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Goh's Top 10 Moves

Discussion in 'Goh' started by ice-9, Feb 23, 2007.

  1. danny13

    danny13 Well-Known Member

    1p+k would clash if Jeffrey throw but if it's not Jeffrey but Akira you are facing? He could do his new TFT throw, knee or Yoho? I tot we were talking about top 10 'Moves' so how does ETEG or TEG comes into the picture? They are 'defensive techniques' no? /forums/images/%%GRAEMLIN_URL%%/cool.gif
     
  2. Makatiel

    Makatiel Well-Known Member

    Well, the poster was asking what was a better "move" to do in that situation, so I answered. It wasn't really related to the OP regarding top 10 moves.

    Against Akira, I'd probably use 3p+k because knee is harder to do. But if my opponent is spamming knees, then I might use 1p+k anyway. Like I said, Goh is heavily dependent on yomi.

    In the above Jeff example, Jeff's at +9 and player thinks he will go either throw or knee. 1p+k is obviously the best reverse nitaku in that situation because if Jeff throws, it clashes (0 damage, even frames) and if Jeff knees, it sabakis and you deal damage (50 - 70 damage). In other words, Goh is unharmed from the frame disadvantage.

    If you went 9k+g instead, if Jeff throws, you deal damage (60 - 70) or you get MC'ed and take damage (70 - 90). That means you better be damn sure Jeff is going to throw instead of knee.

    Alternatively, if Jeff did 3pp, you'd eat damage for either 9k+g or 1p+k. But that's the problem with being in a >7 frame disadvantage. You are forced to take a risk of either attacking to "defeat" a throw or guarding to "defeat" an attack.

    9k+g gives good damage, but it is very high risk. Both 3p+k and 1p+k are much lower risk and grant better reverse nitaku results.
     
  3. Steven_Cooke

    Steven_Cooke Member

    Hey All
    Just wanna let u guys know about a sweet combo with goh , altho u prolly already know it.

    R2 for the roundhouse,followed by a punch to the gut,aas hes falling on his knees hit down + r2+grab, it will bring him back on his feet, then keep hitting backwards until he takes 1-2 steps back and grab, it takes about 65%-70% of the guys power if done correctly /forums/images/%%GRAEMLIN_URL%%/smile.gif

    Of course his best start move is forward+kick (knee hit) and once he goes down hit down-forward (the diagonal) and grab and r2 at the same time, looks painful and works well.
     
  4. WrathX

    WrathX Well-Known Member

    Hi Steven, and welcome to the community. /forums/images/%%GRAEMLIN_URL%%/smile.gif

    That's a really good observation, and I've used it before, however this particular setup isn't really good to use often, for a few reasons:

    * The first kick is high, and can easily be ducked and low punched out of;
    * The punch, if blocked, puts you at a -11 disadvantage, which allows your opponent many different possible counter attacks;
    * The grab you are referring to (which is called Tsukami) can be escaped very easily;
    * Doing the same throw from the Tsukami grab will eventually become useless, as your opponent will know what direction to expect to escape from.


    The other combo you mentioned with the knee into Orochi low throw is decent, however most often opponents of Goh will attempt to escape low throws if they are in that predicament. Also, the knee only stumbles opponents if it's a major counter hit. The best follow-up to a successful major counter knee is to use his float attack ( /forums/images/%%GRAEMLIN_URL%%/b.gif+/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif ) into a float string ( /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif+/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif->/forums/images/%%GRAEMLIN_URL%%/p.gif->/forums/images/%%GRAEMLIN_URL%%/k.gif or /forums/images/%%GRAEMLIN_URL%%/p.gif->/forums/images/%%GRAEMLIN_URL%%/p.gif->/forums/images/%%GRAEMLIN_URL%%/k.gif or /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/f.gif+/forums/images/%%GRAEMLIN_URL%%/p.gif/forums/images/%%GRAEMLIN_URL%%/k.gif)

    Watch some of the Goh videos in one of the other threads here to see some of the really good follow-ups to knee crumples, and other really good strategies to use. /forums/images/%%GRAEMLIN_URL%%/smile.gif
     
  5. danny13

    danny13 Well-Known Member

    /forums/images/%%GRAEMLIN_URL%%/b.gif+/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif isn't guaranteed after a MC knee.
     
  6. Shag

    Shag Well-Known Member

    PSN:
    ShagPSN
    XBL:
    Shagnificent
    I think you meant /forums/images/%%GRAEMLIN_URL%%/b.gif /forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif. That is his original floater move.

    That works in Evo but not in FT and VF5. The floater will whiff. CH knee only gives you +19 now which is not enough to land the floater.
    ================

    After CH knee the easiest followup is /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif/forums/images/%%GRAEMLIN_URL%%/p.gif. It works on all characters and any stance. It does decent damage.

    The best move to use right after CH knee is /forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/p.gif. After it hits, wait for the character to come down a bit and do /forums/images/%%GRAEMLIN_URL%%/b.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif /forums/images/%%GRAEMLIN_URL%%/p.gif /forums/images/%%GRAEMLIN_URL%%/f.gif+/forums/images/%%GRAEMLIN_URL%%/p.gif. This works on all characters and any stance. It gives slightly more damage than the top one.

    There are more damaging combos after CH knee but they are character and stance specific. You can read more about them on this thread.
     
  7. WrathX

    WrathX Well-Known Member

    Ahh, my bad... coulda swore it was still possible... guess that's what happens when I stop playing Goh for a few weeks. /forums/images/%%GRAEMLIN_URL%%/frown.gif
     
  8. Fighter911

    Fighter911 New Member

    i have virtua fighter but goh is not on there do i have to unlock him
     
  9. Elite

    Elite Well-Known Member

    PSN:
    Koenraku
    Goh isn't on any of the versions before Virtua Fighter 4: Evolution.

    He isn't on the original version of Virtua Fighter 4, so if that's the version you have you can't use Goh.

    Btw this section is for VF5.
     
  10. Sebo

    Sebo Well-Known Member Content Manager Taka Content Manager Jeffry

    PSN:
    Sebopants
    Um, do you have VF4?
    ----
    My list:
    (will update with one of my unnecessarily long posts that will analyze every move he has at some point)
    ----

    Scratch that... ask Shag for that.
     
  11. Krit

    Krit Active Member

    What about /forums/images/%%GRAEMLIN_URL%%/d.gif /forums/images/%%GRAEMLIN_URL%%/k.gif?
     
  12. driftsilencer

    driftsilencer Well-Known Member

    /forums/images/%%GRAEMLIN_URL%%/d.gif /forums/images/%%GRAEMLIN_URL%%/k.gif is one of Goh's worse moves. It does pathetic damage, has poor range, and if it is blocked, Goh is at -14, which means a throw (which comes out at 12 frames) is guaranteed for your opponent. Even on hit, it leaves Goh at a disadvantage, and on major counter, it is an even situation.

    You can try to use it to perhaps finish someone off with a sliver of health remaining, or if you feel very lucky...

    Instead, you should go for his assortment of highly damaging throws instead.
     
  13. Krit

    Krit Active Member

    Thanks. I was wondering about that specific low, since I heard he has good lows. I forget where. I'm new to VF if you haven't noticed, and I have a penchant for picking characters that require more advanced knowledge, which I don't have.
     
  14. GenuineThomas

    GenuineThomas Member

    i like the /forums/images/%%GRAEMLIN_URL%%/d.gif/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif to hurt tech rollers.

    ie after the side kick without combo (/forums/images/%%GRAEMLIN_URL%%/df.gif/forums/images/%%GRAEMLIN_URL%%/k.gif) (because too far for instance), dash toward the player and do this in the direction the player techrolls.

    check the timing in training mode, it must not be launched too soon (it may look as if you are too far away, but after a dash, it's just a timing problem)
     

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