VF5FS Goh Start Guide #5 Ring Outs
-
Some of the stages in this game don't have walls, and if a player leaves the ring they will lose the round. Players unfamiliar to VF may consider this an unfair and cowardly way to win. It's not! VF is a 3D fighter by nature, and you have to be able to position yourself during the round as a result. Ringouts are a legit tactic, you should be using your position in the arena to your advantage. Whenever you have a chance to ring someone out, you shouldn't think twice about going for it!
I personally think Goh has quite a good ringout game. He has a number of combos that carry quite well so I think he's well-equipped for ringouts.
Recommended moves for Ringouts
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
- This will knock down on normal hit and works against standing and crouching opponents. This works quite well from mid distances too, but is throw-punishable on guard. Some characters can throw you behind them and ring you out if you're not careful, so be sure to always input a throw escape when attempting this move.
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ComboNote
-
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
, dash,
, ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
This takes practice to get the timing down.
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
- Unfortunately it's a high attack but it knocks down on hit so you can go for a combo. It doesn't have as good carry as ![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
, but it's speedy and relatively safe.
-
CombosNotes
-
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
,
, ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
All characters
Applications:
- When your knee is guarded and you think the opponent will try to throw you, use a
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
combo to try and ring them out. - When your
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
is guarded, throw a ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
again. This will beat throw attempts of course, and is useful against opponents who hestitate before attacking. This is a 14f attack, you should also use it when you guard or evade something slow, and then go for a ringout. Very cool!
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
- Carries well on counter hit or on a crouching opponent.
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CombosNotes
-
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
( CH or crouch hit)
,
, ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
All characters
A note about hit checking that![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
counter hit; it's quite hard so hit the follow-up
if you think your ![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
will counter hit.
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
- Use this if you think the opponent will try to evade, and for oki pressure after a knockdown. This will beat evades and most attacks if you have enough advantage. A great move.
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CombosNotes
-
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
,
, ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
All characters
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
and ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
- These strings can simply push the opponent out of the ring if you're close enough to the edge.
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
- The last hit knocks down, and you can even go for a ringout on half-fenced stages. On guard you'll be at -13f though, so be careful with it.![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
- If the opponent is wary about the ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
of the above string they'll either guard or try to evade, so if they do, use this string to grab them. If you're close enough to the edge the opponent can ring themselves out even if they escape the throw.
When near the ring's edge, you may start to notice the opponent start guarding more to avoid getting hit. In those situations, try these:
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
(max charge), ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
,
, ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
A fully charged![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
will stagger a guarding opponent. From there, ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
ismostly guaranteed and the following combo can be used for a ringout. If the opponent doesn't guard, a fully charged ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
will crumple the opponent so following with ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
, ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
will still give you a chance to ring them out. Note that in this case, ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
will not connect.
Offensive Move (
or ![Tap Up [8] [8]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
), ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
(against opponent's side guard), ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
, ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
Goh's guard breaking headbutt isn't used much, but when used against a guarding opponent from the side![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
becomes guaranteed (![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
is also guaranteed, which against most of the cast leads to a bit more damage than ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
@@Combolammas). Combo as above to ring them out. Be careful, OM will lose to any kind of striking attack. Pressure them with attacks and when you see them locking up, try this.
If your opponent starts crouching to avoid the above guardbreak after your OM, hit them with![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
. If they try to abare from sideturned, try to counter hit them with
.
Additional Q&A
Q. In 2 player matches can I choose which stage to fight on?
A. Sure, that's no problem. At tournament levels the stage selection is often random, make sure you're prepared for any stage type.
Q. How should I defend against ring out attempts?
A. That's a tough question to answer, there's so many things good opponents can do when they go for a ringout, it can also depend on what character they're using.
Q. I keep losing by damned ringouts all the time!
A. I sympathize! Analyse what happened in those situations, then maybe you can see if any changes are needed in your playstyle.
Q. Is Goh stronger on stages with walls or without them?
A. Actually, I used to prefer stages without walls, and only realised Goh's wall game potential recently!
Q. Could you give us some wall combos, please?
A. I'm going to make a post about that soon!
Q. I'm having a hard time doing that OM headbutt guard break against a sideturned opponent, and even when I can do it, I can't hit![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
.
A. You can buffer the input for the guard break, so try that to get it to execute faster. Trying to make sure it hits your opponents guard when they're sideturned is a very difficult thing to do, of course it depends if they're guarding in the first place!
Q. How am I supposed to ring out Taka?
A.![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
and ![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
combos won't carry Taka well at all so they're not good for ringouts against Taka. Use Goh's knee and ![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
combos instead.
Goh's ringout video! (Japanese)
And that's all, folks. The moves above carry slightly differently, and have different risks to consider, so get used to how they work and at what distance you should try to use them from. When applying pressure to your opponent you can get that ringout win, but if your moves get evaded you can suddenly find yourself in a lot of trouble. Whenever you have a comfortable lead over your opponent staying away from the ring's edge is a smart move. Pushing for a ringout win and getting ringed out yourself is not! Also, once you get used to evading and OM to improve your position you'll find a new ways to put the screws on your opponents.
From the author
Ringouts. A concept unique to VF that it's players are very familiar with. You won't find it in Tekken or any 2D fighting game. At first you might think it's unfair but it adds another dimension to the game, and adjusting your strategy according to whether or not you can try to ring your opponent out is a lot of fun! It's great to win by ringout, and painful to lose by one.
I'm going to do a section on Goh's wall game soon, stay tuned!
Midi
Additional posts- These follow the main post (edited)
No. 158
What are some ways to crush wakeup kicks? The only one I know is![Tap Up-Forward [9] [9]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
against low wakeup kicks to knock down the opponent, and then a down throw.
-Raku
No. 163
About crushing wakeup kicks, though it's possible, timing a mid attack's active frames against them is very difficult. The best moves for trying are
and ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
, though.
I recommend baiting your opponet to try a wakeup kick and then stepping out of range, then punishing the whiff with a ranged move like![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
or ![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
.
-Midi
Source: Midi's VF5FS Beginner's Blog post
Author: Midi
Translator: Modelah -
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© Jason Axelrod from 8WAYRUN.COM