Gouken Combos and Glitches

this same combo is in his trial mode (hard trial 4) and i also noticed the deeper you jump in with the HP, the more likely you’ll be able to link the c.LP from his MP.

the combo in that same trial doesn’t end on the HK tatsu though. you have to FADC the tatsu into ultra. i was wondering if anybody’s been able to pull this off in practice mode to see what kind of damage it does. if you manage to land it on trail mode, the instant the computer says, “success” the damage will just freeze.

if i have time tonight i’ll give it shot and let you know the damage. the link and the fadc ultra isn’t too hard.

Thanks for the feedback. Counters are really good, but there are some angles where they can lose to cross ups. Not to mention the fact that someone can just do nothing and throw/sweep you afterwards. EX Tatsu has invulnerability and range, so it can hit cross ups whether they attack or not. That’s why I even care in the first place.

Also what the hell is up with the retarded dash command? You can dash twice by pressing forward three times. The timing is a little awkward but it can mess up your combos sometimes.

If you don’t mind, can you post the counterable ultras and supers.

Thanks a lot for the dedication Gilley, your Guile combo video was amazing.

BTW, the First post needs an update.

Yeah, the timings pretty rediculous (for me at least) to get EX tatsu to work and be a reliable anti cross-up. Ive had it come out at times that Id thought were sure to hit only to watch him whiff the Tatsu when it should have hit.

What im talking about with counters can be compared to the effect Akumas Ultra has on people. Let em know you have it by using it a few times, and any competent person should then realize that they shouldnt be jumping in with attacks and will try and bait this with those empty jump-ins, and as a gouken player thats what you (or at least thats what i) want. Cause then i’ll let them empty jump while i block and they waste a cross-up attempt and then I prepare for throw/sweep/whatever mixups. The threat of a counter can be quite wonderful.

thanks. it would take me like 100 tries to get it again

http://forums.shoryuken.com/showpost.php?p=6277902&postcount=23

Don’t remember where the original was posted, so there you go

Discovered a really nice corner combo that requires no super bar while trying (and failing) to reproduce Gilley’s combo.

jump in HP -> HP -> LP hadouken -> c.MP -> HK tatsu ~ 420 damage

hey i didn’t see this on the first post but i just found out that u can super cancel his counter mid screen for 440 damage…! :lovin:

and while i was just mashing out counter with him i was able to cancel the counter before it hit sometimes… i cancelled high counter with ex counter and low counter… i also did the same with the others… what does this mean? is gouken able to counter block multi hit strings? :looney:

also his demon flip parry auto guards even if he is behind u…:lol:

This is very interesting. It sounds like you are kara canceling the counter to an EX counter. I had this on my list of things to try with Gouken but I never got around to doing it. Other characters can kara cancel their EX specials that have super armor into their Super or other specials(Balrog). Gouken’s counters have a special form of super armor. I think that might be what you are doing. This will require more research I believe.

i thought everyone knew that you could cancel counter to Ultra? :confused:

gilley: maybe man… i don’t know… i’m no kara expert… but i don’t get why they would let u cancel a high counter with a low_ex counter if u were successful with the first one… that caused me to do no damage and just do another counter and whiff it… cause i was able to cancel it only on a successful counter block… i don’t think it’s humanely possible to kara cancel one of his counters into his ultra or something like that… u can try it out and see if u are able to cancel his counters without the opponent doing anything… maybe cancel them into a throw or something?

king: not ultra his super… counter super… sorry if this was known i just didn’t see it on the first post…

counter > Super is just a super-cancel, right?

no big deal.

j.fp, st.fp xx lp fb, cr.lk xx rh hk xx fadc, ultra does 538 damage
j.fp, st.fp xx ex palm, ultra does 639

couldn’t get the st.mp, cr.lp link for the life of me, and the one time i get the combo, i was too close and the ultra whiffed. I shouldn’t have said the link was easy lol.

thanks for trying anyways. one of these days i’ll try again and post up the damage (if i can land it)

Messed around with gilley’s fireball combo.

Im pretty sure for three meter he can stun C.viper and anyone else the combo works on who has stun at or lower than 950. Not 100% cause I only tried it like 3 times and kept missing the dash cancel but still hella stun. Im guessing that combo without ultra will do something around 600 damage, pretty nice probably build you back about 1 ex bar as well.

I too was mashing my counter,and a double counter came out,(the akuma i was fighting was in my face the entire game)… yes, that means absorbing two hits before my attack goes off. Unfortunately I have not been able to duplicate this:(

so the question is… is it indeed possible to counter “multi-hit” strings? it seems that way:)

I’ve noticed something useful. If the enemy is relatively far away from you and jumps, perform an mp.gohadouken followed be a demon flip kick (No buttons should be pressed). The flip’s kick should connect with the opponent right before he falls down; thus, a two hit combo. Has come in handy several times.

hmm that sounds nice… i usually go with a 623mp for follow up…

doing the empty HK demon flip has more range than the palm rush