What's new

Question - Goro Why does Goro need buffs?

Alright RyRy

Florida Kombat
Goro is low tier, easily bottom 3 in the whole. He NEEDS buffs to be on the same playing fields as the rest of the cast, the way it is now he loses to more than half the variations in the game. What top 8's do you see Goro in, ever? Scratch that, what top 16 or even top 32 do you see Goro in, ever? The answer is 0, because he's been in none of them.

He's obviously not on par with the other characters, tournament results show that and just looking at his tools show that. His midscreen damage off of his overhead/low mixups is under 20%..... No good range at all outside of F3. If you don't think Goro is low tier than you don't know MKX. Please don't make threads that could potentially make a low tier miss out on buffs in the next patch, NRS checks TYM and actually gets ideas from it
It is SUPER sad when it has come to a point where nobody believes someone because they are not a top level player.

I know this thread isn't a Goro is good thread, but us Goro mains will tell you why he needs buffs to actually play MKX.

Every character in this game has some kind of dirt. Kitana Kenshi and Goro probably having the least amount compared to the rest of the cast.

Also, 1 thing that blows my mind is how Goro keeps changing on tier list but yet he never gets representation in tournament. Like ever. Correct me if I am wrong but a Goro only player has never made top 32, only 33rd IRC.
 

DDutchguy

Stand 4'ing airplanes out of the sky
I think Goro is a good example of a character that is good, but not as good as you know? Theoretical Goro is a different beast from practical, in-match Goro.

Often times there's a 'but' attached to most of Goro's tools that not many other characters have. Yes he has a safe armored launcher, but his gameplan is pretty reliant on it and EX punchwalk frame traps can cost you bar if your opponent respects it. Yes Goro has an 8-frame command grab, but you have to do a lot of conditioning for it to work properly. Yes he has an 8-frame mid, but it has very bad range and is his only way of getting decent meterless damage.

"Dutch those really don't sound like big 'but's at all." I know and that's sorta my point. There's a lot more variables to Goro than to other characters. A-list can cancel and stagger away, because the staggers force respect by nature. Demo Sonya can mix away, because she can always hit an opponent with a safe 50/50 in Demo and not worry about a thing. Liu Kang can cancel and stagger quite nicely, Shinnok can do vortexes and control a ton of space...

Goro just seems to have a lot more holes than most other characters. If your opponent blocks a punchwalk, you can do an EX-punchwalk as a frame trap, but your opponent can jump out of it and get a full combo. Alright you can also do U2 for anti-airing, but EX-punchwalk is -5 so if the opponent guesses that you won't do EX-punchwalk, they can poke and eliminate U2, command grab and D1 options (if you try and disrespect your - frames from punchwalk). And of course you still have his poor zoning and general meter reliance.

In short: While Goro is not a bad character by any means, the opponent has more options to get out of his offense than most other characters do. In high-level play those holes get exploited far more often than in lower level play, thus giving Goro less of a chance to compete in tournaments.
 

Alright RyRy

Florida Kombat
I think Goro is a good example of a character that is good, but not as good as you know? Theoretical Goro is a different beast from practical, in-match Goro.

Often times there's a 'but' attached to most of Goro's tools that not many other characters have. Yes he has a safe armored launcher, but his gameplan is pretty reliant on it and EX punchwalk frame traps can cost you bar if your opponent respects it. Yes Goro has an 8-frame command grab, but you have to do a lot of conditioning for it to work properly. Yes he has an 8-frame mid, but it has very bad range and is his only way of getting decent meterless damage.

"Dutch those really don't sound like big 'but's at all." I know and that's sorta my point. There's a lot more variables to Goro than to other characters. A-list can cancel and stagger away, because the staggers force respect by nature. Demo Sonya can mix away, because she can always hit an opponent with a safe 50/50 in Demo and not worry about a thing. Liu Kang can cancel and stagger quite nicely, Shinnok can do vortexes and control a ton of space...

Goro just seems to have a lot more holes than most other characters. If your opponent blocks a punchwalk, you can do an EX-punchwalk as a frame trap, but your opponent can jump out of it and get a full combo. Alright you can also do U2 for anti-airing, but EX-punchwalk is -5 so if the opponent guesses that you won't do EX-punchwalk, they can poke and eliminate U2, command grab and D1 options (if you try and disrespect your - frames from punchwalk). And of course you still have his poor zoning and general meter reliance.

In short: While Goro is not a bad character by any means, the opponent has more options to get out of his offense than most other characters do. In high-level play those holes get exploited far more often than in lower level play, thus giving Goro less of a chance to compete in tournaments.
perfectly said.
 

TheGangstaFace

Psn, Xbox, Twitter: TheGangstaFace
I think Goro is a good example of a character that is good, but not as good as you know? Theoretical Goro is a different beast from practical, in-match Goro.

Often times there's a 'but' attached to most of Goro's tools that not many other characters have. Yes he has a safe armored launcher, but his gameplan is pretty reliant on it and EX punchwalk frame traps can cost you bar if your opponent respects it. Yes Goro has an 8-frame command grab, but you have to do a lot of conditioning for it to work properly. Yes he has an 8-frame mid, but it has very bad range and is his only way of getting decent meterless damage.

"Dutch those really don't sound like big 'but's at all." I know and that's sorta my point. There's a lot more variables to Goro than to other characters. A-list can cancel and stagger away, because the staggers force respect by nature. Demo Sonya can mix away, because she can always hit an opponent with a safe 50/50 in Demo and not worry about a thing. Liu Kang can cancel and stagger quite nicely, Shinnok can do vortexes and control a ton of space...

Goro just seems to have a lot more holes than most other characters. If your opponent blocks a punchwalk, you can do an EX-punchwalk as a frame trap, but your opponent can jump out of it and get a full combo. Alright you can also do U2 for anti-airing, but EX-punchwalk is -5 so if the opponent guesses that you won't do EX-punchwalk, they can poke and eliminate U2, command grab and D1 options (if you try and disrespect your - frames from punchwalk). And of course you still have his poor zoning and general meter reliance.

In short: While Goro is not a bad character by any means, the opponent has more options to get out of his offense than most other characters do. In high-level play those holes get exploited far more often than in lower level play, thus giving Goro less of a chance to compete in tournaments.
I believe it. Like I've said multiple times in this thread I don't play against much Goro and I'm not super informed on the character. I just looked at his tools and frame data and asked what's wrong with the character lol
 

ForeverKing

Patreon.com/MK_ForeverKing
Like I've stated previously I ASKED the Goro community to explain the downplay because I don't know enough about the character. Nowhere did I state he's top 5 or dumb or op or has everything in the world or hardly has losing mu's. Make a case and state it and give your opinion. Perhaps Goro is bottom 1 idk but I will say that I'm not one of the people that looks for tournament results to dictate whether a character is good. That's just my opinion and thought process. Me making this thread asking people what's wrong with him is not gonna stop him from getting buffs. As you see if you've looked through the thread we've had back and forth's and good points were made about Goros downfalls
To bring up some of your points from before, yes Goro is + on block with many of his normals and strings. But the problem with this is most of Goro's normals/strings are only like +1 or +2, Goro doesn't have any reliable fast mids besides his 6 frame D1 to check you after this. His D1 isn't + enough on hit to guarantee any of his other good mids, so it's not even that great of a reward for hitting with D1. Trying to play tick-throw mind games with your D1 doesn't even work consistently, many times my opponent blocks my D1 cancels into command grab but they're too far away for the grab to reach.

Slow movement, run speed and walk

Universal OTG nerf hurt Kuatan Warrior alot, and Goro telestomp in general

Vs Tigrar Fury you can interrupt anything canceled into + breath. Supposed to be a zoning variation, but has projectiles with startups over 20+ frames. This variation needs way better projectiles, not zoning anything with this. EX fireballs isn't even mid like everyone else's fireball
 

TheGangstaFace

Psn, Xbox, Twitter: TheGangstaFace
To bring up some of your points from before, yes Goro is + on block with many of his normals and strings. But the problem with this is most of Goro's normals/strings are only like +1 or +2, Goro doesn't have any reliable fast mids besides his 6 frame D1 to check you after this. His D1 isn't + enough on hit to guarantee any of his other good mids, so it's not even that great of a reward for hitting with D1. Trying to play tick-throw mind games with your D1 doesn't even work consistently, many times my opponent blocks my D1 cancels into command grab but they're too far away for the grab to reach.

Slow movement, run speed and walk

Universal OTG nerf hurt Kuatan Warrior alot, and Goro telestomp in general

Vs Tigrar Fury you can interrupt anything canceled into + breath. Supposed to be a zoning variation, but has projectiles with startups over 20+ frames. This variation needs way better projectiles, not zoning anything with this. EX fireballs isn't even mid like everyone else's fireball
Would you suggest some things like more hit advantage on d1 and fixes on the command grab then? I believe you said faster mids would help Idr lol. Also yeah I noticed that, that is pretty fucked up that the Ex fireballs are high lol. The 3rd fireball has a gap I believe too
 

xInfra Deadx

Gimmick stolen by Jordan Peele
I could have sworn that he needs a 50-50 on his punch walk...

...or so I heard.

#maketymmkuagain
 
Because one of his moves (stomp) is slow, very unsafe, and very very punishable. So basically I'll ask goro players, how useful is it?
 

Solomon Gorondy

Should Goro be top 5?
I believe it. Like I've said multiple times in this thread I don't play against much Goro and I'm not super informed on the character. I just looked at his tools and frame data and asked what's wrong with the character lol
Dude don't feel bad. You have brought the Goro community together to address his many issues in this game. It's been a long time coming and I hope it helps the character.

Heres a simple list of Goro buffs that NRS can easily implement.
  1. Increase the damage of Punchwalk so it's better on hit and block. Goro's current damage is meh.
  2. 14% for his command throw is way too low, the meter given away is too high, and the knockdown advantage is not good. Address this in some way (+5% damage would be easy, hell, +2% would help).
  3. Change Stomp's input to Down>Down+3 so it no longer interferes with Up+1 as the current Down>Up input causes a forced input error.
  4. Make Stomp OTG at 10% damage again. There is nothing wrong with OTG resets existing; like any attack they can be made strong or weak. No need to throw the baby out with the bathwater because of Tremor.
 
Last edited:

x-azeez

Bullet with your name on it
Buff... Goro?..... You play decay, Ryan. And Elmo In one day and tell me if goro needs buffs?
Nerf... Goro ?..... You Choose Piercing, Shinnok, Acidic, Demo Sonya, GrandMaster, Balanced Kenshi, Mystic, Takeda, War God, Sektor, Quan Chi, Hish-Qu-Ten .. Against Goro and in one day and tell me if Goro needs Nerfs.
 

ForeverKing

Patreon.com/MK_ForeverKing
Would you suggest some things like more hit advantage on d1 and fixes on the command grab then? I believe you said faster mids would help Idr lol. Also yeah I noticed that, that is pretty fucked up that the Ex fireballs are high lol. The 3rd fireball has a gap I believe too
Yes Goro needs all that and more just to be high-mid tier
 

TheGangstaFace

Psn, Xbox, Twitter: TheGangstaFace
Dude don't feel bad. You have brought the Goro community together to address his many issues in this game. It's been a long time coming and I hope it helps the character.

Heres a simple list of Goro buffs that NRS can easily implement.
  1. Increase the damage of Punchwalk so it's better on hit and block. Goro's current damage is meh.
  2. 14% for his command throw is way too low, the meter given away is too high, and the knockdown advantage is not good. Address this in some way (+5% damage would be easy, hell, +2% would help).
  3. Change Stomp's input to Down>Down+3 so it no longer interferes with Up+1 as the current Down>Up input causes a forced input error.
  4. Make Stomp OTG at 10% damage again. There is nothing wrong with OTG resets existing; like any attack they can be made strong or weak. No need to throw the baby out with the bathwater because of Tremor.
Honestly after all I've learned from making this thread, I would support those changes
 

ArmedCalf

I guess I play Necromancer now.. PSN: ArmedCalf
Get this Goro out of my face is all I can say. Goro and Bo are the two characters where i'm like, if they get one wrong buff they're gonna be bonkers busted broke
 

CrazyFingers

The Power of Lame Compels You
Get this Goro out of my face is all I can say. Goro and Bo are the two characters where i'm like, if they get one wrong buff they're gonna be bonkers busted broke
Well with all the talk of Bo not being great...and if NRS actually looks at TYM...well let's just say, better get used to the smell of farts :p
 

MK_Al

Noob
Welcome to TYM...
... where it's most important to clarify that oneself is a "high level player" while everyone who does not agree is an idiot and doesn't know who to play the game.
sometimes i wonder if it's really so hard to see that different player have just different approaches and different experiences.

on topic; goros up close game is really strong, but he has a very hard time vs decent zoner. so i'd rather buff his du, his fireballs and his groundpound or dedicate one var to anti zoning.
 

MK_Al

Noob
Welcome to TYM...
... where it's most important to clarify that oneself is a "high level player" while everyone who does not agree is an idiot and doesn't know who to play the game.
sometimes i wonder if it's really so hard to see that different player have just different approaches and different experiences.

on topic; goros up close game is really strong, but he has a very hard time vs decent zoner. so i'd rather buff his du, his fireballs and his groundpound or dedicate one var to anti zoning.
 

Alright RyRy

Florida Kombat
Get this Goro out of my face is all I can say. Goro and Bo are the two characters where i'm like, if they get one wrong buff they're gonna be bonkers busted broke
I totally agree with this, This is why when I posted my buff wishlist I was very careful. If they give him something he definitely doesn't need then its GGs.