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Goh's uppercut followups

Discussion in 'Goh' started by vfbum, Sep 11, 2003.

  1. vfbum

    vfbum Well-Known Member

    Hi

    Recently I was able to pull off this float with Goh:
    b+P+K,f+K,f+K,f+K(OTB)

    It is not clear what the required conditions are. It seems to work against a Shun in closed stance at the maximum range of the uppercut. If you're too close the uppercut sends people too far away.

    Whats the "ideal" followup to b+P+K and f+K,b+P+K? It seems the uppercut after the knee leaves people too low for f+P+K to hit so I sometimes finish the combo with db+K+G. I've had d+P+K,P,P,f+K done to me so I've been using that...
     
  2. Elite

    Elite Well-Known Member

    PSN:
    Koenraku
    Are you sure you didn't have hyper mode on for that combo? I can't see how three knees would hit after the uppercut.

    Check out CreeDs guide in the Goh section for any combo info you need. I can't be bothered typing out commands.
     
  3. vfbum

    vfbum Well-Known Member

    I was able to do this regularly against Akira in training. The trick is to let the victim fall to just below Goh's belt. The first will hit at about shin level, the second OTB, the third off a second bounce I believe.

    Sometimes the uppercut hits at too shallow an angle and they float far away for this to work. MC is not required on the uppercut.
     
  4. Elite

    Elite Well-Known Member

    PSN:
    Koenraku
    Wait, wait, wait............you do know that once they hit the floor they can just roll out of the way and avoid anymore knees you try and throw out right? I mean, you can't be THAT stupid surely.
     
  5. vfbum

    vfbum Well-Known Member

    Yes, but thats what the TR trip is for.
     
  6. CreeD

    CreeD Well-Known Member

    To elite: STFU NOOB! Seriously, tone it back, namecalling is weak.

    To vfbum: He's right about TRing, and TR trip isn't a free punishment for TRs... it can just be blocked low at the end of the TR, and besides that you have to guess which WAY they'll TR and if they'll TR at all or if they might QR etc etc.

    Don't get me wrong, TR trip is fantastic, but your game will improve if you learn the best non-TRable combos or at least master the combos that end in a slam move (so that TRing is really difficult).
     
  7. Pai_Garu

    Pai_Garu Well-Known Member

    actually... the TR trip is stronger than you think. It will hit people who QR and even when they are standing and doing an attack that moves them forward. I'm not saying that your combo and/or vfbum's tactic is useful. In fact...
    to vfbum: What you listed is not a combo, except for the first two hits. Look at creed's goh guide and there is a much more damaging combo that can't be TR'ed out of. If you want, you can go for the TR trip after doing a combo that creed has listed. In other words, i just kind of repeated what creed had told you before. So please do what we tell you. yay. /versus/images/graemlins/laugh.gif

    Hope that helps.
     
  8. CreeD

    CreeD Well-Known Member

    In other words, i just kind of repeated what creed had told you before.

    The QR bit was nice to mention. I had it in the guide but forgot to mention it here. TR trip also gives a ground throw or df+P so it's pretty rewarding.
     
  9. idol_

    idol_ Active Member

    yep vfbum, I did it... tripple knees... but the opponent was *booming* on the ground - means it's ascapable, right?
     
  10. KiwE

    KiwE Well-Known Member

    [ QUOTE ]
    actually... the TR trip is stronger than you think. It will hit people who QR and even when they are standing and doing an attack that moves them forward.

    [/ QUOTE ]

    Huh?
     

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