good timing, but it's a SOLID punish.

    Throwing out a standing K is good way to prevent them from coming in on you at will. It's a solid mid w good damage and you can stick out there, but it doesn't move you forward at all, so it's hard for them punish it. On CH it can knock them into a heavy wall stagger too.
     
  10. Chanchai

    Chanchai Well-Known Member

    I only really play Goh on the side, but he's a lot of fun to play with and I am trying to learn him. That said...

    The first thing that comes to mind when I hear Goh + Whiff Punish is 46P. But that's probably because it's the same for Akira or for Lau. Very fast, reliable damage.

    After that, 3K (with a carefully selected/checked P followup) is also nice against whiffed crouching attacks.

    I will have to try out 33P. So far, I think I've only been using it when I get a crumple or something along those lines, so I will have to test it as a whiff punisher since others are mentioning it and that is going to be some good wholesome damage.

    I have to admit I don't think Goh has a super strong whiff-punish game, but at least he has the above 3 options. Standing Palm (46P) is always a nice and easy whiff punisher with a command input built for buffering out of a backdash. 3K as well as 33P might also be intended to be moves from long range that close in and do some clean up work when buffered from a crouch dash (though if we're talking whiff punishing here, then it's going to be against some really slow "I did it because it's long range" move).

    Despite not seeing Goh as super strong at whiff punishing, I think he's quite good at disrupting and pressing his authority forward. Sabaki attacks, 4P+K+G, P+K (I actually like this move, but it's limited in use), 4K (the "I see what you were trying to do there" move), good throw game, a baiting back-turned game, and more... I like Goh's arsenal for disruption and over-riding an opponent's offense.

    If anything you can call it "Execution Punishing" :p

    Also, while his tools might do less of the "whiff punishing," they still demand the same respect as the best whiff punishers in the game, at least once Goh has a healthbar advantage. Opponents should close in on Goh with caution imo.

    Fun stuff and just my impression of Goh while playing him.
     
  11. SanFran_MAN

    SanFran_MAN Well-Known Member

    PSN:
    Tsumaki_Kid
    XBL:
    Tsumaki Kid
    Yeah If your playing against a really good Aoi player then you really have to watch for counters especially for the down attacks she can counter those as well what I would do is go to command training on Aoi and look at some of the moves that she can counter from standing to rise attacks I also notice that she can counter the headbutt attack which is for people who are blocking and gives you an open attack so you better watch out when your trying to attempt that cause if it gets counter your in for a bad time.
     
  12. MDSPrime

    MDSPrime Grappler & Part time Ninja

    XBL:
    Pilchard LoveR
    For spacing I like [6][6][P]+[G] the range has really improved from vanilla, [4]+[K] is also a fave, and as was said above [4][6]+[P] is really good too.
    also [9]+[K] is the new [6][6]+[K] so far as I'm concerned.
     
  13. MalahkAngel

    MalahkAngel Active Member

    It is difficult as fuck to pull off online regardless of your reactions. I'm still studying the frames so I'll have to get back to you on exact frame data, but I know that after 33P, the P following the Offensive Move juggles the character enough to get in the 46P+KPP string, and you can usually finagle the 33P+K in just as they're hitting the ground. It obviously won't work on brutes like Taka, Wolf, and Jeffry, but I've been able to pull it off a few times on Kage so I know it works.

    Against the heavyweights to string you listed is perfect.
     
  14. VFhayato

    VFhayato Well-Known Member

    Goh has alot of tricks with different chars.
     
  15. social_ruin

    social_ruin Well-Known Member

    How could anything be better than 3kp for punish. Gets the ch follow up every time if you do it quickly enough.

    If you don't like this a solid option for mixups is 46p+k,p, mix. Especially if your opponent isn't escaping the grab, p+k (push away) 46p, 46p+k,p 6p followup. In this case you are basically getting an extra 46p+k, p on top of the 46p already suggested. I think it might have better range than 46p, haven't tested it out because i see little need to travel away from 3k,p. Honestly this allows you to maintain great spacing and still punish, fixing goh's range woes.

    Now that it's brought up, i would like to play around with 6k+g, 9p, 4p+k, 46p+k, p, 6p. This will drop roughly 80-84 dmg on them (toss in an extra p after the 4p+k float for lightweights),

    One of the nice things about really using anything ending in the 46p+k combo is it has great carry and if they tap that wall you're getting a free shoulder on the downed opponent.
     
  16. no_w_h_ere

    no_w_h_ere Well-Known Member

    XBL:
    nowhere0
    I agree 3KP beeing great and good range.
    About the 46P+K I would say the mix up begins after the 46P+K, people can fuzzy or 2P right after( you can backdash and do 46P+K again or something else, try a low trow or 2 P+K+G).

    edit my bad sadly 46P+K P P is not NC on Taka he can evade the last P ^^"
     
  17. social_ruin

    social_ruin Well-Known Member

    interesting points. Can they fuzzy after 46p+k even if you are quick enough to punish the whiff as a counter hit? I'm looking forward to trying this out tomorrow.

    My bread and butter will still be 3kp (it's just so great), but it would be nice to have a 2nd option to throw out there for kicks. I sometimes feel one of the drawbacks to goh is most good gohs look the same playing. Anytime i can throw in a little flash i'm happy.

    If nothing else i imagine it'll be ez damage vs noobs (like i need to develop bad habits lol). Also i liked that it's a mid for punish, so can hit opponents whose move finishes low. I feel like when making good decision i should be able to take the advantage and push some sort of damage out of it. Again, i'll have to check it out. A lot of ideas i fishtank and they just don't work practically (especially with lag). It would be fun to catch a 2p'er with 46k+p and drop the basara or 4k throw on them! :D for 70+ ch damage.

    Well, i suppose those are ideas for when i'm better though.
     
  18. no_w_h_ere

    no_w_h_ere Well-Known Member

    XBL:
    nowhere0
    Both 46P+K and P follow up are negative even on hit...
    It's not a real good string nor mix up against an opponent who knows it well, the strenght can come if you delay/interrupt the hits, see if the opponent crouches/2P/ evade ; but I use it sometimes against tech rollers.

    About punishing lows if it's for a -16 you can go for his shoulder ( 46P follow up or a PK BT if they struggle well) low throws not garanteed but still an option too (against -15 lows).
    3K is i19 and better meant for whiff punish or tech roller/crouched opponent.
     
  19. social_ruin

    social_ruin Well-Known Member

    I'm only referring to a fast whiff punish where 46p+k is gonna net you +4 advantage to start with.

    But i suppose the 2nd hit being high could still be ducked. Well, i'll work with it since it looks like fun. Maybe have to engineer a sideturned in there to strengthen it up.

    66p whiff punish into it lol. Granted though, 66p whiff punish has nothing to do with punishing at range :D

    Or time it out so that ur actually whiff punishing with the 2nd hit (whiff the first intentionally)...yes this is getting sillier and sillier.

    WOOOOOOHOOOOOOOOOO. I just suggested to punish a whiff with...wait for it...a whiff!!!
     
  20. no_w_h_ere

    no_w_h_ere Well-Known Member

    XBL:
    nowhere0
    Whiff punish is to use in the opponent's recovery (before he can guard again) not in the act frames of a hit ( that's a counter) so 46P+K still would be at -2, 66P will then be abare .
    After the 46P+K you just watch what the opponent tend to do and act accordingly.
     

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