That’s interesting… I’ve been using mk flip… except for after forward throw or landing Ultra.
Hope this helps. Check the page there are a few other ways to attack it as well.
Sorry, that’s what I meant. After forward throw/ultra. Should have clarified. After sweep no such luck that I’m aware of.
You can use mk dive kick to stuff after sweep, check the link above it should have a a video on the right, I think its part 3.
Thanks, I was actually looking for this very video because I watched it a long time ago.
I use mk flip after sweep alot, not 100% consistently though, and I never knew why it worked so much, but you can get quite a nasty vortex with it if people keep trying (stupidly) to srk you. Sweep flip dive sweep flip dive sweep etc.
It seems like between the stuff dive and the safe dive gouken has some really nice and subtle safe jump mixups. I suppose the safe hk dive is more useful for ex moves that might escape away?
Hk gf dive kick is spacing dependent, during footsies it is character dependent. You can frame trap into the same set ups if they aren’t spamming reversal. I rather see ex srk whiff than Gouken hitting them out bc its a max punish and they can’t fadc the whiff.
I stand corrected on frames but it’s probably because of my own results that I thought Dudley and Seth had 3 framers. I’ve been doing something very wrong because EX Jet Upper and Seth EX uppercut always catches me after throw>dash mk flipkick…but I can usually land this fine against Sagat, Cammy, Fei, even Yun…hmmmm.
You guys do immediate hk flip after a throw or dash hk flip? Also, the mk stuff on 3 frame SRK after sweeps doesn’t happen, I get hit or trade.
Platypus, if you are landing before you hit with the kick you can OS ex flip for a punish but usually the flip kick hits them in the air and it’s then a reset. EX tatsu is possible but too risky for me.
As a new Gouken player, can someone tell me the most important things to practice with him to become decent? I’m getting absolutely stomped online and I’ve only won one round out of about 10 matches… but as a character I do think Gouken is really fun to use in training mode at least so I’d like to try and stick with him for a while
Make sure you can punish stuff with st.cl.FP x EX rush punch > HP Dash Punch. Be able to link HK tatsu off back throw. Be able to linke st.cl.MP > sweep after dive kicks, crossover j.MK, and demon flip kick.
Best option after a cross up j. mk?
Usually I just go jab jab jab with the crouching lp but i know there are other things that can be done.
I know close HP connects on a cross up j. mk if it’s counter hit.
I’ve seen close MK to LP Senkugoshoha, to me that seems most practical. Anything else?
S.mp -> cr.hk, s.mp -> cr.lk xx hk tatsu, s.hp xx lk demon flip for pressure, cr.lk xx lp palm for low, s.mk xx lp hado for frame trap and frame advantage on block, s.mp -> cr.hp xx EX tatsu on some characters, s.mp xx lp hado -> cr.hk on some characters, and combo cr.lp -> s.mk xx lp palm. Off the top of my head. You should have no problem comboing into s.mp off a crossup.
Dude, crossup j.mk should be a staple in your arsenal as it is one of Gouken’s best moves. If you are hitting that and going into jabs, you are missing out on huge damage opportunities!
My two main choices after a successful crossup:
Cr hp xx ex palm >…do your worst.
This choice does big damage but can be difficult sometimes because the crossup may be ambiguous, and you end up doing ex kongo because you landed on the wrong side. It can get you in trouble if you don’t confirm and just blindly go for a blocked ex palm, although you can also catch people pressing buttons with this too. Numerous times have I went for this after a blocked crossup mk and said fuck it, threw out a blocked cr.hp which I canceled into an EX palm that they must have thought wasn’t coming. Then they ride the juggle train. Not pro…on either side lol.
st.cl.mp > cr.hp xx hado
This one is nice because it is a real hit confirm that works on everyone and it can be FADC’d for more damage. The problem I have is that I can do this 95% of the time in training but online the lag or something causes me to drop the cr.hp link a lot and it gets blocked. I think it is a one frame link and I don’t really get plinking. If you do, then use this a lot. The other nice thing about this is that if you mess up the timing of the mk or the followup mp, you can still blockstring out or do cr.lk xx lk/mk flip back in for more pressure.
If this is your first SFIV character, learn someone else. Gouken will mess with your timing for most of the other hit-confirm, link to something useful type characters. If you have other characters down like Ryu or Fei or something, then by all means play the G-man. Know that you must learn to zone and Mr. Miyagi’s advice is paramount for Gouken.
Best defense…no be there.
cl.mp -> cr.hp is 2 frames. Plink it.
Haha I guess it’s just sort of been coded into me to go into jabs because a cross up mk > cr. lp x3 > cr. lk > scissors was my bread and butter combo when I used Bison.
I play with a DualShock 3 so the cl. st. mp > cr. hp is kind of frustrating for me since I can never land it. Thanks though. I think the second one will be very useful especially when FADC ing the Hadouken and sweeping to set up a safe jump
with mp?
You can use anything besides hk. I use mp.
I just came here to say mow much goukens dash rocks. Second fastest dash in the game. Dash meatie/throw muxups on wake up focus dash throw in footsies and the best of all dash and grabbing people that walk up to you and focus
I thoroughly enjoy empty focus dashing about 1&1/2 squares away and throwing/sweeping against a lot of the cast. Most people get caught in the blocking animation where they can’t back up, and they are usually standing which gets swept…or they focus themselves which gets thrown. If they jump at you you dash under, if they jump away you can dash forward mp palm or even ex tatsu near the corner. Neutral jump is their only good counter to this and that too can be hit by tatsu. Or they can mash unsafe reversals. If you are in their head that much, you have won. Back dash and punish.
This strategy doesn’t work so well against long distance armor breaker type characters (especially charge characters) like DeeJay, Blanka, Bison, Yun, Yang…
Use it when people focus through your fireballs. They take the ball dmg and then get thrown into safe kick setups.