Version 1.12 (2008/01/29)
This section deals with Goh Hinogami’s Universal Combos. Rather than listing up his fanciest and most difficult ones, the combos mentioned here are highly efficient regarding the execution, damage, and universality of the combo.
Each table shows exact data of the combo damage, and against whom it works. It also features specific notes necessary for the combo to connect. Nonetheless, this page only features a biased selection of Goh’s combos in order to highlight his effective, and most universal ones that you can use against most of the opponents in VF5.
Combos awarded with the blue star are recommended due to either their high damage potential or usefulness against a wider spectrum of characters.
As well, if you have problems deciphering the character abbreviations, then please visit this related article: Weight.
Other abbreviations, apart from the characters’, that are you used here:
- BT = Back-turned
- CD = Crouch-Dash (either performed by inputting 33 or 323)
- OM = Offensive Movement (8 or 2P+K+G)
- P = Punch
Note: The combo damage indicated in the tables can vary from character to character.
This high-hitting punch is probably one of the best round-openers for Goh. Due to its speedy execution rate and more than decent range this move can also be used in small disadvantageous situations against counter-attacks, or throws. However, comboing with it isn’t as rewarding as one might think. There are various more advanced follow-ups for this move, but most of them are very stance- and character-dependent. We will only deal with the most efficient ones here.
This slow knee-sabaki can also be used well for comboing as it crumples the opponent. The same combos can be applied after his K+GP too.
The relatively short-hitting Karura is probably Goh’s best launcher which also goes under many high attacks. This true mid-hitting force floats the enemy for easy-to-pull-off combos. On counter-hit this move’s damage gets boosted considerably. Also note that on counter-hit the Karura needs to be launched from mid or long range (indicated in the notes section) in order to allow the more rewarding combos to connect.
Goh’s Fudousatsu Arata can be a devastating long range move. On counter-hit it can lead to some quite impressive combos which are extremely hard to do though as they deal with a difficult punch refloater. Nonetheless, these refloaters became highly popular among Japanese players on side-crumples, as they lead to hideously high damage.
The Kirin Uppercut which comes out unexpected is often used in combination with Goh’s Knee (see below). However, on its own, it can be a good punisher as well if you opponent is farther off.
The famous Tsukikage is Goh’s most miraculous knee that leads to his most damaging combos on counter-hit; you can even combine it with his Basara hit-throw if you counter-catch your opponent’s rising attack or OM moves with the knee. On guard the knee is safe to counter-attacks, but not to throws. For comboing with his Kirin (33P), however, be aware that you always have to buffer the Crouch-Dash after the knee, so that you can always land 33P on counter-hit.
One of the Goh’s best mid-range tools, the side-kick, knocks the opponent down even on normal hit, oftentimes followed up by a dash into anti-tech-roll counter (8 or 2K+G). On counter-hit (CH), however, follow-ups can be easily applied to his side-kick being one of the best in the game.
The Garyuu is Goh’s outrageous mid-hitting kick to the opponent’s groin. Safe on guard this move provides a good tool for long range attacks allowing for heavy damage combos on counter-hit.
The Bounce kick, the high-hitting Raijinsatsu, is probably one of the easiest and most popular combo starters among Goh beginners, as the finishers are relatively easy to pull off.
This catch-throw, unescapable now in VF5, ducks under high attacks and is a good tool for punishing passive blockers, or foes who tend to frequently evade in a certain situations. While the throw itself doesn’t deal much damage, it’s the follow-ups that will drain your opponent’s health bar satisfyingly.
Wall combos are a fine way to land insanely high-damaging combo strings that wouldn’t have been possible to pull off otherwise. As well, not only strikes lead to wall combos, throws can do as well.