Okay, the only post about Gouken in the matchup thread is http://forums.shoryuken.com/showpost.php?p=6395116&postcount=712 (or the only vaguely helpful one anyway).
On top of that I can give you my experiences, although I’ve only fought two Gouken players, both of whom were about my skill level, which is still fairly damn scrubby so grain of salt and all that.
Firstly, don’t sit and 3/4 screen trying to get in, that’s where his fireball game is the strongest, that’s the Zone he wants you to be in, if you can’t get in, back up to full screen and build some Ultra metre for a bit, wait until you’ve calmed down and rush in when you seen an opening, or just when you feel like it (but as always, don’t get predictable).
The way you do this is by not jumping. At all. Ever.
Okay, slight exaggeration, there are times when you want to jump (jump throw works good against demon flips if you see it coming, if you’re at full screen and you’ve confirmed the fireball he just threw out isn’t an air version it’s not obviously stupid although not great, after you’ve knocked him down, but more on that later) but if you’re not in one of those specific situations do not jump. In general, this includes Hasan Shu. So what you do to get in, is just focus ground fireballs and dash, or dash under air fireballs, you could probably just start focusing and if it’s an air fireball just dash out of it. Yes it’s more complicated than that, Gouken does have moves beside fireball, but that’s the general idea :).
Now if you try this against Sagat/Ryu you just run into an EX Fireball, or get freaked by the different speed fireballs, or get stuffed by one of their many awesome close/mid range moves, Gouken doesn’t really have that, the only way he can get double hit fireballs is by completely telegraphing it. If he does that, just block, if you’re already focusing, dash back then block, if you’re already charged you could try EX Fireball, since the second hit can’t not hit him, and if you’re lucky/fast, you’ll get him with both before he get’s his out. Not the best use of metre for damage, but it’s good for keeping him from getting too cocky.
As for what you do when you get in there, well, I’m sure you can figure that out yourself, the main point is throw > counter. If you need more there’s a Chun mix-up bible out there somewhere, someone else will have to give you a link, I can’t remember where it is.
Once you get a knock down you want to empty jump throw, or an empty crossup jump throw, or maybe a fireball or two if he’s too far away or you’re feel like you’re pushing your luck (but not from too close, that parry has deceptive rage), once you’ve thrown him two, three, or four times, you can probably start your normal wakeup shenanigans, just with more of an emphasis on throw, and you don’t really need to bait him unless he has super/ultra, but most of them do it after a back throw anyway, so even then…
Oh, and you probably shouldn’t df/hk his wakeup… unless you want to whiff it in front of him a couple of times first (hrmm, that’s a cool idea, I should do that next time :lovin:)