Vintagesoul
Mortal
B4 is also great for whiff punishing njps with longer ranges (I.e. Raiden)
I mean....the game is basically telling you without screaming it that the character is not one that heavily revolves around jumping and is more about winning on the ground and when you have people on their back. This is the same odd complaint Cage gets where people complain about his air game when you're a character that has a great ground game where they thrive.jesus christ he has 4 fucking arms why do his air punches suck so much ass
Not gonna lie dude, his air punches are actually incredibly useful for 1) the post punchwalk game and 2) the corner game. In both situations it's actually kinda easy to react if you're looking for a jump and u1 or u2 to allow you to punish them for jumping. Granted, you usually have to make a decent read, but they serve the exact purpose I think they were designed for.jesus christ he has 4 fucking arms why do his air punches suck so much ass
His kicks are fine, agreed. I made that comment after a particularly bad set of matches against Sonyas, Cassies, Kotals... It's absurd to me that certain characters like Sonya outrange Goro when it comes to jumping punches. Like how does that even make sense? Kotal I can kinda understand, but the others...I mean....the game is basically telling you without screaming it that the character is not one that heavily revolves around jumping and is more about winning on the ground and when you have people on their back. This is the same odd complaint Cage gets where people complain about his air game when you're a character that has a great ground game where they thrive.
Plus his jump kicks are pretty decent range wise and you can play around with command grabs off of them too. I usually also have an easier time avoiding being low profiled when I jump in on people in comparison to Kitana where I feel like people duck my jump in punches and poke me far more often.
Really? Never seen it happen, usually I'll just get low profiled and punished the moment I land.Yeah, Goro's jump punches can hit low profiling moves. Can't really complain, really.
The people I usually play against barely get caught by post-PW jump punches. If anything they look out for them and use them against me, so I wouldn't call them that useful. They're a valid option, but at this point neutral crouching has done more for me than jumping.Not gonna lie dude, his air punches are actually incredibly useful for 1) the post punchwalk game and 2) the corner game. In both situations it's actually kinda easy to react if you're looking for a jump and u1 or u2 to allow you to punish them for jumping. Granted, you usually have to make a decent read, but they serve the exact purpose I think they were designed for.
Im a dummy, I thought you were talking about u1 when you said air punches. Ignore me haha.The people I usually play against barely get caught by post-PW jump punches. If anything they look out for them and use them against me, so I wouldn't call them that useful. They're a valid option, but at this point neutral crouching has done more for me than jumping.
Diagonal j1 can do it, but it's iffy as balls.Really? Never seen it happen, usually I'll just get low profiled and punished the moment I land.
Diagonal j2 can beat low profiles too, but its frames just suck so bad I don't see a reason to use it.Diagonal j1 can do it, but it's iffy as balls.
Yeah for sure man everyone has a lot of work to do here. We had our locals here this past weekend and I played thoughtlessly and as a result my post PW game was off and in turn I played quite poorly. The reversal throw was the one big issue that prevented me from playing the game I wanted to play. The great thing about being cautious and observing post punchwalk is that you can legitimately react to things like crossover jumps quite easily with u1 to punish for 30ish%, or just cmd grab if they're being too respectful. With the idea I posted above I think it should alleviate both the issue of jumping and mashing reversal throw quite well, and with time will become of our most useful strategies.I agree @Cabjoy Goro players SERIOUSLY need to develop their post block punchwalk meta game. A lot of the ones I play do the same thing: down poke or ex punchwalk, that's it. I would like to see: ex telestomp, neutral jump punch etc to blow up jump outs and cross ups. Despite his meh back dash, it evades low pokes, command grab beats people just turtling in anticipation of punchwalk, just blocking is a good mind game too. I feel like that is the core thing holding back a lot of Goro players. The other things are reliance on telestomp and a linear pressure system. The lack of 1,2,1 and back 1,2,1 is real. I don't use the evasion tactic you use currently so I'll have to try and incorporate it into my game see if I can get it down.
Hold down, let go of down and tap block as you're coming up. You'll avoid the throw if timed right and be able to block other stuff if necessary.If I understand correctly, it's tap block then duck, right?
'cause if you're ducking while blocking you'll get thrown.
Scorpion is one of his harder match ups for Tigrar. Ermac is meh, not really too big of a deal imo.I'm sure this may have something to do with me lacking the matchup experience- but i'm getting wrecked as TF vs Scorpion and ermac.
There's absolutely no real downside to using the string. The variation is basically pure chip, footsies, and damage.are any of you guys using 212 in DF? I need to abuse that more, another valuable source of chip and plus frames
To add to what Espio has said I'd encourage the use of DF for both of those matchups myself. Any characters that have teleport somewhat limit the effectiveness of your fireballs, but more importantly ex fang spin is great for swatting jumpers out of the sky.Scorpion is one of his harder match ups for Tigrar. Ermac is meh, not really too big of a deal imo.
There's absolutely no real downside to using the string. The variation is basically pure chip, footsies, and damage.
Well gap between b12 and u2 is 9f, while throw startup is 10f.Funky stuff I saw last night.
completing b12u2 will stuff out a throw attempt used in the gap.
Man I had a great set against a KL last night but forgot to record it. I play the guy regularly so I'll be able to get some footage soon for you.Does anybody have any footage of Goro vs Cassie and vs Kung Lao?
Preferably against GOOD Cassies and Laos so I can actually see what's viable to do against them?