Ok, this is the first SF game I’m trying to take seriously so I’m a little slow on some of the terms. I know what a kara throw is but what is a kara cancel.
kara cancel is cancelling somethign into something else before the first somethign comes out.
for instance, kara throw is technically a ‘kara cancel throw’, or more specifically, a ‘hk kara cancel throw’.
If i do c.hp and before it comes out, hadouken, that’s kara cancel. I don’t know where it’d be useful tho
Ok, so kara canceling the parry into the ultra would mean doing 421+P/K, then 236236+PPP after absorbing the impact but before the counter hits? My thumbs hurt just thinking about it.
from my understanding the point of a kara cancel is to gain a benefit from the startup behavior of one move, and use it to make another move easier. This is best with throws because the input is usually button presses. Doing something like kara ultra might be possible (really doubt it) but it might not be practical. It could shift your position forward a little so your hit frames have a higher chance of hitting the person, but again thats I don’t believe thats really what it is intended for (it was a bug in 3rd strike, apparently partially incorporated into SFIV)
In the most common sense kara moves aren’t suppose to gain any hit frames from a move, if they do then you are just regular canceling a move, which is fine and useful, but its a different idea. Kara canceling might work with his parry because it has different type active frames for the parry, and thus maybe you gain the benefit of one parry if timed just right before the next is canceled in to.
This is all from what I have read in the last 6 months, so 3S vet’s can feel free to correct me.
Damn dude. I do now.
Do you collect all three monster hits, or do you get the multi-hit and weaker variant?
Hows the scaling?
Actually, bugger that - I’ll test it tonight. Thanks! I suspect this may help my game quite a bit as I’m becoming quite handy with countering to the point where I have a couple dudes that ALWAYS empty jump at me But for others that I do catch with counters, this will help tally up some wins for sure.
Edit: Damn. This rocks. However - you can ONLY cancel his counter into his SUPER and NOT his Ultra.
I play a pretty clean and safe Gouken and as a result stuff like this I seldom even consider. Good info - thanks for this. I’m going to see what more I can squeeze out of the old man tonight
You’ve also posted a ruley combo. I’ve never seen Gouken work so furiously before! Look at him! He’s diggin’ tunnels! He’s fighting for his dinner!
I find myself with opponents in the corner quite often. If you think about it, a LOT of Gouken’s moves hurl your opponent across the screen - especially palms. From that perspective you’re edging them into the corner, suggesting anything by way of combos is going to eventually have them shoved right up against the wall.
What skews it for me though is that once I have a downed opponent - and usually in the corner - I often find myself crossing up their potential wake-up with jump forward, which reverses the situation. Regardless, its not rare to find yourself as a Gouken player with some poor bastard in the corner getting his shit wrecked by a multitude of juggle fuckery and capped off with a glorious Ultra.
Another problem for me is not paying attention and realising “Oh shit, I had some serious corner punishment and I didn’t realise!” after a modest juggle when I could have tacked on some EX fireballs and an Ultra.
My point? Gouken finds opponents bouncing around in the corner more often than you think, making a lot of these combos VERY practical in my view.
haha… funny that there’s another person who seems to find this happening too. I find myself going for the crossups when the opponent is in the corner alot too. I think its because ppl arent very used to Gouken’s attacks and cant really tell when the crossups are coming. Of cos sometime i fake a crossup which results in them blocking the wrong way.
I think suncowiam is seeing my point of view. I find myself doing alot of the corner combos but they do not necessarily start off in the corner. EX rush palm allows u to do the combo abt 5-6 character sprites away from the corner (max distnce is abt 3 cels away from the centre of the training mode stage) and that sets u up for alot of opportunity. The combo that giley posted is only doable if it starts in the corner. Furthermore, for certain characters, it has to start deep into the corner (i.e S.HP or even worse, u have to start with a jump-in attack). Guile is 1 example. U cannot FA > dash > combo because the following C.HP would not connect.
The interesting part of the combo though is the lp fireball > FADC > c.HP. This combo means that u can start almost 2 cells from the centre (in training mode) and push the opponent to the corner if u follow up with a EX rush palm. The gimp part abt it though is that it has to start off with a S.HP. Doing a C.HP didnt seem to work (at least not on zangief who has a really big character sprite).
I was riffing off of gilley’s combo, and realized that of the mp fb you can get a mid charged focus attack (release just after the flash).
sorry if my notation is wrong, i’m a tekken player
this only works on standing opponents in the corner.
j.fp, c.fp xx mp fb xx fa, c.fp xx mp fb xx fa, s.fp xx ex palm, hp fb, lp fb, ultra
496 damage
795 stun
i think if you remove the last two fireballs, you get more damage, but in any case the damage is worse than j.fp, s.fp xx ex palm, ultra (639) and it requires a full super meter.
I’m not sure if this has been covered here or not, but someone posted a vid of how after EX Palm in corner, you could fireball then standing fierce to reset for a demon flip throw mixup, and after a bit of testing I found that you can actually land the standing fierce after 2 fireballs.
ie. EX Palm, HP FB, MP FB, s.HP.
You can actually replace the s.HP with c.HP and c.HK, though I doubt you’d want to sweep them when you can get demon flip mix up.
I’m bad at timing the HP FB, but I noticed that sometimes(1 in 50?) I’ll land one which floats them higher than usual which I’d say is me pulling it off at the earliest possible time. I’m just wondering if you can land the HP FB, MP FB and then Tatsu. I’m new to SF and my technique sucks atm, so I doubt I’m going to be able to get it, could someone try see if it works?
Yeah it was found awhile ago, The sweep is good cause it’s untechable, allowing you to do other mixups, it’s basically nice to mix it in.
And yes you can do hp fireball, mp fireball, lk or ex tatsu on everyone, or at least most people that I’ve tried it on. On E.honda I can get a raw hk tatsu, I don’t think its really worth it though see how early they can tech after that, so you have them waking up right in your face.
I worked this out in training mode today theres 2 ways to do this combo depending on if you have the super meter up.
With super meter:
Hp Dragon punch character into corner dash over jump in down mk then lp lp into lp dragon punch into Forbidden Shoryuken. ( it did 330 damage not exactly half the health bar but close)Edit: sorry to anyone who saw the post I originally put 400 damage but it was 330
Without super meter:
Hp Dragon punch opponent into corner dash over jump in Hp(or down mk) lp lp lk ex Dragon punch into Shin Shoryuken. (this does 518 damage and takes out about 79 -80 percent of the health bar) Pretty much a round ender.
these are just doing a bunch of powerful moves in sequence - there’s no combos here. You also have your damage numbers way off - you’re only reporting the last combo you do. for instance, your last example is three combos, and the last one does 518.
Shit really? well it didnt really work on seasoned players it was 50/50 trying to pull it off on them but it almost always works on lower caliber players.
I guess its back to the drawing board thanks siyko for pointing this out to me.
Gouken wakeup
Whats the best wake up for Gouken.
Block, but after that ex demon flip.
He does not have one great wakeup…EX-HK works in some cases.
If it is a combo it will work 100% of the time as long as you land the first hit (and execute it correctly).
Frankly, in the corner I don’t worry about getting too fancy if I have an ultra - it just saves me from spending meter on FADC.
guys, i love the combo-theory… but it would be really helpful to mark the bnb combos in the first post it would help us beginner to get into gouken! thx
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Can anyone please explain to me what happens at 3:27? Why didn’t the counter happen?