[SIZE=4][FONT=Helvetica]- 5:00 - Wake-up ultra is ballsy here, but at least go for the juggle (mp.palm or dash-> dj mp -> air tatsu) after wall-bounce since you landed a grounded Denjin on him.[/FONT][/SIZE]
Mix-in some lk on your jump-in wake-up shenanigans instead of only going mk. It changes the hit stun for doing throws and can do some weird stuff with which side you end up on (particularly in corner pressure situations).
Didn’t see much st. hp (far) to try and stuff his 2 hit st. hk (far), this has been a huge development for me in my Akuma game since a stuff can also combo into sweep on counter hit and take you from defense to offense.
More cr. mp -> hado may be a nice way to mix up your block strings. Condition them to block this out and then, instead of hado, go for a dash throw.
More gouken flip throws and also more demon flip canceling instead of full block string (i.e. flipping off of cr.mp, cr.mk, cr.fp, cr.lk, etc.) this helps keep the pressure up and once you get a couple in they’ll start to panic and try and jump out of flip shenanigans.
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DEK09 I forgot to tell you that after forward throw Oni can use hk slash to be right on top of you before you wake up (well at least that’s what I do). He has enough time to frame trap or counter hit after that. I still have only seen a hand full of people use him correctly though. Lk slash is safe and lands in the front and they break armor (so no Kongo) I want to say he’s at 0 after doing it, and mk slash goes through hados at mid range.
His focus attack is BALLZ. Lmao.
When I was using him, it seemed like my hardest opponents were Guile, Dhalsim, Sagat, and Akuma. I thought Gouken was pretty even, bc if he got in close Gouken had to guess or hoped hed mash srk at the wrong time.
I think his biggest flaw is he has weird hit box on his Dj mk and his cr roundhouse allows for almost no vortex. If you can link into ground pound with him consistently I think he can be played differently.
Ah yes HK Slash. I must admit, Oni is pretty dangerous in the right hands. On PSN I play Tiger777(something like that…brain fart right now). Anywho, he’s the #7 Oni and the #1 E. Ryu. We normally run about 30 games a week. I destroy his E. Ryu but when he switches to Oni I must say that he gives me a really tough time. Out of 10 I usually win around 4, maybe 3. When he’s up close Gouken is simply defenseless. He goes into a combo and then does MK slash to hit you from behind. But then sometimes he does LK Slash and stays in front and then its a guess of whether he’s gonna DP, throw or overhead you. To add to the pain he made me realize that Oni’s pokes are really really good. The standing hp I think it is…the one that nullifies fireballs? Has ridiculous reach. I started to kongo it but still its pretty ridiculous at the right times and distance.
I play with a really good Oni player on a weekly basis. I think the match is even or slightly in Gouken’s favor. He can be tough if you don’t know how to deal with his tricks.
Only HK slash and EX slash can cross you up. They’re -8 and -10 on block respectively. It’s a huge risk to throw this out as he’ll lose half of his health if you block it.
MK slash is used to get past your fireballs. It’s similars to goukens where you can’t just throw it out and have to do some type of prediction with it. It’s -4 on block so you can punish with st.mk xx lp palm or st.mk xx tatsu. You can use jab but it’s a one frame punish
LK slash pressure can be annoying. It’s -2 on block and Oni usually follows up with either ground pound, throw, dp or use his 3 frame jab for more pressure. There’s 2 things I do to get out of pressure after LK slash. st.mk xx palm will beat all options above except DP. Since LK slash is -2 and his fastest move is 3 frames you’ll get a counter hit. His ground pound move will get hit out of the air and reset the situation. Gouken’s OS throw/counter works in this situation. It will beat all options except Oni doing nothing.
After you take out these options for Oni you can play your zoning game like normal. He’ll resort to baiting things out with jump in and air backdash. If you don’t have a fireball on screen you can punish his air backdash with ultra 2. Depending on spacing you can do HP palm also. I generally stick to anti air normals rather than ex tatsu unless he’s right over my head.
i got alot opportunities for vids like this but i dont blow up other goukens online w vid posts cause it helps others defeat us and most of my mirrors are w the homies here… …but in the case of “pros” …fair game…good shit delf …the OG still got your back…
when I get my new stick alll of you ashould be advised to know dojo will be up 24/7 and will be streamed,…
hopefully forum regulars here will show up to support the FIRST ALL ANSATSUKEN DOJO DAILY and a “SHOW and PROVE” session for requested matches, town meetings segment… running sets etc…
i got alot opportunities for vids like this but i dont blow up other goukens online w vid posts cause it helps others defeat us and most of my mirrors are w the homies here… …but in the case of “pros” …fair game…good shit delf …the OG still got your back…
in the case of JG I respect uh…something I guess but I havent had his Gouken beat mine since our very first matches at least half a year ago…and nowadays he ALTs when we play and doesnt respond to any post fight texts so IDK , might a hater there…
when I get my new stick alll of you ashould be advised to know dojo will be up 24/7 and will be streamed,…
hopefully forum regulars here will show up to support the FIRST ALL ANSATSUKEN DOJO DAILY and a “SHOW and PROVE” session for requested matches, town meetings segment… running sets etc…
Firstly, that was a pretty good sim right there. No shame in those matches for you. Now, on to the roast:
Kongo his limbs…even if he’s not in kongo range like full screen, just kongo nothing for psychological effect. He was feeling way too comfortable throwing play doh at you.
You had fairly predictable flip cancels from block strings. Mix it up with dash in grab or focus. Hell, throw out a raw palm once in a while too. Can’t tell you how many times I’ve went through Sims arms and palmed him. He saw that you only really use flip to close the distance. He was good at countering that because you didn’t really give him any other options to worry about.
You missed a few combos but that happens to me way too much to make any big deal out of it.
You played right into his game. He zoned you hardcore and used your aggression against you. Sometimes being less aggressive vs. Sim can throw him off. At some point he is going to want to close the distance because you win the fireball war. Think about his options. They are all slow and counterable. St.hk or even jab kills his teleport, his jump in can be kongo’d, slide can be kongo’d.
@TIBERIOUS - too many predictable g.flips, tone it down. if you’re gona spam it, at least mix it up with different kicks. you gotta be on top of his teleports, you let him get away with a lot of them. this is just my opinon, but st.cl.HP seems so unsafe to me, especially on block. i noticed you cancel st.cl.HP<lp.senku quite a bit. senku doesn’t even touch sim after st.cl.HP for the extra push back whiffing senku completely open for an attack. if you were to keep at that, i’d suggest to do, since you’re g.flip crazy, and this is on block: g.flip kick<cl.st.MP<st.LP<LP.senku. as far as i know, totally safe, but feel free to correct me if i’m wrong. also, with the air rests that you got sim with, instead of walking towards him, i think it’d be best to dash or dash under to the other side as he’s falling for the sneak attack, if he’s confused about where your dash is gonna finish, in front or back of him.
can anyone shed some light on the match up vs. e. honda? Before when I didn’t know how to deal with buttstomp pressure this match was 50 different kinds of BS…now its ok but still having trouble (as you can see). WHAT DO!!!
You actually did pretty good and you know you did too… but here’s a few things to keep in mind.
-St Hk and cr. mp > lp hado more to keep your spacing in close combat
Stop Jumping towards him… Gouken has no reason to jump at honda unless you are exepcting him to head butt or to stick his st hk out there. If he’s knocked down of course jump in on him (I have a bad habit of this too). Gouken has the fireball, force him to make decisions and jump… you can literally just hold your ground and not jump vs. honda and most characters who can’t chuck plasma
lp hado until he shows you he can FADC through… his dj. hp covers a lot of distance so makes sure you space hados out correctly and be ready to EX Tastu, Kongo, or cr. fp
-Cross up j. mk is beast vs honda (you can mix it up with the ambig version which works wonders against anyone who’s not a shoto and can’t grab you)
-This goes for all charge characters… I normally move away or jump away to anticipate them doing something or to force them to break their charge. by walking back.
-Gouken’s strength is zoning in this match up… I’m only good at rushing honda down once I can get him on his back
-If he has no meter, lp palm works very well on his wake up or after resets
One other thing that I’ve notice about Gouken is hp kongo beats almost all of the opponent attacks that would beat cr. fp… Sakura, Makato, Ryu’s juming hk, Hondas jumping hp… So my newly adopted rule has been if it can beat cr. fp… then I can hp kongo it.
Just to be clear, how low and how high is mp Kongo zone? Because I HP kongo’d Hondas st. Cl. K… Idk what strength it was but it was up to goukens forehead. I guess this question is for all strength Kongo.
That’s the general rule… Record Bisons St. Hk and try to kongo it at mid and max range and see the results that you get. You should end up being able to kongo with mp and hp.
The same with Gouken’s dive kicks. Aim for the head and aim for the chest and tell me what you find…
It’s all about where the little spark is going to register.
Hard knock life …U can see I have my way in a couple …I want to know when others options could help with my end game and also let me know how and when to change styles for best effect…have urn way with this small handful of vids
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I let the last round get away, I often.try to walk a thin line against top players when leading…its hard not to see how they respond. It helps me see them play differently …but whe n my new stick comes in I’m going to take number 1.back. like pre12 ae
Used cautiously. Slide. Kara fb’s surprise urn opponents if they don’t jump right into them,thinking its a standard a.angle FB Its the angle that gets.pushed ahead.negating any hopes of leaping over it
Lol. Look how his head is poking out on the mp version… Can someone do side by side comparison of cr. fp / mp Kongo and cr. fp / hp Kongo??? It would actually be better to see themW overlapped.
Hp Kongo starts at the 4 horizontal box, but mp Kongo doesn’t take up the entire 3 horizontal box.
Maybe when they said the improved mp Kongo that is what they corrected.
Gouken is ducking his head in hp kongo if you compare it’s positioning to mp Kongo.