Goh Hinogami is a throw-emphasized, sabaki-oriented character. And I treat him as that seizing many situation to set up throws.
While many players tend to play Goh rather defensively this doesn’t have to be the case. Goh can put up huge nitaku (2-way) situations himself as well when taking the offense. The non-throw arsenal that Goh possesses is outstanding though. He may only have like four combos but these are well worth it. Even his basic moves are considered to be one of the best in the game (see Standard Kick).
In the end, it comes down to the main VF game principle: a mid or throw. And this is, Ladies and Gentlemen, where Goh is at his best.
I’ll try to list up the Goh moves that I wouldn’t want to miss as they are essential to Goh.
My Top 10
- : I simply can’t emphasize this enough. A simple punch (or Down-Punch) can lead to so much: a direct command throw, a PK4 mix-up, and so forth. It’s the most fundamental move and stands out as priority one for me. Can also be used to test out your foe’s offense (test punching his block) in order to see his reactions.
- All throws: Goh Hinogami is a Judo character. His whole gameplay nature is about throws. So I use them. A lot.
- Evading: I know that every character can evade, and it’s certainly not a move. But for Goh this gameplay feature is quite much more important. If you can’t intercept a move to set up a throw situation then evade it and throw.
- : The infamous Shoulder Ram has fabulous damage as single move and in combos. As well, on hit it can put up a great nitaku situation for your opponent who has to fear another mid or even a throw (270° throw preferably). The Shoulder Ram can be greatly combined with Crouch-Dashing and moves that leave Goh in a crouched state (43P, 6P+K+G, etc.).
- : This combo, like all of Goh’s combos, is hit-checkable and vastly damaging for a 2-Hit (!) combo. It stands here for all of Goh 2-Hit combos. Can be broken as well (just apply a throw after the first move 6P+K).
- : Goh’s Standard Kick can be greatly used as defensive tool as it doesn’t make Goh advance forward in any way.
- : A quick mid with the potential to stagger your opponent. Can be combined with throws or even the Shoulder Ram or Standard Kick.
- : Yes, you can sabaki so much with it saving you the hassle to go through a lot of painful play against some characters. While the Tsukami Grab can be escaped it’s still one of my favorite techniques that is also capable to stop the flow of your foe.
- The Knee is the damage-bringer (but only in Counter-Hit situations). That’s where it can cause horrendous damage. I still use the 6P+KP follow-up though. 33P is simply ridiculous timing-wise.
- : The Sabaki Kick has got, besides its deflective capabilities, a fabulous range.
I guess my list could go on and on. But anyway, now you know my Top 10. What is yours?