Posted by: Leonard McCoy on: February 11, 2009
How a match begins, the first flurry of strikes, has vehement impact on the outcome of the round. Who will land the first hit? Whose feet will be whipped away first?
Evaluating the personality of your opponent and checking your potential round-openers beforehand can give you the advantage in a match where the first strike, the first draining of the health bars, may act out in your favor.
Goh Hinogami has many good round-openers. But, quite frankly, there’s no all-cure move that works against every opponent in every situation. No character can provide that—Virtua Fighter is too balanced for that. It really depends on the fighting style of your enemy. Is he aggressive, or defensive, opting for the first hit, or evading your initiative to counter back? Your opponent’s behavior is crucial to the success of a round-opener. Knowing his personality and mood is essential information. Oftentimes, after one round, you can predict to a much better degree against which character type you are up against (aggressive, or passive) and how he will start the next round. Have in mind: Most players—even good ones—don’t change their tactics for opening the round very often, especially if their opening for the previous round already worked out in their favor. Plan your opening tactics accordingly. As player behavior is so important, I’ve divided the round-openers into the categories Aggressive and Passive Opponents based on in-game player personality.
Profile: An aggressive opponent tries to hit you first—often to an obsessive degree without taking the high risks into account—while sometimes overrating the real abilities and limits of his character.
Strategy: Let him be aggressive. See it this way: at least it makes him predictable. If he advances, you retreat by evading or back crouch-dashing—and strike back. An riskier, but very rewarding, alternative to that is to intercept him. Wherever aggressive rushers open the match with mid attacks, fast punch strings can put an end to that. Launching rushers out of their moves or combos can net you counter-hits leading to huge combos and major damage. If he rushes in with high punch-strings himself, low attacks are a good counter, too.
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Try that: Vary between
and
. Both look similar but have a different hit level.
is high-mid,
a mid-mid. That even makes up for better nitaku mix-ups if combined with
> Throw,
>
, and
>
.
Try that: If you want to opt for the highest possible damage, use the less forgiving (but still universal) follow-up
>
>
. This works for both
for 65 and
for 68 damage points. But: immediate input required!
Try that: On Shoulder Ram hit dash in shortly and pull of a Basara. After a Shoulder Ram hit, if your opponent is low-punch happy, punish him with counter-hit combos like
, or
. If he ducks often try another Shoulder Ram, a
combo, or simply do a low throw.
Try that:
can be a tricky trap on CH. If you’re opponent fails to tech-roll, follow up with
> Ground Throw. If he succeeds to tech-roll to either side, punish with the anti-recovery move
/
> Ground Throw.
Try that: In Tsukami Grab follow up with
>
as the opponent would have to escape with
here, which is quite unusual escape direction throughout the Virtua Fighter series. Never forget to vary, though: sooner or later your opponent may adapt. If you see a ring-out chance, Tsukami >
works well and looks really flashy too.
Try that: Versus lightweights combo with
>
.
Profile: Passive opponents back off lying in wait for you to whiff your round-opener. They can retreat by a back-dash into evade, crouch backdash, or simply by walking backwards. In any case, they make use of a stepping maneuver to back off from you in order to strike back.
Strategy: You can surprise retreating opponents with a long range strike. Unfortunately, compared to other VF characters, Goh’s move arsenal isn’t quite on par for this task. Goh is a close range specialist having a hard time catching up on distance. His long range moves can be either quite risky or not long-range enough. Offensive Movement or his infamous forward roll may be of supportive help, though. If the opponent evades a lot, try circular and chargeable moves, or your most damaging throws or catch-throw. You can also try to delay your attacks slightly to catch him during his failed evade. It’s also no bad idea to use an (allegedly) aggressive stepping pattern (![]()
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) in order to force your opponent to do something apart from retreating.
Try that:
produces the same crumple than
or
. If the opponent fails to tech-roll, you can follow up Goh’s Rage Kick with the flashy and hideously damaging combo
>
>
. For the guaranteed, universal follow-ups see under
further below.
Try that: If you follow up
with the knee counter (initiated by
), the opponent will crumple.
is the universal combo here that works against anyone. For lightweights you can try
but you have to buffer it immediately after the knee counter.
Try that: If fully charged, the Karura will force the opponent into a block-breaking stagger on hit. Dashing in and throwing is a good choice here, or opting for another mid or counter-hit attack if the opponent is abare-happy.
Try that: This way you can even use the Tsukami “teleport” in Okizeme situations where your opponent is about to rise. Carefully launch the grab outside his potential rising attack range in order to spawn successfully into the Tsukami Grab.
Yes, about roll and 46K+G – i’ve not observed them, sorry ))
One more:
6)[When opp. using not P-string-i.e. a little slower RS, especially Kicks]- very usefull: buffering in BWD 46K – (have very good (long) range, and sabaki against MK, SK with good reward.
I prefer to use 46K in couple with using P+K (kumite-harai) and 3P+K (versus “rush-in and Throw-Mid mix” players)…So when they afraide to use punch , they begih to use Kick strikes. So this is my guess game for them, especiaal y when they are playing by 1st number (Rushers).
And by the way about 66P(CH), then 4P+G …it have very good reward(65dmg+almost guaranted down punch) and is very good close range move for me. But need good zoning.
I know that its not very useful and not commonly used.. and very specific on when i can use this. But i would like to point out i got a
2 PK to evade and hit, then giving me a side crumple animation so i followed up with K and into ff PK launch.. I might have evaded a JAB with 2PK and got me a side crumple??
for round openers that is
February 12, 2009 at 8:40 am
Very good topic.
I’ve managed RS theme for me some time before too =)
Some addition:
1)4_P+K (charging) especially usuefull – (have crouch phase agaist high, several mid attack and have longer throw-repellent possibilities(crush or clash), may provoke failed DM).
2)[When opp. using slow(>17) Round starters(RS) ] – possible buffering in BWD/FWD – 66P, 4P+G.
3)[When opp. rush-in with some string (especially low) or throw attempts] – buffering in BWD/BWCD 46K+G.
4)[When opp. rush-in whith throw attempts or slow(>27) RS or some evade maneuvres] – usefull by bufering in BWD/BWCD 9K+G (because have very long range and slow, i.e. provoke failed DM). But there is neede very good zoning because guaranted punish on whiff.
5)[Against defensive-style opp, against Safe retreat technic]-9P+K+G (roll-in).