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Breakthrough - Dragon Fangs Why Dragon Fangs Is Awesome!

Espio

Kokomo
So I will be honest and preface this by saying that for a large portion of the game's life I have been pretty down on this variation due to my view of it lacking in versatility like the other two variations who have increased zoning or counter zoning options. I must admit that I was wrong and was looking at the variation from the wrong angle and with the recent patch making low stab a back, forward 2 input and making it have an enhanced version that is plus 12, I decided to pick it back up.


With that out of the way, I'd like to discuss why I think Dragon Fangs is currently still underrated and quite possibly his best variation.

This is the only variation where Goro has long ranged overhead, low and mid options that all hit at round start. Two of the options (forward 3) is safe and the overhead (Forward 4) is plus. The low option in low stab while -8 and somewhat unsafe can be spaced to be safer and can be ex'd to be plus 12 on block with armor so with meter all options are super safe or plus on block giving him greater ranged options.

The importance of low stab:
The fact that this move is plus 12 on block and armored as I mentioned above are already huge perks, but then add to this the fact that low stab can blow people up for walking backwards and put them on their back and it gives them a greater incentive to block low which can open up overhead options.

Low stab hitting low( as the name implies lol) means that Goro gets an insanely good boost to his mix up game so strings like 1,1,2 that might have seen little to zero use at all might have periodic applications after conditioning the opponent to block low.

This also applies to super good strings like 2,1 where the second hit is an overhead and what not.

Low stab can be can cancelled off strings and normals and many strings do not have gaps in the cancels for the plus frames unlike in Tigrar Fury where there is always some type of gap in the strings cancelled into it.

Increased range/footsies: Any jab or fist based normal or special gets increased range including down 1 + down 2 + up 1/2 + 2,1. Many of Goro's fast normals come in the form of jab attacks and it makes them so much more effective and viable for keeping the pressure on opponents. Then with his down 1, imagine Goro's already good down 1 fusing with Kitana's long ranged down one except it doesn't have the slower speed or greater lack of safety that Kitana's down 1 has. Goro is a character built around really good pokes so this just amplifies his base tool kit.

Increased anti-air:
With the addition of fang spin and ex's recapture capabilities, Goro is capable of getting over 30% on some of the trickier to anti-air options in the game. couple this with a longer ranged up 1/up 2, down 1, down 2 and his universal anti-air options and Goro has many more viable ways to force the opponent to play on the ground, which is where Goro thrives.

Increased chip/combo damage:
Fang spin does greater chip than punchwalk and more damage on hit as well. 2,1,2 is plus and offers more sustainable offense, which in turn gives him greater chip damage. Greater damage on command grab reads and in combos.


Conclusion: Goro as a base character's strengths are concentrated in his strong pokes, footsies, and chip damage. This variation of Goro takes Goro's core tools/strengths and amplifies them so he gets greater sustainable chip/offense and even more annoying pokes, making him feel much more complete in design and execution. The difference between Dragon Fangs and the other two variations is that Dragon Fangs is building on Goro's natural design ethos/strengths of how he is intended to play while the other two provide a sort of "pseudo versatility". Goro isn't a zoner or a counter zoner, he is best when he is up close in your face or in footsies range. Goro as a character I feel benefits the most from having a plus on block special and more sustainable offense (and while he has this in Tigrar, the gaps make it less attractive than low stab) and Kuatan warrior lacks that type of offense sustaining plus on block attack/pressure as well.


This is obviously my opinion and my opinion alone, but I rarely change my mind on things unless I've put in a lot of time and effort. I spent the vast majority of the game's life playing Tigrar Fury, but for the aforementioned reasons, Dragon Fangs has been redeemed in my eyes as I've come to understand Goro much more as a character. Nothing I'm posting here is necessarily "new" information, but more for informative purposes and to get people to think about the variation and Goro more and in different ways.

Dragon Fangs isn't bad or the joke variation I thought it was or many people still think it is and I've come to not only enjoy playing it, but feel it is has immense worth like top variation levels of worth
 
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Metzos

You will BOW to me!
DF got a huge lvl up after the patch. Making low stab a special move, gave Goro something he lacked. A true 50/50 mixup and even scarier corner pressure and mindgames. I agree with everything you wrote Espio and i m glad you finally changed to a more solid Goro variation. I think we both can agree that TF still has a lot of issues even after the latest patch. Also DF's fang spin being only -3f on block makes him even scarier up close, plus the chip dmg it deals as you mentioned (4.85% chip dmg!). KW is still super duper solid, but DF is the variation to go against heavy rushdown characters. He can also deal huge dmg from simple combos as well. Prime examples are f3xxex fang spin, njp, rc, b12u2, f3xxsg. It deals 41% dmg IIRC. Also f3xxfang spin deals 21% on hit.

Like i said in the Goro forum: "DF is Doomsday with four arms" or something along those lines :). We have a tournament this Sunday at GDA, expect footage. I will be repping Goro for my Shokan brothers.
 

Nuovo_Cabjoy

G O R O B O Y S
Good shit @Espio I'm glad you've seen the light. I've always felt Tigrar's additional tools just distracted me from playing Goro in the most effective way. These days I have trouble straying away from dragon fangs, even in matchups that are seemingly more favourable for KW. That d1 plus 16% cmd grab + better u1/2 +fang spin + low stab... Damn I love this variation haha.
 

Espio

Kokomo
Good shit @Espio I'm glad you've seen the light. I've always felt Tigrar's additional tools just distracted me from playing Goro in the most effective way. These days I have trouble straying away from dragon fangs, even in matchups that are seemingly more favourable for KW. That d1 plus 16% cmd grab + better u1/2 +fang spin + low stab... Damn I love this variation haha.
Yeah, I've been meaning to make this thread for the last couple months since like the end of October lol. I just wanted to wait a bit, I'm always very wait and see with fighting games, I don't like to make major or radical leaps. It's hard to change my mind or get me to make my mind up on things until I get lots of knowledge and then I rarely waiver on my views. Your sentence on Tigrar sums up quite perfectly what I acknowledged about the other two variations.

I was super worried about Mournful Kitana without Tigrar Fury, but I played the match up with Dragon Fangs Goro and it felt about the same really. The loss of greater full screen options wasn't missed as much because my up close options more than made up for it.

This feels like it was the way he was always intended to play. It's so weird now because I was used to using fireballs all the time, but now I use maybe one-two fireballs in an entire three round match or sometimes none at all, but I feel like I have focus and direction using it.
 

Yak

Noob
Yeah, I only use Dragon fangs pretty much. Everyone always bashed that variation but I have more wins with him than any other character I use or have used tbh
 

ColdSpine

"I wore those colors before you"
funny thing is, i was fooling around in the lab yesterday with DF and i was like, why dont people use this variation more frequently?

goro seems more well equipped upclose honestly in this variation, the only thing i hate is the sound of the fangs fsh fsh fsh fsh !!

punchwalk`s sound in other variations is music to my ears XD
 

chief713

Vertebral Subluxationist
Haha, glad you finally realize the might of Fangs. Honestly, I mostly played it because I suck (and still do) at anti-airing and with Fangs, as long as you have a bar, people can't really jump at you. Glad better players are picking up on it now, though; should be some interesting stuff.
 

Espio

Kokomo
Haha, glad you finally realize the might of Fangs. Honestly, I mostly played it because I suck (and still do) at anti-airing and with Fangs, as long as you have a bar, people can't really jump at you. Glad better players are picking up on it now, though; should be some interesting stuff.
Anti-airing has never been my issue with Goro, but I gotta say having much greater anti-air options makes it such a breeze now for me lol. I totally understand why you'd prioritize it for that reason. The vast majority of the cast that he gets to fight him on the ground means the better chance he has of winning the footsie game and putting people on their backs.

There are very few characters that beat him on the ground, he usually at worst breaks even with competing pressure.

I kind of wanna start recording my matches a lot more, but we'll see how that goes. The idea of Dragon Fangs online has given me some fits of frustration, but also reward when I can get a connection that forces people to respect my frames.
 

Mortal Komhat

Worst Well-Established Goro Player Ever
Anti-airing has never been my issue with Goro, but I gotta say having much greater anti-air options makes it such a breeze now for me lol. I totally understand why you'd prioritize it for that reason. The vast majority of the cast that he gets to fight him on the ground means the better chance he has of winning the footsie game and putting people on their backs.

There are very few characters that beat him on the ground, he usually at worst breaks even with competing pressure.

I kind of wanna start recording my matches a lot more, but we'll see how that goes. The idea of Dragon Fangs online has given me some fits of frustration, but also reward when I can get a connection that forces people to respect my frames.
I just go on reads online.

No sense in contending frames. Online won't allow it.
 

ZigZag

That Welsh Guy
I really only see myself using it for some females who have shitty hurtboxes where DF gives that extra reach to, but this is a nice little read to up my DF game a little bit, thanks @Espio
 

Pterodactyl

Plus on block.
Does everyone know about the DF's otg setup midscreen?
I don't, please inform.

Yeah, I only use Dragon fangs pretty much. Everyone always bashed that variation but I have more wins with him than any other character I use or have used tbh
It was bashed because it used to not be as good as KW(and arguably not as good as Tigrar), but after the last batch of patches it is probably his best variation.
 

Alright RyRy

Florida Kombat
I would say from my personal experiences with all 3 Variations KW and DF are really close at being his best and TF being the worst out of the 3. Not saying that it is not worth playing just not as viable in my eyes as the other 2.
 

Mortal Komhat

Worst Well-Established Goro Player Ever
I would say from my personal experiences with all 3 Variations KW and DF are really close at being his best and TF being the worst out of the 3. Not saying that it is not worth playing just not as viable in my eyes as the other 2.
I just want a far low fireball man ;.;
 

Kompetitor

Johnny Cage Specialist
Do you think goro is actually viable? i really wanna play him but not if its a waste of effort if im just going to struggle in the same mu's. I really like his armor though.
 

EMPEROR_KNICKS

Master of Kombat(frauds)
Do you think goro is actually viable? i really wanna play him but not if its a waste of effort if im just going to struggle in the same mu's. I really like his armor though.
Goro is very viable and very good he is highly underated, but all he really lacks is, movement speed, and a good advancing mid.
 

EMPEROR_KNICKS

Master of Kombat(frauds)
I would say from my personal experiences with all 3 Variations KW and DF are really close at being his best and TF being the worst out of the 3. Not saying that it is not worth playing just not as viable in my eyes as the other 2.
That i disagree with kw an tf are his best dragon fangs is prob his worst. Because tigrar is good(or better) against, dvorah, liukang,reptile, tanya, jax,etc, because of its zoning and firebreath options kw is also good against many matchups, while dragon fangs not really or no where near as well as the other 2.
 

Kompetitor

Johnny Cage Specialist
Goro is very viable and very good he is highly underated, but all he really lacks is, movement speed, and a good advancing mid.
Well those are things cage excels in! But is DF the variation to go? which is the most versatile? I'm really liking goro's tools as Im using him
 

Lt. Boxy Angelman

I WILL EAT THIS GAME
So I will be honest and preface this by saying that for a large portion of the game's life I have been pretty down on this variation due to my view of it lacking in versatility like the other two variations who have increased zoning or counter zoning options. I must admit that I was wrong and was looking at the variation from the wrong angle and with the recent patch making low stab a back, forward 2 input and making it have an enhanced version that is plus 12, I decided to pick it back up.


With that out of the way, I'd like to discuss why I think Dragon Fangs is currently still underrated and quite possibly his best variation.

This is the only variation where Goro has long ranged overhead, low and mid options that all hit at round start. Two of the options (forward 3) is safe and the overhead (Forward 4) is plus. The low option in low stab while -8 and somewhat unsafe can be spaced to be safer and can be ex'd to be plus 12 on block with armor so with meter all options are super safe or plus on block giving him greater ranged options.

The importance of low stab:
The fact that this move is plus 12 on block and armored as I mentioned above are already huge perks, but then add to this the fact that low stab can blow people up for walking backwards and put them on their back and it gives them a greater incentive to block low which can open up overhead options.

Low stab hitting low( as the name implies lol) means that Goro gets an insanely good boost to his mix up game so strings like 1,1,2 that might have seen little to zero use at all might have periodic applications after conditioning the opponent to block low.

This also applies to super good strings like 2,1 where the second hit is an overhead and what not.

Low stab can be can cancelled off strings and normals and many strings do not have gaps in the cancels for the plus frames unlike in Tigrar Fury where there is always some type of gap in the strings cancelled into it.

Increased range/footsies: Any jab or fist based normal or special gets increased range including down 1 + down 2 + up 1/2 + 2,1. Many of Goro's fast normals come in the form of jab attacks and it makes them so much more effective and viable for keeping the pressure on opponents. Then with his down 1, imagine Goro's already good down 1 fusing with Kitana's long ranged down one except it doesn't have the slower speed or greater lack of safety that Kitana's down 1 has. Goro is a character built around really good pokes so this just amplifies his base tool kit.

Increased anti-air:
With the addition of fang spin and ex's recapture capabilities, Goro is capable of getting over 30% on some of the trickier to anti-air options in the game. couple this with a longer ranged up 1/up 2, down 1, down 2 and his universal anti-air options and Goro has many more viable ways to force the opponent to play on the ground, which is where Goro thrives.

Increased chip/combo damage:
Fang spin does greater chip than punchwalk and more damage on hit as well. 2,1,2 is plus and offers more sustainable offense, which in turn gives him greater chip damage. Greater damage on command grab reads and in combos.


Conclusion: Goro as a base character's strengths are concentrated in his strong pokes, footsies, and chip damage. This variation of Goro takes Goro's core tools/strengths and amplifies them so he gets greater sustainable chip/offense and even more annoying pokes, making him feel much more complete in design and execution. The difference between Dragon Fangs and the other two variations is that Dragon Fangs is building on Goro's natural design ethos/strengths of how he is intended to play while the other two provide a sort of "pseudo versatility". Goro isn't a zoner or a counter zoner, he is best when he is up close in your face or in footsies range. Goro as a character I feel benefits the most from having a plus on block special and more sustainable offense (and while he has this in Tigrar, the gaps make it less attractive than low stab) and Kuatan warrior lacks that type of offense sustaining plus on block attack/pressure as well.


This is obviously my opinion and my opinion alone, but I rarely change my mind on things unless I've put in a lot of time and effort. I spent the vast majority of the game's life playing Tigrar Fury, but for the aforementioned reasons, Dragon Fangs has been redeemed in my eyes as I've come to understand Goro much more as a character. Nothing I'm posting here is necessarily "new" information, but more for informative purposes and to get people to think about the variation and Goro more and in different ways.

Dragon Fangs isn't bad or the joke variation I thought it was or many people still think it is and I've come to not only enjoy playing it, but feel it is has immense worth like top variation levels of worth
It's the only variation I use and I love it dearly.
May you forever be remembered as the Goro Godfather.

#Goroboys
 
Goro is very viable and very good he is highly underated, but all he really lacks is, movement speed, and a good advancing mid.
Actually hes a solid defensive character, 2 points of armor on the punch walk, good combos, good block strings, he only suffers against good zoners to be honest, a friend of mine has found some serious stuff for Dragon Fangs, people just need to play him more.
 

EMPEROR_KNICKS

Master of Kombat(frauds)
Actually hes a solid defensive character, 2 points of armor on the punch walk, good combos, good block strings, he only suffers against good zoners to be honest, a friend of mine has found some serious stuff for Dragon Fangs, people just need to play him more.
Lol i know i main him.