Critique us thread

No no, thats what the cl.st.mp is for, a hit confirm. There should be no fear about it getting blocked because you’re attacking and hit confirming. Jump in and immediately cl.st.mp like you’re doing and if you see that jump in/cross up or that mp hit then go into cr.hp and ex palm. The only way it’ll get blocked is if you miss the link which is a two framer. A longer hit comfirm, which I believe you stated is to just omit the mp and just do cr.hp, hado and if it hits you can fadc and finish. Personally I take the first as it only uses one bar because we need bars to get out of trouble.

Ok…tbh, its hard giving advice on a Gouken/Blanka match because we ALL know how difficult this is. There were some things in there but Blanka is just a terrible matchup for Gouken so, you did good. What I can say is, and I just realized that this draws back to my previous thingy up there about the BNB, seeing you fight a bit more; you need to learn to punish better. There was a point in there where you landed an EX Palm and, then you dashed and did a cr.lk. I looked at the inputs to see if you were trying to pull something else off and it didnt appear that you were trying to.There was another point where you blocked an U1 from him and then did a cr.mp, tatsu. I literally grabbed my head and said “Oh noooo”, because you had full Denjin stocked and I was sure the tables were gonna be turned and I get to his little froggy green ass get electrocuted lol. Gouken hits hard, hard as hell, and you gotta try and maximize that and punish hard when people make mistakes.

BTW, cross up j.mk, cl.st.mp, cr.hp, ex palm works on everyone but large characters for some strange reason.

Ah, you meant that combo.
I never seem to go for it, idk why. I’ll have to force myself.^^

As to Blanka:
I wanted to do a reset, when i did the lk, after it I wanted a demon flip, but it didn’t come out.
I find it very hard after blocking Blankas U1 to punish with something else, than Denjin because I don’t always have Denjin.
I think the particular moment you wrote about I literally didn’t see i had Denjin. :frowning:

Btw. I fought 5 Matches against that Cody today again and won 5:0.
I didn’t incorporate enough of what you guys said, so I won’t upload more matches against him until I#m better, though he probably will go with his main then and light me up. :smiley:

I pick denjin now vs certain blankas but still play like I got shin Sho just to but a mental block on some of their options

Yeah man, it’s his BNB, so much damage for one bar. For punishing Blanka, he lands almost immediately from all of his airborne balls which is stupid imo. I used to, myself, hit him when in what I thought were his landing frames and get blocked. So I switched to hit a little earlier and it turns out he’s still airborne. Now after a blocked U1, if I dont have ultra, I just queue up a focus and release as soon as I think he hits the ground. This way you get a full combo and if you somehow release a tad bit late, at least its a confirm and you know to go into a mix up or block string out.

U can ex tatsu u1 as it makes it’s final descent or drop.
After you block the u1 on its way up you have time to use cl hk to trade for a reset at the cost of minimal damage, it’s a good exchange for an ultra.

Or you kongo it its not a reversal.

I concur my good fellow. Or the infamous vs blankas wakeup , gflip crossup whiff bait ultra to ex tatsu and catch him hanging out at lunch around noon.

You are good at a number of things defensively like the "Gouken NJ.HP Wall of Tears"TM but here is a suggestion from this humble armchair quarterback. Much of your metagame is based on landing a knockdown…

but that’s it. You let them get up. Gouken’s sweep allows him a safe dive on every 4 framer. Utilize this to throw people off their game, whip out blocked and punishable reversals, or waste meter. I hate safe jumping Blanka because the rules for his wake up change depending on if he’s face down or face up and whether his hurtbox is going to play fair that moment…but I do it because pressure makes human’s guess…and your opponent guessing is good for Gouken. My advice…work on your wake up pressure game.

By the way, I by no means assume any level of superiority over you. Those here who I’ve played know I’m not the best or the worst, maybe closer to better rather than not so good…I prefer “seasoned”.

Thank you I will work on it.
Don’t worry about saying you’re better than me, if I felt I was the best Gouken ever, I wouldn’t have started to do these vids. :slight_smile:

It’s ok Im 20 on Gouken xbl and I am 100% fraud.

LMAO. Gouken is a FRAUD!! He taught Ken and Ryu the SRK for a go to move and won’t even use it his damn self!

I have a critique-vid for you again guys, but as I wrote in the description, already, it will be the last one for at least a week.
There is many of your tips I haven’t changed consistently and I don’t want to bbore with doing the same mistakes over and over.

In this vid I go up against an Akuma player and I believe I don’t press so many buttons as before, tell me if I am wrong of course. :slight_smile:

[media=youtube]DnGznoGGQk8[/media]

I notice you trying to incorporate some suggestions which is great. Continue the process! BTW, not sure if you know but after forward throw, dash-slight delay-hk flip kick will stuff almost all srks except maybe Oni’s.

I went back to read our last few posts and realized it seems like I’m saying I’m better than you. That wasn’t my intention, I don’t brag, and I don’t think I’m better than you.

No worries mate. :slight_smile: I know you didn’t try to brag.
As to stuffing SRK, I sometimes try to make srk whiff by double dashing and mk flip, but don’t think of it often enough.
Stuffing is even better, but I have my troubles with slight delays, for example I never get the safejump after forward throw right against chars with reversals which have more than 4 frames startup. I understand that I either cold dash, slight delay and mk flip or not dash and just slight delay and hk flip, but it never works for me, for example Blanka always hits me out of the flip with ex-upball before I get the chance to land.

The double dash lk flip parry is also a good bait if ur making em whiff already with mo flip timing , throw a lk flip parry for variety…

Whats with the MCZ? R u a big dog? I had to ask…

I’m not sponsorded by MCZ, it’s a troll name.
(I wouldn’t have used it if my “Victor Creed” wasn’t spoken for already, though.)

You are a victim of online lag BS that I’ve come to accept with bitter submission. Have you used training mode to check your dash-flip timing? I can safe jump Blanka no problem in training. The slight delay I was talking about (and I know it’s not a great way to describe timing) is pretty forgiving. To me, it feels like a half a second or less. I dash…walk less than a half step (pixel walking as per IAM and takinflight) and then input the hk. Hit kick as soon as you are coming down.

Check the safe jump thread for more detailed info, but if you set the computer dummy to “jump” you can find the sweet spot on wake up for all the characters. You want to hit them in the feet and be able to combo them, with them NOT being able to jump out. I found almost all of the stuff/bait/ambig/unblockable/counterhit situations this way. (Do this with all of your primary attacks). What you will find with the dive kick, is that you can activate it early/late and get mixed results regarding the side you want to land on etc.

This works well on Blankas wake up, but if you really want to get a good idea about his weird wake up, set him to spam electricity and knock him down. Now try to throw him and/or hit him out of his electricity before he can activate it. You recognize that Blanka has a late ass wake up and if you pay close attention to his animations when he getting up, he does a full stand before he can be hit. This should give you a little more detail to find that delay that Climaxter was talking about.

For safe jumping 4 framers… start with with dj mk since it’s a little easier than GF Dive Kick… with GF Dive Kick after cr. roundhouse, you will have to buffer you inputs during the cr. roundhouse so that when it finishes you are done with the motion and only pressing buttons to get it to come out on the first or second frame. Anything later than that, will lose to the 4 framer group, espeically Guy, DeeJay, and the likes there of.

As far as stuffing srks’ see the safe jump thread too… there is a spoiler section that is strictly for the shoto’s though some of the tactics can be used on other characters.

Now I’m quite confused.
I set Blanka to jump and stuffed the jump after forward throw with dash -> immediate flip.
Then I set Gouken as dummy and recorded forward throw, dash ->immediate flipand was not able to upball the dummy out of it on wakeup.
Now I’m completely sure that this can’t work in a real game, since I tried that first before I went to doing a delay and it didn’t work.
(Except I wasn’t able to execute it that fast, then for some reason.)

I completely forgot iam’s advice with the electricity though and will try that next time I’m ingame.

You will only land and block EX Upball, you can’t hit him out of it.

When you knock him down on his back, he will flip up but won’t be hittable until the first frame after he fully stands, that’s when/where you want the dive kick to hit. It’s a very small window maybe 1-2 frames to get it right when he has EX. If you aren’t hitting him in the feet, it won’t work.

He probably takes the most practice of cast, Guy’s EX Tatsu operates the same way… if you can get it consistently on those 2 you will find everyone else very doable.