This combo is near second nature for me now. If I land that flying foot and have an EX stock, I’m going for it, period. It was just difficult to find the start of the dash and the buffer tatsu. Now that I have 'em, its tough to go back to just another facepalm.
For a single EX bar combo, it has to be one of the highest damage combos in the game (sans ultra).
I hardly use tatsu ever, not for back throw either. I typically use the jumping mp c.hp mixup or the standing hp mixup unless the tatsu will kill them.
Only time I use it is when it will kill but palm will not and if I am against a character who I do not want to be close to (e.g. zangief). Ya, the tatsu after ex-palm does a bit more damage but it completely negates any momentum advantage / wakeup opportunities / dizzy possibilities. Going for the dizzy after an ex-palm/palm combo or ex-palm dash standing roundhouse is a big part of Gouken’s game IMO. In a neutral setting the high tier characters can rip Gouken apart (IMO) so it is best to go for the throat when you can.
Hey guys, I typically use j.mk > s.fp > light hadouken as my block string, what’s the advantage of having a block string including jabs over this? Does it make your super meter go up more quickly?
Sometimes i FA but, i don’t know why, i don’t dash forward after the hit, so i don’t know how to deal damage…
i mean, if i FA, hit, i dash, and i can go for close.Hp xx mp palm at least, or backthrow into ultra, but if i don’t dash just in the FA hit, hp xx mp palm miss, tatsu miss, grab will miss, and i don’t what to do besides c.hk, and that shit is not scary
Is there any some-decent damage i can pull out of a FA, or i have to practice better to FA, hit, dash forward every time to do stuff??
you should always dash with fa, either forward or back.
there is no good reason to hit with fa and not peform a dash.
it just wastes your opportunity or leaves you vulnerable to counter attack.
Hey guys, I’m having problems with the level 4 normal combo
Tenmaku(stupidly long name) mid air kick > cr.MP . Heavy Tasu. I just can’t get the MP to link, any tips?
I posted this elsewhere and should have posted it here.
I was playing against CPU last night in Arcade mode while XBL was down. I figured, why not go for the “Legendary Champion” achievement?
So I set the game to one round matches on Hardest, and go for Gouken, playing as Gouken.
Abel pops up on the third or fourth round, and I’m doing fine, maybe about 1/3 life lost. I catch him with a j.mk (not crossed-over) meaty in the corner, and immediately go for the close s.hp XX Ex.PalmSlide.
Mother-fucker launches his Ultra during the god-damned cancel… And it connects.
Are you serious? This shouldn’t be possible. Not during a cancel. I know I canceled it. It’s close s.hp --> palm for fuck’s sake.
I’ve had palm not combo from standing close HP, if you’re near the max range defining close vs far normals. I cant remember if that’s happened with EX palm though I’m sure it’s happened with HP/MP, but I guess the lesson is, use cr. hp, which if I am interpreting this frame data right can combo into even the slowest (HP) palm even if you cancel it on the last active frame.
Depending on the distance and timing it is possible for a cancel of s.fp xx ex-palm to not combo. Use cr.hp, it is a better move overall (frame data and hitbox) and is more likely to combo. It is more challenging but it is worth it to virtually guarantee combos.
Something similar to your story g0dhand, but this happened playing an Akuma online.
My favorite shit to do is cr.HP xx jab fireballs xx FADC -> cr.HP xx palm.
However, playing against some Akuma player, he was probably spamming dragon punches during this entire thing and he managed to interrupt my cr.HP xx palm and tag me. I think it may be do to the fact that the crouching or in your case standing HP hit so far back that it hit from far away enough that the pam doesnt combo at that point.
Might have been posted before. Not sure since I never come to the Gouken forum, but it’s a video of Gouken doing a beasty corner combo that takes away a lot of life. Not practical I know, but it’s cool.
No cr.mp --> Hadoukens link. The best way to test your combos for linkage and/or chaining is to put your training dummy on autoblock. You’ll find that the dummy blocks the fireball each and every time here. This technically is a chain, because the cr.mp does technically cancel into the Hadouken, but the startup, active frames, and the time it takes for the fireball to get there is too long. It’s used more as a gimmick and/or safeguard against opponents who like to immediately attack, to deal chip damage, and/or keep your opponent at bay. :karate:
Most 2-in-1’s or chains will always hit as long as you do them properly to a dummy on autoblock (Gouken’s cr.mp xx Hadouken chain is an exception here). Either way, if you miss either your link or your chain, the dummy will block. By the way, even though it’s all over many different versions of of the Street fighter threads:
Chain - Moves that combo into one another by canceling the frames of one successful hit into another. As long as you connect on the first hit, you’ll finish the combo string no matter what, if input correctly. This is based more on your ability to to input and memorize a combo string than it is timing. Timing is obviously involved, but the window of opportunity is usually more easily executed during a chain, because results are easier to see.
e.g. - close s.hp xx lp.Palm is a chain, because the frame animations for the close s.hp stop, and startup frames for your lp.Palm begin immediately.
A link - A string of normals/specials, possibly into a/both super/ultra (or both, e.g. Ken), that grants you a combo, but isn’t*** necessarily a chain***. The difference here is based on precise timing of moves that do not necessarily combo in certain situations, and/or only combo based on current situations in space. Most juggles in the air are links, as this is a common example.
e.g. - With precise timing and execution, you can Counter xx FADC --> Ultra to an opponent close to or in the corner. Notice that this is a four hit combo that registers on screen, but the only moves that cancel into each other are the Counter XX FADC, which is one hit. After dashing out of your FA, you link the Ultra in the air with the one hit that sent your opponent airborne, cause a link, making this a 4-hit combo.
Just found a new(to me anyway) and simple way to combo into ultra. Your timing needs to be on point but it works in training as a 4 hit combo with the dummy on autoblock. On the way down from a neutral jump, you can land a late fierce punch and immediately enter the ultra. Does good damage but you need to know that the initial hit will actually hit. If you hit too high up the ultra can be blocked but if you hit just before your feet touch the ground you can do this clean.