Gouken Combos and Glitches

I think that if enemy holds back, the first st. mk into demon flip wont cross up. Anyone?

Im finding hard to find any of those cross-ups that work consistently if the enemy is holding back.

Then throw the fucker.

Some stuff, sorry if any of this has already been mentioned. I am saying some obvious things in here.

[list]
[*]j.mp (two hits) -> multi-hit ultra is totally worth the meter. It does like 380 damage usually. Just do the ultra as soon as you land, and in most situations it will stick. The super does about the same damage.

[*]If you have super, the best combo off a back throw is hp rush punch xx super. However, I do mp rush punch xx Super because that’s like a 1-frame link for 10 more damage. I think the version of super you use changes its trajectory, because mp rush punch xx hp Super does better damage than the mp super.

[*]I think cr.fp/s.fp xx lp hado is better to do off a blocked jump-in/crossup or blocked dive kick than a poke string since it actually puts you plus frames, combos, and does better damage. You can also hit-confirm with a FADC to s.fp xx EX Rush Punch, or you can just use the time to hit-confirm and use EX Rush Punch instead of the hado. You lose kara throw setups, though.

[*]cr.lp xx cr.lp xx s.lk xx s.lk xx cr.lk seems to be fairly stable and does better damage than the cr.lp x3 string.

[*]After throwing a MP/FP fireball, I suggest immediately dashing. If they get hit by the fireball in the air, a mp rush punch will usually work. This seems more stable than just the fp rush punch.

[*]The frame data is wrong: charged projectiles are better on block and hit than their one-hit versions. In the corner, lp Hado (charge) -> s.fp combos. By the way, this is probably the best way to begin a stun combo in the corner. Lp hado (charge) -> sweep combos mid-screen easily.

[*]If you want to be a cheeky bastard, EX Rush Punch (1st hit) FADC backthrow is a really funny way to avoid damage scaling for the ultra. This is a gimmick, but a good one.

[*]mp Hado (charge) -> mk/hk Demon Flip slide combos easily. If you’re already Demon Flipping when they get hit, you might wanna go for it. I think it’s punishable on whiff, though.

[*]If you’re not already, using the shadow of the opponent off the back throw to gauge their height seems pretty darn useful.

[*]If you want to do a reset off of a back throw, I think walk forwards -> close s.fp xx mk Demon Flip is better than cr.fp xx Demon Flip because the timing is less strict and does better damage, and some of the frames of cr.fp are not cancellable. Is the 1-hit j.mp really worth the intensive timing?
[/list]

Wait, how do you do-
Back throw–>:dp:+:hp:–>Ultra?

Also was this combo mentioned-
St. :hp:–>:dp:+:2p:–>Dash in :qcb:+:hk: ?
After the EX Palm, just input :r::hcb:+:hk: This combo does over 30% IIRC, and can be done anywhere on the screen (of course at the corner, you may not need to dash in)

combo can only be done in corner
fp gohadoken , mp gohadoken , ex gohadoken, shin shoryuken

it very hard to pull off and it needs near perfect timings

This is a great combo, the hits you do with Tatsu at the end help recover the loss of the one stock too.

BUT. Raun made a great point about this combo v. following up the ex.palm with a mp.palm instead of a Tatsu: Recovery.

Tatsu combo still allows opponent to perform a quick recovery. Combine this with your slow recovery off of Tatsu and you could put yourself on the defensive based on the character, despite the insane damage. :xeye:

One of my favorite followups to any combo leading into EX.Palm is mp.palm, fully charged hadou if I expect regularly-timed wake up, or single fireball if I expect quick recovery into either Demon or Ex.Demon flip shenanigans. If you get a hit on the 2-hit charged fireball, a demon flip dive kick links.

I’m not saying don’t end the combo with a HK.Tatsu. It’s a great combo. Just not as safe and depending on your placement on the board, you could have some trouble coming your way with this. Just be wary.

Toying around with ye olde corner ex-palm juggle, and I’m trying to get my head round if theres any scenarios that would merit doing sweep after the 2 x Hado instead of reset for the hard knockdown.

The only real situation I can see this being worth it is against chars that Gouken can zone out in that mid-range spot he’s so good at (i.e. c.hp aa optimum range, you know the rest). If you hate having meter you can do it mid-screen with fadc->lp/mp hado->sweep though timing is tight.

Using c.hp->ex palm in corner:
hp fireball->tatsu ender - 446 damage, 570 stun
hp fireball->mp fireball->sweep - 425 damage, 560 stun, hard knockdown
hp fireball->mp fireball->c.fp reset - 425 damage, 620 stun, mixup

Another random combo I never see anyone talk about or do (mainly because of meter issues but still) so I’m just throwing it out there:

back throw->hp palm->super, as opposed to just back throw->super
400 damage as opposed to 345, no loss for a simple extension

@godhand- :tup: thanks for the info mate, I didn’t consider Demon flip setups before, but I think I’ll start using them know >=3

Been messing about with MP fireball in combos instead of LP fireball. Found a good way of landing the ultra against Fuerte and Bison.

Crossup MK > cr.HP xx MP hado xx FADC > Ultra

I’ve tried this on the entire cast and it seems to only work on these two. You can also replace the crossup MK with a jump-in HP and it’ll still work on Fuerte. Also, cr.HP xx hado > cr.HP xx hado works on Fuerte in the corner - no FADC needed. Not sure if this works on other characters yet though and the timing is pretty tight on both combos described.

Whatever to ex palm, ex fireball juggle x3 to ultra is a bitch to do.

Bleh, updated 1st post with a whole bunch more combos

Pretty sure this works on everyone. I think there are still better options in the corner if you have meter and ultra because of damage scaling, but it’s a great followup to a blocked dive kick/jump-in in the corner, and charged lp hado-> close s.hp is a great way to start a stun punisher.

yeah the c.fp xx fb x2 works on gief and other fatties also

Geez a jump in with full meter and ultra gets you 732 damage X_X

The point is that you don’t need meter for it. It gives you a chunk of meter if it hits and causes a fuckload of stun. It also sets up a guessing game as the other guy will still be standing (no knockdown) and should know that the next hit or two will get them dizzied, meaning you’re probably keeping them in the corner for the rest of the round.

Sorry if this has been asked frequently, but can anyone tell me Gouken’s BNB combos please? I didn’t see a specific section in this thread that listed them. Thanks in advance.

[LIST]
[]Mid-screen punisher: Cr.hp xx EX Palm -> Forward Dash -> HK Tatsu
[
]Corner combo knockdown, no ultra: Cr.hp xx EX Palm -> hp Hadouken -> HK Tatsu
[]Corner combo Demon Flip reset: Cr.hp xx EX Palm -> hp Hadouken -> lp Hadouken -> close s.hp xx mk Demon Flip
[
]Corner combo w/ ultra: Cr.hp xx EX Palm -> hp Hadouken -> lp Hadouken -> ultra (far easier without the second Hadouken)
[]Backthrow -> ultra
[
]Backthrow -> close s.hp xx mk Demon Flip
[]Backthrow -> hk Tatsu
[
]Backthrow -> mp/hp Palm xx Super
[]No meter punisher: cr.hp xx HK Tatsu
[
]MP/HP Hadouken anti-air -> hp rush punch
[]MP/HP Hadouken anti-air -> dash -> mp rush punch
[
]Blockstring combo: cr.lp xx cr.lp xx far s.lk xx far s.lk xx cr.lk
[*]Better blockstring combo in my humble opinion: cr.hp xx lp Hadouken
[/LIST]

Thanks.

Dont forget counter xx fadc xx mp rush and counter xx super.

Thanks.

Curious, why do most of the combos suggest cr.HP instead of s.HP?

I understand that certain things aren’t possible from s.HP that are from cr.HP, but there are quite a few where s.HP seems to work equally well.