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* The Character is very "mid" all around , he has no specially just decent everywhere. | * The Character is very "mid" all around , he has no specially just decent everywhere. | ||
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===Normals Moves=== | |||
{| border="1em" cellspacing="0" width="55%" style="border: 1px solid #999;" | |||
|- | |||
| '''Move Name''' || '''Motion''' | |||
|- | |||
|"Jab" || (far) {{kof.lp}} || Decent rapid fire punch || | |||
|- | |||
|"Slap" || (close) {{kof.lp}} || You can chain 2 of this move|| | |||
|- | |||
|"Uppercut" || (far) + press longer {{kof.lp}} || Not really usefull move || | |||
|- | |||
|"Heavy Slap" || (close) + press longer {{kof.lp}} || This move knockdown and push in the backrow || | |||
|- | |||
|"Knee Hit" || (far) {{kof.lk}} || not really intressting move || | |||
|- | |||
|"Low kick" || (close) {{kof.lk}} || Very low damage move|| | |||
|- | |||
|"Side Kick" || (far) + press longer {{kof.lk}} || Shorter than what it look || | |||
|- | |||
|"High Kick" || (close) + press longer {{kof.lk}} || This move have a lot of hitstun , very unsafe but very rewarding if hit || | |||
|- | |||
|} | |||
===Command Move=== | ===Command Move=== | ||
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=== | ===Strategy=== | ||
Goh Kidokoro is a character who struggle to shine in a particular way , his damage is good but not the greatest , his throw are powerfull but there are better , he doesn't have any consistent combo , his movement is decent , enought to approch your opponent. | |||
Goh is the definiton of "Good everywhere but strong in nothing" he even have some glaring weakness ; his normals are some times very laggy. | |||
Most of the time the 3 mains lines of the character are : patience , knowledge and mind games. You have to out play your opponent most the time , if you play this character you are warned. | |||
The Biggest Strenght of Goh are his throws , you can either setup an okizeme situation very easly , making him a kind of "Hybrid grappler" , this game is a lot about grab but this one more than others. | |||
Flying Cross Chop (BC) is your most important move , whiff punish and not this unsafe , the best move of the character. | |||
Close Strong.B is a High risk High reward , give a lot of hitstun so you can combo in to , if it hit you can special cancel in to Do Konjo Geta Rush , it deals lot of damage even on chip | |||
=Matchup Analysis= | |||
Fuuma 2-8 | |||
Fuuma is superior to Goh in almost every way—except maybe range. Goh has slightly better reach, but Fuuma’s speed easily makes up for it. | |||
If the Fuuma player knows what they’re doing, they’ll put heavy pressure on you. You need to stay focused and never miss an opening in their pressure, because there won’t be many. | |||
Double light A is your best friend. You can also land some Strong B if you manage your spacing well. In general, don’t face him head-on—keep moving, that’s super important in this game. | |||
Otherwise… good luck. | |||
Kisarah 3-7 | |||
Like Fuuma, Kisarah can apply a lot of pressure, but her options are more committal—though also more varied. Especially in the air, don’t miss your anti-air opportunities. | |||
You have a bit more time to punish her, especially her backdash and sidestep, which are quite slow. Her short range can work against her, but stay alert—her approach tools like Hip Bazooka, Cutie Rainbow, and Splash Dance can catch you off guard. | |||
You won’t control the pace of the game, but you’ll have more options than you think. It’s a tough matchup, but fair. | |||
Lee 4-6 | |||
Lee struggles to score knockdowns, and aside from Raishuu, his throws aren’t very threatening. | |||
Once again, your slow normals will be a problem. Neutral game and footsies can be annoying here. | |||
Lee has decent BnBs (basic combos), unlike Goh, so he can compensate for his low damage output by needing to win neutral less often than you. | |||
Still, compared to other top tiers, this matchup feels more balanced. | |||
Joe 3-7 | |||
If you face Joe head-on, he’ll rush you down, and there’s very little you can do about it. | |||
Don’t get baited by the light A mashing on your guard—play to your one advantage: your sidestep is way better than Joe’s. Use your movement, try to approach from the sides. | |||
Your throws will be your best tools—if you manage to land them. | |||
Bobby 4.5-5.5 | |||
Bobby will run around a lot, which can make it hard to land a grab on him. | |||
But this might be one of the few matchups where you can actually win the poking game. His short range makes it hard for him to touch you, and once he gets in range, you can often go for a grab. | |||
So Bobby is more afraid of your offense than the other way around. | |||
However, if he gets a life lead, he has no reason to take risks—and you’ll have a hard time catching up. | |||
Sheen 4-6 | |||
A character with worse normals than you? Yep, it exists. | |||
But that’s not the issue here. The problem is that your main damage comes from grabs—and Sheen has better grab potential than you. | |||
You’ll be giving him lots of regrab opportunities. This matchup is all about throws and counter-throws. | |||
Leonhalt 7-3 | |||
Just respect his Masakari Kick, and you’ll be fine overall. | |||
{{Navbox-ADK}} | {{Navbox-ADK}} |
Latest revision as of 06:50, 20 May 2025
Introduction
Goh Kidokoro is one the two Protagonist. He is the strongest fighter of the Kansai Region in Japan. He is the rival of Joe Kusanagi and he wants to beat him to extand his domination. Goh is an overall "Okay" character in most of the game aspect ; Good Range , Good Damage , Decent Mobility. His framedata hurt him the most , making him one of the weakest character of the game. Despite that he get some intressting things to do.
Strengths | Weaknesses |
---|---|
|
|
Normals Moves
Move Name | Motion | ||
"Jab" | (far) ![]() |
Decent rapid fire punch | |
"Slap" | (close) ![]() |
You can chain 2 of this move | |
"Uppercut" | (far) + press longer ![]() |
Not really usefull move | |
"Heavy Slap" | (close) + press longer ![]() |
This move knockdown and push in the backrow | |
"Knee Hit" | (far) ![]() |
not really intressting move | |
"Low kick" | (close) ![]() |
Very low damage move | |
"Side Kick" | (far) + press longer ![]() |
Shorter than what it look | |
"High Kick" | (close) + press longer ![]() |
This move have a lot of hitstun , very unsafe but very rewarding if hit |
Command Move
Move Name | Motion | ||
"Running Knee" | (far) ![]() ![]() |
A bit slow go-in option, his dash attack are better | |
"Eblow Strike" | (close) ![]() ![]() |
This move exist , and that's it. You cannot special cancel it , doesn't knockdown. Don't use it | |
"Drilling Punch" | (far) ![]() ![]() |
The second hit deconnect offen. If it connect it knockdown. Very unsafe but long reaching. | |
"Front kick" | (close) ![]() ![]() |
A double hit who lead to nothing , the damage isn't that great. Useless move |
Special Moves
Move Name | Motion | ||
Do Konjo Geta Rush | ![]() ![]() |
Very Damaging Move but very hard to place. Should maybe use as an okay anti air or on a hard punish on stun or on a read | |
Flying Cross Chop | ![]() ![]() |
His best special by far. Central in mu against Fuuma or Lee. Excellent whiff punish option. Can Hit on get up and good anti air. Be carefull his range is a bit limited and is highly punishable if whiff. | |
Do Konjo Kick | ![]() ![]() |
Average Anti air , can be combo from a close strong.B |
Command Throw
Move Name | Motion |
Headbutt | (front) ![]() ![]() Great setup for oki |
Piledriver | (front) ![]() ![]() Great damage but stay fix , so better of go in debut of the game |
Elbow strike in the back | (back) ![]() ![]() Decent frame advantage |
Cheap Kick | (front) ![]() ![]() Low damage , good for mixing up |
Skull Crush | (front) ![]() ![]() Low damage but chance of bone crush |
Tag Bag | (front) ![]() ![]() Extreme amount of damage. You SHOULD allways mash to minimize this move power. Strongest Throw in the game if not mashed |
Back Breaker | (back) ![]() ![]() ![]() tricky timming to counter |
GANGAN Move
Move Name | Motion |
Ôsaka Meibutsu Usushi Okuzushi | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Strategy
Goh Kidokoro is a character who struggle to shine in a particular way , his damage is good but not the greatest , his throw are powerfull but there are better , he doesn't have any consistent combo , his movement is decent , enought to approch your opponent.
Goh is the definiton of "Good everywhere but strong in nothing" he even have some glaring weakness ; his normals are some times very laggy. Most of the time the 3 mains lines of the character are : patience , knowledge and mind games. You have to out play your opponent most the time , if you play this character you are warned.
The Biggest Strenght of Goh are his throws , you can either setup an okizeme situation very easly , making him a kind of "Hybrid grappler" , this game is a lot about grab but this one more than others.
Flying Cross Chop (BC) is your most important move , whiff punish and not this unsafe , the best move of the character. Close Strong.B is a High risk High reward , give a lot of hitstun so you can combo in to , if it hit you can special cancel in to Do Konjo Geta Rush , it deals lot of damage even on chip
Matchup Analysis
Fuuma 2-8
Fuuma is superior to Goh in almost every way—except maybe range. Goh has slightly better reach, but Fuuma’s speed easily makes up for it. If the Fuuma player knows what they’re doing, they’ll put heavy pressure on you. You need to stay focused and never miss an opening in their pressure, because there won’t be many. Double light A is your best friend. You can also land some Strong B if you manage your spacing well. In general, don’t face him head-on—keep moving, that’s super important in this game.
Otherwise… good luck.
Kisarah 3-7
Like Fuuma, Kisarah can apply a lot of pressure, but her options are more committal—though also more varied. Especially in the air, don’t miss your anti-air opportunities. You have a bit more time to punish her, especially her backdash and sidestep, which are quite slow. Her short range can work against her, but stay alert—her approach tools like Hip Bazooka, Cutie Rainbow, and Splash Dance can catch you off guard.
You won’t control the pace of the game, but you’ll have more options than you think. It’s a tough matchup, but fair.
Lee 4-6
Lee struggles to score knockdowns, and aside from Raishuu, his throws aren’t very threatening. Once again, your slow normals will be a problem. Neutral game and footsies can be annoying here. Lee has decent BnBs (basic combos), unlike Goh, so he can compensate for his low damage output by needing to win neutral less often than you.
Still, compared to other top tiers, this matchup feels more balanced.
Joe 3-7
If you face Joe head-on, he’ll rush you down, and there’s very little you can do about it. Don’t get baited by the light A mashing on your guard—play to your one advantage: your sidestep is way better than Joe’s. Use your movement, try to approach from the sides. Your throws will be your best tools—if you manage to land them.
Bobby 4.5-5.5
Bobby will run around a lot, which can make it hard to land a grab on him. But this might be one of the few matchups where you can actually win the poking game. His short range makes it hard for him to touch you, and once he gets in range, you can often go for a grab. So Bobby is more afraid of your offense than the other way around. However, if he gets a life lead, he has no reason to take risks—and you’ll have a hard time catching up.
Sheen 4-6
A character with worse normals than you? Yep, it exists. But that’s not the issue here. The problem is that your main damage comes from grabs—and Sheen has better grab potential than you. You’ll be giving him lots of regrab opportunities. This matchup is all about throws and counter-throws.
Leonhalt 7-3
Just respect his Masakari Kick, and you’ll be fine overall.