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General Strategies
In this section, some Goh's offensive and defensive gameplay stategies will be outlined. As additional strategies are discovered, they will be shared here.
On the Offensive
To be added...
Playing Defensively: Goh the turtle
On the defensive, Goh can rely on his sabakis
Okizeme (anti-wakeup)
Compared with other characters, Goh's okizeme game is quite poor. Howeveer, that's not to say that he has none whatsoever!
A highly devastating anti-wakeup option is performing Goh's Knee (Tsukikage: ) at the very moment the grounded opponent goes for a rising attack. If successful, the opponent will be Major-Countered instead and be open to a Basara combo!! If the Basara fully connects, the opponent can kiss almost half their life (96 points) goodbye! However, the timing for this is extremely tight; so practice and practice till its second nature!
Contribution: Danny13
Against tech-rollers, Goh can use his or to trip up his opponents for
Rolling Goh!
A fun move in Goh's arsenal is the forward roll (). There are a few applications in which this can be used.
For offence, use it as an element of surprise to catch your opponent off-guard. For example, at the beginning of a round (not advisable, but once in a blue moon can be surprising). Alternatively, use it to close the distance between you and your opponent. At the end of the roll, apply a mix-up game of strikes or high/low throws.
For defense, after Goh whiffs a move and your opponent evades, or after a throw-escape, he can roll (a maximum of twice, by buffering the command during the first roll) away to safety.
A useful but difficult to apply situation in okizeme (anti-wakeup) games, is to use Offensive Movement to move to the downed opponents side or back, and then Forward Roll if you anticipate a rising attack. If timed correctly, the opponent's rising attack will whiff, and Goh is free to use either a Back-Turned or throw.
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