That's because the silent players have renounced their silence in favor of actual discussion.Wtf this thread sure exploded lol
By tracking I mean you cannot control where it lands like the regular version. Tracking meaning the second I leave the screen it tracks the position of the opponent. Meaning you can run or backdash to avoid it. It is not hard to avoid it now just by running. And if it hits yes, something simple like F3xPunchwalk afterwords, no elaborate combos. (Not that Goro has any)Telestomp - Needs work. (EX Telestomp should launch and track, the only way out is to run. Non EX leave alone.)
- Not really sure what you mean. If you mean launch, as in, a combo starter then I don't think that's reasonable. Maybe if EX stomp were blockable, but then I can't see ppl getting hit by it, except in a combo. At which point it becomes no better than EX PW.
Ah I see what you mean now. I've gotten pretty good at learning when to mix in EX stomp. I don't think it's very easy to avoid, so having it launch would be a little too much IMO. I wouldn't be opposed to a damage buff tho. That way when you AA with it, it actually discourages jump ins. Nobody is going to alter their gameplan because they got hit with a move that costs a bar, does 10% and resets the situation.By tracking I mean you cannot control where it lands like the regular version. Tracking meaning the second I leave the screen it tracks the position of the opponent. Meaning you can run or backdash to avoid it. It is not hard to avoid it now just by running. And if it hits yes, something simple like F3xPunchwalk afterwords, no elaborate combos. (Not that Goro has any)
So maybe 25-30% off a meter telestomp that you should not get hit by anyway.
Ah, I thought by tracking you meant more like it can't miss. Kind of like Aquaman's trident in IGAUBy tracking I mean you cannot control where it lands like the regular version. Tracking meaning the second I leave the screen it tracks the position of the opponent. Meaning you can run or backdash to avoid it. It is not hard to avoid it now just by running. And if it hits yes, something simple like F3xPunchwalk afterwords, no elaborate combos. (Not that Goro has any)
So maybe 25-30% off a meter telestomp that you should not get hit by anyway.
That is why I say it would launch, this would be his AA. Go ahead and jump and for a bar of meter I get 25-30%Ah I see what you mean now. I've gotten pretty good at learning when to mix in EX stomp. I don't think it's very easy to avoid, so having it launch would be a little too much IMO. I wouldn't be opposed to a damage buff tho. That way when you AA with it, it actually discourages jump ins. Nobody is going to alter their gameplan because they got hit with a move that costs a bar, does 10% and resets the situation.
I think bufing the damage to 15-17% would be fair.
That makes way more sense now. Instead of launching I kind of agree with what Chief said, just up the damage to like 17-20%. Getting the same damage as the normal version for spending a meter is dumb.That is why I say it would launch, this would be his AA. Go ahead and jump and for a bar of meter I get 25-30%
I disagree. U1/U2 would have to be done on a guess in that scenario. As for 1 and D1, not sure would that work since 1 is too slow and D1 requires the opponent to go for a deep hit.You really can't do that to Goro. U2 will destroy crossover attempts every time. Actually, as deep as that Lao was attacking, Goro could've just done stand 1 or D1.
They, for all intents and purposes, are the same move. Exact same frame data, exact same hitbox, exact same damage and cancel properties.As for anti airs, is 1 better than 2? I would think 1 has the lower hitbox and 2 has the higher one.
I used to main Sheeva through most of mk9, her d3 into low grab lead to easy meterless 36% combo or an only slightly more tricky 50%ish combo on blocking opponents. Air grab saved me so many times from mileenas telekicks, sonya and kungs dive kicks, while goro sits there and gets constantly kicked in the face. Sheeva's strings were bad but she was much better in certain aspects of playstyle.that said precious few other characters interest me and i still don't think goro is completely outclassed across the board, he's bad but he isn't Grundy/sheeva bad
It would solve the problem, although it would be a sloppy way to do it. U1/u2 would be the proper way to do itLets say theoretically they give goro a 7f uppercut with a slightly bigger hitbox.....fair?
I don't know if TonyT already tried it, but would it be possible to follow stomp with EX Ground Pound for a restand and extra damage? This is assuming Goro has more advantage after Stomp than before.Is it just me, or does the opponent recover slower from stomp post patch? Hidden buff, or simply bad patch notes?