well the consolidated matchups thread did say that “If you are new to Gouken and/or if you just can’t seem to put it together you can vent here: Gouken Frustration Thread, Go ahead let it out!!!” i spent 5 minutes looking for a general discussion thread >.>
anyway im slowly sifting through the information. guess ill just need to play him more.
Ok I feel better now Delfinator GGS dude. Your clearly a better gouken then me >_>
Such a horrible feeling being outplayed by the same character. I feel so stupid right now. Oh well no use crying over spilled milk right… It is what it is. I did my best. I can only try and get better. I like to think im a pretty solid gouken but I got destroyed so im having to rethink everything…
While that may suck, that would be pretty stupid if you could use that with impunity, I like to use cl. mk xx hadou in the corner a few times, but mix in cr. fierce hadou, or st. rh just to mix it up. Of course theres inherent risk by doing this.
^ yeah i know but i’ll get thrown after the first hadouken hits i know i can hit with c.lp but it just gets interrupted by a throw. so either my timing is ass or connection is.
I use st. cl. mk* hado > cr. mk* hado > cr. lk* hado cr. mp* > hado.
You can stop em at any time to bait or slight delay for possible counter hit if you think they won’t reversal. You can also transition to a GF and and depending on the timing you eant.
I’m finding a lot of problem in dealing with opponents who are at this mid range with Gouken. That little gray area where the tip of cr. MP hits or whiffs. If they stubbornly stay in that range and I try to push them out with cr. MP, the push back is small enough for them to close back in on that range again. It also seems to be an optimal range for people to fish for focus attacks on Gouken making it difficult to try to hit them with a sweep or st. hk. Given that it is also a good range to react to fireballs by jumping in, Gouken can stop it with a HP fireball but some characters have jump arcs that allows them to jump over on reaction to the start-up of the fireball. Overall I feel that Gouken is at a disadvantage at that range and I’m stumped on figuring out a consistent way to push people out of that range or avoid that range altogether.
throw more dokens & buffer high counter, they can’t get to you, & when you suspect they will try an empty jump, crouching HP in their crotch!!
they will most likely stop jumping after that & you can go on to playing the doken palm game
First of all, ditch the EX tatsu as a wake-up tool against all but Zangief and a few others, like Balrog. If you don’t know what’s coming, then just block! If you know something is coming, use the EX counter.
There are only so many times the opponent will wait and throw - so just block. There’s a limited number of ways to disguise an incoming throw, so if you don’t believe it, go for the EX counter.
You know what the quote “It’s no use!” refers to? Trying to trick Gouken!
? There are no balance adjustments over the arcade version ? it’s just a port of that version.
? Arrange costumes are not included with the game. This is true of both the download and disc versions.
? The costumes that you purchased for the original version of Super Street Fighter IV can be used in Arcade Edition.
? SSF4 and SSF4 Arcade Edition players can play against one-another. However, the gameplay falls back to Super spec in terms of characters, rules and balance.
? For matching, both PS3 and Xbox 360 players will need to download a free Super SFIV Update Kit, which is due for June 7, 2011.
? Rankings will be split into Original and Arcade Edition. Your BP and PP will start off at zero in Arcade Edition.
? Trophies/achievements will carry over from SSF4 into Arcade Edition.
“? Rankings will be split into Original and Arcade Edition. Your BP and PP will start off at zero in Arcade Edition.”
Super Gouken eat your heart out, you’ll have no BP for AE.
I lost 4 in a row to an adon player last night. He was frame trapping me when up close, but its the random specials up close I struggle with, where ur too close to fireball but out of st.mp range
Use st. mk and st. hk right out side of max range. It should stuff all his start ups except on rising jagga. I got beat pretty bad by an Adon yesterday and I didn’t utilize any of this.