Zone him out with the machine gun. It starts up way faster than anything goro can do, and it hits 3 times so it can easily break ex punchwalk's armor. The only thing goro can do is use stomp to get in, but even the ex version is stuffed by jaqui's machine gun.
Which part of his pressure are you having trouble with? If it's d1/d3 canceled into punchwalk, there's a small gap in between the poke and punchwalk that you can armor through. Or you could just block the punchwalk. It's -5 on block, so if the goro player gets greedy and attempts to continue the pressure, you can punish with a grab or fast poke. Just watch out for an ex punchwalk that they might use after you block the regular punchwalk. Goro's very meter dependent though, and it's pretty easy to avoid his ex punchwalk by just simply baiting it on wake up and jumping over it. It doesn't recapture either, so even if you do get hit while jumping over it, you won't get caught in a full combo.I find I can zone him ok, but once he is in I seen to struggle with my lack of poking range, especially to punish pressure from him
No actually competent Goro is going to be throwing out EX punch walks on wake-up all willy nilly like that this far into the game. Especially not since he can MB a regular punchwalk without risking wasting a bar. It's more of a reactionary and baiting tool. If i'm going to wake-up with KW Goro, i'll probably go with EX stomp, it has armor, hits on the way up, is unblockable and moveable on the way down and AA's.avoid his ex punchwalk by just simply baiting it on wake up and jumping over it. It doesn't recapture either, so even if you do get hit while jumping over it, you won't get caught in a full combo.
However, it only has one hit of armor. Anything that hits fast twice will stuff it, and it only has armor on the way up. It can get stuffed the same way as regular stomp can.No actually competent Goro is going to be throwing out EX punch walks on wake-up all willy nilly like that this far into the game. Especially not since he can MB a regular punchwalk without risking wasting a bar. It's more of a reactionary and baiting tool. If i'm going to wake-up with KW Goro, i'll probably go with EX stomp, it has armor, hits on the way up, is unblockable and moveable on the way down and AA's.
However, it only has one hit of armor. Anything that hits fast twice will stuff it, and it only has armor on the way up. It can get stuffed the same way as regular stomp can.
Alternately, within a given range he can go with EX Chest Lunge - 1 hit of armor, reverses positions, and hits mid. Block it and it's -10 so you can punish it, but it hits at jump distance and comes in real fast.
jump. neutral jump or jump forward. goro's really badHey all,
Looking for some advice. I play FT jacqui, and looking for some tips on this match up. Especially dealing with punch walk and the EX version.
What should I be doing?
Yeah, my bad. You're definitely right that no competent Goro player would risk throwing out a wake-up ex punch walk on a whim like that. I only accounted for my experiences when facing other Goros who had a habit of waking up with ex punchwalk a lot (and I had a dumb habit of doing this too when I first started playing the game ) and learning in the process that Goro has better options when knocked down. As for punchwalk, I probably should have worded it better. It does recapture, but if your opponent already predicts it and begins to jump over it, and ex punchwalk only catches their leg or something, they will end up harmlessly falling behind Goro. But ex fang spin does seem to work pretty well against jump ins, and recaptures much more effectively than ex punchwalk.No actually competent Goro is going to be throwing out EX punch walks on wake-up all willy nilly like that this far into the game. Especially not since he can MB a regular punchwalk without risking wasting a bar. It's more of a reactionary and baiting tool. If i'm going to wake-up with KW Goro, i'll probably go with EX stomp, it has armor, hits on the way up, is unblockable and moveable on the way down and AA's.
Also EX punchwalk totally recaptures even if you get hit, depending on the timing and distance.
Honestly normal Fang spin is probably the best non-armored wake up in the game. fast, safe as hell, AA's, decent damage, and I swear it feels like the hit box of the blades tags people trying to hit you with certain attacks.Yeah, my bad. You're definitely right that no competent Goro player would risk throwing out a wake-up ex punch walk on a whim like that. I only accounted for my experiences when facing other Goros who had a habit of waking up with ex punchwalk a lot (and I had a dumb habit of doing this too when I first started playing the game ) and learning in the process that Goro has better options when knocked down. As for punchwalk, I probably should have worded it better. It does recapture, but if your opponent already predicts it and begins to jump over it, and ex punchwalk only catches their leg or something, they will end up harmlessly falling behind Goro. But ex fang spin does seem to work pretty well against jump ins, and recaptures much more effectively than ex punchwalk.
Although Fang Spin in this case would be irrelevant since we're talking Kuatan WarriorHonestly normal Fang spin is probably the best non-armored wake up in the game. fast, safe as hell, AA's, decent damage, and I swear it feels like the hit box of the blades tags people trying to hit you with certain attacks.
I have few problem getting up with it as long as I time it carefully and am paying attention to what my opponent is doing over me.
Just dont let him get in, there is not much to be discussed about the particular MU. Once Goro is in, its guessing time.Hey all,
Looking for some advice. I play FT jacqui, and looking for some tips on this match up. Especially dealing with punch walk and the EX version.
What should I be doing?
It wasn't irrelevant to the post I quoted in my reply which was talking about Fang Spin.Although Fang Spin in this case would be irrelevant since we're talking Kuatan Warrior