Tanya gives problems not because of zoning, but because she can run away. She can fight Goro in all variations because of teleports.Anybody with Strong zoning gives Goro problems. Jacqui, Kitana and especially Tanya.
Tanya kills Goro, since everything Goro does pushes her away and knocks her down she gets away.
Yeah, I know. Zoning characters are space control characters, just like Tanya.Tanya gives problems not because of zoning, but because she can run away. She can fight Goro in all variations because of teleports.
She beats him with her rushdown variation. There's no zoning there. It's just when she does a wake-up, Goro can't do anything, but when it's the other way around, Tanya has options. Goro has no answer to the actual move, not the strategy. That's when you know the match-up is absolutely impossible.Yeah, I know. Zoning characters are space control characters, just like Tanya.
He can stuff all of her wake ups if timed right with B3 into MB PW, and Goro's just better up close in general. All you have to do for Kitana is block low unless she's coming at you with a jump in.^ What do you think gives Goro the advantage over Kitana in Assassin and Storm? I'm having a lot of trouble against that character.
Ah Chief, I didn't realize you were one of these four-armed freaks.Unless I'm missing something, this match is all high risk, very low reward for Goro IMO.
Sup Doom. Seeing Bio wreck shop at ECT raised eyebrow a bit; may have seek out the Brotherhood once more. As to the F/T MU, I have never played it outside of 2 very laggy online matches against players that didn't seem to know how to play the game, so I have absolutely no clue whatsoever.Ah Chief, I didn't realize you were one of these four-armed freaks.
Shall we discuss the Goro v F/T MU?
I finally got a chance to run some good sets with Tanya and agree. Stomp is really good against her if the opponent is teleport happy, both normal and EX. My sets were against Pyro and it's definitely hard, but Goro can manage. I will say that if the Tanya player is committed to playing an honest ground game as opposed to flying around everywhere, and just uses meter to escape mixups and the corner, the matchup gets difficult. She builds meter very fast so you'll never really pin her down. You have to make the damage count, which is why I like using Fangs. EX spin combos hurt.So You Somehow Picked Goro Against Tanya And She, For Some Weird Ass Reason, Went Kobu Jutsu
Variant : Tigrar Fury (was the one I tested - Kuatan feels like it wouldn't work well because the one I fought spent a lot of time in the air)
1) EX Telestomp is your best friend in the whole wide world, even more so than Punch Walk in this match-up.
- Wrecks Teleport shenanigans
- Faster than regular telestomp
2) Trades with full-screen tonfa are your advantage on damage, but she recovers faster than you do, so she may be able to duck the fireball.
3) Anything that sends them too far for oki and you are + on hit you can fireball then tele-stomp or fake it to force the Tanya to react.
4) Low-profiling her teleport j1 does work somewhat, but better low profile with d3 instead of d4.
5) Random NJPs are safer than normal due to their tendency to take to the air when they want to go in.
6) If stuck in a barrage of tonfas, f, duck, f, duck, is better than walking straight - you cover more ground.
Don't get me wrong, we're still on the losing end of that match-up (which should be obvious), but we shouldn't act like it's a fucking 9-1 matchup. There are things we can do.
They're as meaningful in the match-up as Goro's buffs. MEANINGLESS. Nothing has changed. Most Tanyas teleport backwards anyways on wake-up, so they still run away for free. You can stuff the forward air teleport, but with the low kick MB available, you still have to respect it. Our throw buff means nothing as we'll be lucky to ever land it, let alone follow ups aren't possible so nothing has changed.So... how about those Tanya nerfs.
Hehehehe