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What's the timing for one of Goh's moves?

Discussion in 'Goh' started by Klandestine, Aug 21, 2003.

  1. Klandestine

    Klandestine Well-Known Member

    The Murakumo move. I have a hard time with the throw.
     
  2. catharsis

    catharsis Well-Known Member

    Er.. in the future, it's helpful to refer to moves not by name, but by input... Most of us have no idea what a murakomo is or does, so it's kinda tough to help. I'd assume you're talking about a hit-throw, though... and Goh has several. The idea with these attacks is to hit [6][P]+[G] or whatever right when the first attack makes contact with your opponent (with the exception, I think, of Aoi's [2_][3][P], [4][P]+[G] hit throw, which seems to be bufferable and extremely forgiving). Some of the hit throws also require a counter hit, and won't work otherwise (so look for the yellow flash). In Goh's case, this applies to the [6][6][P] hit throw and the [3][K]+[G] hit throw. The other, which starts with [6][6][K]+[G], works on block or normal hit.

    So, in conclusion, watch your timing and refer to moves by input. /versus/images/graemlins/smile.gif
     
  3. Klandestine

    Klandestine Well-Known Member

    My fault. Thanks for the input.
     
  4. DRE

    DRE Well-Known Member

    Actually, [6][6][P] [4][P]+[G] and [3][K]+[G] [6][P]+[G] have fairly easy timing. Just input the throw as soon as the attack makes contact. The only tricky one is [6][6][K]+[G] [4][P]+[G]. It works even if it's blocked, but it throws the timing off slightly. Just keep practicing. IMO the most important one is [6][6][P] [4][P]+[G] because it's an uncounterable mid attack that forces the opponent to guard after you hit them with [P] or [2][P]. This sets up your powerful throws (270 and [6][3][2][1][4][P]+[G]).
     

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