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Goh Sabaki questions...

Discussion in 'Goh' started by replicant, Mar 18, 2003.

  1. replicant

    replicant Well-Known Member

    Use this link to get information about basic concepts like Sabaki, Inashi, etc. A Sabaki is basically parry and counter-strike at the same time. An Inashi could be referred as an "Auto-Parry" as it generally turns an attack away with no damage.
    http://virtuafighter.com/view.php?section=vf4&file=vf4_general_guide_glc.txt

    Here is a link to a site for frame information.
    http://www.dcn.ne.jp/~kazu68k/ (Japanese Site)
    You'll need to figure out what version of VF4E you are playing. Version B is the PS2 version and depending on your arcade as to whether it is Version A or B.

    Many people are still learning Goh and getting used to changes in Version B, so it will take a bit of time to learn all guarantees.
     
  2. BMF

    BMF Well-Known Member

    f+K(MC) gives you +24 frames, just enough for b+P+K to hit your opponent before he recovers.
     
  3. CreeD

    CreeD Well-Known Member

    knee is +24 frames, which has got to be a record in VF :p
    Combo with b+P+K or b,f+P+K .

    sabaki means an attack that is specially made to beat certain other attacks, even if it's slower and looks like it shouldn't work. For example goh's b,f+K is designed to beat high and mid kicks. If someone tries to sidekick you and you do goh's b,f+K at the last second... your b,f+K will win even though it's slower. The same thing applies to goh's b,f+P+K - it beats knees. df+P+K beats mid punches.

    One thing to remember, you can tell when a sabaki attack 'sabakis' a move by the sound it makes, a strange record scratch sound. If you don't hear the sound, the sabaki attack just worked like any normal attack. Sabakis won't work their magic unless they start AFTER the opponent's move they're supposed to beat (so if goh does b,f+K, then the opponent does a sidekick, the opponent high kick will probably win)
     
  4. ilectrcBoB

    ilectrcBoB New Member

    Ok, thanks all.

    i have problems with this japanese side /versus/images/graemlins/confused.gif
     
  5. Klandestine

    Klandestine Well-Known Member

    Do you guys think it's important for a Goh player to know all his inashi and sabaki moves...to the letter? I'd think it would be a good technique to surprise your opponent. Not all the time, of course, but to throw your opponent off on occasion. It'll keep them guessing: should I attack and get parried or should I guard and get thrown. Just need some feedback.
     
  6. CreeD

    CreeD Well-Known Member

    I think having sabakis is great. One of the key uses of sabakis is that it's an easy way to get out of an attack-or-throw guessing game at any disadvantage.

    If you are against a lau player and he does f+P (MC)... it's not uncommon for him to keep doing elbows until he thinks you'll guard, then he'll throw. You can do E-DTEG... but there's no guarantee it'll always work, he might do a throw you weren't expecting. So you can easily get out of an elbow-or-throw guessing game with df+P+K. If they throw, you get the tiny reward of a hit from the upper, but if they elbow you get the nice reward of a guaranteed throw opportunity for goh (well, sometimes it's guaranteed /versus/images/graemlins/wink.gif)

    My local opponent, a shun player, uses tons of KKd+P and sidekicks. I use b,f+K to stuff those. Sometimes I sabaki the kick and get +2 frames. Sometimes I get lucky and land a crumple. So tossing out b,f+K has been rewarding for me.

    Finally, I use b,f+P+K occasionally to show off vs jeffry players who like to inflict guessing games like (blocked jab --> shot knee-or-throw) ..or after a tech roll, knee or throw. You shouldn't rely too much on this, because it won't stuff anything except knee or throw...so you should still keep in mind stuff like EDTEG.
    --
    Other stuff to keep in mind - P+K, P+G requires very little brainpower since it beats any punch and the timing is lenient.

    The opposite end of the spectrum, b,df+P+K - requires exact knowledge of what they will do, and gives a huge (60+ pts) reward.
     
  7. DRE

    DRE Well-Known Member

    IMO, [4][3][P]+[K], [P]+[K] and [4][6][K] are very important moves to learn because they allow Goh to defend against rush-downs (Lau, Sarah, Jacky) and predictable counterattacks. Knowing the opponent's strings and hit levels is the key. I think any Goh player should know exactly what each sabaki does. Knowing when to use low punch inashi is important as well, and [P]+[K] -> DTE is a very strong defensive technique.
     

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