Notation = Light Punch
= Light Kick
= Strong Punch
= Strong Kick
* = EX version possible
ThrowsOkuriashi Harai -
/
+
/
Command MovesZujo Barai -
+
Goro's old crouching swing upwards. It is a great for anti air and has a great hit box. It chains off a d.A and s.C and can be combo into his qcb+K, hcf+C, hcb~f+P command grab or his hcbx2+P DM. You can still do df.C (anti-air) cancel into qcb+K.
Special MovesChoukemi -
+
/
*
Goro's command roll. This move eluded me for so many years until his 2k2UM version which made move cancelable mid roll. That's right, you can roll and if they jump immediately you can cancel into hcf+A or if they don't move you cancel into hcb~f+P, if they try to poke and you time it just outside their range, you probably can use his dp+K command throw. Only the B version is cancelable, D version seems to go farther, and the Ex version has invincibilty.
Jiraishin -
+
/
*
Goro's earthquake. With two hands raised about his head, Goro slams the ground with great force and if the opponent is blocking up then he will fall to the ground (he must crouch or jump). The C version is his earthquake feint and the A version is the one that actuallly "connect". His Ex version is faster, can be canceled out of (so far it seems like only dp+K) when his hands slap the ground, and is an
overhead.
Tenchigaeshi -
+
/
(close) *
Goro's trusty command throws. Goro picks up his opponent and slams him or her to one side, picks them up again and throw them back into the sky. The Ex version has GREAT range and allows a follow up juggle attack such as far D.
Osotogari -
+
/
(close) *
Goro's command throw. Has one or two frames of invincibility but basically (much like Clark's dp+K Frankensteiner ) Goro performs a judo trip on his opponents; it'll catch you if you don't escape. This move is DC'able into hcf+C. Great move to cancel into after his command roll.
Kumotsukaminage -
+
*
Goro's standard anti-air. Reaching into the sky with one hand outstretched. Used well with predicted jumps (due to it's slow startup you have to use it pre-emptively) and in conjunction with Earthquake Feints (dp+C) on wakeups (Opponents tend to jump and so you do hcf+A to snatch them out of the air.
Kirikabugaeshi -
+
Goro reaches and attacks the ground with one hand. Relatively slow attack, however if you sweep your opponent and they do not tech roll, you get a free OTG hit. Combos off a d.A, df.C chain.
Desperation MovesJigoku Gokurakuotoshi -
x2
/
(close) *
Goro's standard command throw DM from iterations. Picks up the opponent, slams them from side to side violently several times before throwing them into the sky. Ex has increased range so he can combo s.A, d.B, Ex DM.
NeomaxKyouten Douchi -
(counter)
Goro's counter move DM, raises his hand like he's doing Earthquake. If any physical attack hits Goro during this time he'll throw them into the sky and slam the ground like his Earthquake. If used as a MaxCancel he'll just do the second part and slam the ground.
Goro's
Wiki entry.
Console changes:
- Crouching C’s recovery time has been reduced.
- Kirikabugaeshi’s (qcf+C) recovery time on a whiff has been reduced. Doesn’t cause a knockback when blocked.
* EX Chou Ukemi (qcb+BD) can be canceled with a special or a super. Meaning that Goro can go straight into a throw from his invincible roll.
* Kirikabugaeshi (hcf+C) and Kumotsukaminage (hcf+A) can be drive canceled.
* A super cancel version of Jigoku-Gokurakuotoshi (hcb*2+ P) has been added to the game.
* EX Chou Oosotogari’s (dp+BD) recovery time on a whiff has been reduced.
Producer Yamamoto says:
As a judo fighter, we’ve strengthened his grab attacks. You need to super cancel, but he can combo his Jigoku-Gokurakuotoshi from all sorts of grab attacks. He can even do HD combos with just grab attacks, so please try them out.