A conversation with Pherai-sama

Kopan= light punch in nihongo

If the dive kick gets blocked, its pretty hard to hit confirm 1 fp into tatsu or whatever else. I can’t offer advice on improving that hit confirm, but there are a couple options I’ve tried to stay a bit safer…

-If I have an SA1 stocked I almost always just go for mk link to sa1 after a dive kick.
-HP x hadou. Not tatsumaki combo damage, but decent and still generally safer
-Alternate between mk and hk tatsumaki so punishment is at least a little bit harder
-HP x demon flip?

I’d say try to avoid the uncomfirmed tatsumakis though. There is def a time for them but against someone who is sharp and in control it can lose you a bunch of life

I wish I knew more but its kind of new territory for me too. It definitely seems that c.lk, lp x fp srk is the one that works on most standing characters. It’s very weird though how crouching can affect it. Sometimes you’ll need to switch out for mp srk instead against some crouching opponents. Maybe someday we need to compile a list of non SA1 hitconfirms in this forum

I don’t think so. They are useful pokes for sure, but hit confirming with either of them is a bit hard and very range dependent. I’ve never really noticed it used for hit confirm purposes in videos.

The closest thing to that I use to that is buffer lk tatsu from c.mp to stop certain characters advances (Q dash punch, Urien dash)

Ha ya I know that inclination to just kinda throw blows at them mindlessly when hit confirms are blocked.

First I’d say if you don’t know what to do then back off and try to formulate a new plan. It’s better to stop and think than make a hasty, unsafe decision.

It’s best to have a lot of options in this situation, and remember how your opponent reacts. You can…
-kara throw
-c.mk x hadou confirm to sa1 (or tatsu, or demon flip)
-UOH / f.mp
-far mk
-dash demon lol

Or just block and observe. in poke string situations its important to observe how your opponent defends this situation. If they are trying to press buttons after the c.lk x 2, a low parry, or walk back and whiff punish might work. If they are looking out for throw, a step forward, then dash back can provoke a throw whiff. If they are just blocking and you can’t bait anything, just keep throwing them, and maybe the occasional overhead. Punishing a jump back is a bit riskier, so if you’re not really feeling yourself it might just be better to accept sometimes that your opponent just moved himself closer to the corner.

Even if you don’t get damage, if continuing the poke string pushes them to the corner, even that is a victory for your offense. As long as you’re reducing options, or gathering info on their defense you don’t need to drastically try to get big damage.

Hope that gives you some ideas

That gave me tons of ideas. Really appreciate the thorough response, mang.

I’ve started a notepad file in which I’m writing down all of the details I think are important in my 3S development, and a lot of it is Gouki-specific stuff that other players can benefit from. Of course a lot of it is already easily found in other sources, but some of it is stuff I’m having to figure out in training mode because I haven’t come across it or found it on the internet, so hopefully I will have the focus to fully explore at least a small topic or too (for example, non-SA hit confirms) and post it here :slight_smile:

That said, does anyone have access to an accurate list of situations in which cr. lk cr. lp cr. lk and cr. lk x 3 into SA1 is possible? Not sure if I’ve seen that before, but I’d like to have that information pinned down so I am gonna hit the lab for that if I can’t find it right after I post this or if no one else has the info (I’m sure several of you know most of those possibilities if not all just from experience, but it’d be cool to have a totally accurate list).

Same question for UOH set-ups (e.g., after blocked cr. lk cr. lp cr. lk against shotos, walk backwards a tiny bit and you can UOH SA1). I will also look for that after I make this post.

I already did a bit more exploring with the cr. lk cr. lp non-SA confirms, and I spent some time testing them out against Yun, feeling the combos would be obviously less successful than against Alex. Sure enough, I don’t think it is possible at all to combo cr lk cr lp into any shoryuken against Yun. Jab and strong whiff completely, and even the earliest possible cancel into fierce SRK whiffs on the last hit. Even in the corner. However, cr. lk cr. lp into mk or hk tatsu is definitely doable against Yun. HK tatsu is easier due to its horizontal speed. Mid-screen, I am pretty sure you can’t combo into mp shoryu after mk tatsu using this combo, but in the corner you can, which is pretty rad. Definitely something to go for if you don’t have a super yet or want to save meter for whatever reason.

BTW I don’t mean to derail the thread with my projects or whatever, but the hit confirm topics seem to be relevant to several regular posters which is why I brought up my desire to get some hardcore cr jab and short shit documented.

That said, this is a list of characters on whom cr lk cr lp cr lk works, as found in the SRK 3S Wiki:
Ryu, Yun, Akuma, Oro, Remy, Dudley, Elena, Chun-Li, Ibuki, Hugo, Makoto, Sean, Ken, Twelve, Alex and Yang

And this is a list for cr lk cr lk cr lk, same source:
Yun, Akuma, Oro, Remy, Dudley, Elena, Chun-Li, Ibuki, Hugo, Makoto, Alex and Yang

That look right to any of you grizzled vets? I’m not sure if that applies to crouching and standing, but I thought I read somewhere that you can do short jab short on crouching Urien, Q, and ?

I dont think so for urien, I cant recall ever gettin it. I rarely face a q, no q mains in my area.

Thanks. I’m gonna do some tests on all of the characters so it won’t be much trouble to test that, too. It’ll be OE of course, but, yeah haha it’s nice to verify things yourself anyway IMO - feels like you’re breaking the game down and reinforces the knowledge.

Urien and Q have to be crouching for short jab short to work. I don’t really like doing short short on them much though, their throw range is quite far and for urien (assuming he has meter) the payoff for throwing is very high. Better to back dash and bait a throw then cr mk super or tatsu combo. Much safer.

Regarding blocked c.lk x 2…

Another option is to cancel into tatsumaki. I wouldn’t do it more than sparingly, and pretty much never against characters who can duck under tatsu, but against Urien and his ilk I like it cause every other option you had will have a space between the c.lk’s and your next action. If they try something funny in between, they will eat a knock down. Also the way the tatsu is spaced makes the red parry timing more difficult, and even if they just block it all you should recover with some space between you and your opponent preventing certain punishes.

Canceling into demon flip or hadou are options too, but I don’t like hadou unless you do 3 lks, or lp, lk lk, or lk lp lk

taaaaaaatsuuuuuuuuspaaaaaaaaaaam. eat it urien. lol
never thought of this option before jon. nice one.

ya take it for a spin! hell even if they block you’ve got em a bit closer to the corner!

I’d be very careful if the urien has meter or is close to a meter though. Don’t wanna get thrown into an aegis setup.

All good points, guys.

I’m going to keep studying those non-SA1 hit confirms. I’ll let you know what I find out :slight_smile:

That other thread takes a lot to load… Grabbing from its discussion.

So I’ve seen that look like a CrossUp!

Is there any utility in that or are they overshooting their landing with the HK instead of MK Demon Flip start input, then making the best of it?

A Sean blocked all hits of HK tatsu used at far range just to close distance(spam)

except the last hit

He popped pretty high. I did GouHadou Super, what the hell.

Juggle limits let it work, free damage, on something probably never happening again then. Not really a confirm, but maybe it’ll be the difference between a round win or not in someone’s future path of Gouki.

I’ve thought about abusing the failed red parry on the last hit of a HK tatsu before. If you’re looking for it there’s loads of time to hit the super.
Let them do the fail bounce during the first couple rounds unpunished then punish with super to close out last round when they have low life and you have enough life to risk a red parry combo?

Situational but kinda useful. Does pretty low damage though there are times where getting any damage greater than a throw is like squeezing blood out of stone.

I have a harder time doing mk tatsu>mp shoryu on ken than ryu or gouki

Weird. Wonder why?
I find that using a double tap method greatly increases my rate of connecting srk or tatsu on the end of a mk tatsu.

Also I think I have a section of two left from the PM thread I could post. Still interested?

I hope its about “Subway”

Only my stupid stories I say I will write later get no takers on further interest, so more pherai insights I think is A-okay.

idk why, whether its cpsIII or console fucking ken I have problems connecting it on, the times I get it on him is pretty much always in the corner