you can't play him to zone or or just rush in. He's a thinking man's fighterto be honest guys im really struggling to see how Goro is viable at all
He has no pressure, his zoning is mediocre at best in his Tigrar variation and he is utterly useless without meter.
Correct me if im wrong but i cant see how the big guy is remotely viable
I been saying this since day 1. His lunge is an amazing AA and can punish whiffs from a distance as well as unsafe moves. DF is much more MU specific compared to the other two. Whats more is that I love how all three of his variations are completely viable. Very few characters in this game can claim that all three of their variations are viable, or at least useful in some way.Welp, I think I was hella wrong in thinking KW wouldn't be as good a variation as the others. Dunno about yall but I'm ass at anti-airing and KW makes that a lot easier with EN chest. Probably obvious, but threatening with Quake and then punishing jumps with chest lunge or stomp seems kinda hard to deal with for characters that don't have teleports or moves that change their trajectory in the air.
Been a bit more down on Tigrar. Fireball is better than the one in KW and DF, but I'm just not having success with the low flame. 2 xx low flame or 21 xx PW is a good 50/50 but you're burning meter for a guess. At this point I think I'd rather have bars for guaranteed punishes with AA EN chest lunge or poke into EN PW.
My feelings on DF are about the same. Good for extra damage and db.2 (the normal, not fang spin) is damn good. That shit reaches hella far and +7 means they have a really messed up guess to make between a poke and SG. Still don't know the MU's where I'd prefer DF over KW, but it still seems useful.
I fail to see the use in using one variationn exclusively, I've been figuring out some fang stuff lately myselfI'm surprised everyone has not started using KW exclusively, tbh. The mindgame of groundpound can get you a long way w/ some match ups!
fangs in a combo will give you extra damage and it's only -3 on block, compared to -4 for pwI don't understand what the point of Fang Spin is. It seems like a worse version of Punchwalk, but he still had Punchwalk in that variation. Am I missing something?
Also EX fangs tosses them close to you allowing you to follow up with b12u2 for a second combo extender letting you do larger total combo and damage.I don't understand what the point of Fang Spin is. It seems like a worse version of Punchwalk, but he still had Punchwalk in that variation. Am I missing something?
In KW I'm getting MB.PW to connect with b12u2 with an easy short run-cancel.Also EX fangs tosses them close to you allowing you to follow up with b12u2 for a second combo extender letting you do larger total combo and damage.
How are you building meter with him?good thing goro's meterbuilding is jizztastic then
punch walk xx punch walkHow are you building meter with him?
Don't forget to Punchwalk.punch walk xx punch walk
and then i punch walk again
It also bounces them higher than EN PW so you get more damage from the spin and more damage from the combo. For example, if you do EN fang spin, you can get nj.P, b.2, f.3 xx cmd grab. If you do EN punch walk, you only get nj.P, f.3 xx cmd grab.I don't understand what the point of Fang Spin is. It seems like a worse version of Punchwalk, but he still had Punchwalk in that variation. Am I missing something?
His mixups midscreen are based on his low stomp and his command grabs.Someone educate me on Goro's mixups, realistic damage and what I can punish please.
Punish: Punch Walk and exPW and is mid -4. Dragon Fangs Fang Spin is all mid -2 and exFS is mid,mid,overhead -5. Kuatan chest charge is high -11. Stomp is unblockable -45, just backdash or run out. His greenball is high -20. Tigrar's straight fireball is high around -10, mb more.Someone educate me on Goro's mixups, realistic damage and what I can punish please.
Not sure if srs. The move has a 29 frame start up, it can be avoided on reaction. Why would they nerf that?Goro's fullscreen unblockable comes out too fast. Needs to be nerfed, just sayin.
because he's obviously kidding right?Not sure if srs. The move has a 29 frame start up, it can be avoided on reaction. Why would they nerf that?
If you cancel it from j.4 it's inescapable unless they tech roll.His telestomp is actually a really good tool in certain situations.
Especially to tack on some damage after you've conditioned them to stay down in the corner.
That matchup seems like it sucks. He can apply good run pressure in that variation by doing d.4 xx fireball cancel. Scorp is really + after the run, so all Goro can do is try and low profile the next attack if it's high or block if it's mid/low.Any1 having serious issues vs HF Scorpion? That MU and TG are what are really bothering me with KW Goro atm.