![]() ![]() Goro recovers rather slow after slamming the opponent.The opponent lands a 3/4th screen distance away from Goro, near the corner.Goro runs toward the opponent, slides behind them, then body slams them.Goro stands up and recovers before the opponent wakes up The opponent lands a little under a half-screen distance away from Goro.After countering the opponent's attack, Goro grabs the opponent and over shoulder throws them.Goro recovers faster than the opponent wakes up. The opponent lands half-screen away from Goro.Goro steps forward during the toss a few character spaces from his original position. Goro grabs and slams the opponent, then tosses them in the air.The opponent bounces on the ground 3 times, then lands near the corner of the screenĮarth Mover - close, hcb, f + A/C.This is a delayed command throw that has some invincibility while Goro's steps toward the opponent.Goro grabs the opponent then leg-trips them.Can only throw OTG (on the ground) opponents that have not tech rolled.Can be blocked Goro gains a great amount of push-back away from the opponent.The opponent lands close to the corner of the screen. Goro snatches the opponent off the ground (standing or laying down), then slams them the opposite direction.Can be beaten out by active jumping normal attacks.The opponent lands near the corner of the screen.In counter hit state during command throw animation.Can throw falling opponents from a counter wire wall bounce. B (light kick) version travels shorter than the A+B roll, while D (heavy kick) travels a bit further.Can be cancelled from Goro's cancel-able normals.Doesn't have any invincibility frames at any point during the duration of the move. Ground pound only hits standing opponents can be evade if crouching.A button pounds the ground while C button is a feint.Can combo from any cancelable normal that doesn't knockdown.Doesn't have as much priority and range as the 98 version though. Goro's forearm uppercut that can be used as an anti-air.The opponent lands two character spaces away from Goro.Sliding Foot Takedown - close, (b or f + D) The opponent lands less than a half-screen distance away from Goro, and Goro recovers faster than the opponent wakes up.Can be mashed out of by the opponent to lessen damage.Goro grabs the opponent and chokes them ground.CD on hit causes a hard knockdown, and a counter wire on counter hitĬrucifixion Press - close, (b or f + C) CD can be whiff cancel and has good horizontal range j.D is good for jumping in air-to-ground and can instant overhead crouching opponents because of the deep downward hit-box.j.C swings downward at a short horizontal range & is good for air-to-ground.j.A is good for jumping in air-to-ground.B has a shorter horizontal range than st. far D can be used as a poke to stop jump-ins and incoming hops.far C has the same vertical height has far A and be used to stop incoming hops in advance.far B is a good poke that hits low and is cancel-able.A is a good poke that can be used to stop incoming hops and it does not whiff on crouching opponents cl.A is chain-able into itself and into cr.A, cr.Stormy Mountain Uprooter - + Super Stump Throw - + / Super Earth Mover - + /įu Rin Ka Zan - + Quick Starter Combo Reference Stormy Mountain Uprooter - + / Super Stump Throw - + / Super Earth Mover - + / ![]()
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