Metzos
You will BOW to me!
Please share then.i think so.
Please share then.i think so.
i haven't read through the whole discussion so this might have already been mentioned but i think i have found an option select with Goro involving his 3,D3 string. i was just messing around with him and found that if you can connect the 3,D3 then you could buffer a special cancel like punchwalk,fireball etc but if the opponent blocks then the special input does not come out and the string itself is only -2 on block so it cant be punished. so far the most damage i got was 29 midscreen in tiger fury for 1 bar which i think is not bad. also be careful in training mode since sometimes if you try to do a special cancel from the string, it will come out as an x ray even though i don't even press the stance buttonPlease share then.
I posted a 1 bar combo for ex gp setup. You cant do ex gp after a chest lunge in the air, unless your opponent has shitty wake ups which dont advance far enough to punish you.@Metzos
couldn't you get more damage off of ending with f3~chest lunge rather than uppercut for the combo? or does the uppercut not actually scale that hard?
I already talked about flame and why I like it. I'll take its gap and speed for the plus frames i get.Combine ground pound and the fire ball in KW, then you get something which is not to be trifled with. As i said before, ground pounds have insane recovery even on whiff, lower Goro's hit box (even most projectiles can whiff, giving Goro the win on projectile wars, although it requires a bit timing to do so) plus the fact that after a successful ground pound, if you dont want to spend meter for ex gp, you can check your opponent with a fireball or even another ground pound. If they get hit by gp, and start jumping forward you can check them with chest lunge. Ground pounds are awesome for full screen as well mid screen checking. Its scary.
Tigrar is good, but the flame breath gap after a blockstring can be seen from a mile away, plus it can be low profile by many characters in the game, if not all. The threat of pw cancel is there, i agree with you, but still i dont think its enough to switch over to tigrar. KW can easily check zoners as well. Goro in general has issues against characters with a teleport, although sometimes i have stuffed teleports with ground pound (have to be a jedi to do that consistently though).
On hit every var of Goro has many options. Free poke checking, sg, pw (duh), throw, 11 21 frame traps etc.
For stuffing wake ups you can also do f3 pw. Good damage, wall carry and opponent is at your feet and at the corner 99% of the time.
Also why use the low fireballs, when i have f3? Great range, excellent active frames, most of the time it will AA if opponent jumps from mid screen range and ofc can be canceled to pw, or you can pseudo cancel it to sg if your opponent respects the pw cancels too much.
All those things, combined with the damage KW can pull off, make him scary, like, real scary IMO.
This is known, at least to me, regarding the buffer canceling of 3d3. Thnx for posting it though man.i haven't read through the whole discussion so this might have already been mentioned but i think i have found an option select with Goro involving his 3,D3 string. i was just messing around with him and found that if you can connect the 3,D3 then you could buffer a special cancel like punchwalk,fireball etc but if the opponent blocks then the special input does not come out and the string itself is only -2 on block so it cant be punished. so far the most damage i got was 29 midscreen in tiger fury for 1 bar which i think is not bad. also be careful in training mode since sometimes if you try to do a special cancel from the string, it will come out as an x ray even though i don't even press the stance button
i did 3,D3 xx DF4 EX, slight run, F3 xx DBF3 - Tiger fury
To each his own then. Flame setups are interruptible and opponents who know how to play against TF Goro, wont respect them. It is gimmicky, for the simple fact that many characters can punish Goro with a full combo.I already talked about flame and why I like it. I'll take its gap and speed for the plus frames i get.
Why use that and low fireball? Because it doesn't put me harms way. My hitbox stays back and I'm still plus to continue pressure and meter build. To each his own but that is a solid option.
I'd rather save my meter for eh punchwalk than free gp. I'm not sold
I use them more in neutral and zoning then off of strings btw. They are very viable for zoningTo each his own then. Flame setups are interruptible and opponents who know how to play against TF Goro, wont respect them. It is gimmicky, for the simple fact that many characters can punish Goro with a full combo.
Low fireballs dont put you in harms way yes, but they dont offer you anything more than KW doesnt offer as well. You can build meter with gp when zoning your opponent as well. Not to mention tigrar's low fireball setups are all interruptible as well.
But as i said above, to each his own. If you enjoy playing TF Goro, then by all means, continue to do so. I spoke clearly competitively and i compared the two variations by that factor.
For 2 bars you can doYou can also do, jp, b12u2, rc, b12u2, f4, ex pw, uppercut, exdd4. Deals 48% or 49% dmg, mid screen. Totally worth it for two bars imo.
I've been playing around with this and have found that f.3 makes for some good TF mixups. f.3 cancels in 26 frames and FB starts up in 30 so there's a 4 frame gap where they can interrupt with armor (I think a couple chars may have 4 frame specials) but other than that it's a decent blockstring.Flame breath being so plus on block means giving it an exploitable gap is fair and if you're conditioning properly, you can get in flame breaths on block from strings, even if someone knows how to deal with it. As safe as Goro is, having to condition and earn your additional plus frames is more than reasonable.
all this negativity
goro is good
I love that matchup. Its super fun actually.i'm actually kinda worried about fighting an unbreakable sub as Goro
that chip immunity/parry is gonna be a bitch to deal with
Being +6, that low poke pretty good. But tbh, I think it's just a little too slow at 16f. If that's going to be his only variation specific normal, I'd think it'd be a little better than that. But it goes into SG off of max range on block, so there is some usefulness there. But that and d.4 are the only things that reach from max range. Pretty weak 50/50 imo.Guys I've been thinking about it
What is our serious utility for fangs so far? I love having spin and damage flows easy, but considering punchwalk is already safe and ex groundpound nets us awesome damage, what is its' usefulness?
That low poke is cool but I find most of my opponents are always low blocking anyway, I think the variation must be for enhanced pressure maybe?
@Metzos @Espio @AK L0rdoftheFLY @chief713 @Pterodactyl @anyone else who has any ideas
I agree with you. I don't use itGuys I've been thinking about it
What is our serious utility for fangs so far? I love having spin and damage flows easy, but considering punchwalk is already safe and ex groundpound nets us awesome damage, what is its' usefulness?
That low poke is cool but I find most of my opponents are always low blocking anyway, I think the variation must be for enhanced pressure maybe?
@Metzos @Espio @AK L0rdoftheFLY @chief713 @Pterodactyl @anyone else who has any ideas
@Cage Redfield seems to think it's the bees knees, but I've found nothing exceptional to praise it for.Guys I've been thinking about it
What is our serious utility for fangs so far? I love having spin and damage flows easy, but considering punchwalk is already safe and ex groundpound nets us awesome damage, what is its' usefulness?
That low poke is cool but I find most of my opponents are always low blocking anyway, I think the variation must be for enhanced pressure maybe?
Plus the fact that d1 and some other of his normals seem to have better range as well, especially d1. DF really reminds of DD in IGAU.I've been feeling Fangs lately mainly because Spin is safer than Punchwalk, Spin catches people jumping better than Punchwalk and the damage increase is p good. I like hitting 40% off one of our main pokes, too.
NRS has said from the beginning that Tigrar Fury is a zoning focused variant and asserting that it's "useless" is a bit odd. It helps a lot against zoning and from what I can tell at the moment helps me control the pace against characters with weak to meh full screen presences as well. I don't see how the qualities of this variant that give him different full screen strengths can be classified as such. The straight fireball is solid with good speed, trades are in your favor against a lot of characters and so forth.
Even if Kuatan Warrior was the best, it doesn't make another variant not worthy of usage or flat out "useless".
The low fireballs are good, my only grip is I wish there was a third version that reached full screen, that would complete the variant in my opinion, but it works fine without it for the way I like to play.
Flame breath being so plus on block means giving it an exploitable gap is fair and if you're conditioning properly, you can get in flame breaths on block from strings, even if someone knows how to deal with it. As safe as Goro is, having to condition and earn your additional plus frames is more than reasonable.
The zoning tools can be used for mix ups, but that's not their main focus or purpose nor should they be relied upon, they're more or less to catch people sleeping or catch them after you've conditioned them to expect something else then throwing a curve ball at them.
it seems like you'd just have to think more, yes? with his defensive options don't toss out punchwalk and make it chess, not checkersI love that matchup. Its super fun actually.
Good points. I think in matchups where I need expert footsies i could use it, but even then could be a stretchBeing +6, that low poke pretty good. But tbh, I think it's just a little too slow at 16f. If that's going to be his only variation specific normal, I'd think it'd be a little better than that. But it goes into SG off of max range on block, so there is some usefulness there. But that and d.4 are the only things that reach from max range. Pretty weak 50/50 imo.
Like I mentioned earlier, I think Fangs will be a better variation once ppl start getting a mastery of Goro's footsies. But it does seem a little lacking in utility, at least compared to KW and TF.
It's good for anti airing with ex spin but otherwise it just doesn't seem different enoughI agree with you. I don't use it
agreed on all points but i don't know if it's worth losing out on some other toolsI've been feeling Fangs lately mainly because Spin is safer than Punchwalk, Spin catches people jumping better than Punchwalk and the damage increase is p good. I like hitting 40% off one of our main pokes, too.
is that true? If so that could be a possible saving gracePlus the fact that d1 and some other of his normals seem to have better range as well, especially d1. DF really reminds of DD in IGAU.
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NRS has said from the beginning that Tigrar Fury is a zoning focused variant and asserting that it's "useless" is a bit odd. It helps a lot against zoning and from what I can tell at the moment helps me control the pace against characters with weak to meh full screen presences as well. I don't see how the qualities of this variant that give him different full screen strengths can be classified as such. The straight fireball is solid with good speed, trades are in your favor against a lot of characters and so forth.
Even if Kuatan Warrior was the best, it doesn't make another variant not worthy of usage or flat out "useless".
The low fireballs are good, my only grip is I wish there was a third version that reached full screen, that would complete the variant in my opinion, but it works fine without it for the way I like to play.
Flame breath being so plus on block means giving it an exploitable gap is fair and if you're conditioning properly, you can get in flame breaths on block from strings, even if someone knows how to deal with it. As safe as Goro is, having to condition and earn your additional plus frames is more than reasonable.
The zoning tools can be used for mix ups, but that's not their main focus or purpose nor should they be relied upon, they're more or less to catch people sleeping or catch them after you've conditioned them to expect something else then throwing a curve ball at them.