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Guide - Tigrar Fury "No Longer A Stripped Commoner!"Espio's Tigrar Fury Guide Version 5.0

Espio

Kokomo
Espio's Tigrar Fury Goro Guide

In the Tigrar Fury Variation, Goro becomes a much more versatile, layered character with options to pressure and check the opponent much more effectively at not only close range, but far distances as well. He gains access to a plethora of fire based attacks including a straight flame ball, a close and far ranged low fireball and flame breath, helping to create a much more well rounded, complete Goro that has a unique, mentally stimulating zoning kit.

Goro is a very safe character for a variety of reasons: most of his strings and normals are neutral, plus or otherwise safe on block. Punchwalk is a safe advancing mid that does great chip, making Goro a pretty impressive rushdown/footsie/grappler hybrid that is as unorthodox as he is fun to play.

Despite common misconception, Goro is not a slow character. He has one of the best low poke combinations in the game with down 1 and down 3 both being 6 frames and a long ranged, high advantage down 4 that is around 9 frames. Goro's back 1,2,1 is a 9 frame mid that is plus on block and leads to mix ups after, couple this with forward 3, a 16 frame advancing mid that leads to 30%+ and an 8 frame command grab to punish many attacks that are safe against most characters and it's easy to see that while Goro has flaws, being too slow isn't one of them.

Goro has an amazing wake up game with options that cover a huge plethora of enemy behaviors from the opponent merely dashing up and blocking (command grab blows this up), trying to pressure hard on knockdown (punch walk armor tanks and blows this up) and ex telestomp (blows up jumps/crossovers for decent damage and potential pressure afterwards). Goro has insane corner carry with punch walk on block, on hit and in combos. The corner is where Goro shines with his armor breaking 3, down 3 that launches for full combo, low starter, command grab, armored punch walk, back 1,2,1 and other options. If Goro gets an opponent in the corner, he can put them down off of a couple good reads.

With all this said, Goro does have his share of flaws. Having a big hitbox makes it easier to be caught in some pressure and attacks. His run speed is one of the worst in the game and couple that with a below average walk speed and it makes his rushdown less strong and harder to get going. Goro is a fairly meter reliant character so meter management is very pertinent, especially because all of his reliable launching strings require a bar of meter to send him into the 30%+ range. Aside from the fast, ranged option of Forward 3, his other footsie strings and normals with good range like forward 2, 1 and forward 4 are 20-22 frames, making it trickier to apply these normals and strings. The range on his meterless launcher string isn't too great, it has gaps and hitboxes issues, making him have to use meter on other launchers as mentioned above.

"I am here fool!"


Excuse me? You're a little late, but just in time to discuss some of your strengths/weaknesses.


+Strengths+
  • Great wake up game with options that blow up pressure, cross ups and just sitting still.
  • One of the best down 1, down 3, and down 4 combinations in the game with great frames, speed and safeness.
  • Extremely safe with mostly plus frame strings or slightly negative ones. Flame Breath is plus, punchwalk is safe, low fireballs and so forth.
  • Extremely strong corner carry both on hit and on block.
  • Very strong oki game with armor breaking 3,down 3, ex punchwalk, low starter in back 3 and so forth.
  • Great pseudo tick throws off of most normals.
  • 8 frame command grab allows Goro the ability to punish unique specials and normals that he otherwise would not be able to punish.
  • Gets meterless frame traps with flame breath.
  • Zoning compliments his up close pressure game with dragon breath, low and straight fireballs.

-Weaknesses-
  • Big hitbox.
  • One of the slowest run speeds in the game Addendum: Run has been improved in 9/1 patch. Run normalized to be comparable to other average runs 3/1/2016 XL Patch
  • Slightly below average walk speed. Walk Speed improved in 3/1/2016 XL patch
  • Meter reliant for consistent combo damage.
  • Mids can be low profiled at times (XL observation 4/25/2016)
  • Ranged footsie tools outside of Forward 3 are 20-22 frames/not particularly fast.
  • Gaps in strings/normals cancelled into low fireballs and flame breath
  • Meterless launcher lacks range, has gaps and hitbox issues.



Core Normals & Strings (No Particular Order)

Forward 2,1,2/4 (Footsie, stagger pressure, chip, throw set ups)
Forward 3 (Footsie/whiff punish and good for stagger mind games).
Down 1/Down 3/Down 4
Back 1,2,1
(Pressure string, good chip).
Back 3 (Low starter).
Up 1/Up 2 (Anti-air/anti-cross up).
3, down 3 (Overhead starter).
4 (Added 4/22/2016)- Best flame breath cancel that beats low profiling reversals like Mileena's ball roll for example and also beats Kung Lao's ex tempest spin due to pushback among other super relevant counter options, loses to armor).
Back 1,2, up 2 (Punish string, good for no meter damage).
Forward 4 (Overhead, chip, plus advancing normal).
2,1,4 (Pressure, stagger, chip and mix up string A.K.A. Swiss Army Knife)

NORMALS & STRINGS

1-
10 frames of start up and plus 2 on block, this normal is great for string staggers into additional pressure with pokes and other normals as well as pseudo tick throws and regular throw set ups. Hits mid on crouch blocking opponents.

1,1- Second hit of the above string is 15 frames and plus 2 on block, similar uses to 1 by itself, both parts of 1 and 1,1 can be cancelled into specials.

1,1,2- Ender of this string set, last hit is an overhead that is 16 frames, but minus 31 on block/full combo punishable by the entire cast so using this string is not recommended in most cases outside of combos. This string is essentially where all of Goro's negative frames got dumped. Can catch someone who likes to duck too much.

1,2- Second hit is 11 frames of start up and plus 1 on block, almost equally plus to the first standing one, can be cancelled into specials and retains the positive qualities of 1, while also hitting mid.

1,2,1- Identical frame data on block (plus 1) and start up to 1,2 at 11 frames. This third part of the string is great when ending in punchwalk and can be used for pseudo tick throws, pressure extension and other mix ups.

1,2,1,2- Last hit of this string starts up at 17 frames, but is -22 on block and is not a string with special cancel properties, making it not worth using over punchwalk, 1,2,1 by itself or what have you and there is no mix up to it despite its lack of safety.

Back 1-
9 frame mid that can be cancelled into specials to make it safe since by itself is around -13. Launches for 30%+ so it's a good option to use on punishable attacks that don't produce pushback since the one real drawback of this normal is that it lacks in range.

Back 1,2-
Unsafe on block, but special cancellable into punchwalk for safeness and solid damage on hit.

Back 1,2,1- First hit starts up at 9 frames as mentioned above, the complete string is plus 2 on block, thus making it a great option to use to sustain pressure with pokes, strings and Shokan grab becomes 6 frames for example. This string is also superb because it can stuff some armored wake ups like Predator's lunge and even if the opponent blocks this on oki, you don't have to back off an continue pressuring them.

Back 1, 2, Up 2-
9 frame mid combo starter that is plus 2 on block, but due to the gap and hitbox on this string, mostly should be used for punishment on block, but due to the recent patch it is much more consistent to combo with overall.

Down 1- 6 frame start up, plus 7 on hit and minus 6 on block. Down 1 can be used as an anti-air option and is one of Goro's natural tick throw options on block. Very serviceable for getting out of pressure as well.

Jump 1- 8 frames of start up and plus 2 on block, this has applications for air to air jumping checks, but is tricky to convert off of midscreen. On the bright side, if an air to air is made near the corner, Goro can convert for over 30%.

Up 1/Up 2- Although listed as different inputs, both of these moves function in the exact same way down to the fact that they're both 9 frames of start up and plus 2 on block. These two moves are more or less for anti-cross up defense or combo extension. With the recent buff, this now functions as a great anti-air and can be combo'd off of as well.

Neutral Jump 1/Neutral Jump 2- Both start at 11 frames and are minus 9 on block. Neutral jump punch is great for anti-cross up, other forms of anti-air combos and combo extension.

2- 10 frames and plus 2 on block, this normal is great when combined with the entirety of this string and can sometimes be effective in concert with Tigrar Fury low fireballs for mix ups.

2,1- Second hit of this string is an overhead that starts up at 23 frames and is plus 2 on block, it is possible to substitute the overhead for low fireball in this variation after you've conditioned them to block high after the first 2. This string's natural delay instead of being a weakness, is a strength because it allows command grabs, pokes and other mind games to come into play.

2,1, 4- Last hit is 24 frames of start up, hits low and is minus five TWO on block 10/4/2016, not bad for a string with zero gaps in it while including a high, overhead, low sequence. Creates decent pushback on block to give you room to breath. String's natural delay, while having no gaps makes it ideal for offensive and baiting strategies.

Forward 2- Starts up at 22 17 frames as per the October 4th, 2016 patch) and is an advancing mid that is plus 2 on block, making it have good potential for pressure extension, pseudo tick throws and so forth. Forward 2 variants not worth using anymore due to major chip damage reductions, it's better to use his safer/faster mids and high normals

Forward 2,1- 21 frames and advancing like forward 2, is neutral on block, allowing Goro mind games to play around with on block, can be cancelled into flame breath, low fireball and punch walk.

Forward 2,1, 2+4-
Starts up at 26 frames and is plus 2 on block, but due to pushback, most things do not reach other than down 4, which comes out at 7 frames. Forward 3 and Forward 4 can reach, but are certainly not guaranteed due to the pushback.

Forward 2,1, Back 2-
Last hit is 25 frames and is only -1 on block, making it a good alternative string ender to punchwalk since it is more likely for Goro to continue pressure/offense and due to no gaps can be used to condition people to not hit buttons and as a side effect, allow flame breath flame traps, throws, low fireball options and other pressure/set ups.

Forward 2, 1, 4-
20 frames and minus 7 on block, this string more or less doesn't serve any purpose that forward 2,1,2 doesn't serve because forward 2,1, back 2 is super safe and allows potential pressure follow ups, whereas this string on block ends your offense, while providing no mix up or special/unique advantages to use this string.
With the latest patch, this string has become more versatile than forward 2,1, back 2 because you can cancel the last hit into specials on hit and on block and do more chip, build more meter and do more damage. It allows Goro the option to cancel or stagger at all parts of this string. Due to October 4th, 2016 Patch, the versatility of this string has been restored.

With the XL chip damage reductions across the board, there is no longer a reason to use this string since you can get the same or better chip off faster mids and normals


Down 2- 11 frames of start up and minus 16 on block, down 2 can be used when spaced well for anti-air although it's not the best option, it has its uses and utility.

Jump 2- 11 frames, plus 2 on block like jump 1. Can convert for decent damage in the corner, hard to convert midscreen.

3- 11 frame high, which is -12 on block, not particularly useful alone, but when coupled with the complete string discussed below becomes a gem.

3, down 3- Second hit of this string starts up at 4 frames and is an overhead that launches. In addition to these properties, it has a built in option select where unless the opponent gets hit by 3, down 3, no specials will come out on block and if the opponent blocks this string, Goro is only minus 2 with plenty of leeway to play with since the string creates push back on block. The overhead hit can be substituted out for Tigrar Fury's low fireball to create an additional mix up possibility.

Forward 3- A 16 frame, safe advancing mid that leads to over 30% for a bar. If Punchwalk is the heart and soul of Goro's gameplan, Forward 3 is the arteries that transport blood. It is essential for his footsie game not only to whiff punish, but to get into striking distance for pressure, mix ups and shenanigans against the opponent. It is an essential normal, learn the ranges, get adept at the footsie game and whiff punishing applications of this normal, it's easily one of his best, abuse it. Range has been significantly increased so after an on hit down 4 at multiple ranges there is no need to step forward to make it connect 10/4/2016

Back 3-
Is a 13 frame low starter that by itself is punishable on block, but if you cancel into punchwalk it becomes a safe on block low starter that can lead to good damage for a bar. It's also his only standing normal that leads to a "true" tick throw on block, which is very important. The only real downside to using this normal and special cancelling is that there is an armorable gap.

Down 3- 6 frame start up, similarly to down 1 except that down 3 is safer at minus 4 on block and grants much more advantage at plus 12 on hit, which guarantees back 1 and back 3 on block. Is best for reversing and starting your own pressure and is one of three of Goro's natural tick throw options, an all around solid poke.

Jump 3- 11 frames, but minus 2 on block, deeper jump kicks give more frames on block and is a good jump normal to cancel into command grab, can also cancel into punchwalk to blow up people trying to escape the throw mix up.

Neutral Jump 3/Neutral Jump 4- 12 frames of start up and minus 7 on block., lots of hit advantage, hits mid, nothing majorly notable here.

4- 16 frame high that is plus 2 and hits mid on crouch blocking opponents, has so much pushback that the only fast option that reaches is down 4 and can be special cancelled.

Edited: 4/22/2016- His best flame breath frame trap cancels due to beating low profiling attacks and fast reversals. An essential tool in the new meta of Tigrar Fury. Due to similar range/speed to forward 3 it can used to create more conditioning and guessing games.


Forward 4-
A 20 frame overhead that is plus 2 (is now Plus 4 in the 3/1/2016 XL patch) on block, allowing Goro some frames to play around with on block. Does a solid 11% damage and can be combo'd off of in the corner, but the timing is a bit strict and being a corner only starter at just the ideal range makes it much more of a situation based launch.

Back 4- 12 frame sweep that is minus 4 (XL PATCH) on block, hits low like most sweeps and grants a hard knockdown, solid range.

Down 4- a long ranged, low hitting poke that has 9 frames of start up and is minus 6 on block. It can be cancelled into specials and on hit is plus 19, guaranteeing a forward 3 after it midscreen and more in the corner due to the lack of pushback.

Jump 4- Functions nearly identically to Jump 3 with the same start up of 11 frames, but is minus 1 on block, similar mix ups discussed previously are possible.


SPECIALS (Variation Specific Specials are color coded in Orange)
  • Flame Ball (Back, Forward 1)- A straight fireball that starts up at 17 frames. This fireball is quick and hits crouch blocking opponents most of the time, while it whiffs on neutral crouching opponents similar to many standing fireballs in the game such as Kitana's fans. Flame Ball does impressive chip damage at 2.13% per blocked fireball. This special also does 8% damage on hit. Due to its speed, chip and damage attributes, this fireball is a solid counter zoning option or if used intelligently and in concert with some of his other zoning tools can be effective at checking jumpers, getting or maintaining a life lead and catching run ins. Five frames of recovery shaved off fireballs courtesy of 9/1 patch. An additional 5 frames has been shaved off fireballs for a grand total of 10 frames over time as of 10/4/2016 patch.
  • Flame Chain (Back, Forward, 1, Block :ex)- Remains 17 frames, while losing its ability to hit crouch blocking opponents in exchange for three fast fireballs (As of 10/4/2016 patch, the last two fireballs hit mid with greater push back and 4 less recovery frames). This is ideal for catching people who time a jump over regular straight fireball, are throwing an air projectile or both. Gets you a knock down on hit whether the opponent is grounded or in the air, giving Goro zoning advantage or the ability to get in and try to set up offensive pressure. Still solid against people trying to run in and occupies space well especially given that the 10/4/2016 patch has made getting hit while running in cause stamina to deplete.
  • Punchwalk (Back, Forward 4)- The heart and soul of Goro, Punch walk is a fast advancing mid special that does slightly over 3% chip and is minus 5 (i.e. safe on block). Punchwalk has amazing corner carry and despite being negative on block, allows Goro to create guessing games since he has armor on nearly every single ex special he has in addition to his good low pokes (to be discussed later).
  • Fist Furry (Back, Forward, 4, block :ex)- Similar to regular punchwalk in terms of speed and safeness, ex punch walk adds two hits of armor onto this move, while also keeping its safeness at minus 5. Ex Punchwalk allows Goro to crush most wake ups anywhere on screen while launching the opponent for full combos into solid corner carry. The last hit of ex punch walk creates a pop up for a combo of choice. 9/1 patch buff gives Goro the ability to meter burn (MB) punchwalk so now Goro never has to burn meter unless he confirms the punchwalk actually hit the opponent. Fist Furry is now unsafe on block at minus 12 and does not launch unless two bars is put on it. On block you can MB fist furry to give Goro plus 4 instead of being unsafe. This gives Goro extremely high chip damage and can be great to close out a round or match.
  • Dragon Breath (Back, Forward 2)- 30 frames of start up and plus 12 PLUS 7 as of 10/4/2016 patch on block, dragon breath has great range and is a nice complimentary tool for Goro's zoning and footise game and if applied properly can also be used sparingly for offensive pressure due to great frames and solid chip damage. Is plus 18 on hit so the opponent must respect a forward 3 after getting hit by dragon breath.
  • Dragon Torch (Back, Forward 2, Block :ex)- The ex version starts up one frame slower at 31 frames and gets a hit of armor, but sometimes the armor is wonky. Goro does 3 separate waves of fire that create a lot of distance so despite it being minus 3, it means very little in terms of the opponent's options, they have to get back in since no normals will hit at that range in enough time to stop Goro from moving around. 10/4/2016 patch it has received 30 frames of armor instead of the previous 20 frames.
  • Telestomp ( Down,Up)- An iconic move characteristic of the shokan race, stomp is an unblockable that does a modest 10% damage. Stomp starts up at 49 frames, making it a slower move that is best utilized to punish poorly placed projectiles. Regular telestomp is not fast enough to be a consistent get in move for counter zoning. You can pick between three different locations for Goro to land either in front of the opponent, behind them, or on top of them thus making the opponent have to guess between the locations. Be careful with this move because on whiff it is full combo punishable at -30 frames if the opponent guesses correctly. Stomp can be tacked onto the end of combos for 10% unbreakable damage, but is not guaranteed midscreen due to tech roll, it is however great in the corner because the opponent cannot tech roll escape in the corner nor wake up. 3/1/2016 XL patch update: Ending Combos In Telestomp now scales heavily usually getting around at the end of combos 2-3%.
  • Krush (Down, up, Block :ex)- The enhanced version of telestomp is known as krush and becomes significantly better than the regular version. Krush starts up at 13 frames, receives armor, a hitbox on the way up, is safer on whiff at -21 and does 15% damage if both hits connect on the way up.The speed and armor makes this significantly better for countering zoning and getting in on the opponent, but what the real draw of ex stomp is that it functions as a fast, solid anti-air option that works well with the post blocked punch walk guessing game and can punish people for trying to cross you up, making them more hesitant to go airborne. As of 10/4/2016 patch, Goro now has two hits of armor on Krush.
  • Close Ground Fire (Down, Back 4)- This fireball starts up at 30 frames, but hits low and is only minus 3 on block. It is good for catching neutral crouchers attempting to evade his fast straight fireballs. Due to this being a low, it is also has some potential to be tacked onto strings and normals to add another layer to Goro's offense and pressure, but be careful because fireball cancels do have interruptible gaps within them so they are best used sparingly and strategically.
  • Close Ground Scorch (Down, Back, 4, Block :ex)- Nearly identical to the regular version except for two very important differences: EX launches for full combo and even if blocked correctly is plus seven on block, making the opponent still have to guess on a successful block. Adding the threat of additional full combo options to your mix ups albeit situational is a nice asset to Goro.
  • Shokan Grab (Down, Back, Forward, 3)- One of the best command grabs in the game, Shokan grab starts up at 8 frames, does 14% damage on hit. This command grab allows Goro to punish many unique attacks that would otherwise be safe such as Kitana's regular fan on block up close, Johnny Cage's Forward 3,4 and Jason's advancing string to name a few. Down 1, down 3, and back 3 are all natural tick throws into Shokan grab on block and are great to use after you've conditioned the opponent to block/behave a certain way. You can also use your slightly plus strings to create ghetto tick throw set ups (as discussed above).
  • Shokan Slam (Down, Back, Forward 3, Block :ex)- Ex shokan grab does 19% damage, has one hit of armor on it and has the added benefit of allowing Goro to pick which side he throws the opponent, granting him the ability to put the opponent in the corner and greater screen positioning. This grab is great in the post blocked punch walk meta game because if you've conditioned the opponent not to poke back or jump and just block, you can blow them up with ex command grab since it's still reasonably fast even though Goro is at negative frames due to its naturally solid speed. (ENHANCED COMMAND GRABS NOW COMBO ON HIT/ESPECIALLY GOOD IN CONJUNCTION WITH BACK 3) 3/1/2016 XL Patch Change. 10/4/2016, Shokan slam now has 2 hits of armor.
  • Far Ground Fire (Down, Forward, 4)- Starts at 34 frames, slightly slower than his up close fireball, but is plus one on block without meter, hits nearly full screen and recovers in only 12 frames, making it a solid ranged tool to check people from afar.
  • Far Ground Scorch (Down, Forward, 4, Block :ex)- Similar to the above, but becomes one frame faster at 33 frames, gains plus 10 frame advantage on block, allowing for continue pressure, recovers in three frames, making it completely safe on whiff and pops up for potential follow up combos and unbreakable damage.
X-RAY-

Spine Adjustment (Block + Stance Switch :x)-
Starts up at 30 frames, is a mid and has multiple hits of armor like punch walk to tank many attacks in the game. This x-ray is listed as plus 29 on block, but in reality it is only slightly plus granting Goro some follow ups for additional chip and meter build, but it is still armorable so nothing is guaranteed. Can be good for chipping out the opponent, who is near death or can be solid unbreakable damage at 32% by itself.






"This must be Kintaro."

What? No Kitana, but since you're here, this a good time to discuss a lot of the misinformation floating around about this underused and misunderstood Goro Variation:


Tigrar Fury Goro: What It Is & What It's Not.

Goro & Kitana- Discussion/Comparisons: Zoning, Footsies & Patch 8/31/2015.


Off The Beaten Path: Meta, Mind Games & Hotfix 9/21/2015


Combos & The Importance of Consistency-

To me, consistency and positioning is most important for the combos I learn and perform so I put a focus on learning combos that will work on any character, regardless of hitbox or other factors that influence combos across the roster. I prefer to focus on my spacing, zoning, mix ups and fundamentals over worrying about learning combos for each specific character.

For the above aforementioned reasons, my combos are not about highest damage, they're about what works 10/10. If I drop a combo, I wanna drop it cause I mistimed my inputs or made a mistake, not for reasons that are due to inconsistency/things outside of my control.

Combo Enders & You-

The two most common ways Goro ends combos is in shokan grab or punch walk. Both have their good qualities and drawbacks so choosing the ender might be contingent on screen positioning, comfort of your execution and potentially other factors.

Shokan grab is plus 28 on hit and allows Goro to get in striking distance, which is effective for getting back in to harass people you wanna keep close; however, it doesn't guarantee any okizeme due to the distance Goro throws the opponent. The other positive trait of ending in shokan grab is that it does 1% more damage than ending in punch walk.

Punch walk has insane corner carry in combos and has the added benefit of being rather easy to perform. The only real drawback is that it does 1% less damage than shokan grab as PW is still pretty plus on hit.

ADDITIONAL NOTE- This following list is not a list of the most 100% highest damaging combos per se and is not intended to be an exhaustive list of combos, merely a sample of combos with consistency and viability.



Combos (Midscreen/Corner/Unbreakable)-

Notes: Tigrar Fury Specific combos are in orange.

Universal Combos that work midscreen and in the corner are white (EDITED FOR QUALITY CONTROL 5/28/2016).


  • (Meterless Damage/Punisher Combo)-Back 1,2, up 2, *small forward walk*, Back 1,2 up 2, 4, command grab= 32%
  • Forward 3, MB punchwalk, run cancel, Back 1, 2, up 2, 4, command grab= 37% (Core BNB Combo also works with 2,1 + Back 3 + Back 1 + Forward 1,2) 33-37% depending on starter used. Back 3= low starter.
  • 3, down 3, MB punch walk, forward 3, command grab= 30-31% (extra % in the corner due to less distance Goro has to travel). Overhead starter
  • EX Punchwalk, run cancel, back 1,2, up 2, 4, punchwalk= 32%
  • Forward 3, Dragon Breath= 17% UNBREAKABLE
  • Forward 2, 1, EX Dragon Torch= 23% SEMI-UNBREAKABLE
  • Forward 3, EX Dragon Torch= 23% (corner only) UNBREAKABLE
  • Forward 3, EX Close Ground Scorch, Ex Flame Chain= 26% UNBREAKABLE
  • Ex Low Fireball, Run Cancel, Forward 3, Punch Walk/Command Grab= 24-25%
  • 3, down 3, down 1, down 1, down 1, down 1, Shokan grab= 24% (29% with EX Shokan Slam) (corner only)
  • Close Ground Scorch, down 1 X 4, Shokan Grab= 26% (corner only).
  • Forward 3, ex close ground scorch, back 1,2, up 2, forward 3, command grab=36%
  • 3, down 3, flame breath, down 1, 1,2,1, command grab= 32% (Corner Only)
  • Ex low fireball, run cancel back 1, 2, up 2, neutral jump punch, forward 3, command grab= 33% (Easier version leaves out NJP and

Bad Habits & Things To Avoid-


When learning a new character or even getting fundamentally better with a character you already know well, it's important to avoid bad habits and pitfalls that can make you predictable, flow chart and easier to beat.

1. Establish a post blocked punch walk meta game. Punch walk is safe and only minus five on block so while you can always ex punch walk to armor out of most pressure and options, it's important to realize that you have many other options to keep your opponent guessing.

You can back dash low pokes and single hitting attacks, ex telestomp blows up jump outs and cross ups, down 1 and down 3 can check high hitting strings/normals and slower mids/overheads/ lows and specials, you can enhance a command grab to blow up people who are respecting ex telestomp and ex punch walk, neutral jump punch can beat jumps as well and simply blocking post blocked punchwalk creates mind games and mix ups that make you a more layered, complete Goro player.

2. Do not rely on telestomp to get in on opponents, the speed isn't particularly fast thus making it hard to counter zone very effectively, the whiff recovery is also still -30 and due to the run button plus run canceling, it is still very punishable by every character in the game. Focus on your footsies, patience, forward 3 and punch walk to get in. In most cases, telestomp leads to you hanging yourself for you opponent. Ex telestomp is good for anti-air/anti-cross ups though.


Tigrar Fury Goro's General Gameplan & Strategies-

I personally consider Goro to be a footsie based rushdown/grappler hybrid character. His main goal is to bully you with his plus frames, fast pokes and safe armor. Goro relies on conditioning the opponent to behave a certain way, then punishing the player for behaving that way with things like command grab after you've conditioned them not to press buttons. One of your other core focuses with Goro is to get the opponent into the corner and mix them up, crush their wake ups with armor from punchwalk, command grab, 3,down 3 etc, Goro is a monster when he knocks someone down, he thrives off of a knockdown especially in the corner and due to Goro's impressive corner carry, getting the opponent there is a very viable scenario.

The Post blocked punch walk meta game is what separates great/solid Goro players from meh/mediocre ones. Even though Goro is minus 5 after a blocked ex and regular punch walk, the opponent still has to guess. The plethora of options Goro has post blocked punch walk is insane: Ex punchwalk beats most pressure, other armor attacks etc, then you have backdash if you read the opponent is going to low poke you, down 1/down 3 yourself if you read your opponent is going for a high or slow normal. Ex telestomp blows up jumpers and cross ups. Command grab punishes people for simply blocking that are anticipating another punch walk, neutral ducking to avoid throws or you can just block. Having so many options insures that a good Goro player will always keep the opponent guessing and conditioning is everything.

Understanding Tigrar Fury's unique zoning is essential: knowing your ranges for low fireballs, flame breath, and straight fireballs is key to this variation as it helps Goro to do more damage, build more meter and truly utilize the versatility of this variation. a TF Goro should be able to transition from zoning/ counter zoning to footsies and pressure seamlessly. You have to play a layered, complete play style to truly show off his strengths in this variation.


This is a LIVING guide so some things will be subject to change as new knowledge is acquired and patches happen so be on the look out for updates as well.

Thanks for taking the time to check out my guide, analysis and opinion on Goro. Questions, comments or concerns? Feel free to tag me in this thread, private message me or what not and I'd be happy to discuss and clarify any of my points that I've made.

I hope I've inspired some interest in Tigrar Fury Goro for people to at least explore it more and with a more analytical eye.
 

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Last edited:

Roko1985

Put down the controller and run!
Nice Guide. Poor combos. After Ex punch walk, the BnB is sort RC B12U2, NJP, F3 grab. Or short RC B12U2, 21 grab or another punch Walk. In the corner your combos are not highest damage eather. But nice write man.
 

Alright RyRy

Florida Kombat
Yes, this is Goro's zoning variation but HQT Predator has the same exact thing and its godlike. If you do anything into Telestomp it is a true blocking string until you leave the screen, so why is that? All I ask is the low fireball to be a true block string. Even if it is just after 1 or 2 strings and not all, I would be very happy with that.

Also, I know this is really stupid to use in a real match but say you do 121:xFireball, there is 2 spots where you can armor through. NO character should have that. Flame breath I understand having a gap because its +12 it would be OP if it didn't have gap.

After seeing HQT Predator and Tremor having very similar moves that work better than Goro really bothers me and feels like Goro was a "beta" character. Tremors EQ doesn't stop on whiff like Goro's does, and HQT has 0 holes with the pew pew, and already has better zoning on top of that. I am not comparing the characters at all, just the similarity of the moves that both characters have in common.

Great guide @Espio.
 

Youphemism

Gunslinger since pre patch (sh/out to The Farmer)
In your description of punchwalk you said advncing instead of advancing, and in the description of telestomp it's just Shokan not shokans :) Also what's EX Dragon Scorch in the combo section? It's not mentioned in the moves list :confused:

Nitpicking aside this is a great guide and helps a bunch, thanks!
 

Espio

Kokomo
In your description of punchwalk you said advncing instead of advancing, and in the description of telestomp it's just Shokan not shokans :) Also what's EX Dragon Scorch in the combo section? It's not mentioned in the moves list :confused:

Nitpicking aside this is a great guide and helps a bunch, thanks!
I edited my oversights. I browsed over it, but spelling errors are sometimes overlooked especially when one or two letters is off. When I was making the guide, close and far ground scorch are for the ex versions of his low fireballs and while putting the ex version of dragon breath (which is dragon TORCH, not scorch), it just kind of happened that way, lots of factor playing off of each other. Thanks for the useful and constructive feedback.
 

BunLantern

Long live b13 minigun
Very nice write up dude.

My little tip would be, if you're going to end any kombos in F3 Shokan Grab just do 4 Shokan Grab. Same damage in every kombo and the input is so much easier.
 

Rickyraws

This mean you don't like me?
When you've got a person reading a guide for a character they don't play, don't use, or even particularly care for, you know you've got a well written guide on your hands.

Seriously, if every guide was as easy on the eyes, informative and cohesive, it would do justice to the valiant brain cells that still remain on the forums, and honor the vast majority that have already been lost since the inception of MKX.

This guide was satisfying to look at. As this is satisfying to look at.

 

NHDR

Kombatant
Never considered using Goro, love safe characters though. Will give him some lab time thanks to this guide!