Goro is based on his appearance in the original Mortal Kombat. He has kept most of his move, but his stomp move is mysteriously absent. Although the reason is unknown, it may be an oversight. He gains 3 new moves: A standard, but very powerful kick, a jumping taunt (similar to Kintaro) and his Spinning Fists which allow him to strike and get closer to his opponent. Unlike MK1, his Grab & Pound technique is executed similar to Jax’s gotcha grab, which mean he can miss the move and be countered. He didn’t keep the voice samples he had in MK1, using those of Kintaro in every situation.
Goro is one of the four bosses of the game and often appear before Metro, either by himself or in endurance matches. He is incredibly cheap dues to his high damaging move and throw priority. He is also able to block after the first hit of a combo if well-timed. His new kick move is the most damaging single move of the whole game, doing more damage than an uppercut or Kintaro’s Teleport Stomp.
Although winning with Goro is very easy, getting flawless victories is another story. The reason is that Goro cannot avoid the projectile. Even if he does a well-timed jump, he will still get hit. He can’t crouch either, so he is forced to block them, which still deal small inch of damage. In short, having a perfect run with him is more a matter of luck than skills (it all depends of the CPU’s action at the beginning of the match or when Goro is far from them).
As a side note, this is not the first time Goro is playable in a Mortal Kombat game as he is playable with a specific input after beating the game once in the Game Boy port of Mortal Kombat 1.
TAS tools were used to make this high quality gameplay video.