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General/Other - Goro Goro General Discussion Thread

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Mortal Komhat

Worst Well-Established Goro Player Ever
EX pushes you too far - If you close in, the command grab isn't guaranteed. If you perform the command grab you're out of range.

Although since Chest Lunge is 10 start-up couldn't you just sweep it, which is a 9f startup and reaches further than the cmd grab?
 

chief713

Vertebral Subluxationist
I think the frame data for the Dragon fangs command grab is wrong. It say +22, but in the corner I can do B2 (24f) and it will whiff before they wake up. The only thing that hit was EX fireball, so I think it's between +25 to +27.
 

Espio

Kokomo
A couple of interesting observations forward 3 on block canceled into ex telestomp is a true blockstring, not anything ground breaking, but just a little something extra to mess with people.

The more pertinent point for me is that I fully plan on ending all my old bnb's in telestomp instead of punchwalk or command grab both midscreen and in the corner. For example, I used to not get over 30% for a naked ex punchwalk, but now I get 31% by ending the ex punchwalk combo with forward 3 cancelled into telestomp. Another example is one of my 35% mid screen combos gets the damage upped to 37%.

10% unbreakable coupled with leaving you closer to the opponent, slightly more bnb damage and guaranteed is awesome. I tested it on ex wake up slide with Sub-Zero and ex flip kick with Cassie and they're all guaranteed, they don't even come out. I was using 1,1, and forward 3. There's no real drawbacks from my observations.

This isn't new or ground breaking per se, but it's something rarely if ever talked about and seems underused in general from the Goro footage I see save for a select few people. I'm sure some people don't know of it and what not.


In regards to Kitana, you can punish a lot of her strings cancelled into fan with command grab, an important and underdone punish for this character, it's quite important.

Goro also has a uniquely special ability to blow up many of Mournful's strings cancelled into glaive. Even if she enhances the glaive, ex punchwalk armor is so good that unlike pretty much the entire roster you still get the damage and don't get punished for armoring out.
 

chief713

Vertebral Subluxationist
The can tech roll after F3 hits and do either a wakeup or backdash. I used to do this a lot, but once people learned to tech roll it became a free punish for them. I'd definitely recommend it for tournament play, though since most people aren't familiar with Goro.

And I actually don't think it's good for the corner. With the hit advantage buff to SG, it's more beneficial to end with that. You'd much rather be at +28 than +8. B3 is 13 frames and 3D3 is 15 frames so you make them hold the 50/50 when you end with SG.

Gonna learn those fan cancel punishes. I fucking hate Kitana lol.
 

Mortal Komhat

Worst Well-Established Goro Player Ever
You can cancel something into regular telestomp? I know you can with EX telestomp but wasn't aware you could do that with regular telestomp.
 

Espio

Kokomo
The can tech roll after F3 hits and do either a wakeup or backdash. I used to do this a lot, but once people learned to tech roll it became a free punish for them. I'd definitely recommend it for tournament play, though since most people aren't familiar with Goro.

And I actually don't think it's good for the corner. With the hit advantage buff to SG, it's more beneficial to end with that. You'd much rather be at +28 than +8. B3 is 13 frames and 3D3 is 15 frames so you make them hold the 50/50 when you end with SG.

Gonna learn those fan cancel punishes. I fucking hate Kitana lol.
So are the wake ups not coming out cause the only way to escape is by tech rolling first? I just thought if it was escapable by rolling, they should also be able to wake up, but I think I remember what you're talking about now. Oh well, most people don't actually tech roll so there's that lol.

And yeah, I would just do the telestomp ender if you want slightly more damage/unbreakable damage in the corner, otherwise grab in the corner is a pretty sensible choice.

I love fighting Kitana, I appear to be in the loner category for that, but I play both so I know a lot more approach wise.
 

chief713

Vertebral Subluxationist
So are the wake ups not coming out cause the only way to escape is by tech rolling first? I just thought if it was escapable by rolling, they should also be able to wake up, but I think I remember what you're talking about now. Oh well, most people don't actually tech roll so there's that lol.

And yeah, I would just do the telestomp ender if you want slightly more damage/unbreakable damage in the corner, otherwise grab in the corner is a pretty sensible choice.

I love fighting Kitana, I appear to be in the loner category for that, but I play both so I know a lot more approach wise.
Yea, you have to tech roll or it is guaranteed.
 

D_Matt_Ma

Sheeva isn't Goro's wife. Goro is her husband.
The Throw finisher isn't something I like doing unless in corners since all the advantage in the world doesn't mean anything when you're as slow as Goro is... unless you have ground pound. But when you don't have ground pound, I think the reset is the better option. Even in the corner, reset I think is the better option. I would rather do the spin to give less meter and keep up pressure or go for stomp. Throw in my view should only be used as a naked move or for brutalities :)

The trick I think is to mix up the ender to the ground pound. Your go to enders will be F3 (easiest) 21, 121, and D4. 121 is probably the hardest to land, but the hardest to tech. I generally sub D4 with F3 and 121 with 21 as they have the same reach. In corner combos, 3 to stomp is pretty hard to tech due to the visual cue.

I am looking for a combo midscreen that leads to stomp reset using F4. I know if you hit F4 on an airborne opponent, they take longer to land. I'm hoping a setup lets me hit them high enough that the stomp reset works.
 

Mortal Komhat

Worst Well-Established Goro Player Ever
You can fight out of the corner (I'm legitimately less scared of it than most though, if i can be so bold) and Ja-cookie's full auto spam is a day 1 tactic that shouldn't be relevant anymore. People should know to duck, forward walk, duck forward walk, etc. now.

Not putting people on blast, but full screen shouldn't be scary, even for someone like Goro.
 

Espio

Kokomo
You can fight out of the corner (I'm legitimately less scared of it than most though, if i can be so bold) and Ja-cookie's full auto spam is a day 1 tactic that shouldn't be relevant anymore. People should know to duck, forward walk, duck forward walk, etc. now.

Not putting people on blast, but full screen shouldn't be scary, even for someone like Goro.
I mean, yeah even characters with terrible wake ups and armor can fight their way out. It's not insurmountable, just not pleasant.

Half the time delayed wake up gets you out of a lot of guesses and you can potentially reverse pressure. If you wake up enough times, you can condition people to block bait then do wake up throw, jump out or turn the tables in other ways. Being in the corner is just easier for characters like Goro with a safe armored launcher and some of his other armored options catch people just waiting on the ground to block an expectant punch walk like command grab, which lets you reverse the pressure and put them on corner lockdown or if they jump ex telestomp will blow them up for doing so.

There's a lot of options characters have in general, but Goro happen to have lots of ways to mess with people.


I don't know the Jacqui match up cause nobody uses her really anymore so I struggled playing my first one some weeks ago, but it's not hard to believe. Patience is more important than anybody gives credit to honestly. I'm also not worried about Kitana in any variation she's using.

Zoning is contingent upon frustrating you and making you jump, take unneeded risks etc to get in and blowing you up for doing so. If you play patient, you can avoid the brunt of zoning damage. Chip will happen, but the 30% combos off of people jumping at bad times is the opponent usually hanging themselves.
 
F3 xx EX telestomp being a true blockstring would be nice if it wasn't for the fact that you can dash out after the initial hit of the stomp iirc

i also disagree with ending in stomp resets over grab. Grab is really good imo, almost better than punchwalk for positioning. The fact that you get two safe dashes no matter what the reversal is understated, i feel. Once you establish that grab lets you get right in their face with two forward dashes, you can start pressuring with dash forward once -> F3 or D4 buffered into punchwalk from just outside it's range and go from there. Stomp reset is good to do on people when they don't see it coming, but grab's positioning is so good. I almost always default to this against people who know the matchup.
 

D_Matt_Ma

Sheeva isn't Goro's wife. Goro is her husband.
F3 xx EX telestomp being a true blockstring would be nice if it wasn't for the fact that you can dash out after the initial hit of the stomp iirc

i also disagree with ending in stomp resets over grab. Grab is really good imo, almost better than punchwalk for positioning. The fact that you get two safe dashes no matter what the reversal is understated, i feel. Once you establish that grab lets you get right in their face with two forward dashes, you can start pressuring with dash forward once -> F3 or D4 buffered into punchwalk from just outside it's range and go from there. Stomp reset is good to do on people when they don't see it coming, but grab's positioning is so good. I almost always default to this against people who know the matchup.
TWO safe dashes? I only feel you get 1 safe dash, as Goro's dash is so stupidly slow. You sure it's 2?
 
Something worth noting thative been using a lot recently:

in Dragon Fang his Shokan Trip is very under used, it doesnt combo and doesnt cancel which admittedly kinda sucks, but, you can abuse in the corner and condition your opponent to block low, Trip is PLUS SIX on BLOCK meaning as soon as they block it you get a completely free command grab or tick throw. Something worth exploring further i think
 
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