REVO open beta / US 2.0 Goh early observations and testing

Discussion in 'Goh' started by Combolammas, Dec 13, 2024.

  1. Combolammas

    Combolammas Sheep Content Manager Goh

    Yeah, it works on basically everyone except heavies, Blaze in closed and perhaps Shun (not tested). Against lights you need 1fk's and against some characters like Goh and Akira you need to delay the P a bit. Will do full documentation of that one when R.E.V.O. launches and we see if the 1P+K change sticks as it is.
     
  2. Combolammas

    Combolammas Sheep Content Manager Goh

    vs Jeffry
    ---
    1P+K, 44P, BT 2P, 46P+KP6P
    Works from closed on rCH* and both stances on CH same as Wolf.

    * Jeffry still launches higher on NH than on rCH from regular launch type moves because... reasons... so I'm testing both but if it doesn't work from both I wouldn't recommend it. On NH this particular combo would work from both stances but that'll never really happen in a match.

    CH 1P+K, P, 44P, BT 2P, 3PP
    Does NOT work on Jeffry on rCH at all so no easy stance checks like Wolf. It does work from both on CH although you should do the first combo if you get a counter hit. Just listed it to say it's NOT like Wolf.

    rCH 1P+K, P, 1P+K, 3PP also works on Jeffry for 1 point more than the old stance free combo option. On NH you'd need to 1fk one of the moves after launch for it to work.
    I'd just do the old P, 66P+K, 3PP as a stance free NH & rCH option if you wanna be safe and sure.

    1P+K, P, 66P+K, 3PP
    1P+K, P, 66P+K, 46P+KP6P
    Old stuff works like it used to, same as Wolf

    ---

    rCH 4P+K, 1P+K, 46P+KP6P
    Also works on Jeffry, no shenanigans on NH either.

    CH 4P+K, 1P+K, P, 46P+KP6P
    Like Wolf; closed on NH/rCH, stance free on CH

    ---

    1K+G
    Everything works the same as Wolf except 2P, 46P+KP6P does not connect at all. 3P, 1fk 2P, 2_3P+K is the best I can land on him. Once again enough distance in open will cause even 3P to whiff.
    EDIT: In which case you can still go for 2_3P+K, I should add.

    ---

    Interestingly even though Jeffry and Wolf are supposedly lighter now than before, they hit the "ground bounce" frame exactly on the same moves in old combos as before. I've not been able to find one single thing on them that wouldn't work exactly like it used to. I genuinely wonder if they're really lighter than before and if so, then what exactly does it really affect?
     
    Last edited: Dec 27, 2024
    Blessy likes this.
  3. SUGATA

    SUGATA Well-Known Member

    PSN:
    SUGATA_RUS
    https://x.com/VF_SEGA/status/1872530358543237322

    ■Goh ・Muchi'uchigeri (4K+G) Shortened the total recovery frames, reducing the chances of being countered when missing the attack.
     ↓
    Shortened the total recovery frames, reducing the chances of being countered when missing the attack. Causes a stagger on guard.
     
  4. Combolammas

    Combolammas Sheep Content Manager Goh

    I went through 46P a bit more thoroughly now

    46P, dash 3PP
    46P, P, 1fk 3PP

    Taka combos. First one always works. Second one needs 46P to be done right next to Taka from closed stance or it drops. Reliable in open stance. You can delay the P a little instead of doing the 1fk.

    46P, P, 46P+KP6P

    Jeffry and Wolf

    46P, P, 1P+K, 3PP
    Everyone else, yes it works on literally everyone else.

    vs. Akira, Goh, Kage
    delay the P slightly. It's very lenient and will work as long as you don't buffer P from 46P.

    vs. Pai, Sarah, Shun, Lion, Aoi
    1fk 3P (done as 323P). Against some of the cast you can 1fk 1P+K instead but on others it doesn't do anything and you'll need to 1fk 3P anyway. Notable with these characters is that if you do a delayed jab after 46P, you will need to 1fk both 1P+K and 3P as it'll make them bounce a bit higher.
    Note: On Shun execute the combo normally with 1fk 3P no matter if you delay P or not.

    vs Vanessa, Eileen, Blaze
    1fk both 1P+K (input as 11P+K or 121P+K) and 3P. Interestingly the combo doesn't drop even if you delay P. Also yes, this combo does work on Blaze consistently and also from the side when done like this.

    vs. Lau, Jacky, Lei, Brad, Jean
    The combo works without any hassle on these guys. Instant P or delay P doesn't matter either from the front. I did notice that on a side hit 46P you need to delay the P against some of these guys or the combometer turns green. Probably a good habit to just always delay your jab a little vs. them.

    Figuring out how to put notes on this combo into the combo list once we get them is going to be a nightmare.
     
    Last edited: Jan 5, 2025 at 9:20 AM
    Blessy likes this.
  5. Blessy

    Blessy Moderator / -10 is just Nitaku Staff Member Content Manager Goh Bronze Supporter Content Manager Aoi Tournament Manager

    Gonna take a long time to unlearn 46P, P 46P+K, P, 6P being the default.

    If you do the 1fk on both 1P+K and 3P does it still works on everyone (except Taka/Jeff/Wolf)?
     
  6. Combolammas

    Combolammas Sheep Content Manager Goh

    Hm, I wouldn't think so as 3P needs to cause a "ground bounce" which as far as I'm aware is a 1f window right before exact recovery comes up. The combo should go green and be exact recoverable or even techable if you do it like that against everyone.

    EDIT: To emphasize some of the characters don't want 1fks at all so you'd hit 3P too late on them. On characters that are affected by 1fk 1P+K but only want 1 1fk you'd hit it too late too.

    It's not too much to remember in the long run I'd think. Delay jab crew, 1fk 3P crew, double 1fk crew.
     
    Last edited: Dec 30, 2024
  7. Combolammas

    Combolammas Sheep Content Manager Goh

    Since back dash stagger is no longer a stagger and hitting it gives regular NH's , it appears Goh's best option if you catch a BD with K is simply to run up and 1P+K against most of the cast. No funny backthrow combo for the judo man because both K+G and 66P are only +9 on side hit.

    Against Taka run up into 4P+K_ full charge, on anyone else 1P+K probably deals more damage unless walls are present.
     
  8. kingo

    kingo My bitch G0d3L is a scrub Content Manager Aoi

    PSN:
    kingofvf5
    XBL:
    kingofvf4
    Even after a dash OM to the right side ? K+G doesn't put the opponent backturned ?
     
  9. Combolammas

    Combolammas Sheep Content Manager Goh

    It does indeed turn them BT but it doesn't give enough frame advantage to guarantee the throw. At the end of the day 1P+K does so much damage that it almost matches what dash OM K+G backthrow would do if it worked.

    Small correction to what I said earlier. K+G on side hit is +9 but 66P on side hit is +8.
     
  10. Combolammas

    Combolammas Sheep Content Manager Goh

    2_6P+G

    vs Jacky and Jean

    - 46P+KP6P W, 2_3P+K
    76
    They now hit the wall which I don't think happened before. If you start with 2P they won't hit the wall even though they look like they should.

    - 3P, P, 6K!P+G
    79
    The jab refloat times itself. The hit-throw is a bit hard especially on Jacky due to them getting barely low enough for it to work at all.
    Doesn't work with opponents front facing even slightly towards the wall when starting. You're 5 degrees off center-line towards that direction and it drops.

    vs Jeffry and Wolf

    - This throw never was great against these 2 but now it's just horrible: they don't hit the wall from it like 80 % of the time!

    - P, 46P+KP6P works for 67 if you end up in a straight enough angle (throwing with opponents back towards the wall). Drops if you end up going a bit parallel to a wall (opponents front more towards wall when starting.

    - 6P, 3PP for 60 seems like the best "always works" solution.

    - Don't use this throw on them.

    The throw is still ridiculously finicky and so I'm still not a fan. The Jacky / Jean combo is pretty dope though.
     

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