Gouken Combos and Glitches

This works…and I like it…

Back Throw>Mk Tatsu>Fadc>Jmp (1hit)>Cr Fierce>Demon Flip Mixup…

The Mk Tatsu needs to be done EARLY to have the tip of first kick keep him up as high as possible before the FADC…

This does decent damage and is by far your best bang for the buck when starting up a confusing demon flip mixup…

Im tellin you…Im still trying to stretch as much new shit as much as I can…They are a bunch of new tricks I’m not ready to share yet…:lol:

Whoa…I’ll try that in training mode. I wonder wtf people will think when they see it for the first time.

Why you holding back on us.

Whoa Assasin got to check that myself too, I think this is the first new stuff coming for Gouken in months, I can’t wait to see what else you have in stock :slight_smile:

Well it works nicely. I haven’t tried the j.mp part since I still don’t like to risk it, however what I’m liking is that if you hit with the tatsu very early , you can slip below the opponent in the air and change the direction of the s.fp reset, something that can possibly confuse him when attempting a reversal, cool. Big thanks assasin, this is going directly into my preferred tools, keep them coming :smiley:

Well I was watching some of Dirty Bodega (that’s you As$$a$$in right?) vids and wow I had never seen before the cancel out of ex.palm, fadc, j.mk, dash, and you switch sides and can go for whatever you like, very nice. Also, just trying stuff with that I can see that after the j.mk, if you jump again with j.mk it’s a perfect crossup, cool. Please keep that kind of stuff coming, and we need more vids!!!:tup:

Besides I read some time ago that you were making a guide with Gouken’s mixups, B&Bs, crossups etc, any ETA? :razzy:

Yea man…I need to get started on it…I need someone to help in doing certain things that I cant make the computer time in practice mode for some mixups and pressure strings…but ill get on it “asaic”

BEcause its not ognna matter, hes still gonna lose to me.

gg g0dhand

edit:

gg to killa, even tho lag was fucking me lol.

ggs to dirty bodega.
that was a lot of fun.
i really need to invest in a stick. when shit gets that fast paced my thumb isnt cutting it.

to anyone i played: any advice?

thanks.

Good shit i discovered today… (i’m sure all of this are old news and the better players already know this, but i dont’ remember to read it here, so i feel like posting it for everyone to see)

I was messing in training mode, trying to improve my close hp xx ex palm combos and i discovered a few good combos, really easy and reliable, so they can be used online without fear (there are better combos, but this ones are easy to pull online and are worth the risk):

-> in corner close.hp/c.hp xx ex palm, hp hadou, ex-tatsu
the tatsu connect ok after an hp hadou and either hits all except the last, or hits all (the late the better). without the hp hadou, it won’t connect

And after an lp charged hadouken (2 hits):
if close or medium screen, lp palm hits in combo
if far, medium palm hits in combo too
from the other side, ex demon flip and do nothing (the ground kick) hits in combo
all of those are unsafe, except the lp and mp palm in the right distance because it won’t hit deep, but the best is:
-> lp charged hadouken, ex palm
it connects all into combo, and we know that ex palm is not as punishable as the others, so for me this is a good bet after a wakeup.

One more thing is the fact that a demon flip when the opponent is in the left corner DON’T crossup him, but if he is in the right corner it does crossup him (this was discovered months ago, i read it from someone here in the forums)…
…this opens up in the right corner: close.hp xx ex palm, hp hadou, close.hp(reset) xx lk demon flip, lk (crossup), close.hp xx ex palm, mp palm or dash tatsu
this connects a lot because the crossup is weird and can’t be seen on reaction unless you know it will crossup.
In the other corner, or in the middle of the ring, i usually reset into a demon flip grab or air block (if i feel they will shoryuken me).

SF4 on pc is great :smiley:

For mixup lovers I have found the s.hp is much easier to cancel into the demon flip. I mostly use these setups starting from backthrow:

j.mp, s.hp xx demonflip
mk tatsu, fadc, j.mp, s.hp xx demon flip
mk tatsu, fadc, xunder, s.hp xx demon flip (careful, sometimes the old man gets confused and throws the s.hp in the wrong direction)

Sometimes I do not cancel into the demon flip but buffer it as a non-cancel and throw it or palm depending on the opponent reaction.

BTW, anyone else find the timing/spacing on the FADC c.hp of c.hp xx lp hado, FADC, c.hp to be finnicky? For me the timing/spacing has to be pretty much perfect for the c.hp to link after the FADC. I would like to use this one more for its hit confirm capability but I cannot hit it from ‘just any’ c.hp at the moment. In the corner it is a cinch but it seems that hitting it mid-screen depends heavily on how far the hado knocks them back or how much time after throwing the hado Gouken has to FADC.

Great thread, just started training with Gouken.

1st post on srk, forgive my sloppy post. um jus been doing training.

his hyakki gojin crosses up your opponent if hes in the right corner. but this will not cross up if done on your opponent in the left corner, a good mindblow if its been done to your opponent in one corner, but the result is not the same in the other, open for big damage.

im finding this useful. found his back throw into s.hp (just before your opponent hits the ground) xx light hyakkishu is a good set up into either a grab, a low hit, or a high hit. esspeacilly if your opponent is used to the traditional hurricane kick tht comes afta. should catch him off guard and give you a chance for big damage.

same sort of set up using hard hurricane kick xx fadc forward dash to s.hp xx light hyakkishu into wot eva u like

anotha same set up in the corner using say jump hp xx s.hp xx ex dp, h.fireball, ex fireball, s.hp xx hard hyakkishu (right corner) xx s.hp xx ex dp, forward dash to hard hurricane kick. or (left corner starting at hard hyakkishu) you could repeat this or wot eva. up to you. remember depending on the corner the result is different.

will thts wot i got so far. no idea if its been done before or if its even good. but let me know wot u think. thanx

i’ve been trying to pull off the EX palm -> tatsu w/o FADC, and it just isn’t happening. am i missing something? i’m trying what should work:
EX palm, regular dash, tatsu, and i’m not even close to hitting my opponent…tips, anyone?

Your dash needs to to be within the first few free frames that you have after the recovery of the Ex.Palm. Try just practicing the dash after the Ex.Palm recovery. A good timing visual for this is when his arms are going back into standing position. When they’re close to him being in his normal stance, start dashing. Once you see your character dash (or you know you’ve input the dash properly) start executing your Tatsu mid dash. You’ll get it off for sure.

The full combo hits certain opponents every time. I’m positive on:

Ryu, Ken, Akuma, Gouken, Rufus, Zangief, Abel, Dictator, Boxer, Sagat, Honda. Basically, characters with a normal to larger hitbox.

The first kick only hits certain characters with a smaller hitbox. I’m positive on:

Dhalsim, Sakura, Guile, El Fuerte…

I can’t remember the rest for sure.

To be honest, while this combo is nice, and does decent damage and looks flashy, it’s not worth it. Ex.Palm linked into a mp.Palm does damage close very close to being comparable. Recovery is also quicker, and you can set your opponent up for a wake-up fully charged lp.Hadou on wake up if they don’t perform a quick recover.

From there if you have meter, you have enough time to pressure with an Ex.Demon Flip dive kick for more shenanigans. If you confirm the fully charged lp.hadou from across the screen, dive kick gives you a 3-hit link and you can continue to combo from here (s.hp, cr.hp xx ex.Palm/more demon shenanigans xx … continue)If they block, continue with your block string, block a counter, or throw (from ground).

You’re better off with this scenario to hold the pressure. While the Ex.Palm --> Dash --> Tatsu pushes your opponent across screen, you’re left to deal with your own very long recovery because it’s only worth doing this combo with fk.Tatsu. All you’ve done is push your opponent and reset the distance. That, and you leave yourself with with a very significant decrease at a chance for a follow up.

By the way, thank you to Raunwynn for the logic on this subject. :china:

So I was playing about j.mp today and was thinking about its use in the corner as a jump-in (inspired by a few ryu vids of late) to stop people from jumping out. And what I found was if you land it as an air-to-air hit low enough you can still follow up with tastu, the air hits and ender still connected even though the 2 hits of j.mp had preceded it. Ultra and super don’t work since you’re in the corner and go flying under and past them.

My guess is that its still part of the ‘combo’ and the hit stun of the 2nd hit of j.mp hadnt finished yet so the opponent was still able to be juggled this sort of makes sense in that you cant follow up with say air fireballs after a low hit of j.mp. LK, HK and MK tatsu connected and EX was as unreliable as ever, in all cases the air hits and ender could all hit but not the start (the launching kick).

Either way, wierd but hey damage is damage and the followups are:
low j.mp(2), lk tatsu = 140 'safest’
low j.mp(2), mk tatsu = 170 most reliable
low j.mp(2), kk tatsu = 195 only works hitting about half jump height with j.mp but pretty unreliable
low j.mp(2), ex tatsu = 200 really flakey but can hit at all heights, it also might spew them out mid combo the other side of the screen.

Oh and if only the first hit of j.mp landed then the opponent is fair game just like the throw combo, but that’ll happen once in a blue moon.

interesting, thanks for the info.

Hey guys, what’s gouken’s best blocky string after a cross up, ive been doing cr.hp > hadouken

its not really about how low you are. To make it work pretty much every time you just have to hit them with your j.mp as you are descending from a jump. IE: you are at the peak of your jump about to start coming down and you hit your j.mp when you land you can do any of the tatsus. Super or ultra work best when you hit them when they are high. Im pretty sure i covered this in the j.mp follow ups thread a while back.

Gouken

For the crossovers I use crossover mk, crounching mk, tatumaki or ex tatumaki, ex cancel into somthing else.