Gouken Combos and Glitches

mk Tatsu will get all hits on Dhalsim btw. I didn’t test on the rest.

I was only able to get the first two hits of mk Tatsu to hit, not all 4, on dhalsim, and only the first 1 on sakura and elf. I’d love to see video of this.

Sure, I’ll try to get video of it for you.

I definitely got all the hits on Sim off a mk tatsu. I just did it two nights ago (I was practicing on sim trying to do the no FADC EX palm to Ultra cause they were saying it was super easy and after failing en mass I just started testing out the tatsus to see if any would land).

EDIT: BTW going to fight club tonight so I’ll do it tomorrow since I am taking the day off

DOUBLE EDIT: FIght club ain’t donkey parts, I’ve got the EX faceplam to mk tatsu on tape, will upload tomorrow morning. Only works on Dhalsim, tried it on Sak and The mex but it failed on them both.

Artificeren here is the vid: [media=youtube]g6gXATE1Lo8[/media]

It’s really easy to do…

That’s my favorite taunt…

Is it true that Gouken has a glitch that works or whiffs only on one side but not the other? I heard about it from another thread and I didn’t know if it was true.

added one combo to first post lol -> back throw, j.mp, sweep

[media=youtube]cfFkD7fyxNw&feature=related#t=5m34s[/media]

Does this combo that Sanford tried work?

EX Palm xx EX Focus xx Forward Dash -> lp hadouken -> j.mp -> ultra?

Would probably do more damage than just fadc ultra.

I doubt that would do more damage then FADC to just Ultra.

I stopped doing fp xx EX facepalm to hp.fireball to Ultra in the corner since it gives ten less damage then just FP xx EX facepalm -> Ultra. If you replace a regular fireball with EX fireball it gives more damage though.

You have to count in the fact that you usually won’t have full ultra though. Once you start tacking on stuff, the damage scaling of the ultra is less significant.I think your testing is off. Gouken’s ultra does 518 damage at max according to the frame data.

105 (hp) -> 160 (ex palm) -> 518 *.8(ultra) = 679.4.
105 (hp) -> 160 (ex palm) -> 70 *.8 (hp hadouken) -> 518 * .7 (ultra)=683.6
105 (hp) -> 160 (ex palm) -> 70 *.8 (hp hadouken) -> 70 * .7 (lp hadouken) -> 518 * .6 (ultra) = 680.8

Or does theory combo not apply in this situation? I don’t have my SF4 right now, can’t test.

Ultra counts as two attacks so in the first example, the multiplier for the Ultra is .7

In your last example, I assume that is supposed to be the EX fireball, but EX fireball only counts as 1 fireball.

EDIT: Actual dmg values, I was wrong. I’ll test with a jump in and off a lvl 3 FA also.

assume all start with s.fp xx ex facepalm in the corner

– Ultra = 629
– FP fireball – Ultra = 632
– EX fireball – Ultra = 683
– HP fireball – EX fireball – Ultra = 674
– EX fireball - lp fireball – Ultra = 681

assume all start with jump in fp/RH s.fp xx ex facepalm in the corner

– Ultra = 644
– FP fireball – Ultra = 642
– EX fireball – Ultra = 686
– HP fireball – EX fireball – Ultra = 670
– EX fireball - lp fireball – Ultra = 677

assume all start with level 3 FA dash s.fp xx ex facepalm in the corner

– Ultra = 606
– FP fireball – Ultra = 595
– EX fireball – Ultra = 634
– HP fireball – EX fireball – Ultra = 612
– EX fireball - lp fireball – Ultra = 619

So basically in every example just EX fireball – Ultra is your best choice for max damage, FP fireball – Ultra will net you three extra damage in the first situation and lose you damage every other time.

EX Palm to Ultra - ‘works list’

Since I had nothing better to do, I recorded a solid combo for the computer and then tested it against every character. The combo EX Palm to Ultra with no cancelling:

[media=youtube]L41iE46YMxs[/media]

I discovered it works as follows for every character:
fei long - NO
cammy - FULL
akuma - MULTI
gouken - MULTI
dhalsim - FULL
blanka - PARTIAL MULTI
chun li - MULTI
ryu - FULL
e honda - NO
zangief - MULTI
guile - NO
ken - FULL
seth - FULL
dictator - MULTI
sagat - FULL
claw - FULL
boxer - FULL
abel - FULL
c viper - FULL
rufus - NO
elf - PARTIAL MULTI
sakura - FULL
rose - FULL
dan - FULL
gen - FULL

Full = 3 hit, multi = 7 hit, partial multi means it connected to the max possible multi-hit version. PARTIAL MULTI = some hit but a lot missed. Finally, ‘no’ means nothing worked at all.

^^^^^^

Nice video.

Not to get too off-topic…

But Nebuul, what hardware device(s) are you using to interface your console with your computer and record at such high quality?

To be fair, I think Sanford must have been going for a reset.

Edit: Tried what he went for in that vid yesterday in training mode. It can’t be done.

That is PC version of the game. I play in 2560x1600, but I fraps it at half res (1280x800). I can’t play online while frapsing, though, because it messes a little with frame rates and would piss off my opponents something fierce.

I STILL can’t get this down…le sigh

^ it’s not easy man. I wouldn’t worry about it.

Shoot for getting just the multi-hit ultra first. That’s actually somewhat doable. Remember, it’s also ridiculously easy against Dhalsim to get the full ultra, so you can try that one first, hah.

Here’s a cool blockstring for Gouken. Close s.mk xx lp Hadouken -> cr.mp xx lp Hadouken. Works off a jump-in or anything really. The last hadouken will be very advantageous on block due to spacing.

In the corner you can do s.mk xx hadouken repeatedly. I suck at hadoing from standing normals but I know you can do it at least three times in a row. You can do cr.lk xx hadouken five times before getting pushed back. Use cr.mp for the last one for spacing reasons.

The Hadoukens don’t combo from the cr.lk’s or the s.mk’s, but if they get hit by one the followup cr.lk/s.mk combos. If the Hado hits you can combo into cr.lk xx hk tatsu unless they’re crouching.

Double posts are awesome.

You can combo a descending j.mp (both hits) into a ground tatsu. Only the first hit of the tatsu whiffs. The most reliable version is MK, then EX, then LK, then HK. However, if you hit late enough hk version is pretty easy. I suggest using the MK version because it almost always hits reliably, but you have to do it immediately after you land.

This only works if you’re descending. Otherwise you don’t have enough time to wind up to the second hit of the tatsu. You do the tatsu immediately upon landing, similar to landing the j.mp -> multi-hit ultra. If you get the one-hit version of j.mp this combo gets the full Tatsu combo anyway, which is great because you don’t have to care how many hits the j.mp gets, this combo will always work. It will just get more hits off of the one-hit version.

j.mp -> EX Tatsu is a little inconsistent but does 200 damage and isn’t punishable if one of the top hits whiffs, so I suggest learning how to do it. It’s pretty easy. In the corner it is much more consistent.

Does this work after the Back Throw?

EDIT: Nevermind it does work, now I understand why the Tatsu never link when I did j.MP after the back throw. I must hit the enemy during Gouken falling animation of his jump, not during his ascending trajectory. But yeah, doing that j.MP does add 50 points of damage to the EX tatsu, I think its worth the damage. But only if you can pull it perfectly. I think EX Palm -> Tatsu is safer than this, but is good to know it works.

What I have been using a lot if EX Palm -> Dash -> Step -> c.MP -> MK Demon Flip -> Grab, works 90% of the time I do it on people, they don’t expect the grab.