Goh is not to be underestimated. Even in back-turned state he can force a lot of pressure and cunning mind games upon the opponent. With his various back-turned options Goh is able to inflict massive damage on his foe. In the following I will present a few thoughts about his possible mix-ups.
When your back is turned …
Punch-Kick is not only the quickest punishment, for Goh this combo is one of his few mind games that can net him damage going beyond the simple punch-kick combination of other characters. In fact, his back-turned mix-up can be so diverse that the opponent will have a hard time struggling out of it with the result that a massive amount of damage can be inflicted. This makes it to one of Goh’s major pressure tools for punch-string openings.
On hit leaves you at +3 advantage. If is guarded you are at -5 disadvantage.
The following presents possible punishment options for Goh after a hit:
|Against opponents who use fast attacks or on block BT P proves to be a viable option that can be stringed together and continued in a combo starting with Punch, as well.
|The inescapable BT P+G throw comes out pretty slow but represents one of Goh’s most popular choices in a BT situation. Mind that the throw is slow but inescapable.
|If the opponent wants to throw you, crouches or even attacks BT P+K is the other two-choice (ni-taku) option here. On hit BT P+K side-turns the opponent creating an opening for several other follow-ups:
|> THROW||Pressing guard and quickly buffering a throw of your choice (preferably a 270° one) guarantees that you turn towards your enemy again throwing him with a 0-Frame-Throw. Without pressing Guard only the slow but unescapable BT P+G will turn out. For a fabulous 270° throw the complete sequence would be:
|CD > > THROW||Certain characters, such as Lau, can escape the BT situation with a certain move. In order to close the gap between foes who hide-and-run, Goh is able to crouch-dash toward the foe while being in the back turned state. This is done with a Crouch-Dash or normal dash shortly after getting back turned.
After that, once being near you opponent again, all other follow-up options described above can be used here.
Options from BT
While it is hard to land the high-hitting Flying Kick with Goh, it does represent a good weapon for situations in which you might get thrown. Once the kick hits your opponent, he is put into a staggered state optimal for some mind games. In any case, whether on block or hit, Goh is left back-turned after the Flying Kick. This opens the opponent up for all possible back-turned follow-ups mentioned above. Some other approaches:
|STAGGER > CD > > THROW||In order to close the gap between your opponent Goh is able to crouch-dash toward the foe while still being and remaining in the back-turned state. This is done with a Crouch-Dash or normal dash shortly after getting back turned.
After that, once being near you opponent again, you can proceed with Guard turning around and throwing or with any of the other follow-ups mentioned in the BT PK4 section above.
Options from BT
The Urahiji only takes 13 frames to execute with -2 on Guard.
Last but not least, this safe high elbow is another of Goh’s move to get into the back-turned state. Its high speed makes it a good tool for punishing and poking from near but also from far away when using the back-turned crouch dash to your advantage (see Flying Kick) for getting into throw range.