Gouken Combos and Glitches

oh!
yes i have watched all of bodega’s videos.
i played around 20 games with him as well.
if you watch those crossup videos, there is nothing extremely complicated in the execution.
when i say that i do not think gouken is a technical character, i mean that his combinations are not challenging to execute.
his positioning is extremely important though.
bodega’s crossup videos show the importance of positioning more than anything else.
honestly, sagat’s combos are harder than gouken’s.
you can play gouken very well without ever needing fadc or tight frame links.

Well I haven’t played any other char, but gouken palm/grab -> j.mp -> cr.fp -> flip mix up is difficult, also some of the tatsu fadc combos are tricky. Although not in those vids, the tatsu fadc ultra it’s difficult too, but I insist I hven’t played other characters, however for example I see every single ryu can pull the fadc combos easily so those can’t be too hard.

Talking about the tatsu fadc ultra, can this combo be done?: flip dive kick, s.fp, tatsu fadc ultra? If it does it would be a nice way to land the ultra.

The combo works.

What do these abbreviations mean?

dp+mp=?

qcb+hk= what does ‘qcb’ mean?

qcf+p=? what does ‘qcf’ mean?

dp+pp, dp+hp=? what does ‘pp’ mean?

and what does the double ‘xx’ indicate?

I just starte using Gouken and I’ve been getting destroyed by everyone!

I play as Ryu, Sagat and Guile and I could get my wins with those characters but in the last 2 days I’ve lost over 2K BP with Gouken. I even lose to 50 point rookies. Please help!

search dude, it wins

For those that can dash after EX palm: are you dashing while the hit is happening or you immediately start it after the second hit?

After the second hit…

That timing is soooo tight! I’ve tried dashing right while both are going, but I always miss it. Any tips? Should I dash immediately when I hear the second hit land or when I see the second hit land?

Neither. Dash at the exact moment that Gouken drops his arm and is returning to his regular stance. The opponent should be at the peak of the jump. Immediately after pressing foward twice, do the tatsu motion (yes, while he’s till dashing). It looks like it’s not gonna connect, but it will.

The moment you have to dash is the moment Gouken responds to your commands again, similar as to when to do the HP Fireball at the corner.

Gouken’s timing in general is really weird. All his combos (EX Palm > Dash > Tatsu; EX Palm, FADC Ultra; Back throw > j.MP > Demon Flip mix up) require you to wait longer than you’d expect to, compared to the usual combos with the other character.

[quote=“mr.sloppy2nds, post:504, topic:55180”]

What do these abbreviations mean?
[/Quote]

As mentioned above, learn to search and read the stickied threads in the root IV forum.

That said, here:

qcf = quarter circle forward
qcb = quarter circle back
hcb = half circle back

hp = heavy/fierce punch
mp = medium punch/strong punch
lp = light punch/jab

rh/hk = roundhouse/heavy kick
mk = middle kick/forward kick
lk = light kick/short kick

p = any punch
pp = any two punches
dp = dragon punch motion

xx = cancel

The dash input can be somewhat buffered. So after your second hit connects, wait a couple game tics then dash. Once the move is complete, Gouken will dash immediately.

Likewise for the follow-up tatsu - I buffer or input the tatsu motion before the dash completes and then tap hk just as he’s about to complete the dash animation and he launches into the tatsu from dash. This allows me to catch tricky tatsu juggles against characters with narrow aerial hitboxes in their juggle state such as Guile.

It is a timing thing however which will come naturally once you begin nailing it successfully. Hit training mode and repeat over and over.

FAIL. FAIL. FAIL.

That was me with training last night. I can land plenty of other combos, but this one just falls beyond my realm, period. Hell, I’ve got the kara demon setup with Akuma going and this dash simply kills me.

FAIL.

I’ll keep trying, but does anyone have vids of their hands + gouken while it’s going on? Maybe that would help me land this damned combo.

Are you talking about dash + tatsu? If so, the first dash input should be buffered before Gouken is recovered from the ex-palm and the second input should be input JUST as he recovers.

If you are really fast, it is possible to dash + ultra (non-FADC) against some characters…but get the tatsu working first :slight_smile:

EX facepalm + dash + tatsu is killing me, yes. I simply can’t get that working! I can do the FADC one, no issue, it’s just the normal one is hurting me like hell.

There is definitely a little art to it. Keep at it.

You ARE using heavy kick tatsu, right? This move was almost designed to connect immediately after EX palm.

Maybe try doing it in the corner. Obviously you will connect, but perhaps the fact that the opponent is above you will help you relax a little more. I used this method to get FADC > Ultra nailed consistently.

What exactly is happening? Is your dash coming out? Are you screwing up the tatsu?

Woohoo! Some damned success with it last night. I’m not 100% with it, but I was able to get to a point where I could close my eyes and hit the whole thing (against Ryu). What seemed to help me: a count to 3.

EX Fist palm is the 1-2, the 3 is pressing HK for tatsu. My problem was both doing the dash late (the timing of 1-2-3 helped me speed that up) and pressing the button too late (I would get the one hit in the tatsu). The visual clue was also the character at max juggled height while Gouken’s arm was still in the air.

Lots of good Gouken damage with this one.

Congrats!

Keep in mind its the maximum amount of damage you can dish to follow-up EX palm (short of FADC -> Ultra) mid screen but it won’t work on all characters and sometimes the distancing can be a fraction too far and only the first hit will connect which will potentially leave you vulnerable.

As such, learn situations when tatsu is best used. Sometimes I opt for mp palm as its fast and reliable AND gives me a much faster recovery time allowing me to keep pressure applied. Tatsu kinda ‘resets’ the match tempo for both people. Tatsu is key to maximise your damage though.

it is my opinion that the damage gained from adding tatsu is not worth the risk associated with its multiple shortcomings.
the raw combo of (c.hp xx ex palm > tatsu) improves damage over (c.hp xx ex palm > mp. palm) by 30 if i remember correctly (the equivalent of hitting them with a full strength jab punch.)
a blocked fireball or blocked demon flip kick does almost that much.
you will most likely be getting a blocked hit after landing mp. palm because you have a positional advantage.
tatsu is terrible for positioning.
you gain no advantage and are placed in a state of possible anticipation to attack, if the tatsu hits cleanly.
if the tatsu does not hit cleanly your opponent can punish you.
tatsu is a high risk, low reward move.

c.hp xx ex palm dash tatsu gives enough time to the enemy to actually LOOK at their own life and see how it goes down, they have enough time to be scary :smiley:

If you are sure that between the “mp palm” finisher and the “dash tatsu” finisher is + 30 damage only, then i will stop doing dash tatsu and do more mp palm too… because sometimes you don’t hit with the full tatsu, i mean, you hit the first tatsu kick, he goes spinning up and hitting, but sometimes the one before the last spin don’t hit, or the last kick don’t hit…

i tested it yesterday and the difference in damage was just over 40.
i cant remember the damn number now that i am at work of course.
a blocked gouhadoken does 17 damage, 30 as a double hit.
a blocked demon flip kick = 20.
a blocked palm = 30.
the only time i do tatsu now is after back throw.