regulas
Your Emporer
I think he meant d+b2 (the special corner low starter fangs gets)?that is every variation though.
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I think he meant d+b2 (the special corner low starter fangs gets)?that is every variation though.
It looks like is a bit harder to land the combos on them, but so far everything I tried on the male characters also works on the females.Hey guys, is it just me or is it harder to hit some of Goro's combos on the females? I've specifically noticed it on Mileena, Kitana, and Cassie. The timing seems a lot stricter for some BNBs like B1U22, run kancel, B1U22, F3, MB Punchwalk, F3, Shokan grab. Maybe it's just me but it's something I've been noticing while playing. Could it be smaller hit boxes?
Hope we don't need to start making gender specific combos lol
Cool so I'm not insane. I guess I'll just have to get the timing down for smaller hit box characters.It looks like is a bit harder to land the combos on them, but so far everything I tried on the male characters also works on the females.
They have smaller hitboxes...some males have small hitboxes too, like Kung Lao
Goro doesn't like hitting womenHey guys, is it just me or is it harder to hit some of Goro's combos on the females? I've specifically noticed it on Mileena, Kitana, and Cassie. The timing seems a lot stricter for some BNBs like B1U22, run kancel, B1U22, F3, MB Punchwalk, F3, Shokan grab. Maybe it's just me but it's something I've been noticing while playing. Could it be smaller hit boxes?
Hope we don't need to start making gender specific combos lol
A true gentlemen through and throughGoro doesn't like hitting women
Same here. I believe punchwalk is a better combo ender, simply because of the wall carry. Its so stupid it makes me rofl sometimes. Grab is better for combo enders in the corner.So I've stopped using Shokan throw to end combos. punch walk all the enders to the corner.
Same, getting them to the corner is way more important than 2% damage.So I've stopped using Shokan throw to end combos. punch walk all the enders to the corner.
agreed.Same here. I believe punchwalk is a better combo ender, simply because of the wall carry. Its so stupid it makes me rofl sometimes. Grab is better for combo enders in the corner.
Down 2, down 1, and neutral jump punch are pretty reliable for me.how are you guys anti airing? I'm getting blown up by jump ins
AlrightDown 2, down 1, and neutral jump punch are pretty reliable for me.
1: Remember you have a 5 frame poke that can be cancelled into throw which will connect on block.Well.. either im doing something really wrong, or Goro really sucks. He just gets locked into block strings he has no hope of getting out of without meter. All the top tiers destroy him because he has no answer to their pressure.
exPW gives you easy 29% combo: exPW-njp-f21~dbf3So quick Goro guide since his playstyle doesn't always mesh with a lot of people I wanted to write up a basic overview. I'm not a pro or anything though so please let me know where I'm horribly wrong. Goro is a bit unusual in that he is a specials oriented character relying far less on normals then many characters, furthermore with irony his best normals are mostly kicks, single hit moves that have good properties and can be cancelled into better specials.
b12u2 mid, very short range, but leads to best damage. 0 on block. Have around 7 frame gap.Alright guys, what's our best punish normals-wise?