Flip Demon rushdown... man

I haven’t played many Goukens but I am clueless as to what to do about this Gouken constantly coming in on me. Is what he’s doing safe? The worst part is when I try to anti-air and get parried. It got in my head so much that last match he had me constantly doing jump back fierce. Wasn’t a great connection (crouch tech exposed), but you guys get the picture. I’ve faced turtle Goukens before and that’s fine, I’m used to it, but this breed…

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After watching a bit of this, I have some idea on what you went wrong.

The parry is safe in the air against character that have no Armor break or two hit anti-air. You can’t do much beside jump back fierce or try sweep / throw on recovery.

I notices you have very little way to do with his fire ball, Boxer need to do EX through fireball more. Gouken usually hate those. The charge punch is not good though because Gouken can typically block those or EX tatus those on reaction.

This guy doesn’t do much of any option select, you should probably apply more pressure, you are giving him much too many chance to throw fireball. Jump on him more, goes right into pressure knock down.

If he’s doing air parry on your knockdown, reversal headbutt will beat it.
If not, st jabs, throws will beat em.
If you can read the flips, then you can jump early and clip him cause the parry actually has a lot of startup.
Let him back himself into the corner, EX rushes and patience will get you where you want. There’s pretty much no reason to jump unless to punish.

do you by any chance play in the Australian region? I remember vaguely playing a mirror match against a demon flip happy gouken who destroyed me, and the names “ventolin man” and “delusional11” kind of ring a bell.

Jump back fierce every time he flips, sometimes I’ll whiff, other times you’ll beat the dive kick and get absorbed by the parry. Now after that you can dash punch since you have charge, ex through fireballs. St.lp anti air loses to dive kick so don’t do it. Jump back fierce beats everything. On wakeup if the jump in isn’t a cross up then reversal headbutt if it’s not a safe jump, if it’s a crossup then exdash to get out since he can’t grab a cross up.

Also Listen for the flip and cr.hp normal jumps! I’m watching the last vid now and he’s jumping like a scrub

Yeah I’m from Brisbane. I’ll play anyone, but sometimes I won’t have the greatest connection, because there will usually be someone using the net at the same time as I’m playing. I’ve played Akumas with flip demon mixups but never a Gouken who’s just continuously going in.

Mullah, just a side note, a jump backwards attack is not safe AT ALL if Gouken parries it. Depending on how late you jumped back you are looking at anything from an EX tatsu to a full shinsho.

In fact I’d highly recommend every Gouken to train themselves to react to this situation for free damage.

Only person this doesn’t work on is Guy from what I can see (jump arc is ridiculous). Didn’t test it on EVERYONE but I did test it on Dhalsim and Bison (high jump arcs) and Hakan (low) Ryu and Balrog (standard) and Guy for his distance jump.

Hey if the Gouken player can’t punish it, why not keep jumping? LOL

The only way Balrog wins this match up is if he gets in and stays in, or if the Gouken is just too dumb and throws fireballs and allows Rog to tap through.

Against a Gouken worth his salt, EX Rush punch is ONLY Good mid screen and closer, from 3/4 - full screen you will almost always be tatsu’d or back thrown for trying it. Not unless you catch him throwing fireballs.

He parried, parried, parried, and parried. Focus attack is the best option in this scenario if you want to limit his options, he’s not Akuma, he can’t armor break you for it. If it’s not during you wake, I’d say limit his options and force him to use Gouken Flip Throw b/c the recovery is shitty and he can’t safe jump you afterwards. It seemed he was more parry happy than anything.

No rushing through fireballs if Gouken has any kind of meter. You’ll etiher eat a EX Tatsu or Shin Sho. Instead keep walking and Focus absorbing through until you can get to Safe TAP range or safe lp rush range (mid screen/close).

Any time Gouken does Gouken Flip not on your wake up, just simply jump back to avoid the set up.

And GRAB HIM!!! If you knock him down, press right up against him and make him afraid that you’ll grab him. This sets up all of the baits and counter hits you’ll need to beat him. This is really all the advice you need to win the match vs. Gouken. He’s very suspect to showing his hand b/c he doesn’t have a good wake up move.

The only thing grab loses to is Ultra, EX Tatsu, and Jump Out (EX Flip too, but you can press up against him and he’ll always land on the other side so you can punish). Most Goukens don’t want to EX Tatsu on wake up without 3 BARS b/c it gives up a max punish to everyone on the game. Jump out’s loses meaties and counter hit, and crouch tech loses to counter hit. Counter beats meaties and Counter hit but it doesn’t beat grab, or meaty Overhead Smash.

Bottom line be willing to press up against him, Gouken has to take a huge risk to wake up with the intent to do damage or avoid being grabbed. Jumping out with Gouken on wake seems to be a great option vs. opponents who are constantly grabbing, until they call his bluff and meaty attack him before he can leave the ground > hit confirm combo. He can back dash on wake but you can OS him for it.

And Goukens HATE to be locked down with chain jab strings, b/c it makes him more suspect to tick grabs, and he can’t counter through chain jabs. Some people will be mashing the shit out of counter during chain jabs, so you can just stop the jabs and if Gouken is mashing reversal then you watch him whiff and punish.

There’s still alot the Gouken didn’t do though, and Balrog is quite easy to jump in on. :slight_smile:

I didn’t know that! Normally I test before I post but can’t do that ATM sigh. Will take a back seat now lol

It’s not common knowledge. Wouldn’t get worked up over it!

You can basically parry from the first frame available and it they try to attack you at any point and you successfully parry it means you’ll have time to nail them. If you jump early and hit him at basically the apex of his jump he can EX tatsu you, if you do it late (more likely) where he is almost on top of you, he can make you eat a shin sho.

The parry carries him forward so he lands almost right under you as you are in the air going back.