More information? We have pretty high speed and good reversal options, I would expect to loose for lack of combo's landed moreso then actually being dominated.Sonya bodies me![]()
Same happened with MK9 Sheeva... Probably people can't stand a fact that 4arms>2arms.Why is it that the moment I pick goro my opponent either will talk smack or just go random with attacks! Regardless if I win or lose they talk smack I don't understand!
I don't think you can cancel 3d3 on block at all. Don't worry too much about it though, the string is only i think -2, which is better than punchwalk or fang spin on blockIs it impossible to cancel any special out of his 3d3 on block or it's just me?
I have no problem cancelling out of 3d3 on hit, I have no idea why it doesn't work on block.
his grab doesn't work if you haven't built up your punchwalk meterIm trying to work the command grab more into my gameplay. The problem i have is that it just seems to go straight through people. Im not doing it while they are in block stun still.... imnot that dumb lol
but it seems to be that they throw out a normal and my command grab just goes through it without grabbing then their normal hits me![]()
punchwalk is 0 on block i believe. which can lead into a mb punchwalk if they decide to poke out.I don't think you can cancel 3d3 on block at all. Don't worry too much about it though, the string is only i think -2, which is better than punchwalk or fang spin on block
Punchwalk and exPunchwalk are -4 on block, Tempest Kung Lao can punish it with exSpin for a combo. Plus for some reason if someone tries to 5f reversal my PW on block I cannot counter it with exPW, I only can block, backdash or get hit.punchwalk is 0 on block i believe. which can lead into a mb punchwalk if they decide to poke out.
I wish we had a reliable way to keep her out, I feel that Goro's anti airs aren't good enough to cover the divekick/regular jump-in mixup. I just try to get lucky with njp. We don't build enough meter to EX updown much either lolSonya is tough because she is walking 50 50. You don't have much to counter the Guessing
Why aren't you doing everything in your power to put them in the cornerWorst thing about Goro combos is that the most damage enders dont let you pressure afterwards, they send the opp. waaaaay far from you:the grab, the pw, the chest pump, the dragon fang spin,.... Its so difficult to have a good rushdown gameplay with this issue.
At the end of a combo its sad you can only empty jump/walk, or slow proyectile or random stomp....perhaps the quake is the most efficient tool after a combo, thats why KW is perhaps the most viable variation against good players
Goro has a decent combo ender that puts the opponent right in front of his feet, and that is 214. It works pretty well, but I usually prefer to go for max damage.Worst thing about Goro combos is that the most damage enders dont let you pressure afterwards, they send the opp. waaaaay far from you:the grab, the pw, the chest pump, the dragon fang spin,.... Its so difficult to have a good rushdown gameplay with this issue.
At the end of a combo its sad you can only empty jump/walk, or slow proyectile or random stomp....perhaps the quake is the most efficient tool after a combo, thats why KW is perhaps the most viable variation against good players
214 is +3 on hit, mb little more if you hit them high enough, so no mixups for Goro.Goro has a decent combo ender that puts the opponent right in front of his feet, and that is 214. It works pretty well, but I usually prefer to go for max damage.
D1~DBF3 should work.How are we punishjng mileenas blocked telekick sai ? It seemed free against me because of goros huge hitbox. Maybe it was just online but it seems oike she recovered too quick for goro to punish it.
wtf? is this a troll response or have i missed something?his grab doesn't work if you haven't built up your punchwalk meter
1st variant obviously. Anyway, I will list when grabs will not work, so you can check what you did wrong.wtf? is this a troll response or have i missed something?
B4 is a good solution too, I got to test this....good idea.214 is +3 on hit, mb little more if you hit them high enough, so no mixups for Goro.
Most players forget that B4 exists. +20 on hit, more if hit higher, hard knockdown, sweep distance(lol). jip-b12u2-run-b12u2-njp-walk\run-b4 is 30% combo, if you nail those run cancels.
ahhhh possible the hop animation thing..... worth knowing1st variant obviously. Anyway, I will list when grabs will not work, so you can check what you did wrong.
It will whiff when they are:
in hit or block stun;
jumping;
doing specials or normals that have jump\hop animation(aka throw immunity);
backdashing;
use armored special or x-ray.
Additionaly normal grab will wiff if they are neutral crouching or doing crouching normals.