AE Gouken Moveset and Attributes

theres a three frame(plus?) gap between the cl.mk and the lp.hado hitting. so it is possible to be thrown out of this lol.

:rolleyes: …I rock ruff and STUFF with my afro puffs

Depends on the spacing, but you if you go for hado chip/push back just charge it to hit meaty when they are in their landing frames. Gouken is normally recovered way by then. Canceling it from cr. mk gives you some good set ups too, a lot are characters specific depending on which side you want to land on so you’ll want to play with the different strengths of the GF to get used to it.

Yeah, I use to do that a lot in Vanilla. Ive kind of been sleeping on it lately, choosing hado. I’ve really been focusing on improving my stay out game.

It’s called, on counter-hit…

Is the flip a viable tool for escaping from the corner? I tried several times with no success(hit or thrown ).How do you use it ?

Which flip? Against a person who knows your flips, EX usually puts you right behind them as they move forward a little. As long as you know this, you can prepare for it. You can air parry which has a 4 frame cool down and again, a quick opponent can throw you right away and any two hit type attack can knock you out of this on reaction…or you can try to kick and OS sweep or cl.st.mk xx lp palm to buy you distance and reset with them now in the corner. There is risk associated with either of these so you have to be aware of best/worst case scenarios.

The other flip option is HK flip to parry or maybe even sweep(I prefer parry, sweep takes you a little further but with a lot of recovery time). This will take you far away, the only problem is if it’s anticipated you can be hit out of it before you can parry, usually putting you back into the corner. If they expect EX flip, they probably know you are invincible until the apex so pulling a HK flip MAY fool them enough to allow you to get out. Again, risky but it’s this or stay in the corner until your opponent makes a mistake and you can get out.

Forget lk or mk flip as an escape tool. Those are meant to attack, not escape. However, you could attack your way out soooo…remember a flip grab will switch positions. This is also risky lol.

Another option which you can still be hit out of is air tatsu. If you are quick enough you can do it almost instantly as you leave the ground (practice this in training) and probably hit them as you cross over them. This is hard to do online between the lag and the pressure you are getting from your opponent. I’ve had some success waiting til the top of my jump and then pulling it (EX air tatsu is an awesome escape tool) too.

One tricky choice is, if the opponent is not mashing light attacks, to hit them with a level two focus and back dash. Even if they block, you SHOULD have enough time to get out with HK flip. OR level two focus, forward dash and jump over. If your opponent just has godlike reactions, this will not work but none of this stuff will actually work.

All options are risky. A Gouken player must be crafty, intuitive, and be able to read the opponent to win.

You use EX flip after you have been knocked down in the corner and the opponent is pressuring you… You’ll pay a meter and take damage but you’ll be out of the corner.

If you are in the corner and score a hard knockdown you can HK flip with parry over them or forward jump EX tatsu out, I’m not sure either are 100% safe depending on the opponent you are facing.

Other option is to neutral jump when you are in thhe corner and the other guy is trapping you there wiyh footsies and then EX tatsu out. This is risky but works vs a lot of people as they aren’t expecting it. VS gief it is almost a guaranteed out if you forward jump at him while he is standing and EX tatsu as they will auto hit lariat as you speed by.

When you jump in and the opponent focuses your attack, you can quickly do a Kongoshin to counter the Level 2 Focus Attack that will inevitably follow (obviously this won’t work against a Level 3), so be wary.

I always like when i have enough presence of mind in those situations to jab then kongo the lvl 2, that always looks sick, or if you land focus back then they respond with another Focus then its like focus volleying! yay its great!

How much more effective (if at all) is EX Senkugoshoha > Dash > Gorasen as opposed to a simple EX Senkugoshoha > MP/HP Dash Palm?

It’s rather finicky to pull off, I have to use the D-Pad, and if I fail I’m in for a heavy punish, on the other hand a Dash Palm is way more easy to pull off. However if the former has a better pay off I’ll take the time to perfect it and use it more often.

Dash tatsu is character specific depending on which HP you used to start the combo. I.E. ST.HP xx EX palm tatsu works on the most people, c.hp xx EX palm tasu works on less characters and some characters it won’t work on no matter what you do.

I made a list of all the specifcs, just search the forum, it can’t be back more than three pages.

EDIT: Here Corner combo, EX palm to tatsu, EX palm no FADC to Ultra - Characters

I played a Honda once who twice in one game Focused my jump in and held it to three and I had kongod out of habit. I was like WHO DOES THAT???

Are there any tick throws to speak of for this guy?

I noticed that the parry option of his Flip makes him fall at a downward angle pretty fast; I used it once to avoid a T. Hawk’s Raging Slash, not sure if it was just an error on the opponent’s part…

cl.st. lp then throw is the best.

cl.st.mp sets up a tick throw with a micro step forward

Gorasen does more damage but there is definitely an issue with missing. The benefit to using the palm is that you recover way before they do, setting you up to deliver your wake up pressure. Stick with the palm if you are more comfortable.

Thought I would add, not sure if it’s common knowledge but I don’t recall reading it. It may be somewhere else but…

Cr.HP xx fireball FADC Ultra hits but you must be quick. If done correctly, the character will be reeling back from the hit of the fireball. If they are leaning forward during the ultra freeze, you did it too late. Probably not too reliable online with lag.

I respectfully disagree. cl.st.mp gives more frame on block and you can kara throw after the cl.st.mp. Furthermore, once you have established you will be going for ticks off cl.st.mp you can then switch to c.hp for counterhits and combos. You can also do vice versa and start with cl.stmp to c.hp and then switch to throws once you have trained the opponent. Actually on second thought, starting with cl.st.mp to c.hp and training that is probably more effective as you can land that kara back throw easier and then go back to c.hp after you scared the freak out of the opponent.

This is better, but Kara throw is the best. You can only kara throw forward throw though, if you kara throw the back throw it will whiff, you’ll need to do the micro step forward to do kara backthrow.

I don’t find palm to be any better, there is no REAL pressure I can find to use after palm as they are still clear across the screen. Sure you recover faster but what can you really do? I’d be interested in hearing any setups anyone gets from that. No one ever used old LP palm in that combo to recover even faster.

Character specific Tatsu post: Corner combo, EX palm to tatsu, EX palm no FADC to Ultra - Characters

You should never miss if your timing is right.

Has to be MP fireball and is character specific I believe.

We really need to start pooling together all the character specific stuff.

Stange, I was pulling this off in training two days ago with lp.hado. I definitely got it to work against Gouken. I hate the character specific nonsense.