Gouken Combos and Glitches

can you elaborate?

Take a look at the attached thread, inside is an FADC method where the inputs are efficient and with a little practice you will learn to FADC with Gouken the same way every time. Not to say you have bad execution or anything, but being consistent is key for anything you want to excel at.

The key to this method is to keep holding forward after the hado, and then hit you FA then press forward again, very simple and efficient. The same method goes with Palm… just hold forward during the palm when it hits FA and then dash once to cancel it. If done correctly you will see Gouken FADC very effortlessly and giving you a decent amount of time to do whatever and the most important thing is you will be doing it the same way every time so it will develop w/ your muscle memory and make the FADC’s alot easier going forward. You can do Tatsu > Ultra the same way but the timing is very strict.

Hope this helps. P.S. Please pay no attention to his hands in the vid, it only complicates things.

http://www.shoryuken.com/showthread.php?t=225770

Thank you very much for the help. I actually first saw that video last summer, and I have tried it, and tried it…it’s not that I don’t get the idea or can’t FADC…I just can’t do it in very tight situations like Gouken’s hard trial 4, the FADC combo discussed above or anywhere that it’s reaction based and part of a combo. I’ve spent **well **over a dozen hours in training mode just working specifically on FADC, and I can FADC an EX palm into ultra because it’s short, simple and you have a lot of time to set it up. Just to unlock Ryu’s face yesterday I went through his hard trials and did all five in about 20 minutes without too much trouble.

That said, my 31-year-old brain can’t seems to make the transition from “learn slow” to “use fast” on FADCs…at least not in the middle of combos like the one above. When I would get everything from the DF kick through the FADC into cr.HP, I’d end up with a super (infinite meter), EX fireballs or even an EX kongo instead of the EX palm nine out of 10 times. I got EX palm once the entire three hours or so I was trying pull of the combo, and the one time I pulled it off, I screwed up the hp hado (kongo) because I didn’t expect the palm so I assume I put the joystick back before trying to throw hado. The frustrating thing was that if I slowed down, the FADC would work, but the cr.HP wouldn’t combo, although EX palm wasn’t nearly as much of an issue in those cases. After three hours of not seeing any progress, I just came to the same conclusion I’ve come to time and time again with FADCs…I don’t need them in my game to play at the level I’d like, and I continue to improve and play well while enjoying the game, so unless I see some plateau where I need FADC combos to continue to play better, I’m not about to start banging my head on that same wall and expect different results.

Back in 1997 when I was an 18-year-old playing Street Fighter III in Japanese arcades, twitch and speed were more important to me…but I’m 31 playing on a nice projector with an acceptable amount of image lag, and I’d rather spend my time nailing the execution and strategy rather than trying to fiddle with a combo that I’ll still be flubbing another 250 hours of game play from now. (It’s much more fun winning and losing when Gouken is doing what my hands are doing, and my hands are doing what my brain tells them to do.)

Anyway, my TL:DR summary was more joke than serious…my original post’s point was that I don’t see a compelling reason to learn to incorporate the hado xx fadc cr.hp xx ex palm combo into my gameplay, although I can see why people who can go into training mode and do that combo 10 times in a row would want to. If I don’t see a reasonable window (a month? 100 hours of gaming?) within which I can go into training mode and pull the combo off multiple times in a row (when I practice combos, I try to nail the same combo 10 times a row) then I don’t think the combo’s going to have a valid place in my arsenal unless it fills some gaping hole, and it’s clear that I need it. This combo is the best example I can think of with Gouken where hard work and focused practice are more likely to end up taking the fun out of the game than actually making me a stronger Gouken player. Maybe that’ll change at some point in Super. :slight_smile:

Yes. Another thing I like about Gouken is there’s this guy on YouTube that makes great videos with great commentary. You should check them out, you might learn something.

Understood… by the way, I still have trouble with the Tatsu FADC > Ultra. It’s too many variables with it, that is something I may revisit in Super though. I prob land that it about 60% of the time, I NEVER try it in matches but I really want to learn it b/c it can be very useful for people who back dash your safe jump and you use option select tatsu. At any rate, my 31 year old hands aren’t as fast as they used to be either… in fact I’ve played on 2p side so much that I’m actually better on that side than on 1p side… imagine that. LOL

lol
/salute.

First, if you could option select tatsu into FADC Ultra on a backdasher in a match, I don’t know whether I would bow to you or stand and clap. That would be some ridiculous execution skills. I really been jumping in with anything but DF kick/throw and deep fb > palm, as those have been working well enough so far. I would like to know more about how, when, why and who you safe jump into tatsu. I think that would be a good next step for me to learn, practice and then start including in my game. (Can you OS a tatsu on a DF kick that will come out only on backdash? I haven’t looked into Gouken’s safe jump OSs yet at all. If there’s a particularly good explanation, video or thread, please point me in the right direction, otherwise a few words of advice and explanation would be very appreciated.)

Second, you sound like my sparing partner with regards to side preference. I almost always join games online, but host when playing with people I know. It started because I probably have the best internet, but also because he’s so used to looking right for his meter and left for his opponent. I ate an Ultra today because I tried to j.mp > EX Tatsu on backthrow, and was stupidly looking thinking the opponent’s meter was mine. No EX stock, HK tatsu comes out… That -102 frames on block(/whiff)? I did not recover in time. :stuck_out_tongue:

Well yes and no. Yes: it will come out if safe jumped is whiffed. No: Backdashing isn’t the only way that will activate the option select.

You have general option select options on your safe jumps but alot will be character specific as well depending if Tatsu is good or not. But for arguments sake let’s say all the stars are aligned and you safe jump in with the proper spacing and they back dash. You could o.s. your safe jump and catch them with a tatsu as they try to back dash and scurry away provided you had the proper spacing on the set up, (same result if they try to neutral jump for whatever reason). And this will only happen if you whiff your safe jump, other than that it’s hit confirm and keep on moving.

See Below for option selects.

[media=youtube]tnXYcNgLE5M[/media]

Or, you could have just read my option select thread. Tough luck now though.

If it can make your game better how can that take the fun out of it. Learning advancing and winning they are fun to me yes sometimes it gets aggravating. I mean picture your playing champ mode or hell even in a tourney your fighting someone who gives ya trouble, managed to get a lucky back throw to ultra first round for win, 2nd round all him managed to work you go. And 3rd round ain’t looking to good. Oh u caught him with a hp hado jumping in and followed up with palm your down to 20% life full ultra 3 bars. He’s in corner u got him pinned u neutral jump he misses a throw j.f
>> cr.fp xx hado fadc cr.fp xx ex palm hp hado LP hado >> cl fp dizzy wow you get the win finish him off however you like. Now see how much you chuckled that I wasted my time rewriting a scenario I did last week against a dog who has been handing me my ass until than. Now he wont fight me no more and called gouken broken cause I dizzied him in roughly 10 hits. Now that was fun.

Why did you delete??? You had some valuable info in that thread.

:frowning:

Wow, that is impressive.

I think I need a bit more work to refine and improve the rest of my game before I start trying to incorporate that kind of OS into my current matches. Beyond cr.lp + lk (which is definitely already in my game), I figure should maybe start with cr.lp cr.hk cr.lp for a sweep option select? Regardless, with Super coming out this month, it might be most prudent to spent the next few weeks refining what I know, and once I know what option selects Gouken has in Super, start really working on those.

That video was definitely pretty impressive, and I look forward to hopefully pulling off an OS tatsu at some point in May. :stuck_out_tongue:

That’s why I included the DF kick/j.HP/j.HK/FA > cr.HP > EX palm > hp hado > EX hado > EX tatsu combo. More damage with slightly less stun, and much easier for me. Either one uses 3 bars, and either one stuns a 1000 stun character.

I know the timing is tight on the EX hado…but if you can get both hits, the rest of the combo is a no brainer, I’m pretty darn consistent on the EX hado, because it’s timing. The FADC is more speed based. My hands might not be as quick and precise as they used to be when a large number of inputs are needed in a small window of time, but when it’s the *timing *of the inputs, well, that’s just practice, practice, practice, and I can do that.

So to go back to your original point, it seems like in the vast majority of cases, me using the DF kick/j.HP/j.HK/FA > cr.HP > EX palm > hp hado > EX hado > EX tatsu combo instead of the FADC combo is giving me more damage without costing me too much. From an execution standpoint, the combo I prefer is going to be a higher risk:reward for me because I can handle the timing combos more than the speed ones. :slight_smile:

Wow. The DF lk after sweep (from the right distance) was *surprisingly *easy to set up in training mode. Not sure that I’d trust myself with throwing HK tatsu on an OS in a real match, but it definitely works on Gouken. (lp = block, nothing = df kick hits, backdash = HK tatsu…very cool.)

So with Neville’s OS thread gone, andthis thread being pretty useless…which characters would this be usable against, and which characters would it be a bad idea? (Teleporters?)

Yes, o.s. tatsu is not a good idea vs. teleporters. Use palm, df, or hado instead (and even those are character specific). I went to training mode and recorded differet option selects and went through character list, it took me about a good week or so to complete it. I used one o.s. and just went through all the characters, documented my findings and then did a different set everyday. I’m still compiling my list, but I won’t post it until after super comes out.

BTW- the thread you quoted has some very critical info regarding option selects and it even touches on reversals with invincibility frames.

Not many saw the value in solid match winning strategies, and would rather carry on playing ‘hit and hope’ Gouken. So no need for it to be there.

Understood… I feel the same way of many post’s I created. Either that, or you get a posts with a lot of views and little responses and contribution so you do all the work and everyone else reap the rewards. At any rate, don’t be discouraged as your information has been very insightful and useful. Even if you tell the strategies and applications, one still has to perfect the art which only a few can and will do so most will keep playing hit and hope Gouken.

I’ve always appreciated your willingness to share your findings, as well as the a$$ whippings I recieved from Raun, Takin Flight, and Killa Kelly… and the good thing was not only did I gain the experience but I was schooled about what I could do to be a better player, and that has been most helpful. I def. wouldn’t be the player I am now if it wasn’t for you guys, so please don’t stop sharing b/c we will all need each others insight for Super.

Now I say that to say this… I don’t excpect for some one to just spill all the secrets as I’m learning not to do, but a careful nod or point in the right direction always helps, plus there is enough information in this Gouken forum to keep even the most advanced one of us busy with perfecting the craft.

Can anyone confirm/deny whether this works:
(opponent cornered) back-throw > :hk: Tatsu FADC (under) j.:mp: (one hit) > Ultra…?

I saw it in that sonichurricane.com Gouken vid recently so I’ve been trying it. However, I can only land a :mp: or :mk: (5-frame start-up) after the j.:mp: as there doesn’t seem enough time to land the 11-frame start-up Ultra and I don’t want to keep bothering if it isn’t possible. But it’s done in the video, albeit “tool assisted”… whatever that translates to.

A li’l help… :shy:

It’s Honda specific.

This guy has all the answers.