Gouken Combos and Glitches

i only know of double kongo. its were you do either a high or low parry then plink ex parry so if u guess wrong with the high the ex parry saves u. e.g. high parry~PPP

Yeah outside of the corner, do remember I only tried it vs Sagat, Someone out there might react entirely different, but with just how far the intial fireball knocks them back I doubt it.

im going to have to try it on chun juri etc the one with funky hitboxes i have a feeling that it will work midscreen. thank god ae is coming and he might get a link or two.

Yes and no. Against fire balls and moves that would normally hit you twice it works. If it’s a 1 hit move, you will just cancel the kongo.

One will rarely ever have to use it, but sometimes good guile players try to stay right outside of kongo blast after you try to punish their sonic boom follow up. Some will delay and jump in, and some will just sit back to see if you kongo so they can sweep your or dash in and grab you. You can kongo cancel the sonic boom and Gouken absorbs the sonic boom instead, so you aren’t a fly in caught in his spider web, and he is baffled upon how you avoided his bait.

There are sometimes I do the shit and i don’ t even mean to… button mashing.

Since we have double kongo now, and we will have 3 normal versions of kongo then we may can triple kongo.

Right now if Ryu throws a 2 hit fireball double kongo protects you but it still activates. When AE releases, if the mid and high counter can counter fireballs, we’ll have this. mp kongo > hp kongo > EX Kongo. Therefore allowing triple kongo.

but this is just a theory until we get access to A.E.

Is there any reason to do this shit??? Probably not. Would it be cool to see in action? hell yeah!

Edit: Then again it would let you absorb 2 hit Ex fireballs and not allow kongo to activate. hmmmmm.

I thought you could only armor cancel into EX Kongo, not non-EX versions. Also, you can armor cancel from the EX Kongo as many times as you want. So if Ryu threw a super fireball you could absorb all of them by cancelling from EX Kongo -> EX Kongo.

I double kongo with high counter > EX. And with EX > EX, so I presuming you are correct.

I guess they would have to allow mid to kongo to high :frowning:

Has anyone every tried to High Kongo > EX Kongo PPP > EX Kongo KKK?

it might only be CH but I got it to work on chun at mid screen. lp hado xx c.fp.

i’d use ex green hand or akumas red fireball to test
i have vs ex green hand and also fadc backdash > ex ppp kongo> they wont go back to back, i guess thats to say they wont block those successive hits…ive spent hours trying these too!!!

we need to dojo this one!!!

I didn’t know if anyone had seen this, but I’m pretty positive the video has been posted before.

I don’t believe anything regarding the kara counter has changed from Vanilla to Super.

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The Kara Kongo Exhibition only lasts for a portion of the video, but it shows some pretty cool stuff in regard to countering fireballs; Especially Akuma’s Ex Air fireball.

I guess my biggest question now is what happens when we introduce an additional counter.

I’m just curious here, but does anyone use EX palm -> MK air tatsu?

I’ve always used dash to HK tatsu and or palm. I know a lot of you like to use palm after EX palm to continue pressure and EX palm to mk air tatsu leaves you right next to the opponent. Same stun and I think 18 or 20 less damage then a palm followup but you wind up right next to the downed opponent (for those who want to be in that position).

Don’t you recover like right before the opponent and thus can’t apply good wakeup pressure? Or do you recover with enough time to land a fairly meaty overhead?

I’d rather just do dash sweep myself. Midscreen I only do dash tatsu and dash sweep unless my oppponent’s near the corner, in which case I do lp hado -> mp palm.

Sweep sets you up for safe dive kick.

The Gospel.

i just started using gouken which my main is sagat. he looked very different from the rest of the cast.so basically all his combos come of standing h.p or croughing h.p and is his dive m.k is this usefull in macthes or just stick to the dp kick?

Down+MK has a different use than the flip-kick.
Down+MK is good for stuffing anti-airs (like Honda’s headbutt), rather than a normal jumping attack.
It’s also good if you want to land early, or at a closer range.

Gouken isn’t Akuma, you’re not gonna be doin dive kick shit, so get that out of your head…unless you get that untech knockdown forget about it, you’re just gonna eat a reversal/poke most times

Come to dojo …

Come to dojo …

Off the forward throw is really the only time Ive had success stuffing a Reversal

Check out the Vortex tab in the dojo thread. I posted vids on how to do it from cr. roundhouse. Safe jumping/stuffing after ultra and super are pretty much the same with proper timing.

When iam speex pay heed