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Goh and Spacing

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

  1. hseiken1

    hseiken1 Well-Known Member

    XBL:
    hseiken
    I've noticed Goh is more ferocious and dangerous in his midrange game, i.e. not close enough to jab/elbow or throw. It seems most of his combo starters are at this range. However, any further out and you're at the mercy of many other characters with very long reaching attacks (i.e. Jacky's super long straight kick, vanessa's tackle, etc.) I've seem to have found most success when keeping this distance or less. When up close, baiting for a throw or tsumaki is preferred if possible. A good read to sabaki->tsumaki can be tough so punish throws when possible seem to be the answer. However, I think this is a stylistic choice. Up close on good reads, you have also option for shoulder, evade -> side turn options, and simple poking game to possibly push opponent back into midrange game. Up close and personal, Goh, I find is disadvantaged since his strongest attacks are throws and all attacks beat all throws. An abare opponent will not allow any throws, so you must poke and put them back at midrange again in order to get opportunities. I also find that Evade->33P (which appears to go under high attacks? Can someone confirm?) is good option as well on a good read. I've been using it quite successfully against a few opponents. However, if opponent is moral player, this may bite you in the ass. Luckily if they block it, they're still side turned so you're not AS disadvantaged as it being blocked face to face. It's also a mid so if they duck when you evade they eat poopcombo microwave dinner.

    A few other small 'tricks' I've found is during a poking game, if you suspect a 'return fire' after a jab with another similar ranged move of any height (i.e. p, 6p, 2p), you can input 446P and get a free whiff punish (unless it's 2P, in which case you may be screwed!) combo. It just depends on the habits of your opponent. It's a decent mixup if opponent is somehow mind reading your sabaki->tsumaki jap/elbow shutdown. As well, it seems most experienced players can shut down easily PKP, 4PP and 46P+K as they're all high starters. They have to be worked in quite mysteriously and delayed to the max. A lot of times, the only time 46P+K gets any damage at all if I manage to get opponent to block is use 6P at end because they will duck expecting the elbow or grab. Goh's strings are pretty crap in practice (thought hey look good on paper).

    Anyway, just some shit I've found while playing around.

    Thanks for all of the input guys!
     
  2. smb

    smb Well-Known Member

    With characters who are effective at this range, then you should be able to do the same thing at long range. Just be mindful of the long range (where you feel less effective) and let lesser skilled opponents do mindless whiffs moving them into your preferred range with the perfect opportunity to land your ferocious mid-range game with no chance for defense.

    Against better opponents, use backdashes to bait a whiff on their longer range moves, again leaving you with the opportunity for free hits. And if the baits don't work, you should be far enough away to not worry about a but stagger from being hit, and you can zone back to your preferred range with sum stepping. (evade, crouch dash in, evade) getting back to midrange where you feel most comfortable.

    While i don't use goh personally, zoning strats are fairly universal. Just make sure you are paying attention to your opponents responses--especially in regards to your evades. Don't let them time you up for a failed evade. And if they do, take note, and next time you move back in don't do it with evades, just dash back in with judicious usage of your block.
     
  3. social_ruin

    social_ruin Well-Known Member

    With 3kp you can whiff punish a standing opponent and they float just like a CH.

    I know you mean well, but i don't need you to correct me when i'm not wrong.
     
  4. Chanchai

    Chanchai Well-Known Member

    So 3KP is guaranteed on mC (minor Counter)? Meaning, if the opponent is hit by 3K during their recovery frames, the P followup is guaranteed?

    Update: Just tested it with my Adam Lambert Goh. Boy that is a tough stagger to break, at least guaranteed on me :p At least when opponent is crouching.

    Stagger seems to only happen on MC and crouch as far as I can tell, but I don't know Goh.
     
  5. social_ruin

    social_ruin Well-Known Member

    yes chanchai, and u get the 46p+k follow up.

    At least it has worked for me 100% of the time. Just like when you launch a whiffed attack you can land ur CH launch combos.
     
  6. social_ruin

    social_ruin Well-Known Member

    @hseiken,
    One of the reasons i like 46p+k is because it is one of gohs only hit tracking strings (ya know, since he is so absent of strings lol). I like to use the 46p+k when i know my opponent will evade. Thus even tho 46p+k doesn't hit they can't punish the follow up or it'll hit track their evade. Then i generally like to do the grab 3rd hit. I don't have much interested in using the final p/elbow on the string.

    That's the primary way i get damage out of it. It's probably a better option for me than it is for a lot of other players, because i'm in alaska and evade punishing with a linear move is very very tough to do-it almost becomes an exact frame move, so i have like a 1f window to punish with a linear.
     
  7. no_w_h_ere

    no_w_h_ere Well-Known Member

    XBL:
    nowhere0
    I agree, sorry I thought you were talking about 46P+K.

    I myself use the 3K quite often, beeing able to delay the P follow up is quite useful (but I don't always react fast enough to try the low throw on CH ^^")
     
    social_ruin likes this.
  8. social_ruin

    social_ruin Well-Known Member

    never thought to intentionally delay P for a low throw.

    That could lead to a beautiful mix up vs an opponent with a low throw of their own. For example pai. After u hit the low throw once or twice, don't do it the 3rd time. When pai tries to escape the low throw she'll do a low throw of here own (since you didn't attempt low throw), and then hit here with a mean launcher. Even better if she's against the wall, boom wall combo starter.
     

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