Aggressors of Dark Kombat/Goh Kidokoro: Difference between revisions

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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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===BnB Combos===
===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


close light.A > close light.A
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.


Close strong.B > Do Konjo Kick
Leonhalt 7-3


Close light.B > Flying Cross Chop
Just respect his Masakari Kick, and you’ll be fine overall.


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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
  • Good Damage Output
  • Flying Cross Chop is a great Whiff punish option.
  • His GANGAN move Cover the most space of any GANGAN move , can even caught some back dash or side step
  • Decent Mobility , all his movements options are all good make him very good at fishing grab.
  • Good Dash Attack
  • Powerfull Throws
  • All his special are very unsafe if whiff or hit on guard
  • Bad Frame data , except light.A and close light.A , a lot of his move are very unsafe.
  • Have little to no combo game , making him relay on winning usally more neutral exchange than opponent to win.
  • The Character is very "mid" all around , he has no specially just decent everywhere.

Normals Moves

Move Name Motion
"Jab" (far) Kof.lp.png Decent rapid fire punch
"Slap" (close) Kof.lp.png You can chain 2 of this move
"Uppercut" (far) + press longer Kof.lp.png Not really usefull move
"Heavy Slap" (close) + press longer Kof.lp.png This move knockdown and push in the backrow
"Knee Hit" (far) Kof.lk.png not really intressting move
"Low kick" (close) Kof.lk.png Very low damage move
"Side Kick" (far) + press longer Kof.lk.png Shorter than what it look
"High Kick" (close) + press longer Kof.lk.png This move have a lot of hitstun , very unsafe but very rewarding if hit



Command Move

Move Name Motion
"Running Knee" (far) F.png + Kof.lk.png A bit slow go-in option, his dash attack are better
"Eblow Strike" (close) F.png + Kof.lp.png This move exist , and that's it. You cannot special cancel it , doesn't knockdown. Don't use it
"Drilling Punch" (far) F.png + Kof.lp.png The second hit deconnect offen. If it connect it knockdown. Very unsafe but long reaching.
"Front kick" (close) F.png + Kof.lk.png A double hit who lead to nothing , the damage isn't that great. Useless move

Special Moves

Move Name Motion
Do Konjo Geta Rush Hcf.png + Kof.lp.png 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 Kof.lk.png + Kof.sp.png 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 Qcf.png + Kof.lk.png Average Anti air , can be combo from a close strong.B

Command Throw

Move Name Motion
Headbutt (front) F.png + Kof.lp.png

Great setup for oki

Piledriver (front) D.png + Kof.lp.png

Great damage but stay fix , so better of go in debut of the game

Elbow strike in the back (back) F.png + Kof.lp.png

Decent frame advantage

Cheap Kick (front) F.png + Kof.lk.png

Low damage , good for mixing up

Skull Crush (front) B.png + Kof.lk.png

Low damage but chance of bone crush

Tag Bag (front) Uhcf.png + Kof.lk.png

Extreme amount of damage. You SHOULD allways mash to minimize this move power. Strongest Throw in the game if not mashed

Back Breaker (back) U.png D.png + Kof.lk.png

tricky timming to counter

GANGAN Move

Move Name Motion
Ôsaka Meibutsu Usushi Okuzushi F.png Uf.png U.png Ub.png B.png Db.png D.png + Kof.lp.png


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.

ADK Navigation

Characters
Kisarah Westfield
Fuuma Kotaroh
Goh Kidokoro
Leonhalt Domador
Sheen Genus
Joe Kusanagi
Lee Hae Gwon
Bobby Nelson