Gouken Combos and Glitches

Ooooh. I understand you now. A nice little fake-out, right?

I guess that could have its uses. I tend to do similar dickery when I’m down to a sliver of health just like my opponent and we’re trying to get one another to do something stupid to snatch the round. I fake FAs, dashes, lp palms until I close enough space (forward or back) where I can throw out a demon flip and grab them.

I had some more nice shit lately:

Ex-counter works with Ryu’s and Sagat ultra. Knowing that 90% of the people on live! is Ryu or Sagat, and most of them are scrubs: mah lazor

Lately I’ve being using short demon flip to appear that I’m doing crossover when they’re on the ground, cause it works as a neutral jump if I’m not too close. Then kick, c.mk hk-Tatsumaki or s.hp ex-palm hp-palm. If they block, I usually try to grab-ultra. Grab-ultra is soooooo nice.

I also encountered a terrifying Gen. I still have nightmares.

Interesting considering Gouken should basically never lose to Gen.

Honestly, mp fireball shuts him down completely, and any time he tries to do mixup with dive kicks it’s free backthrow => ultra.

Step your game up.

this is a terribly frustrating loss to gen waiting to happen.

I find myself using Backthrow -> j.mp -> Super quite a bit now if ive got the meter and dont think ill need it too badly.

Its flashy as a mutha and doesnt scale down from the j.mp

Sound reasoning.

I have a question regarding this combo that I saw on a Gouken video. Actually I think it may be more of a reset than it is a combo, but basically it’s something along the lines of:

Back Throw --> j.Strong (One-Hit) --> s.Fierce (Or some sort of punch on Landing) xx LK Demon Flip Throw

I’m still trying to pull this off on training mode, but I was wondering for anyone who can do this, how fool-proof is this approach starting from the s.Fierce part? Is there any place here in which the move could be blocked / countered / avoided? Or can you go all the way provided that you don’t mess up the execution?

I’m trying to see how I can get the most out of my Back Throw so I’m seeing what options I have so I can do the most damage in order to maximize the Back Throw’s potential. So far the best I’ve got is just simply Back Throw --> Roundhosue Tatsu. Any clarification would be great.

EDIT: Found the video. It’s one of the most recent ones from phunkism. The thing I’m talking about happens at around 1:22 - [media=youtube]MTUxW8BLPR0[/media]

An SRK puts a stop to the mixup.

Damn, it isn’t something I can fully rely on all the time then. I suppose if I just want to damage the person a simple Back Throw --> Roundhouse Tatsu will work just fine. Stick with the simple stuff that works. Thanks.

Thats why its called a mix-up :slight_smile: The effectiveness of mix-ups isn’t comparable to traditional combos. Moreso they’re about confusing the shit out of opponents and sneaking in some damage that otherwise wouldn’t really fly.

I sneak a couple of mix-ups in per round and then flex my other options so as to remain unpredictable so I can use my mix-up options again without opponents growing wise to them and their setups. I do agree though that sometimes its best to just take that guaranteed damage and be bloody well done with it. A nice hk tatsu after a back throw does good damage and resets the sometimes frantic pace of matches.

Sometimes I’ll also just do a lp palm after backthrow just to get them out of my face so I can think. The beauty about palm is that it knocks them down AND away and you are on your feet and standing idle much quicker than after a tatsu.

I agree. That, and also there are times when I find that the general motion for the Palm Strike is much easier to do than a Tatsu, especially when I’m frustrated or tired. There are times when I’m not so much worried about damage so as long as I hit the guy. It’s great to just send them flying and give yourself some leg room to cool off.

I think this is a good adition, but we have to play around with that…

We need to test if back Throw -> j.strong -> s.Fierce…
… -> normal jump to crossover may go over shoryukens
or… xx lk demon flip air parry may save you from shoryukens.

i have to try with Mk demon flip, lk too to see if it can jump over the shoryuken in case they do that… If we can bait shoryuken but make it miss and then punish, then it’s an even greater mixup

I’m talking about continuosly crossovering, walljumping stuff (don’t know when or where I’m gonna get hit), combos that I didn’t even knew when they stopped and started the next, jugglings and “agobiazo que te cagas”.

If you’re looking for max damage after back throw j.mp --> mk tatsu will edge out just normal hk tatsu. Can’t remember the exact numbers but it was significant enough to risk the j.mp part. ex tatsu will connect after j.mp also.

Cool. I’ll try that out in training mode and compare the damages. Thanks for that!

I remember this option! This is 205 damage (j.mp + mk tatsu) compared with 185 (hk tatsu).

Thing is, connecting that mk tatsu AFTER a j.mp is very tricky and extremely unreliable I’ve found.

To put things into perspective, a single jab = 30.

So you gain 20 points of damage provided you’re happy to accept the potential whiff of the mk tatsu. i.e. just over HALF the damage of a single jab.

Comparatively speaking . . .

Back throw > j.mp . c.fp = 150 damage

But then you have the option to cancel into lk demon flip and lead into a dive kick mix-up or a grab.

Alternatively, the straight forward back throw > walk > s.fp = 105

But again, you can cancel this into lk demon flip for mix-ups and a throw.

All these are options though. There’s certainly no ‘rule.’ For me personally, I like Gouken’s no bullshit playstyle and I tend to keep fickle combos out of my game and focus on dealing large chunks of damage with solid and reliable combos and options. hk tatsu after back throw is reliable for me, as is a lp or mp palm. I do mix in walk > s.fp now and then also and cancel into lk flip > grab which works well AND delivers solid damage.

I hope I’m not pissing on your candle phunkism, I just thought I’d post the numbers :slight_smile:

I understand where youre coming from. It is a lot of extra work for 20 extra dmg but its good to know the max dmg combo for a particular situation. When i first started playing gouken I would always whiff ex palm dash tatsu or ex palm fadc ultra but enough practice those things come second nature. Albeit the 1 hit j.mp is kind of stretching it with lag introduced to the equation.

Another thing Ive been working with back throw is setting up the correct distance or right attack to use that will let you crossup with your demon flip dive kick. Best situations ive found so far is

back throw --> forward jump hk --> lk demonflip dive kick
will not hit if they’re crouched and timing is a bit different on big characters like sagat. Just move forward a bit either before the j.hk or after landing.

back throw --> c.hp --> hk demon flip dk
timing is tight on that one but will hit crouched and still cross up. Will not cross up big characters like sagat (unless they’re crouching)

For big characters

back throw --> move forward s.hp —> hk demonflip dive kick
will not hit if crouched

Demon flip cross-up glitch/bug/wtf

Plenty of combos, not many glitches. Well, I found one :smiley:

You can reliably replicate this in training mode. Here’s what to do:

1.) Place your opponent in the far LEFT corner
2.) Stand right next to them and perform a s.fp followed by a MIDDLE KICK demon flip followed by the dive kick

Notice what happens. Gouken dive kicks them and sorta hits them on the shoulder. He lands on the ground in FRONT of them - i.e. he remains on the same side.

Now, repeat this - only have the opponent in the far RIGHT corner.

What happens?

You RELIABLY cross them up with the middle kick demon flip dive kick. EVERY TIME and you land on the opposite side of them where you can follow up with s.fp blah blah blah mix-up. If you also stand next to them (while they are in the right hand corner) and perform light kick demon flip and perform the dive kick you will cross them up also, but you MUST perform this on its own. You CANNOT combo it off s.fp.

I find it odd that this cross up ONLY works on the right hand side. But this also yields an important fact - if you are laying into opponents in the LEFT corner and demon flip dive kick mix-up, do NOT anticipate crossing up and thus performing your s.fp > palm in the opposite direction. You CAN’T cross-up (due to this bug) and will thus perform a counter or EX counter and look like a fool. However, perform this on the RIGHT hand side of the screen and you’re good to go.

Are you guys able to replicate this? I assume this isn’t just me. It seems very odd but at the same time quite interesting. I like the idea of a guaranteed cross-up/mix-up from mk demon flip dive kick provided I’m on the right hand side.

Thoughts?

Yes i can, in training vs dan, from the first try and every time… but i can’t in matches, in real matches sometimes i land in front of them, and sometime they walk to me and i miss it… the crossup don’t happen often.

i am confused

It requires them to be right against the wall, hence why it may not always come out in matches. I’ve found that s.hp helps shove them into the corner to force the cross-up dive kick (right side) to work however.