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Guide - Goro GORO Guide (frame traps, footsies, combos etc...)

chief713

Vertebral Subluxationist
I've created this guide to help people along with understanding how Goro works and possible ways to approach playing him at a high level. It certainly isn't final, and I will add to it based on feedback from the community. If there's misinformation, please point it out immediately.

https://docs.google.com/document/d/1wdqNrfNiXQwxzNeEWeF3jGBJtGg5Wp11NwX6qX6BwVE/edit?usp=sharing

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BREAKDOWN
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No way around it; Goro is one of the weaker characters in MKX. He suffers from a lack ranged strings, unarmored launchers and reliable AA.

However, he does the fastest low pokes and command grab in the game at 6/8 frames respectively, the only move in the game with 2 hits of armor (and launches), a semi-legit 50/50 game, a great wakeup game, and a string that stuffs most armored wakeups.


So, although Goro doesn’t quite have the fundamentals needed to be a solid mid tier character, he is not without strengths and options and, with practice, can do work with his unconventional tools and style of play.

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NORMALS: EXPLANATION AND USAGE
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Goro has good normals and a few strings that are fairly fast and have nice range. Some are also safe and leave him at frame advantage which works well in his favor since he has an 8 frame command grab. More details on how to use some of these can be found below in STRATEGY: PRESSURE

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Lunge Kick (Forward 3)

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Forward 3 is good to use at a farther range as it reaches very far, hits mid, and is very safe at -2. To use as a mixup, cancel into PW or do raw and then go into Shokan Grab. There is no gap when cancelling into Punch Walk so the opponent will get hit if they try to do something in between.

Once they respect the Forward 3 xx Punch Walk blockstring, you can do raw Forward 3 and use their hesitation (in anticipation of Punch Walk) to do a Shokan Grab, which, since Forward 3 is -2 on block, will come out in 10 frames. If you actually land the Forward 3 you are +23, so you have lots of time to mix them up with whatever you want.



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Low Knuckles (Down 1)
----------------------------

Down 1 is a decent down poke. At 6 frames and with good range, it is excellent as a momentum stopper and starting your offense. But being -6 on block (punishable by some) and only +7 on hit means there isn’t much you can do safely afterwards since Goro’s strings and comboable normals all start up fairly slow.

You can cancel into normal Punch Walk, do EN Punch Walk to catch them pressing after Down 1, or tick into Shokan Grab. But be aware as that can get blown up if the Down 1 actually hits so be sure you have conditioned your opponent to block Down 1 xx Punch Walk before attempting that.



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Low Side (Down 3)
-----------------------

Down 3 does nearly everything Down 1 does, but better. It is safe against nearly everything in the game at -4 on block. And on hit, it is +12 so you can safely go into Punch Walk, Goro’s 50/50 or Shokan Grab and the opponent has no choice but to block (or jump to escape Shokan) or use an armored attack (which can still lose to 3, Down3 or EN Punch Walk)

As a downside, Down 3 has considerably less range than Down 1, so you can only really use it when you’re up close.



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Quick Hinge (Down 4)
--------------------------

Down 4 is fairly quick at 9 frames and has very good range. It hits from the round starting position. If you have meter, you can put your opponent in a guessing situation from pretty far away with Down 4 into Punch Walk. If you do it raw and it hits, you’re at +19 and can get a free Forward 3 (which is 16f so they have to block it).

It is -6 on block, though, so punishable by some things. But it’ll rarely get you killed.


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Low Sweep (Back 4)
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Back 4 has decent speed, extremely long range and is a hard knockdown. At -13, it’s fairly punishable though so not good to throw out freely. In my experience, it works best as a trip guard for people jumping in from far ranges.


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Shokan Trip Down-Back 2)
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This Dragon Fangs variation specific normal is fairly slow on startup (16f) and has decent range. However, it is +6 on block and causes a knockdown, so it is good to substitute in situations where you would be frame trapping into Back 4 (EX: after 1,1 which is +24 on hit). Then, instead of being -13 on Back 4, you're +6 and are not only safe, but can apply pressure.

The bad news of this normal is that it has an almost identical input to Fang Spin, so it is sort of unreliable to use. A shame really, as this this normal has some potential.


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STRINGS: EXPLANATION AND USAGE
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Unfortunately, Goro doesn’t have great strings. Only one from the Back 2 series (mid) launches and it has very bad range and an unreliable hitbox. His longer range strings from the Forward 2 series (mid) are cripplingly slow as Forward 2 is 22 frames startup so they are not good to throw out in the neutral. His strings from the 1, 2, and 3 series have good block advantage but hit high, so you’re susceptible to low attacks.

That being said, you can make some use of Goro’s strings.


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Half Dragon (1, 1)
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The second hit of this string has nearly the same range as Forward 3, except it has the advantage of being +2 on block, meaning you can go for Shokan Grab (will come out in 6 frames) or Down 1/Down 3 (will come out in 4 frames, so can only be beaten with armor and a few parry moves)


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Fists of Fury (1, 2, 1)
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This third hit of this string has about the same range as 1, 1 but comes out slower. All 3 hits come out fairly quick at 11 frames so it can be a serviceable meaty for stuffing armor on wakeup. Also +1 on block so you can be a bit bold and go for something after.


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Barbarian Blow (Back 1, 2, Up 2)
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Does a good amount of damage and launches. Range is bad, so you will rarely be throwing this out midscreen. Good off the frame advantage from a Down 3 and off of a close jump in 1. It’s +2 on block but pushes back so far you can’t get anything decent except for Down 4, which will come out in 7 frames.


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Blood and Thunder (Back 1, 2, 1)
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If the opponent is smart, they will catch on to the gap in Back 1, 2, Up 2 and armor through it. This is a good string for checking them, as there is no gap in this string. It is also +2, but leaves you close enough to go for Shokan Grab or Down 3.

However, unlike the above which launches, the last hit of this string sends the opponent full screen. Not much you can do about that in Dragon Fangs variation, but in Kuatan Warrior you can do EN Quake and get a free 12% since Back 1, 2, 1 is +37 on hit. And in Tigrar Fury, you can do a meaty Far Ground Flame. If you do EN Far Ground Flame, you can follow up with an inescapable stomp on hit.

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Undefeated (3, Down 3)
-----------------------------
Perhaps one of Goro’s best strings. Although the first hit is high, the second hit is an overhead and comes out in 4 frames. 3 starts up in 11 frames, so essentially 3, Down 3 is a 15 frame overhead. It is very safe at -2 and has a built in option select. Any special move cancelled from 3, Down 3 will only come out if it hits. On block, nothing comes out so you can feel free to buffer anything you want and never have to worry about committing.


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FRAME TRAPS: SITUATIONS AND MIXUPS
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With a 6 frame D1/D3, 8 frame command grab, a few + on block strings, a safe launcher with 2 hits of armor and a legitimate 50/50 game, Goro definitely has some potential for nasty frame traps and mixups.


TIGRAR FURY

In Tigrar Fury, Goro can cancel his normals and strings into Dragon Breath, which is +12 on block / +18 on hit. The downside to this is that, on hit, the opponent gets pushed pretty far away, so you can’t really do anything after midscreen. In the corner, you have many options.

On block, you are in range to take full advantage of the +12 advantage. Options are:


    • Shokan Grab, comes out in 0 frames with proper timing
    • If cancelling from 2,1 (leaves you close), you can go into the 1,1 50/50, explained below

    • D1, comes out in +6 frames (must be respected)

    • D4, comes out in +3 frames (must be respected)

    • B4, comes out in 0 frames, punishable on block

    • F3, comes out in 4 frames, can be armored through but has most range
They aren’t true blockstrings and can be armored through, but 2,1 and F2,1 have the smallest gap when cancelling into Dragon Breath. I set Kano to reversal Up Ball (6f startup) on block and Dragon Breath stuffed it on these two strings only.


DRAGON FANGS

There are some situations where you can substitute B4 for :qtl2. It doesn’t have the hard knockdown of B4, but still provides a soft KD and is +6 on block, +25 on hit (the frame data is wrong). Options are:


    • ON BLOCK
      • Shokan Stabs comes out in 2 frames. Punishes them for respecting EN Punch Walk

      • D1 comes out in 0 frames. Punishes them for trying to jump out of Shokan Stabs

      • EN Punch Walk, punishes them for trying to armor through D1 / Shokan Stabs

    • ON HIT (NOTE: Opponent can tech roll to get out of any pressure after :qtl2 hits)
      • 1,1 comes out 0 frames.
      • F2 comes out in +3 frames
      • F3 comes out in + 9 frames
      • B2 comes out in +1 frames
      • B4 comes out in +13 frames
      • D4 comes out in +16 frames
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Down 1 : | 6 frames startup | mid | +7 on hit
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SITUATION

With it’s longer range, D1 is best used for stopping the opponent’s momentum. So if they do a string or a normal that isn’t + on block, throw this out there to get your offense started.


FRAME TRAPS AND MIXUPS


    • ON HIT
      • Shokan Grab comes out in 1 frame, punishes them for respecting EN Punch Walk
      • D1 comes out in 2 frames punishes them for trying to jump out of Shokan Grab
      • EN Punch Walk, punishes them for trying to armor through Shokan Grab/D4

    • ON BLOCK
      • Cancel into Punch Walk to be -5 instead of -6, not a true blockstring though and can be armored through

      • Ticks into Shokan Grab (you can cancel it and if the opponent blocks they will get caught by Shokan Grab unless they jump immediately or armor)
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Down 3: | 6 frames startup | low | +12 on hit
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SITUATION

Like D1, D3 is used to stop the opponent’s momentum and get your own started. Unlike D1, it is +12 on hit so there are many options available if you land it. It has shorter range though, so be mindful of your spacing. If you get too greedy for that +12 instead of taking the guaranteed +7, you could pay.


FRAME TRAPS AND MIXUPS


    • ON BLOCK
      • Safe on block (-4)
      • Ticks into Shokan Grab (has a tendency to whiff from farther ranges)

    • ON HIT
      • Timed correctly Shokan Grab comes out in 0 frames on hit

      • Can go into 50/50
        • B3 (13f ow) comes out in 1 frame
        • 3D3 (15f overhead) comes out in 3 frames
        • Both B3 and 3D3 can be cancelled into EN Punch Walk/Fang Spin for FC

      • Can go into 1, 1 or (at close range) B1, 2, 1. These detailed below

      • F3 comes out in 4 frames
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Down 4: | low | 9 frames startup | +19 on hit
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SITUATION

D4 is a good far-mid range punisher. It reaches much further than D1 and starts up in 9 frames. It can be decent to throw out in the neutral, but is -6 on block and pushes the opponent far away on hit, so you don’t get much off of it unless in the corner


FRAME TRAPS AND MIXUPS


    • ON BLOCK
      • D4 cancelled into Punch Walk is a true blockstring from D4 max range; otherwise it can be armored through

    • ON HIT
      • F3 comes out in +3 frames (must be respected)
        • Will whiff from D4 max range

    • CORNER
      • 1,1 / 2, 1 comes out in +9 frames (must be respected)

      • F2 comes out in 3 frames (can be armored through)

      • Shokan Grab comes out in 0 frames if timed correctly

      • B3 comes out in +6 frames (must be respected)

      • F4 (overhead) comes out in 1 frame (can be armored through)
        • Leads to meterless FC

      • 3,D3 (overhead) comes out in +4 frames (must be respected)
        • Only works at close range
        • Leads to meterless FC
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Forward 3: | 16 frame startup | -2 on block | +23 on hit
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SITUATION

F3 has very long range and is decently fast at 16 frames. It’s very safe on block at -2 and is a great whiff punisher for opponents trying to overextend their reach.


FRAME TRAPS AND MIXUPS


  • ON HIT
    • Can be canceled into EN Punch Walk / EN Fang Spin for full combo
    • Shokan Grab comes out in 0 frames if timed correctly. Punishes them for respecting Punch Walk / pokes
    • Punch Walk comes out in +11 frames (must be respected)

    • 50/50
      • B4 comes out in +11 frames (must be respected)
        • Leads to hard knockdown, hits low
        • Punishable on block
        • DRAGON FANGS
          • :qtl2 (low) comes out in +7 frames (must be respected)
        • F4 comes out in +3 frames (must be respected)
          • hits overhead
          • +2 on block (so you get the 6f Shokan Grab) so favor this over B4 / :qtl2 if you’re going for the 50/50
    • F2 comes out in +1 frame (must be respected)
      • F2 is +2 on block so you can go for a 6f Shokan Grab
      • Can continue the string series and/or cancel into Punch Walk
  • ON BLOCK
    • Shokan Grab comes out in 10 frames. Punishes them for respecting Punch Walk
    • Cancel into Punch Walk. Punishes them for trying to get out of Shokan Grab
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2, 1: | 10 frames startup | high, overhead | +2 on block
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SITUATION

Unfortunately, this string isn’t as useful as it could be since it starts as a high and the second hit, while an overhead and +2 on block, comes out very slowly at 23 frames. Still, you can do some tricky stuff with this string in the Tigrar Fury variation


FRAME TRAPS AND MIXUPS


    • TIGRAR FURY
      • After 2:
        • 1 (overhead)
          • can’t be interrupted, +2 on block, +20 on hit
        • Close Ground Flame (low)
          • Doesn’t combo from 2
          • can be interrupted
          • -3 on block, knockdown
        • EN Close Ground Flame (low)
          • Doesn’t combo from 2
          • can be interrupted
          • +7 on block, leads to FC

      • 2,1 and F2,1 xx Dragon Breath are not true blockstrings, but are tight enough that the opponent has to armor through.

    • ON HIT

      • Shokan Grab comes out in 0 frames if timed correctly

      • F2 comes out in 2 frames
        • F2 is +2 on block so you can go for a 6f Shokan Grab

        • Can continue the string series and/or cancel into Punch Walk

      • 50/50
        • B4 (low) comes out in +8 frames (must be respected), hard knockdown
          • Can substitute B4 for D4 to be safe on block

        • DRAGON FANGS
          • :qtl2 (low) comes out in +4 frames (must be respected)

        • F4 (overhead) comes out in 0 frames, +2 on block

    • ON BLOCK

      • Shokan Grab comes out in 6 frames. Punishes them for respecting EN Punch Walk

      • D1/D3 comes out in 4 frames. Punishes them for trying to jump out of Shokan Grab

      • EN Punch Walk, punishes them for trying to armor through D1/D3/Shokan Grab
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1, 1: | 10, 15 frames startup | high, mid | +2 on block, +24 on hit
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SITUATION

The second hit has decent range, about a little less than a full step inside of F3 range. It’s +2 on block and +24 on hit so you get some good options on any kind of contact. Best to use as a meaty on the opponent’s wakeup.


FRAME TRAPS AND MIXUPS
  • ON BLOCK
    • Shokan Grab comes out in 6 frames.
  • ON HIT
    • Shokan Grab comes out in 0 frames if timed correctly
      • Punishes the opponent for blocking and respecting the options below
    • F2 comes out in +2 frames (they have to respect it)
      • F2 is +2 on block so you can go for a 6f Shokan Grab
      • Can continue the string series and/or cancel into Punch Walk
    • B2 comes out in 0 frames
      • B2 is +2 on block so you can go for a 6f Shokan Grab
      • Can hit confirm into combo
        • In Kuatan Warrior, you can easily confirm into F3 xx Chest Lunge (22%). Not optimal, but it is visually simple to confirm
        • For other variations, you can do:
          • F3 xx Punch Walk/Shokan Grab, a bit harder to confirm but leads to 23/24%
          • F3 xx Stomp is an easier confirm and leads to 24% but can be tech rolled out of
    • 50/50
      • B4 comes out in +12 frames (they have to respect it)
        • Leads to hard knockdown, hits low
        • Punishable on block
        • Can substitute B4 for D4 to be safe-ish on block
      • DRAGON FANGS
        • :qtl2 comes out in +4 frames (must be respected)
      • F4 comes out in +4 frames (they have to respect it)
        • hits overhead
        • +2 on block (so you get the 6f Shokan Grab) so favor this over B4 if you’re going for the 50/50
    • NOTE: You more or less get the same mixups above with the 1,2,1 string. It is just +1 on block instead of +2 and +22 on hit instead of +24. This means that your frame traps and mixups are a bit less robust, but 1,2,1 is a very fast hitting string so it can break the armor of slower reversals. It is also easier to confirm into EN Punch Walk since it is 3 hits.
    • TIGRAR FURY
      • Can 50/50 with 1, 1 xx Close Ground Flame (low / can be armored through on block)
      • Or 1, 1, 2 (overhead / SUPER punishable on block at -31)
      • Cancel into Punch Walk to punish them for trying to armor through CFG/Dragon Breath
      • Cancel into Dragon Breath (+12 on block, +18 on hit) to punish them for respecting Punch Walk
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Back 1, 2, 1: | mid | 9 frames startup | +2 on block, +37 on hit
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SITUATION

This string is best used after D3, as it starts up in 9 frames (D3 is +12 on hit so this must be respected) and it hits from D3’s max range. This is Goro’s only real robust mid pressure string. You have some nice options on block but little on hit in Tigrar Fury and Kuatan Warrior variation, nothing in Dragon Fangs.


FRAME TRAPS AND MIXUPS

  • ON HIT
    • TIGRAR FURY
      • meaty Far Ground Flame / EN Far Ground Flame comes out in + 4 / 3 frames

      • If EN Far Ground Flame hits, you are +53 so stomp (51 frames startup) is inescapable
    • KUATAN WARRIOR
      • EN Quake for guaranteed 12%
  • ON BLOCK
    • Shokan Grab comes out in 6 frames. Punishes them for respecting EN Punch Walk
    • EN Punch Walk. Punishes them for trying to beat D3
    • D3 comes out in 4 frames. Punishes them for trying to jump out of Shokan Grab
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Back 3 / 3, Down 3: | 13 / (11/15) frames startup | low/overhead
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SITUATION

This is Goro’s safe 50/50. It leads to very good damage and chip, but has very limited range so it is typically isn’t very useful to throw out in the neutral. But it works very well after a D3 hit (+12 on hit), knockdown or in the corner.


  • B3 (low)
    • 13 frames startup
    • Horrible on block at -20. ALWAYS cancel into Punch Walk, Shokan Grab or Fang Spin
    • Only comboable normal that ticks into Shokan Grab
    • B3 xx Punch Walk is a true blockstring
  • 3, D3 (overhead)
    • The first hit is high and starts up in 11 frames

    • The second hit is overhead and starts up in 4 frames, so the entire string starts up in 15 frames

    • Completely safe on block at -2

    • Specials canceled from 3,D3 will ONLY come out hit, so you can always buffer and never have to worry about being worse than -2.

    • Since the 2nd hit comes out so fast, 3,D3 can easily break most armor moves with good timing
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COMBOS: MIDSCREEN
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These combos aren’t optimal, just what I considered to be the highest damage for the easiest execution.

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UNIVERSAL
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METERLESS
  • B1,2 xx Punch Walk (17%)
  • 1,1 xx Punch Walk (16%)
  • 1,2,1 xx Punch Walk (17%)
  • F21 xx Punch Walk (19%)
  • 3,D3 xx Punch Walk (17%)
  • 2,1 xx Punch Walk (18%)
  • B3 xx Punch Walk (16%)
NOTE: (X%) Shows the damage in Dragon Fangs variation
  • B1,2,U2, B2, slight run, F3 xx Shokan Grab (30%) (31%)
    • Good corner carry
  • B1,2,U2, B2, slight run, 2,1 xx stomp (33%)
    • The opponent can tech roll and backdash/perform an armored attack to escape
  • nj.2, step forward, B1,2,U2, F3 xx Shokan Grab (28%) (30%)
1 BAR

NOTE: (X%) Shows the damage when adding on EN Quake at the end of these combos. Only in Kuatan Warrior variation


  • B1,2,U2, B2, slight run, F3 xx EN Punch Walk, F3 xx Shokan Grab (36%) (37%) (48%, 2 BARS)
    • Carries to the corner from about a character length behind round start position
  • B1,2,U2, B2, slight run, F3 xx EN Punch Walk, F3 xx stomp (41%)
    • The opponent can tech roll and backdash/perform an armored attack to escape
  • F3 xx EN Punch Walk, nj.2, F3 xx Shokan Grab (35%) (36%) (47%, 2 BARS)
    • Substitute Shokan Grab for Punch Walk at the end for better corner carry (33%)
    • Substitute F3 for 2,1 xx stomp (38%)
  • B3 xx EN Punch Walk, nj.2, F3 xx Shokan Grab (33%) (34%) (45%, 2 BARS)
    • Substitute Punch Walk (31%)
    • Substitute F3 for 2,1 xx stomp (36%)
  • 3,d.3 xx EN Punch Walk, F3 xx Shokan Grab (30%) (32%)(42%, 2 BARS)
    • Hitstun is really weird after EN Punch Walk, so cancelling into Punch Walk is risky
  • 2, 1 xx EN Punch Walk, nj.2, F3 xx Shokan Grab (34%) (35%) (46%, 2 BARS)
    • Substitute Punch Walk (33%)
    • Substitute F3 for 2,1 xx stomp (37%)
  • nj.2, step forward, B1,2,U2, F3 xx EN Punch Walk, F3 xx Shokan Grab (35%) (36%) (47%, 2 BARS)
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TIGRAR FURY
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METERLESS
  • F3 xx Close Ground Flame (15%)
  • 1,1 xx Close Ground Flame (12%)
  • 1,2,1 xx Close Ground Flame (14%)
  • F2,1 / 2,1 / 3,D3 xx Close Ground Flame (15%)
    • Not true blockstrings, but the gap is tight enough on these two strings that the opponent must armor to get out
  • F3 xx Dragon Breath (17%)
  • 1,1 xx Dragon Breath (14%)
  • 1,2,1 xx Dragon Breath (15%)
  • F2,1 / 2,1 xx Dragon Breath (17%)
    • Not true blockstrings, but the gap is tight enough on these two strings that the opponent must armor to get out
1 BAR
  • 2,1 xx EN Close Ground Flame, B1,2,U2, nj.2, F3 xx Shokan Grab (37%)
  • Poke xx EN Close Ground Flame, B2, run, F3 xx Shokan Grab
    • F3, F2,1 (34%)
    • 1,1 / 1,2,1 (31%)
  • 3,D3 xx EN Close Ground Flame, stomp (25%)
    • Extremely tight timing to make sure the stomp is inescapable
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KUATAN WARRIOR
----------------------------


METERLESS
  • NOTE: Combos ending in Chest Lunge should only be used as punishers to put the opponent in the corner. It hits high and is -12 on block, so definitely not something you want to do in a blockstring or throw out in the neutral.
  • Poke xx Chest Lunge
    • F3 / 2,1 / F2,1 / 3,D3 (18%)
    • 1,1 (15%)
    • 1,2,1 (17%)
    • B3 / B1,2(16%)
  • Poke xx EN Punch Walk xx nj.2, B2, run, F3 xx Chest Lunge
    • F3 (36%)
    • F2,1 / 2,1 (35%)
    • B3 (34%)
    • 1,1 (32%)
    • 1,2,1 (33%)
1 BAR
  • B1,2,U2, B2, slight run, F3 xx Shokan Grab, EN Quake (42%)
  • nj.2, step forward, B1,2,U2, F3 xx Shokan Grab, EN Quake (40%)
  • B1,2,1, EN Quake (26%)
  • F2,1,2+4, EN Quake (30%)
  • F4, EN Quake (23%)
  • Shokan Grab, EN Quake (26%)
2 BARS

See UNIVESRSAL

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DRAGON FANGS
------------------------


METERLESS
  • B1,2 / 1,2,1 xx Fang Spin (19%)
  • F3 / 2,1 / F2,1 xx Fang Spin (21%)
  • 1,1 xx Fang Spin (18%)
1 BAR
  • Poke xx EN Fang Spin, B1,2,U2, nj.2, F3 xx Shokan Grab
    • F3 / 2,1 / F2,1 (40%)
    • 1,1 / 1,2,1 (37%)
    • B2,1 (38%)
    • B3 (39%)
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COMBOS: CORNER
---------------------------------------

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UNIVERSAL / DRAGON FANGS
--------------------------------------------


METERLESS
  • B1,2,U2, B1,2,U2, nj.P, F3 xx Shokan Grab (33%) (34%)

  • 3,D3, D1, D1, 1,1 xx Punch Walk (23%)
    • 3D3, D1 x 5, 1,1 xx Fang Spin (28%)
  • F4, D1, D1, 1,1 xx Punch Walk (28%)
    • F4, D1 x 5, 1,1 xx Fang Spin (33%)
1 BAR
  • B1,2,U2, B1,2,U2, nj.P, F3 xx EN Punch Walk, F3 xx Shokan Grab (38%) (39%)

  • 3,D3, D1, D1, 1,1 xx EN Punch Walk, F3 xx Shokan Grab (34%) (35%)

  • F4, D1, D1, 1,1 xx EN Punch Walk, F3 xx Shokan Grab (40%) (41%)

  • B3 xx EN Punch Walk, B1,2,U2, nj.2, F3 xx Shokan Grab (37%)
    • B3 xx EN Fang Spin, B1,2,U2, nj.2, F3 xx Shokan Grab (39%)
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TIGRAR FURY
---------------------


METERLESS
  • F3 xx Close Ground Flame, D1, D1, 1,1 xx Punch Walk (30%)

  • 1,1 xx Close Ground Flame, D1, D1, 1,1 xx Punch Walk (25%)
    • Must be at 1,1 max range or Close Ground Flame will whiff
  • 3,D3 xx Close Ground Flame, D1, 1,1 xx Punch Walk (28%)
1 BAR
  • F3 xx Close Ground Flame, D1, D1, 1,1 xx EN Punch Walk, F3 xx Shokan Grab (42%)

  • 1,1 / F2,1 xx EN Close Ground Flame, B2, B2, B2, nj.2, F3 xx Shokan Grab (36%) / (39%)
    • EN Close Ground Flame hits from all ranges
  • 3,D3 xx Close Ground Flame, D1, D1, 1,2,1 xx EN Punch Walk, F3 xx Shokan Grab

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STRATEGY: FOOTSIES
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OVERVIEW

Goro has fairly good single pokes. D1/D3 are the fastest in the game at 6 frames and D4, B4 and F3 all have impressive range and make for good whiff punishers.

What Goro lacks, however, are mid strings that have good range and advance him forward. His only two mid starters are B1 and F2. B1, although it starts up fast at 9 frames has horrible range and an unreliable hitbox while F2, which has good, long range, is nearly unusable in the neutral as it starts up in 22 frames.


SPACING and POSITIONING

Spacing with Goro is critical. Since he does not have fast strings that advance him forward, you have to rely on the single hitting F3, B4, D1 and D4, and if your spacing is not perfect on these you can get punished for whiffing, especially with F3.


In order to take advantage of these whiff punishing tools, you will need to have a decent knowledge of, or be able to quickly feel out the spacing of your opponents strings.

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Down 1 / Down 3: 6 frames
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These are exceptional for stopping the opponent’s offense. Use these after the opponent does strings or specials that are negative on block. If you hit them, especially with D3, you can start your own offense.

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Forward 3: 16 frames
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F3, while only having a mediocre speed, is Goro’s longest reaching normal. It is useful for whiff punishing opponents who overextend themselves with an attack, like Sonya doing B1,4 from a bit too far away. It can also be good for catching the opponent trying to run up. Since it has a fairly subtle and quick animation, it usually doesn’t seem too telegraphed.


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Back 4: 12 frames
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Goro’s sweep has incredible range and is a decent speed. It’s good for trip guarding poorly spaced jump in attempts and punishing things that push back far on block. Although it’s -13 on block, it’s still worth it to throw out in the neutral every now and then, preferably at max range where it’s harder to punish.


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Down 4: 9 frames
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D4 is decently fast and has very long range; it hits from the round start position. At max range, it’s a true blockstring into Punch Walk. This normal is best used when outside of D1 range but still too close to throw out a 16 frame F3.

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STRATEGY: PRESSURE
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Down 3
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In my opinion, D3 is the key to Goro’s midscreen offense. On hit, Goro has a multitude of options including command grab and a safe overhead/low mixup.

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1,1
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Even though you are able to follow up D3 with a healthy amount of mixups, it may also be a good idea to sometimes use 1,1. At +24, it offers more options than D3 does for opening up the opponent including the option to use his F2 series (22f startup, mid, safe on block) and his F4 (20f startup, overhead, +2 on block).

The downside, as mentioned before, is that it starts high so even if you do it when you are at frame advantage, the opponent can still down poke you.

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COMMAND GRAB
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Goro has a very fast command grab with a lot of range. Since he also has normals / strings that are + on block (F4, 1,1 / 2,1 / 1,2,1), he can put the opponent in a rock/paper/scissors situation (described in the frame traps section) which, if you guess right, leads into even more pressure. This should be something that the opponent ALWAYS has to think about. Once you have conditioned them to want to jump out of Shokan Grab then you go for Goro’s strings (which are decent but start high) with a bit more confidence.


Midscreen isn’t terrible for the opponent since Shokan Grab throws them pretty far, although in Kuatan Warrior Goro can choose to tack on an extra 12% after Shokan Grab if he wants to use a bar. But it’s devastating in the corner. On hit, Shokan Grab is +28. That gives you time to do ANY of Goro’s moves except for stomp.

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EN PUNCH WALK
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Even though most of Goro’s normals are negative on block, there is always the threat of EN Punch Walk. It is armored, has 2 hits and launches for FC, so if you have meter there is always pressure on the opponent to not press anything after blocking a normal/string for fear of eating 30%+ and likely a ton of corner carry. You can use that hesitation to continue pressure with another normal/string/Shokan Grab.


TIP: The cancelling animation into Punch Walk happens so fast that often the opponent really doesn’t have to think about blocking it, they just wait to see their character in block/hit stun as a visual cue that there’s been no cancel.


So it may be better NOT to cancel and just do the EN Punch Walk after a normal or string hits/is blocked. That way, there is no visual cue and as soon as the opponent sees their character in block/hit stun, they have to truly guess and choose an action immediately.


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CORNER
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Goro is a monster in the corner. His B3/3,D3 50/50 leads to 35%+ with a bar. He also gains the ability to combo off of F4 and, in Tigrar Fury, Close Ground Flame for big damage. Additionally, the D3 in 3,D3 comes out in 4 frames, so when timed well as a meaty, most armored wakeups can be beaten out.


And since they’re in the corner, D4 will no longer push them away, so you can take full advantage of the +19 if it hits.

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STRATEGY: ANTI-AIR
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Goro doesn’t have much in the way of reliable anti air. His D2 is 11 frames with a subpar hitbox and his standing normals aren’t very quick.

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Up 1 / Up 2
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Unlike most of the cast, he does have a move that stops crossovers in U1/U2, but the startup on that is fairly slow as well (14 frames) and requires a really hard read as the horizontal range on it is nearly non-existent so if you miss, you pretty much just did a taunt.

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EN STOMP
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This is probably Goro’s best AA attack. It has a hit of armor and starts up in 13 frames (the first hit; the actual stomp is still fairly slow). Unfortunately, it costs meter, does only 15% damage and leaves Goro at 0 frame advantage and far enough away that he can’t take advantage of his 6f normals. Despite that, it’s still Goro’s most reliable AA IMO.

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EN FANG SPIN
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EN Fang Spin suffers the same weakness as EN stomp; it costs a bar, which Goro isn’t always guaranteed to have. On the other hand, it gives you a 30% punish (AA EN Fang Spin, 2,1 (or F3) xx Shokan Grab). So, more so than EN stomp, it will make opponent think twice about jumping, when you have meter.
 
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Mortal Komhat

Worst Well-Established Goro Player Ever
Same. I haven't played MKX in a minute but this might open up some new Goro perspectives.

No mention of the b12u2 slight run b12u2 njp f3 xx SG in the meterless combos? Guaranteed 33%/34% instead of relying on stomp and them not armoring.

No d2 combos in the corner either?

I maintain my crazy statement that EX Stomp is Goro's go-to anti-air of choice.
 
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chief713

Vertebral Subluxationist
Same. I haven't played MKX in a minute but this might open up some new Goro perspectives.

No mention of the b12u2 slight run b12u2 njp f3 xx SG in the meterless combos? Guaranteed 33%/34% instead of relying on stomp and them not armoring.

No d2 combos in the corner either?

I maintain my crazy statement that EX Stomp is Goro's go-to anti-air of choice.
That's not crazy. EX stomp is the ony real AA Goro has. Also, I only mentioned combos that are dead ass easy, like ones that are hard to fuck up even if you're playing in a laggy online match or nervous out of your mind in tournament. I'm not opposed to adding a section for the fancier stuff though.

Thanks for the feedback man. :)
 

Alright RyRy

Florida Kombat
B3 into anything can be armored through, so you have to burn a bar of meter to make it safe.

Once people figure that out Goro will have a even worse time trying to open people up.

Nice guide though.

Once I get a capture card I am going to show how bad Tigrar Fury is, and why it needs to be fixed.
 

Mortal Komhat

Worst Well-Established Goro Player Ever
That's not crazy. EX stomp is the ony real AA Goro has. Also, I only mentioned combos that are dead ass easy, like ones that are hard to fuck up even if you're playing in a laggy online match or nervous out of your mind in tournament. I'm not opposed to adding a section for the fancier stuff though.

Thanks for the feedback man. :)
That might be for the best actually when I think about it. A lot of these will drop with the bad online that we're saddled with (though if I were to play against someone I've confirmed has a good connection I could probably hit them, but ranked is dodgy as all fuck), but don't refer to them as offline-only combos, just trickier combos.
 
B3 into anything can be armored through, so you have to burn a bar of meter to make it safe.

Once people figure that out Goro will have a even worse time trying to open people up.

Nice guide though.

Once I get a capture card I am going to show how bad Tigrar Fury is, and why it needs to be fixed.
You should check out my goro dude. Plague_Father is my twitch. I use tigrar aswell and play him in tournaments.
 
I watch your Goro, people are not aware of the match up. Your Goro is nice, but you are getting away with murder.
Yea I feel you, I do catch a lot of people slipping but I feel if you mix it up enough with tick grabs goro could potentially be unstoppable. Just have to play your cards right and a lot of command grab honestly. Every one anticipates the pw
 

chief713

Vertebral Subluxationist
Yea I feel you, I do catch a lot of people slipping but I feel if you mix it up enough with tick grabs goro could potentially be unstoppable. Just have to play your cards right and a lot of command grab honestly. Every one anticipates the pw
I command grab a lot. Like, I buffer it probably 1 / 3 times I land a D1 or D3. And it's really not great. Just 2% more than a regular grab and you throw them across the screen just the same. It's useful in the corner for the frame advantage, but that's with ending combos. Doing it raw isn't worth because you have a legit 50/50 game and if they jump you get blown and put in the corner.

Also I watch your Goro too and I agree with Ryan. Your Goro is good but you do get away with a lot haha. Though I will say I like the way you use the B1 strings; I downloaded that shit and a few other things you do to pressure and it's enhanced my game a lot. Speaking of command grab tho, I think you should end with that more in your corner combos instead of stomp. Yea you give up a little bit of damage, but you're +28 on command grab so you're free to start 50/50'ing the opponent to death, as opposed to being +8 off of stomp. Appreciate the Goro footage man, whether the opponents are good or not, it's always helpful to see how others are using him.
 

Scott The Scot

Where there is smoke, there is cancer.
B3 into anything can be armored through, so you have to burn a bar of meter to make it safe.

Once people figure that out Goro will have a even worse time trying to open people up.

Nice guide though.

Once I get a capture card I am going to show how bad Tigrar Fury is, and why it needs to be fixed.
You can use the in-game DVR lol. If you're on PSN just upload it to YouTube from the PS4 then download it with clipconverter.cc and edit in your editing software of choice.
 

chief713

Vertebral Subluxationist
B3 into anything can be armored through, so you have to burn a bar of meter to make it safe.

Once people figure that out Goro will have a even worse time trying to open people up.

Nice guide though.

Once I get a capture card I am going to show how bad Tigrar Fury is, and why it needs to be fixed.
Damn, that sucks. I didn't know you could armor through B3 as well. And I don't really bother much with TF; I main KW and play DF against characters with good jump ins. TF is a good concept executed poor as fuck.
 
B3 into anything can be armored through, so you have to burn a bar of meter to make it safe.

Once people figure that out Goro will have a even worse time trying to open people up.

Nice guide though.

Once I get a capture card I am going to show how bad Tigrar Fury is, and why it needs to be fixed.
if you find people are armoring through b3 on block mix command grab into the mix. B3 into command grab is Goro's best tick throw imo
 
how to escape from goro stomp move ? Just dash or backdash ?
Depends. If it's relying on the tracking, you can run out of it, or back dash about when he gets off the screen (I think that's the timing, correct me if I'm wrong since I haven'p played in a month and a half). If the Goro player is directing the stomp, you just have to guess if it's near his original position, or across the screen.
 

chief713

Vertebral Subluxationist
Finally transferred the guide over to the forums so ppl don't have to click on a link to get to it. Still have some formatting to do (TYM's text editor went a little crazy on some of the bullet points) but everything is essentially there. Also, thanks for the sticky @Espio
 

XxSYNDROISxX

For the Shokan since Mk3
How do you get that character veriation tag under your avatar?
At the bottom of the page where you type your messages replies and comments click on the space just below your profile pic basically cook on the spot below your picture on this page would be a good idea