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General/Other - Goro Goro General Discussion Thread

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CamRac

Noob
The only string that can be interrupted is b12u2. You can catch your opponent off guard if you use b121, which is plus on block and allows a free down poke check afterwards, or if you have your opponent in the corner you can use sg. KW Goro can net up to almost 45% dmg mid screen with 1 bar, so i dont know why you think Goro has no damage. If you play tigrar, which imo is useless, then yeah Goro is weak. DF and KW are super solid.
What's the 45% combo midscreen?
 

NRF CharlieMurphy

Kindergarten Meta
come get served some osh-tekk tans, scum.
you guys should record. Simply because it woudl be awesome.

Goro is fine. The f4 buff is very good. That move has range (decent) and lets him basically get back into your face.

Thing is you can block him pretty easily for free. the OH midscreen doesn't link to any real damage. The low does, but again until someone finds an OS for his exPunchwalk and .... umm..... SG..... then the low is a leap of faith for some huge combo damage.

I do like playing him because you aren't breaking his armor, and it is mother fucking Goro.
 

D_Matt_Ma

Sheeva isn't Goro's wife. Goro is her husband.
I want to just jump in here and say I dropped Shinnok for Goro. I know most of you probably think I'm crazy, so you can disregard what I think of Goro based on my actions.
 

Qwark28

Joker waiting room
you guys should record. Simply because it woudl be awesome.

Goro is fine. The f4 buff is very good. That move has range (decent) and lets him basically get back into your face.

Thing is you can block him pretty easily for free. the OH midscreen doesn't link to any real damage. The low does, but again until someone finds an OS for his exPunchwalk and .... umm..... SG..... then the low is a leap of faith for some huge combo damage.

I do like playing him because you aren't breaking his armor, and it is mother fucking Goro.
We can try to run a FT10 stream this sunday if all goes well

metzos insists kuatan warrior beats sun god 7-3 but i think its 5-5
 

Rev_

Bane Squad
I feel like I saw something similar being done to a guy that I know named bane a few years back lol, but in all seriousness Goro is fine guys. Just give it at least a little time, I promise something will be done with him really soon.
 

CamRac

Noob
its actually a .... 33% combo and then his exGroundPound move that you cant' avoid after the combo. 33 + 12 = 45.

His KW damage is real. His alpha variation by a long shot.
I figured that's what he was referring to, but I'm not sure how he's netting 33% meterless midscreen in a practical manner. It's important that it be a common footsie situation, because starting by being right on top of them and accidentally connecting with a b12u2 (which is apparently also interruptable) isn't really the norm against a good player.
 

NRF CharlieMurphy

Kindergarten Meta
I figured that's what he was referring to, but I'm not sure how he's netting 33% meterless midscreen in a practical manner. It's important that it be a common footsie situation, because starting by being right on top of them and accidentally connecting with a b12u2 (which is apparently also interruptable) isn't really the norm against a good player.
its a punish really

which is going to happen against alot of the cast.

The biggest thing about KW is that you can cut combo's short to get 12% no matter what. You can close out rounds very easily with this. Instead of a normal bnb... you can just do an uppercut into 12%... which is insane.

basically... you don't have to use this everytime. You use it when it makes sense. Once you see their lifebar in getting close to the "throw will kill" range... you KNOW you'll kill. you KNOW no breaks.
 

RYX

BIG PUSHER
i'm actually kinda worried about fighting an unbreakable sub as Goro

that chip immunity/parry is gonna be a bitch to deal with
 

Johnny Based Cage

The Shangest of Tsungs
I wish his anti-air options were more reliable, at least in an online setting. The struggle feels real against even the scrubbiest of jump-in spammers in this netcode and it's hella discouraging. I can't wait to get a converter and go back to my Madcatz Brawlpad too though so I can hit those command grabs more consistently. Bye Felicia to the PDP Pad and hello leveling up with the G-man.
 

NRF CharlieMurphy

Kindergarten Meta
Wh

y is KW alpha by a long shot...I actually prefer the spacing options I get from Tigrar.
The tigrar things are all bills

The flame pushes you away too far to actually use anything that would truly frame trap
Most strings cancelled into the flame have a gap

Some of the strings cancelled into the low fireball also have gaps

The fireball combo's don't really add any damage or incentive to use them... other than it being a low.

KW basically gives you the same spacing options, but with the added bonus of a HKD throw and the ability to tack on 12% unscaled to most of his bnbs.

Unless you're doing something new and awesome that makes Tigrar more awesome... in which case you better share because sharing is caring.
 
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alexbib

Noob
its actually a .... 33% combo and then his exGroundPound move that you cant' avoid after the combo. 33 + 12 = 45.

His KW damage is real. His alpha variation by a long shot.
But what is that 33% midscreen combo? The most I've got for 1bar midscreen is 42%: b12u2,run,b12u2,u2,run,112,EXdd4.

For 33% you can do b12u2,run,b12u2,u2,f3dbf3 but after non-ex command grab ex quake is not guaranteed.
 

NRF CharlieMurphy

Kindergarten Meta
But what is that 33% midscreen combo? The most I've got for 1bar midscreen is 42%: b12u2,run,b12u2,u2,run,112,EXdd4.

For 33% you can do b12u2,run,b12u2,u2,f3dbf3 but after non-ex command grab ex quake is not guaranteed.
watch below.


This video shows how Goro can utilize his EX ground pound move for unscaled extra guaranteed damage in combos.

@STORMS
@RM JagoBlake
 
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AK L0rdoftheFLY

I hatelove this game
The tigrar things are all bills

The flame pushes you away too far to actually use anything that would truly frame trap
Most strings cancelled into the flame have a gap

Some of the strings cancelled into the low fireball also have gaps

The fireball combo's don't really add any damage or incentive to use them... other than it being a low.

KW basically gives you the same spacing options, but with the added bonus of a HKD throw and the ability to tack on 12% unscaled to most of his bnbs.

Unless you're doing something new and awesome that makes Tigrar more awesome... in which case you better share because sharing is caring.
well...Maybe I need to spend more time with KW but the reason why I like tigrar over KW is because of his fireball and flamethrower.

The gaps in strings into flame I can compensate by making them fear punchwalk. Once the fear of punch walk is confirmed, the flame becomes a pretty viable tool. Especially in the neutral. If it is blocked I'm at +12. f3 is 16 frames, 4 is 16 frames, f4 is 20 and d4 is 9. My d4 is free on hit or block so they have to respect that. my d4 is +19 on hit and on block punch walk is free.

On hit just just have more options. If they hesitate to block my d4 then it opens up other things like f4 and the knockdown to the corner.

Flame is also super meaty and great for stuffing wakeups and leaving you at super + frames again. If they are blocking up close to I can sneak in command grabs more easily. All that to say...flamethrower is pretty good. I also use it to stop run ins sometimes.

his fireball is super good. 9% on hit and super tough to jump over. Surprising good at winning trades and forcing your opponent to walk and neutral crouch. When they start to walk and neutral crouch, your low fireball becomes useful. If they block it they get pushed back and you can continue zoning.

Also the more worried they are about getting through your fireballs, the more often your stomp will hit them.

I don't see the spacing options being that similar at all to be honest. Getting the extra damage is nice but we talk about how useless his fireball and normal ground pound are?
 

chief713

Vertebral Subluxationist
Flame is also super meaty and great for stuffing wakeups and leaving you at super + frames again. If they are blocking up close to I can sneak in command grabs more easily. All that to say...flamethrower is pretty good. I also use it to stop run ins sometimes.

I don't see the spacing options being that similar at all to be honest. Getting the extra damage is nice but we talk about how useless his fireball and normal ground pound are?
Hmm...for some reason I didn't consider that. I need to revisit Tigrar and experiment.

Also, ground pound and fireball aren't useless when used together. If the opp starts jumping over quake then you can do a pre-emptive fireball to catch them. You can also wait for the jump and AA chest lunge. And those things open them up to stomp as well. The downside is that those shenanigans actually do become useless if the char has a teleport.
 

yugzilla

Noob
i dont know where to ask but what do you call something where if a move is blocked then you can do this or if it hits then you can do this? i think i found something interesting with goro
 

Metzos

You will BOW to me!
You can also do, jp, b12u2, rc, b12u2, f4, ex pw, uppercut, exdd4. Deals 48% or 49% dmg, mid screen. Totally worth it for two bars imo.
 

Metzos

You will BOW to me!
well...Maybe I need to spend more time with KW but the reason why I like tigrar over KW is because of his fireball and flamethrower.

The gaps in strings into flame I can compensate by making them fear punchwalk. Once the fear of punch walk is confirmed, the flame becomes a pretty viable tool. Especially in the neutral. If it is blocked I'm at +12. f3 is 16 frames, 4 is 16 frames, f4 is 20 and d4 is 9. My d4 is free on hit or block so they have to respect that. my d4 is +19 on hit and on block punch walk is free.

On hit just just have more options. If they hesitate to block my d4 then it opens up other things like f4 and the knockdown to the corner.

Flame is also super meaty and great for stuffing wakeups and leaving you at super + frames again. If they are blocking up close to I can sneak in command grabs more easily. All that to say...flamethrower is pretty good. I also use it to stop run ins sometimes.

his fireball is super good. 9% on hit and super tough to jump over. Surprising good at winning trades and forcing your opponent to walk and neutral crouch. When they start to walk and neutral crouch, your low fireball becomes useful. If they block it they get pushed back and you can continue zoning.

Also the more worried they are about getting through your fireballs, the more often your stomp will hit them.

I don't see the spacing options being that similar at all to be honest. Getting the extra damage is nice but we talk about how useless his fireball and normal ground pound are?

Combine ground pound and the fire ball in KW, then you get something which is not to be trifled with. As i said before, ground pounds have insane recovery even on whiff, lower Goro's hit box (even most projectiles can whiff, giving Goro the win on projectile wars, although it requires a bit timing to do so) plus the fact that after a successful ground pound, if you dont want to spend meter for ex gp, you can check your opponent with a fireball or even another ground pound. If they get hit by gp, and start jumping forward you can check them with chest lunge. Ground pounds are awesome for full screen as well mid screen checking. Its scary.

Tigrar is good, but the flame breath gap after a blockstring can be seen from a mile away, plus it can be low profile by many characters in the game, if not all. The threat of pw cancel is there, i agree with you, but still i dont think its enough to switch over to tigrar. KW can easily check zoners as well. Goro in general has issues against characters with a teleport, although sometimes i have stuffed teleports with ground pound (have to be a jedi to do that consistently though).

On hit every var of Goro has many options. Free poke checking, sg, pw (duh), throw, 11 21 frame traps etc.

For stuffing wake ups you can also do f3 pw. Good damage, wall carry and opponent is at your feet and at the corner 99% of the time.

Also why use the low fireballs, when i have f3? Great range, excellent active frames, most of the time it will AA if opponent jumps from mid screen range and ofc can be canceled to pw, or you can pseudo cancel it to sg if your opponent respects the pw cancels too much.

All those things, combined with the damage KW can pull off, make him scary, like, real scary IMO.
 
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Metzos

You will BOW to me!
i dont know where to ask but what do you call something where if a move is blocked then you can do this or if it hits then you can do this? i think i found something interesting with goro
You mean option selects, i believe?
 
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