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.


  • Class: High Punch
    Description: A basic punch
    Application: Reset match momentum to even out, or regain the advantage
    Notes: Hold when pressing to advance forward (helpful in connection of combos)

    Followups:

    • Class: Mid Punch
      Description: The basic punch, followed by a mid-hitting second punch
      Application: Guessing game, conditioning; hit-checkable and delayable
      Notes: A decent followup, as the second punch is a mid level attack. Use this to condition your opponent to stand guard, and then go in for a damaging throw!

    • Class: High Kick
      Description: The basic punch, followed by a high kick
      Application: Punisher (for 11 frames)
      Notes: If the kick connects, hold to end up in Back-Turned state (-2 on guard, +3 on hit), which provides faster recovery.

  • Class: Mid Punch
    Description: A basic mid punch
    Application: Set up guessing game
    Notes:

    Followups:

    • Class: Mid Punch
      Description: The mid punch, followed by another mid punch
      Application: Guessing game; hit-checkable
      Notes: Use this to condition your opponent to stand guard, and then go in for a damaging throw!

  • Class: Mid Punch
    Description: A basic mid punch
    Application: Set up guessing game
    Notes: At 14 frames execution, treat this as Goh's elbow attack. A very useful move against crouchers, as it staggers them. You may then initiate a guessing game of throw or attack. Medium disadvantage if blocked (-4 frames), but large advantage on MC (+7 frames)

  • Class: High Punch
    Description: Goh delivers an extremely fast palm to the opponent's head
    Application: Punisher (14 frames); Combo-starter; Round-Starter
    Notes: One of Goh's best moves. In Virtua Fighter 5, it knocks down on normal hit, making it an even more useful move.
    Basic combo followup: > >
  • or
    Class: Special Low (can be guarded against while standing or crouching)
    Description: A basic low punch
    Application: Reset match momentum to even out, or gain advantage
    Notes: In Virtua Fighter 4 onwards, the Low Punch is a game mechanic which allows one to regain momentum when disadvantaged. Used by players of all skill levels, from beginners (frequent), intermediate (often) to high-level (seldom) players. However, high-level players expect this situation, and thus have punishers/sabakis/reversals ready to punish careless low punches, so be wary.

  • Class: Mid kick
    Description: Goh does a basic kick
    Application: Safe poke
    Notes: Whilst the move was stronger in VF4: Evo and FT (as its reach was longer); in VF5 it remains as a decent move to put distance between Goh and your opponent. It has better priority than most of your opponent's moves, such as the Low Punch. Pushes opponents back on hit.

  • Class: Mid-attack sidekick
    Description: Goh thrusts his entire leg forward
    Application: Safe poke
    Notes: One of the best sidekicks in the game. Long-reaching, safe (-6 if blocked), fast, and knocks down even on noraml hit. If it hits as a Major Counter, it can be comboed with a (or , if you are close enough) for good damage.

  • Class: Mid-attack sidekick
    Description: Goh dashes forward to deliver a swift and painful kick to the oppponent's groin (ouch!)
    Application: Long range
    Notes: One of Goh's limited options of dealing damage at long range. Fast, and relatively safe if guarded (-5). On MC, Goh can followup with a , or Shoulder Ram for easy damage.

    One obvious drawback is that this move is linear (can be evaded both sides), so alert opponents at a distance will be expecting this move. You may also use this this wisely to your advantage!

  • Class: Mid-attack sidekick
    Description: Goh does a linear roundhouse side kick to the opponent's gut
    Application: Long range; Anti-High/Mid/Side kicks
    Notes: A nice sabaki against high, mid and side kicks with decent range to boot. Especially useful against Sarah in Flamingo, Goh, and Vanessa.
  • (modified for offense: , modified for defense: )
    Description: Shoulder Ram
    Application: Both offense and defense
    Notes: Useful as it defeats many mid and low attacks with priority over them. Staggers opponent on hit, allowing you to set up a strong guessing game: dash-in throw, or another attack. Following up with another modified Shoulder Ram (offensive) is a effective method to mess up your opponent's mind!

    The Shoulder Ram can also be used for defensive measures; as the defensive variant's initial motions is a back-crouch-dash (), it can avoid the opponents attack attempt, and by inputting to complete the motion, the Shoulder Ram comes out to counterhit the whiffed move

  • Class: Sabaki againsts High Punch/Elbow, Mid Punch/Elbow
    Description: Goh parry asides his opponents punches with a hand swipe
    Application: counter against High-Punch, Mid-Punch, Elbows
    Notes: Especially useful against opponents with strong high and mid punch strings (Lau, Pai, Lei-Fei, Kage, Shun) or strong elbows (Akira, Jacky, Sarah, Aoi, Kage). The earlier the input in relation to the opponents attack, the greater the frame advantage after successful sabaki (+11 to +25 frames), giving Goh many attack options.

    Followups:

    • Class: High Catch Throw
      Description: Goh grabs the opponent by the collar/neck
      Application: Throw
      Notes:

  • Class: Full-Circular High Kick
    Description: Goh does a roundhouse kick
    Application: counter against evaders
    Notes: The most obvious use for this is to beat evaders. Relatively safe if guarded (-5 frames). As it is Goh's only fully circular move (aside from DM ) use it for people who like to evade after you guard their attack. A nice flowchart is performing another right after, as they may dodge again after getting hit, not expecting you to do another. Repeat until they finally learn, then when they pause to expect yet another , go in for a throw. It's reach is poor though, so ensure that the distance is correct before attempting. Opponents usually don't attack after guarding this move, as they fear the followup .

    Followups:
    • ,
      Class: Mid Punch
      Description: After the roundhouse, Goh delivers a gut punch
      Application: Guessing game; Followup attack
      Notes: Causes Stomach Crumple if Major Counter hit. Use if you expect the opponent to retialiate after a whiffed or guarded

Mid-priority moves

Use these moves to compliment Goh's higher priority moves


  • Class: Elbow, forward advancing
    Description: Goh lashes forward to deliver an elbow in the gut
    Applications: Elbow attack from a distance
    Notes:

    Followups:
    • , on counter-hit
      Class: Hit Throw
      Description: After elbowing the opponent in the gut, Goh grabs the opponent by the collar/neck and throws them over his back
      Application:
      Notes: After inputting , be sure to perform this move, regardless whether the first hit wwas a counter-hit or not

  • Class: Mid punch
    Description: Goh hammers his fist downwards
    Applications:
    Notes: Sobers Shun 1 drink point.

    Followups:

    • Class: Mid-kick
      Description: After the hammer fist, Goh does a knee kick
      Application:
      Notes: Unsafe if guarded (-15 frames)

  • Application: Launcher

  • Application: Punisher (17 frames)

  • Application: Sabaki vs elbows
  • (chargable)
    Application: Launcher If it hits a guarding opponent, they stagger

  • Class: Low Kick, Forward-advancing
    Description: Goh does a low kick targetted at his opponents feet
    Application: counter against high attacks; positioning to get closer to opponent
    Notes: If it hits into a Major Counter, hit to transition to a very damaging hit-throw.

    Followups:
    • , on counter hit
      Class: Hit Throw
      Description: Goh pins his oppenent and does a neck-snap
      Application: Followup attack
      Notes: Always perform this followup after the , regardless of whether it is a counter-hit or not.

  • Application: Full Circular attack

  • Application: Low Half-Circular attack
  • 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.


  • Class: Elbow, To Back-Turn
    Description: Goh does a reverse elbow attack which puts him into a back-turned state
    Applications: Anti-clash
    Notes:

  • Class: Low punch; forward advancing; to Crouched position
    Applications: Anti-clash; goes into Back-Turned position
    Description: Goh crouches forward to deliver a low hand swipe at the opponent's feet
    Applications: Long distance Low attack
    Notes: Avoids high and hits low. A little on the slow side and not damaging, even on hit Goh is at a small disadvantage (-3 frames). A good flowchart option after this move is to do the Shoulder Ram. As you are at a crouched position after this move, all you have to do is to complete the Shoulder Ram

  • Class: Mid-kick
    Applications: Push-away into wall splat
    Notes: This is a useful move when you would like to distance yourself from your opponent, as the kick pushes far away (further than Goh's ). It is also very useful when the opponents back is to the wall, as the hits creates a wall splat, opening damaging opportunities for Goh.

  • Class: (Slow) Low attack
    Applications: Low attack
    Notes: A low attack with slow execution that, if hit on Major Counter, guarantees Goh a low-throw. However, if guarded, a throw is guaranteed for your opponent as it leaves Goh at -12 frames.

  • Class: Low attack
    Notes: Possibly one of Goh's worst moves. It is slow, but it can hit opponents who do not tech-roll or quick-rise after being knockdown. If you are trying to finsh someone off who is stand-guarding, go for a throw instead.

  • Class: Mid-punch
    Applications:
    Notes: A move best used in combos. Goh's rebounce move.

  • Class: Mid-punch
    Applications: Sabaki vs Knees
    Notes:
  • or
    Class: Low-kick
    Applications:
    Notes:

  • Description: Kick in your face
    Class: Special High Kick (beats low attacks)
    Applications: Anti-low
    Notes:

  • Description: Forward cresent kick; forward advancing
    Class: High Kick
    Applications:
    Notes:

    Followups:
    • , on guard or hit
      Class: Hit Throw
      Description:
      Application: Followup attack
      Notes: Always perform this followup after the , regardless of whether it is a counter-hit or not.

  • Description: Jumping Kick
    Class: Jumping High attack
    Applications: Anti-clash; goes into Back-Turned position; Defeats Throws
    Notes: If you can successful predict a throw, go for this move. It is very damaging, and you have good back-turned options to followup. If you whiff however, be prepared to be heavily punished!
  • or
    Class: Low catch throw
    Applications: Anti-evaders, anti-tech rollers
    Notes: A move that is situation specific and somewhat limited in applications, you should only use it now and again to catch them by surprise.
    It catches evaders and tech-rollers that evade/roll to the respective side. For example, if they evade/tech roll into the foreground, you can use to nail them.
    In okizeme, a common (and relatively safe) situation to use it is to counter a tech roll away from the wall. Since most opponents regard having their side exposed to the wall as disadvantageous, they have a tendency to roll away from it. So, if you believe that they will do so, you can use this option.
    However, as you will need to guess which side they will evade in, a better option to counter standing evades (not tech rolls) is , as it is a full-circular.
    If you can see a pattern in your opponents playstyle, for example, always evading into the background during and evade, punish them this. You may then followup with a ground-throw, which although not guaranteed, can be a damaging followup should your opponent decide to be lazy and not input throw ground-throw-escapes.
  • > > or
    Class: Mid-punch multi-part throw
    Applications: Vs Crouchers
    Damage: 16 + 14 + 35 = 65 points (if everything connects)
    Notes: Behold... the almighty Basara! This impressive looking three-part wonder is arguably one of, if not the, most stylish moves in the game, next to Akira's "Stun Palm of Doom". Is it one of Goh's best mid attacks, however?

    Well, not quite. Although effective against crouchers, it executes at a relatively slow 20 frames, and is linear. To top it off, it is also extremely execution-heavy, requiring quick finger derexity to pull it off consistently.

    If you manage to utilise it often in as part of your Goh game however, hats off to you!
  • 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

  • Tachidori - Todome
    or
    Description: Goh grabs the the opponent's arm, drags him to the ground in a 180 degree motion, performs an armlock followed by a quick punch to the armpit
    Damage: 70 points
    Class: High Throw
    Grounded opponent's position:
    Okizeme potential:
    Position if escaped:
    Notes: Also known as the 270º Forward throw, although execution-heavy, going by the damage factor alone (three of these can end the round!), this is by far Goh's best throw. Use whenever possible. Another bonus is that it sobers Shun by 2 Drink Points
  • Hizaate - Ooguruma
    or
    Description: Actual name would be O-Guruma which also means Major Wheel in Judo. Goh does a quick knee to the opponent, turns and extends his leg back to side the of his opponent, and finally throws his opponent over his leg.
    Damage: 65 points
    Class: High Throw
    Grounded opponent's position:
    Okizeme potential:
    Position if escaped:
    Notes: Also known as the 270º Back throw. 5 points less damage than his best throw, compensated with a less escaped direction. You should only start using this if your opponent breaks the direction often.
  • Tsuyubarai-Todome

    Description: Goh sweeps the opponent's inner leg with his own, and follows up with a footstomp to the stomach
    Damage: 60 points
    Class: High Throw
    Grounded opponent's position:
    Okizeme potential:
    Position if escaped:
    Notes: Also known as the HCF throw. 10 points less damage than his best throw, compensated with a slightly easier execution
  • Taiotoshi

    Description: Also known as Body Drop in Judo. Goh grabs the opponent's arm, turns and lowers his body so that his knee falls below his opponent's knee, and throws the opponent over his lower leg to the front
    Damage: 55 points
    Class: High Throw
    Grounded opponent's position:
    Okizeme potential:
    Position if escaped:
    Notes: Also known as the HCB throw. 5 points less damage than his HCF throw, compensated with a less escaped direction
  • Uchimata

    Description: Also known as Inner Thigh Throw in Judo. Goh grabs his opponent's arm, turns and extends his leg back between his opponent's legs, and throws his opponent over his leg.
    Damage: 47 points
    Class: High Throw
    Grounded opponent's position: ??
    Applications:
    Notes: An excellent throw against good throw escapers, as the direction is hardly escaped. Use when you are seeking guaranteed damage.
  • Seoinage

    Description: Also known as Shoulder Throw in Judo. Goh grabs his opponent's arm, turns and throws him over his shoulder.
    Damage: 50 points
    Class: High Throw
    Applications: switch ring position
    Notes: A good throw as it is easy to input after a forward dash, ie after , simply input to initiate the throw. Also can be used to switch ring positions.
  • Gourai

    Description: Goh walks to the opponent's side, grabs his opponent's arm, goes behind and flings the opponent over his shoulder to the front
    Damage: 40 points + 12 points (guaranteed down attack) = 52 points
    Class: High Throw
    Grounded opponent's position: Face Down, Face Towards
    Applications:
    Notes: A good throw as it is easy to input after a crouching forward dash, ie after , simply input to initiate the throw. After this throw, a small down attack () is guaranteed.
  • Oosotogari

    Description: Also known as Major Outer Reaping in Judo. Goh wraps his left arm around his opponent's head, while his left foot reaps his opponent's left foot and vice versa
    Damage: 50 points
    Class: High Throw
    Grounded opponent's position: ??
    Applications:
    Notes: easy to input, yet damaging at the same time.
  • Onigari

    Description: Goh grabs his opponent's arm, hyperextends the arm and flings his hapless opponent forward in a semi-circular motion.
    Damage: 45 points = 45 points
    Class: High Throw
    Grounded opponent's position: ??
    Applications: Creating distance
    Notes: A cool looking throw, which puts some distance between Goh and his opponent after he throws them.
  • Tsuchikumo

    Description: Goh moves forward, grabs his opponent's feet and unbalances them by lifting them upwards, causing them to fall backwards
    Damage: 18 points; with combo followups: 45 ~ 63 points (depending on characters)
    Class: High Catch Throw
    Applications:
    Notes: Although the throw animation suggests that it can connect with a crouching opponent, it is actually a high catch throw. The execution speed of this move has slowed way down in VF5, making it less useful that it was in VF4. The tradeoff: it now cannot be escaped (being a catch-throw). When you this throw connects, you can followup with for 45 points of damage.
  • Makikomi

    Description: Goh grabs his opponent's arm, turns and throws them in a quarter-circular arc, and lands together with his opponent, arms around his opponent's arm and head. Quick and succinct, most fitting for an judo master!
    Damage: 40 points
    Class: High Throw
    Applications:
    Notes: As his most basic throw, it gets the job done. If your opponent is good at breaking directional throws, you can always fall back on this.
  • Narakuotoshi

    Description: Goh grabs his opponent's arm, sweeps his opponent's front and back leg, and ends with a footstomp to the stomach.
    Damage: 35 points
    Class: High Throw
    Applications:
    Notes:
  • 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!

  • Kuchikitate

    Description: Goh grabs the opponents by their arm and collar, and goes to Tsukami grab
    Damage: 0 points
    Class: Low Throw
    Grounded opponent's position: See Tsukami Grab
    Okizeme potential: See Tsukami Grab
    Position if escaped: ??
    Notes: Goes to Tsukami. Use to beat fuzzy guarding, and crouchers (obviously). Can be used after blocking certain rising low sweeps
  • Orochi

    Description: Also known as Guillotine Choke. Goh grabs and chokes his opponent, lands on the ground wrapping his legs around the opponent, choking them a second time
    Damage: 50 points
    Class: Low Throw
    Grounded opponent's position: N/A
    Okizeme potential:
    Position if escaped:
    Notes: Use to beat fuzzy guarding, and crouchers (obviously). Can be used after blocking certain rising low sweeps
  • Transition / Position Change Moves

    Use these moves to move closer to the opponent, get further away from the opponent, or swap ring positions


  • Description: Goh rolls forward
    Range: Long (three steps away)
    Applications: Move closer to the opponent
    Notes: Avoids high

  • Description: Goh crouch-dashes forward, parrying low punches away in the process
    Range: Short (one step away)
    Applications: Move closer to the opponent
    Notes: Avoids high
  • (Tsukami)
    Description: Goh grabs the opponents by their collar and tosses them backwards
    Range: after being thrown - Medium (two steps away)
    Applications: switch ring positions

  • Description: Goh grabs the opponents by their arms and launches them over his shoulders to his back
    Range: after being thrown - Short (one step away)
    Applications: switch ring positions
  • After certain moves that put Goh off-axis, such as his Basara, or having his throws escaped - , or (buffer) for extra distance
    Description: Goh rolls forward (up to twice), away from his opponent
    Range: Long (three steps away)
    Applications: Get further away from opponents
  • 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.


  • Probability of Success: quite high
    Notes: Use this if you suspect that your opponent will rush in. Knockdown's on hit, opening opportunities for combos

  • Probability of Success: average
    Notes: Knockdown's on hit, opening opportunities for combos
  • ()
    Probability of Success: low to average
    Notes: Backdash and start charging the launcher. Generally safe, unless your opponent is quick and rushes in for a throw.

  • Probability of Success: low to average
    Notes: Use this if you suspect that your opponent will rush in with a flurry of high attacks, and go for the damging hit-throw in the process! If it whiffs, try for a Shoulder Ram ().

  • Probability of Success: low to average
    Notes: Use this if you suspect that your opponent will rush in with a flurry of high attacks. Unlike , if this hits as a Major Counter, the opponent will be Knocked Down, setting up Goh's anti-wakeup (okizeme) games. If it whiffs, try for a Shoulder Ram ().

  • Probability of Success: low
    Notes: If you believe your opponent will backdash/crouch-backdash at the beginning of a round, use this to close the gap and deliver a pre-emptive strike or throw.

  • Probability of Success: not a snowball's chance in hell
    Notes: If you feel like throwing a round away, feel free to use this! Of course, this is a joke.
  • Last updated: 26 November 2007


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