Just FYI, after j. mp (2 hits) you can do LK hurricane kick really early and though the first hit whiffs you can connect the other hits.
Also, I find gouken’s best combo off light attacks to be, c. lp x 2-3, s. lk, c. lk (120-130 damage)
The best part about it is it can usually stop jumping opponents, and when people stop trying to hit you in between you can alternate between, c. lp x 1 -2 -> throw, or c. lp x 1 -2 -> c. hp xx ex palm or hadouken.
Or he can just finish his bnb and do a standing hk or walk up c. mp xx demon flip.
Just quick dumb newb question, I am trying to get a lot better with Gouken and have read on here a lot the last month but I am having trouble figuring out what FADC means :sad: Can someone help me with that and I’ll go back to shutting up
any time you’re using an FA you can dash out of it. Charge mp+mk, then dash forward or back.
you can also cancel special moves and normals into focus attack, but it takes half your super bar (2 ex stocks)
for example, ryu can shoryuken, focus attack dash cancel (FADC), ultra.
you do his shoryuken, instantly press mp+mk to cancel into focus attack, then instantly dash forward, and do his ultra
you used 2 stocks to cancel shoryuken into a focus attack, then you very quickly dash out of the focus attack.
qcf+lp, mp+mk, dash would be an FADC fireball
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So is my discovering of the EX palm crossunder totally useless? Or already discovered? I’ve won myself a couple of matches that way. Did no one notice or did no one care? Too gimmicky and easily reversal’d? Too much meter? 'cause I think it’s badass but I’m all about the gimmicks.
If you get a back throw and have no ultra, I believe a j.mp (1 hit, do it as early as possible) into super is the most damage you can get. Didn’t even realize that off a regular air-to-air j.mp you haven’t used up your juggle points and you can connect anything. Sweetness. I’m used to back throw and two hit j.mp making it so you can’t juggle any further.
This got looked over, but i REALLY like this corner combo - and without EX to blow, you can just omit the EX hadou and do ex palm, hp hadou, lp hadou, c.hp
After that, cancel the c.hp into demon flip if you want, or start charging a lp hadou. Really really good at keeping the pressure on compared to tatsu, especially with the stun threat of demon flip throw
Off of EX palm I’ve been doing dash, walk forward, c.FP xx Demon Flip or Hadouken. HK flip crosses up, MK flip hits in front, and LK flip will hit with the slide if you don’t push any buttons. Depending on character size the HK flip won’t hit, so I normally do F+LP+LK to whiff the air throw so I recover the instant I hit the ground. It’s some neato stuff. Not exactly a stun reset combo, but a nice way to mix up the normal EX Palm shenanigans.
Does this include quick recover or can you not quick recover air hurricane? Off of throw I’ve been doing late j.MP (1 hit), s.HP xx Demon Flip or Hadouken, or to mix it up j.MP, s.LP walk forward throw. You’d be amazed the people that get caught by that.
It includes quick recover, typically people are mashing down when they get thrown my Gouken, eager to get back on their feet. I like j.mp 2 hit, land and do an lk demon flip and just it sweep. If they quick recover it’s a meaty sweep, if not - whatever. I love back throw shenanigans sooo much. I wish you didn’t have like 10 seconds to tech it.
I think Gouken’s EX moves are too bomb to be wasting any meter on EX hado after an EX palm strike in the corner. With the damage scaling I’d rather have an EX fireball for spacing, an EX demon flip for some badass pressure/escape, or another EX palm combo if I land an opportunity. I should experiment on the damage scaling with fireballs and ultras and whatnot after cornered EX palms.
Heh, I’ve actually been doing this a lot too, but it depends on the matchup. For instance, if I’m against someone like C.Viper, Dhalsim, Seth, or an agressive Sagat or Akuma, or for whatever tempo reason I want ot keep them on their toes, I will often do this. Against most matchups though, I prefer the Tatsu or Rush palm, because I want to play the long-range game.
Usually I tack on an EX fireball since I can time the FB better than the Ultra, and EX FB into ultra does ~100 more damage than straight EX Palm into ultra.
Fiddling around with FB’s last night I found that after a Charged LP Hadou, you can combo an EX palm if the EX palm is at max range. You can also FADC a normal LP Hadou into EX Palm at max palm range. I’m the type that doesn’t like using meter except if I know it’s guaranteed, but if you have meter to burn, it’s not bad when you land this stuff.
You can also fully charge a lp hadoken at max screen range and then immediately launch into EX demon flip and perform the dive-kick once you are above your opponent and your fireball is hitting. This becomes the third hit, which you can then tack a standing fierce onto(4 hits), followed by ex palm(6 hits), hp hadoken(7 hits), lp hadoken(8 hits), lk tatsumaki(11 hits).
Smooth looking combo and does good damage and lands a good dizzy tally. Alternatively, instead of the final lk tatsumaki, try a crouching fierce reset cancelled into a lk demon flip and then perform his demon flip throw. This is a good mix up and will net you more extra damage than the tatsumaki.
That burns through 2 stocks, and if you have a third and want a semi-guaranteed dizzy, you can put an EX Hadou between the HP hadou and the LP hadou, and swap the LK tatsu for a c.HP reset. Not tested, but from calculating damage, Charged LP Hadou(120/150), EX flip kick(80/100), s.HP(105*.8/200*.8), EX Palm(160*.7/150*.7), HP hadou(70*.6/100*.6), EX hadou(140*.5/150*.5), LP hadou(60*.4/100*.4), c.HP(100*.3/200*.3) should do about 562 damage and 750 stun. You can throw from the reset (demon flip or normal) and then just land a jab/short for the dizzy.
Personally I don’t think it’s worth it.
Likewise. Plus, in the corner you can just use fp hadou, lp hadou, c.hp, lk demonflip, throw anyway
Having said that though, if my opponent is on bugger all health and I have some EX stocks to play with, I like to toy with them by keeping them airborne with ex fireballs and ex tatsumakis in the corner to get that hit counter ticking over - then of course you always have the potential to tack an Ultra on the end for ridiculous scaling but huge finesse points
You whiff with the second hit of the EX hadou after the hp hadou. You only collect one of the hits and then the juggle ends. EX hadou post anything after EX palm circumvents a lot of juggles and effectively cuts them short.
For this reason, if you want to maintain some juggle momentum without burning ex stocks, after the EX palm try:
hp hadou > lp palm
or
hp hadou > lp hadou > c.hp (reset) > lk demonflip > throw
or