Indeed, but the same can be said about pretty much everything Urien will do to you.
And as to teleporting out of aegis reflector, I know it’s not always possible to do so and doesn’t work in all setups, but it’s definitely an advantage for you when Urien has less ways to aegis. I’ve played a few nasty Uriens, and I haven’t really had too much of a problem from aegis. My problems usually come from the AA fireballs or bad-news elbow launcher, which reminds me the matchup isn’t too much in my favor.
point is: if you manage to do some good keepaway, how could you get hit by an elbow or a sphere? not going to happen. Urien is too tall to dash under air fireballs and his crouch hp has a “not good enough” startup and hella bad recovery to catch gouki for sure. it is in gouki’s favor, even if it is by an inch.
not to mention that you have almost free demon flips on him.
Urien has to force his luck to win while you don’t. that alone means that gouki has the advantage. i mean, when a character can win while using a strategy while the other has to rely on luck… it means that one has the advantage on the other.
Urien can headbutt the demon flip for (almost) free. I only use flips on him when I’m pretty sure he didn’t have enough low charge ready for a headbutt.
I was playing a urien the other day… not the best urien… he was charging down, I superjumped from midrange and d.MK very rapidly. He did an ex headbut and my d.MK stuffed it. Im not sure about lp.headbut or demonflip kick… or if it was lucky timing… but it would seem to me that if activated early, it would beat headbut attempts…
early demon flip kick > headbutt, ex or not and jump. maybe the knee allows him to get away, but the situation is not in his favor after it because you can either parry it when you recover or it’s keepaway time if he does a stronger one. seriously, you all know that a tall character with no good AA is pretty much owned by good demon flip mixups.
anything else is beaten by the throw. the whole point being that since you have to throw him early since he is tall, he has less reaction time to do anything. but hey, that’s just if you want to put some pressure on him, thing that is NOT needed. Keepaway and tatsus are pretty much all that you need. a keepaway gouki with one SA1 is in almost total control.
This is how I first started practicing it to get it down consistently.
First of all, lk x 2 > sa1 I do without any buffering. But I use buffering for the lk,lp,lk version.
So basically, hold down. lk. lp. As soon as you press lp, do a quarter circle forward, then bring the stick to db (down back) and press lk at the same time. Then you just do another qcf and press punch.
I know this method sounds unorthodox - but the good thing about it is that you can do the motions quite slowly, so its easy to perfect the pattern at a slower speed.
Actually… in my case, I learned to do the lk.lp.lk xx super before i learned lk.lk xx super… as a result i find it much easier to do…
In my opinion though… you must get yourself to stop using that and stick to the lk.lk xx super. That is all you really need. Sometimes the 3hit one doesnt work on some chars, and sometimes you are too far to get the last kick in. I would stick to lk lk xx super…
I’m not currently able to really confirm the LK, LK (too fast), so i wanna try this one as i think it gives more time to see if the first LK really hits.
You can get out of corners with teleports. But if Ken sees it coming expect to eat a SA3. Try throwing him into the corner. Catching a teleport is a good deal tougher in practice though, so don’t worry too much about it.
Also, don’t get too crazy with demon flip stuff. That Ken player ain’t hearin’ it. He just isn’t. No Ken player is. He’s going to want to hit you with double (not even necessarily kara) shoryus so if you do go for air tactics be ready.
Use every tricky tactic you have to confuse/overwhelm him (crouching demon flips, for example). If he gets the upper hand he’ll be reluctant to turn it back over to you so it’s important that you don’t wind up on the defensive. Don’t ignore your kara throw; Ken doesn’t have one and if you can spook him into trying a throw defense, he should whiff and give you an opportunity to kill his ass.