Gouken F.A.Q.'s and Miscellaneous Info: Consider Here BEFORE creating a new thread

:rofl: “LOL You Mad??” This bud’s for you; you little troll.

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Instead of just leaving well enough alone, you decide to troll me some more. Well I’m opting to ignore the troll, and get this thread back on topic.

Does anyone have any funky set ups for air EX Tatsu. You know, like neutral jumping then holding forward to clip them when they try to jump and land right outside of range. I haven’t seen it anywhere to confirm but does it retain invincibility in the air as well?

I’ve had very well timed EX/regular air tatsus beat out SRKs when trying to do a corner escape, but that’s mostly luck, lol.

Invincibility? Maybe so. Do they have the hitbox video for his air tatsu?

I don’t think it does have invincibility since I usually get hit out of it a lot from underneath when I try to do a corner escape, but I’d rather see proof.

Don’t have the exact setup you’re looking for, but here’s an old gem from Vanilla.

[media=youtube]Vy_lEN9B4i4[/media]

^ I forgot about this, this works. Thanks

How does one receive any invite for the Dojo?

^ You can either set up a time when you will be online hosting an endless session so players can join you, or you can join other players in a session. If you want to host an endless session, let me know and I’ll put it up.

I think we were trying to schedule something for Thursday, but it’s not concrete yet I’m still awaiting the for sure word from Delf and Takin.

I will post any concrete endless battle session updates in the first post of the Dojo Thread.

Well that was an interesting read lol. Anyway. Ive been playing gouken since vanilla and I consider myself pretty good although im looking to make my game even more solid. I really want to add all you guys. I have TAKEN FLIGHT on my list but id like to add all you guys and do some mirrors. I hate mirrors with a passion but I really want to stop up my game to the next level.

Im even going to enter the online tourny in december. Wish me luck any of you guys entering?

Anyway What I want to talk about is Option selects. I knowledge of OS is only limited to OScrouch Tech. I really dont know how to do any others then that. I feel this is the only hole in my game and once i master OS ill become an even more lethal gouken.

So if you guys can be so kind, What are the need to know OS to know with gouken. I need to master this. Also I would like to add all you gouken players to my list. Iamthatiam777 It seems like you really know your stuff and I think i c your post more than anyone else. I would really like to play you and perhaps learn some things from you. If anything you can pprepare me for this online tourny in december.

Hope this helps.

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Nevillebamshew’s Option Selects set ups for Gouken: http://shoryuken.com/f268/character-specific-option-selects-situational-tactics-231347/

Here’s an example of the safe jump / option select in action: [media=youtube]aLKnZcc9fIo&feature=related[/media]

You pretty much can do any move as an option select with your safe jump and it will only activate if a move whiffs. The option select you would want to chose is both situational and character dependent. ~Cr. Roundhouse is pretty much the easiest and primary option select you’d want to use with Gouken during your safe jump, it doesn’t solve every thing but it works on most of the cast. To test, set Gouken up as dummy (player 2) and record the following scenario. Cr. roundhouse > safe jump. AS your safe jump dive kick is active start spamming cr. roundhouse. Then play back the recording and test the various scenarios. In any scenario that makes the dive kick whiff (not including blocked reversals) such as a back dash to escape on wake up, the cr. roundhouse should activate. If the dive kick hits them per hit/guard you proceed with your attack string as normal. Once you get this down, you can replace ~ cr. roundhouse during the dive kick with damn near anything provided it works on your opponent. Tatsu, Denjin, and Cr. Roundhouse will be your primary weapons. Against teleports you’d want to use lp hado or palm.

On the other hand you can also input option selects to make them activate if a move hits. For example if you are using Ryu, you would cr. mk > option select hado. If the cr. mk is hits or is blocked the hado will activate, but if the cr. mk whiffs nothing comes out. This is good with Goukens poke game if you want to frame trap with hados or transition into Gouken Flip variations.

For matches, def. stay tuned to the Dojo thread (Sparring Section) as we will be coordinating certain dates to spar with each other. Any one can host the sessions, I will just need to know when the hosting party will be on so i can post it. The goal is to consistently have endless sessions scheduled and with a little help from the community I think that it would be possible to even have multiple sessions going on at the same time. But for now there is a solid number of solid Goukens that we can roll with and just try and grow it from there once we get going.

Oh yeah here’s the skinny on the mirror match:

  1. The match is always winnable with Shin Sho, no matter how much you are getting your ass kicked (I’m not sure if this is good or bad). I think it’s very important to learn how to get full Shin Sho 99.9% of the time, from experience I’ve lost or almost lost plenty of matches by giving the opponent a chance to win b/c I didn’t land full Shin Sho after back throw or in corner. Missing it all together and Not landing Full Shin Sho and has became public enemy number 1 and 2 Especially if you are trying to get bp in ranked. That stuff really matters.

  2. Jumping mp shuts down Gouken Flip.

  3. This doesn’t apply only to Gouken, but if you find your throws being teched b/c they are crouch teching, start using counter hit set ups to blow their ass up. JuiceBoxAbel actually has very good podcasts and this was one of his topics… you should check it out if you haven’t already.

If you don’t remember anything during mirrors keep those 3 things in mind. I agree mirror matches can be a pain in the ass, but they are very beneficial in allowing you to see first hand things you can do with Gouken, especially when playing with a more experienced Gouken user. You start to pick up on stuff, that you really cant’ teach since everyone has different tendencies and preferences. I think I’ve taken a strategy or 2 from almost every Gouken user I’ve faced (notice I did say almost LOL)

Oh yeah: Thanks for the props, I tend to think my Gouken knowledge is pretty solid, but there are a lot of other Gouken users here as well who know just as much or even more. I just have a little more time on my hands to ramble and share when I’m working from home.

Yo I’m a Guy mainer heading to an offline tourney soon, and I’m dusting off my SF4 main, Gouken. Specifically, I’m doing so for the Guy vs. Honda matchup b/c I’m not going anywhere NEAR Guy on the character select screen if my opponent picks Honda. That said, I’ve got a question for you all: What Ultra do you suggest using vs. Honda? I kind of like U1 if I get Honda frustrated into a random jump, but Denjin looks cool :stuck_out_tongue: and gives hella stun. What do yall think?

Denjin is not particularly useful for character who are good at defense and have high stun. Honda is one of those. When Honda have EX and charge, you pretty much can’t do anything beside fireball him from distant. Jumping, footise, all lose to his EX head butt. After he blocks your Denji, he will pretty much just block and still have a get out of jail free armor breaking headbutt. So don’t bother.

He have fairly slow jump, so Shin Shoryuken is landable when he is careless. I would go with that.

Ok guys, someone help explain fireballs and damage scaling.

First of all, I saw in a thread that each ex hadou increases U1 damage by 50? Why is that? Is that only after ex senku?

On Boxer
J.hp->C.hp->Ex.Senku->Ex. Hadou->Ex. Hadou->ShinSho = 676damage
J.hp->C.hp->Ex.Senku->H.Hadou->Ex. Hadou->Ex. Hadou->L.Hadou->ShinSho=616 damage
Makes enough sense, damage scaling and whatnot.

J.hp->C.hp->Ex.Senku->H.Hadou->Ex. Hadou->Ex. Hadou->ShinSho=643 damage
J.hp->C.hp->Ex.Senku->Ex. Hadou->Ex. Hadou->L.Hadou->ShinSho=656 damage

Why does it do more damage to tack on a hadou at the end of the EXs than in front?

Could someone care to explain?

It makes perfect sense when you know how the damage scaling works. EX Hadou does 120 damage in a juggle because both fireballs hit. A regular fireball only does 60 damage. Every hit in the combo makes the scaling work harder, so doing EX hadou will net you more damage because they do more damage.

EX Palm does 150, EX Hadou does 120, regular fireballs do 60. Now let’s plug that in to the scaling system.

EX Palm > EX Hadou > EX Hadou > LP Hadou. The first two moves do 100% damage, bringing the damage to 270. The 3rd hit does 80% of it’s total damage, bringing the damage to 366, the 4th hit does 70% damage, bringing the total to 408.

EX Palm > HP Hadou > EX Hadou > EX Hadou. Again, the first two moves do 100% brining the damage to 210. 3rd at 80% for 306. 4th hit at 70% for 390.

Of course this is starting the combo with EX Palm. The more hits before the EX Palm the harder it scales, but just in this basic example you can see how EX Hadous after the launch do more damage.

oh ok i see. ty

Dumb question, does tatsu fadc ultra need to be in the corner? I can just not get this to work at all, is one tatsu better to use than the other? I’ve been using lk. Also I’ve seen a lot of goukens land an AA doken then palm as they land. I tried doing to this in training but could never get it to work. Is it character specific or am i just not doing to right (or both).

You can use any version of Tatsu, and no it doesn’t have to be in the corner. The trick with Tatsu FADC Ultra is that you have to be at about max range to not accidentally dash under and ruin your input. That should fix your problem. As for the AA fireball into palm, do the palm as early as possible. I’m pretty sure it’s not character specific, you just have to anticipate the fireball landing. Hope that helps.

I’ve never been a serious player but I’ve been trying to learn a few new things to incorporate into my gameplay. I’m trying to fully grasp option selects but I’m a little confused in terms of inputs. For example, how would you OS df dive kick and Denjin (referring to the video above). Would you do the command for denjin during the animation of the dive kick?

i don’t understand in that option select why you couldn’t do the same thing with shin sho on like almost every character lol that move has crazy forward range.

Yes

Shin Sho has a slow ass start up so it’s not a good all purpose OS. I hope the new lp palm will solve that issue.

Hey guys, does anybody know the frame advantage after a blocked focus dash forward?

FA Level 1 = 0 Frame Advantage

FA Level 2 = +6 Frame Advantage