Well, who was it benefitting?
Combo works as stated.
Well, who was it benefitting?
Combo works as stated.
There is just no sense in not having it posted up if it was already there
Well, if you feel that option selects are something you want to work into your game then I’ll repost. Having said that, it is all stuff that anyone can work out themselves with training mode and some diligence.
that would be nice.
I agree, I want OS thread!
My particular favorite combo is one in my sig.
However there isn’t many opportunities to use this combo as much as I’d like.
If executed in corner you don’t need to use FADC and can save meter
Overall it does 639 Damage and 520 Stun.
You can also substitute the Jump in Fierce for a Demon Flip / EX Demon Flip into Dive Kick for 632 DMG and 450 Stun however the cost of 3 EX Gauges plus Ultra doesn’t seem to be a fair trade off but this combo can be done at any range due to the homing nature of EX Demon Flip.
Using Jump in Fierce situational heavy since it requires you to be relatively close and have the opponent at a disadvantage in order to land the jump-in HP properly. EX Demon Flip makes this combo applicable at any range on screen and EX Demon Flip has a faster start up so it’s relatively safer, but that advantage of safety comes at the cost of an EX gauge.
Still for a basic combo 639 DMG and 520 STUN is impressive. It also works with RH Tatsu or EX Tatsu as a substitute for Ultra.
Jump in Fierce, Stand Fierce, EX Senku into RH Tatsu = 463 DMG and 660 STUN or EX Tatsu for 425 DMG and 710 STUN
Demon Flip Dive Kick, Stand Fierce, EX Senku into RH Tatsu = 413 DMG and 610 STUN or EX Tatsu for 425 DMG and 610 STUN
This information may already be known but I didn’t see it posted on the first page so someone doesn’t know this particular combo and it’s possible variations could make use of it.
It’s possible to do this outside the corner but it’s character specific. The other thing is, if Tatsu does not end the match in the corner, it’s best that you end the corner trap with a reset or cr. roundhouse and mix up or back dash and use your hado to pin them down from there. I’ve seen many a Goukens get fucked up b/c they went for the max damage in the corner with Tatsu and it didn’t end the round or dizzy the opponent.
Like iamthatiam said, throwing that hk tatsu in the corner is definitely not a good idea.
If you don’t have Ultra, the corner follow-ups I use most after EX palm are hp hado > lp hado > cr.hp or cr.hk, which is either a reset or a hard knockdown.
If you have the meter, you can get a lot more stun and damage with hp hado > EX hado > EX tatsu, which is pretty flashy. (or you can just lp hado > EX tatsu or EX hado > cr.hp/hk)
If your opponent is falling near the corner after EX palm, you can follow with a lp hado > lp palm, which does great damage, and hits from surprisingly far from the corner.
Anyway, those are my personal favorites, and hopefully they help give you some ideas on how to maximize damage without ultra after an EX palm.
(Also, if you want to land more DF kicks, and you haven’t already…definitely read the In-depth Gouken Demon Flip (DF) Safe Jump Guide, practice it, put it to use, reread it, and then work on it some more. That’ll help a lot…at least until Super comes out…)
I’ll try substituting HP Hado > LP Hado > Cr. HP or Cr. HK instead of Tatsu in the corner. I don’t find it appealing that the opponent recovering before I do and landing into an Ultra or some other retaliation I left myself open to.
Thanks for the advice, I definitely check out that thread of the different applications for Demon Flip.
A word of warning. The timing on hp hado > lp hado > cr.hp/hk does take some practice. However, because they’re after a confirmed EX palm in the corner, it’s simply a matter of repetition to get the timing down. Throwing cr.hp/hk after only one hado is definitely possible, but if you can get both hados in to your corner juggles, you’ll consistently get more damage, stun and meter.
Good luck.
It does take some practice, but learning it is a must if you want to improve your game play. Much like the 1 frame link from st. cl. mp > lp, but better advantage for Gouken.
Actually I’m beginning to like cl.mp > cr.mk its the same link for more damage and gives ya little bit more time imo to do an input.
Not sure if anyone posted this or not… but here is a timing que to palming > Denjin in the corner.
When recovering from the palm look at Goukens front foot, when it resets back in place, that’s the first frame you can activate the denjin.
Anyone go any tips on comboing hurricane kicks off of ex palms? It seems really random to me, sometimes when I dash I’ll be just out of range for the kick and get punished from the massive recovery lag.
all I can really say is practice the timing of your dash in training mode. tatsu is kinda iffy on some chars, so you should take this into account. I think some players input f,hcb+kick after ex palm, but this isn’t a method I use. I say go for the palm, keep the momentum on your side.
Remember it’s character specific though. I know that it’s kinda iffy on guy, for instance.
ya, i’ve only found ex.palm > tatsu useful against characters where I prefer distance over pressure, like gief. and even then it’s at most the 5% case that I use it. palm or sweep are much better options most of the time, imo. The tatsu option has all kinds of problems, including, drop-outs on some characters leading to full punish. Too close to the corner leads to punish on even a full hit. It even has side-based drop outs on some characters leading to full punish. Just not worth it to me except in specific conditions.
I didn’t notice that with tatsu… if I whiff it’s normally b/c of an execution error on my part,… now I can’t count the times where I’ve pressed the wrong button for my Ultra in a heated battle. LOL
…pretty sure you can’t punish a tatsu on hit in the corner.
You can’t.