Home » Moves Analysis
Moves Analysis
This article presents a general overview on Goh's moves, categorised into:
For an in-depth command-list, complete with names and frame-data, please refer to VFDC's Goh's Command List.
Note: This is intended to be a general guide, and should be treated as such. It takes a lot of strategy and skill in VF to win, especially with Goh. So, be creative with his moves and take your opponent by surprise!
High-priority moves
These are Goh's bread and butter moves, virtually essential in any match. His throws are also very strong and would be listed here, but I have separated them into Throws for readability.
Mid-priority moves
Use these moves to compliment Goh's higher priority moves
Low-priority moves
Try not to use these moves too often in a serious match. While not totally useless, but the payout of risk/reward ratio for these moves is generally not worth it.
High Throws
Goh's normal throws analysis, listed from best to worst. The side and back throws are not listed; as a general rule however, it is good to use them whenever the opportunity presents itself. Throw descriptions provided by Fantom
Low Throws
Goh's low throws analysis. Basically, you have two options: either go for the guaranteed 50 points damage with Orochi, or a potentially higher 65 points worth with Kuchikitate. However, the latter presents the opponents with a chance to escape, dealing no damage at all!
In certain situations however, going with Kuchikitate can be more feasible. For example, if you manage to connect the low throw with Goh's back towards the edge, you may do (Tsukami) to ring the opponent out!
Transition / Position Change Moves
Use these moves to move closer to the opponent, get further away from the opponent, or swap ring positions
Round-Openers
Try using these moves now and again at the beginning of a round. In general, Goh's round-starters is relatively poor against certain opponents, so only use them when you are quite sure that you can beat their attacks.
If your opponent is a high-level player, and/or using a character with strong round-openers, it would be a wise option for Goh to either: guard (watch out for dash-in throwers!), backdash & crouch-backdash (), or attempt a or evade to avoid fast linear attacks.
Last updated: 26 November 2007
Virtua Fighter 5 and related materials ©SEGA AM2. The Abandoned Dojo©2007. Best viewed with Internet Explorer. For comments, please contact DriftSilencer