Two questions for my fellow goro boyz
Do you find it reliable to try and confirm b12 into b12u2 on hit and b121 on block? I've been working on it and it's kind of difficult, but that might just be my bad reactions. I input b12u and then wait to see if they blocked it before I press 1 or 2.
Second, how do you deal with characters that play keepaway, jumping back and trying to outspace goro? I don't exactly mean projectile zoners, but characters who want to walk back and keep you scared of approaching like cassie or Raiden. I find myself chasing people down and making bad decisions.
I think it's possible but I'm not quick enough to do it consistently; If I land a jump in punch I can no problem. It's very hard to actually land a raw B1 against a good player during the neutral game. It also does not really have much mix-up potential afterwards. For that reason I often assume that B1 is going to be blocked and take the chip from B121 or maybe B12/Punchwalk, hit-confirming (EX)Punchwalk instead.
There are
Multiple ways for Goro to move forward. His
Forward step is actually very good now and allows him to block as fast as possible. His
Forward dash is also pretty solid but blocking afterward is more difficult and of course takes more time.
Instantly running will cover ground and Goro can block quickly.
Forward dash canceled into a run is the fastest way of moving Goro forward.
Jumping forward is not ideal unless you are dodging a projectile in the process. Many of
Goro's normal attacks have forward movement while also having an active hitbox during that movement.
Punchwalk is a great option since it can be armoured and is safe on block but you need to be within range of your foe to even consider it.
Stomp is also an option but it has roughly a 1/3 chance, 1/2 if they are cornered, of hitting unless they're in recovery frames. Finally, variation specifics such as
Chest Lunge, Fang Spin, and
Piercing Fang are all very viable.
In regards to fighting keep-away, Goro's biggest problem is the fact he's the tallest character in the game which means he is easier hit by both grounded and airborne foes. He is also lacking a powerful anti-air attack which only compounds the issue. To top it off he has no standing reset and or vortex which confines him to knockdown pressure in a game where you can tech-roll, use armored wake-ups such as backdash, and or delay when you wake-up entirely.