AE Gouken Moveset and Attributes

Gouken can FADC a Kongo into standing HK instead of LP palm for those of you who used to do this all the time.

You lose 10 damage off the old LP palm and the full screen blow away, but it’s good for 260 damage.

On a side note, if someone does a deep jump in and you counter with MP Kongo, you can FADC cr.HP xx demon flip grab on the reset. Experiment to find out.

Someone also posted that you can FADC Kongo into j.mp xx air tatsu which would be the most damaging punish but this is really tight timing and I don’t think it works off any kongod jump in like the st.HK does.

I’ve had success with throwing a fireball and then dash MP palm to hit neutral jumpers who think they are safe on the other side of the screen. Basically hits with tip of his palm.

Against floaty jumping characters from full screen, throw a fireball then dash and EX tatsu for a punish.

After midscreen AA Kongo FADC you can also connect Far MK, for some cases where Far HK would not hit. But 2 EX for additional 75 DMG…

st.HK didn’t whiff for me when I tested a AA kongo on top of my head, with just Akumas toes in my eyes, and a deep belt level HK.

The st. hk gives you that good stun too, that’s a beefy ass kick.

Indeed, now I’ve discovered this I’m going to start FADC my kongos more for that added damage and stun. I was only saving it for desperation before (corner cross up Kongo so i could FADC into Ultra or Kongo FADC EX tatsu)

Corner Combo:
MP - CR.HP x EX PALM - MP HADO - LP PALM - Backjump HK.

I know, not really new, but the back jump HK allows for better corner positioning. Gouken lands slightly earlier than the opp can quick stand. So immediate LP HADO leads to chip or animates the opp to jump directly into Goukens AA EX Tatsu or Kongo, etc. Or neutral Jump in AA F.MK, etc. Wake up SRK should not be a problem (just maybe Ken), but you have to be careful in regard to Ultra though. If opp does not quickstand, there is enough time to start corner zoning.

So far I have only seen forward jump HK in vids, but sorry if old…

I’m guessing this is our new combo thread and I didn’t see this in my skim so I’ll add one

Corner combo against standing opponent:

Jump in HP > st.HP (pause for a few frames) xx lp.Hado > cr.HP XX Ex. Tatsu 420 damage/700 stun

You have to throw the hado as late as possible to get an easy link.

The following works on crouching Blanka (did not work on crouching Ryu, Sagat):

jump in MK/HP >cl.st.MP > cr.MK xx HK Tatsu 351 damage/??? stun (didn’t write it down) EX tatsu works but only does 10 more damage, not worth the meter imho.

Which charge character cannot counter our command divekick? I hate charge characters lol.

With a safe jump?? All of them.

Bison could EX PC or EX Scissor on wake up but it only lead to Gouken blocking and him losing meter just to get on his feet, but he most surely couldn’t keep holding down back b/c the dive kick was an overhead so he had to do something. Same deal with Balrog, he had to wake up EX Rush Punch, give up the down back, or be punished b/c the safe jump hit overhead. That shit was cruel and I enjoyed every minute of it. Using that and cross up set ups hid all of Gouken’s weaknesses in those match ups. Now they can just block down back and bet that you aren’t GF grabbing.

I wish I could slap whoever was in charge of fixing Gouken during the different versions b/c they didn’t. They’ve almost thave taken his entire mix up away and it’s some sad shit.

I noticed earlier today that counter-hit close standing medium kick will combo into a lp hadoken, and in the corner, you will still be close enough to land:

-another close standing medium kick into lp palm
-a close standing medium punch to combo into sweep (or other options)
-a crouching fierce punch into ex palm or ex tatsu, etc…

I’ve also noticed that cancelling lp hadoken from close standing medium kick (on counter hit so far, I didn’t check without it on) will cause Gouken to not get pushed back at all, so you can do cl.st.mk xx lp hadoken infinitely and will never get pushed out of range, even if they block everything past the first 3 hits. Since a hadoken is +2 on block, you do the math on what that means for someone in the corner. I’ll post a video in a bit.

Hmmm…I’m pretty sure without counter hit that cl.st.mk xx hado never moves you out of range but I didn’t test it for too long, maybe three or four loops. The problem is that the hado does not combo so I think you can be reversaled (SSFIV wants YOU!..to mash df>db>df!)after the mk.

True it doesn’t combo, and someone can mash it out, but you can combo freely off of the initial counter hit it in the corner because you are in range for a great variety of setups, or you can simply go for the st.cl.mp xx lp hado for a guaranteed combo. Sweep or other options can follow, and any time you land another counter-hit 3 framer like this one, you can set up free damage all day long.

At mid-screen you’ll only get a sweep out of it due to the pushback, but that’s a solid situation to be in off of a counter hit that’s got quite the potential for smart abuse to punish and surprise people. Forward dash makes it what it is.

Ok, I get counter hits a lot, but I don’t think I capitalize on them enough because in mid game when the pressure is on, I’m not sure I did get a counter hit until after the fact when the little banner pops out onto the screen. Is there any better way to tell?

play assuming that you’ll get a counter hit.
like far standing mp, just sweep after it regularly.
but, of course, do not play an unsafe move assuming you’ll get a counter hit, like anything involving a tatsu.

what are some good ways to use kara gohadouken?

far standing fierce is back to 120 damage in ae.
i think they docked it to 90 in super.

Good, that makes the move more useful now.

Heh, in the right hands I guess for corner pressure to stay close for cl.st.mp…maybe but I don’t see how you could do it in a cancel situation. Have you tried that? If it works there, then it may make FADC combos easier to connect like cr.FP xx kara hado FADC cr.FP xx EX Senku. I’m too simplistic to think of any thing much better. Maybe off a launch you could kara hado and be closer so you could FADC tatsu or something else?

Has anyone been anti airing with cr. fp and canceling it into GF dive kicks. You can stuff damn near every move on the game with it, use mk and hk versions for cross ups.

That’s a good idea… I tend not to think about canceling into a special when anti airing with a normal (except during backthrow resets). On that note, should I be canceling into lp hado for chip damage after an AA? — I mean… is it safe enough to avoid getting DP’d at all in this scenario?