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