"I’m not no shame in my game… "
This is less of criticism against the character itself, I’m just plain salty over the fact that I had a nice round going against a Balrog the other day, even got a dizzy down, and then when I started trying to style and I fucked up he started counter hitting all my shit until I got dizzy -___-
I eventually lose the whole match with my health at 1 and 2 rounds apiece.
Total ASS!
I feel ya. I could say the same about Bisons, Chun Lis, and Vegas. They just seem so fast from so far sometimes and it feels like nothing works. I swear to God, with Gouken I need to see footsies like Neo sees the Matrix to have a chance =S
I don’t know why but for some reason despite the fact that Gouken’s been my main since vanilla, I still have trouble remembering his move set from time to time. I find myself trying to do his air grab and instead just canceling and finding my ass getting kicked soon afterward.
Gouken got the shaft and we all kno it goddamn all of our specials are unsafe on block wtf? All of our moves takes 2.5 years to come our, man dont even pretend for one second that gouken can hang ffffffuuuuuuuuck, everyone can do this jab jab jab ->combo, missed? blocked? No prob, ur recovery is so quick and gouken moves take foever to come out. ok, needed to get thta out of my system, sorry and thank you for reading.
Ps: FFFFFFFFFFFFFFUUUUUUUUUUUUUCCCCKKKKKKKKK YOU CAPCOM!
i still can’t believe a LP.Palm is unsafe on block,
I feel it should be safe, because of how @ss it is to use if the first place.
His fireball is +2 on block
I just smashed my ps3 pad in to pieces for reasons that i am not going to share, but all i can tell is i felt stupid afterward, anyway i guess ill keep away until 2012 patch.
Ps: FFFFFFFFFFFFFFFUUUUUUUUUCCCKKKKKKYOUUUUCAPCOM
If the pad wasn’t broke then yeah, that was a pretty bad move.
I often complain about the stupid recovery on Gouken’s moves. Some people say that it doesn’t matter because we will get punished anyway when we whiff them. That’s not true when playing online. Versus Ken, sometimes I block a DP, and in some matches he can block before I do a freaking sweep for example. Or even do another DP before the animation of he touching the ground completes. Goddamn lag! And the stupid old man takes forever to recover from a tatsu of a palm. I lost count of how many matches I lost because of this.
Also, I feel like the has a worse version of another people’s moves.
Tatsu - Except EX that is really good, the regular version is worse than DPs, Canon Spikes, Upper Criminal, Tiger Knee, Flame Kick, upkicks, and many many many other moves because he has: low startup, no invincibility frames and does not hit low. All of the others have at least one of these.
Palm - compaired to Balrog’s rush punches, it’s not safe depending on the distance, it’s not safe on block like the Rekkas, it doesn’t have attack invincibility like Cammy’s turn punch.
Hadouken - all other fireballs have a faster 2 hitter.
Demon flip - it’s not armor breaker and it recovers longer than Akuma’s palm.
Damn. Just needed to complain a little.
Yup it was the better pad of the two that i have, i kept getting thrown eventhough i tech’ed for at least 10 games in a row, and yes internet latency fucks gouken up BAD!
Sorry for the late comment, but you can try to hold HP and MP after you plink them, and then do a LP fireball. (You have to release the HP and MP after the fireball comes out or else you get EX).
Lag is lag. People get away with palm > counter all day online.
Balrog can’t throw fireballs in three directions or demon flip across the screen. Rekkas are not safe on block past the first one, just that Gouken lacks a way to effectively punish the second one. And Palm DOES have attack invincibility, it has complete invincibility so long as it is not in startup or going into/in active frames. you can test it by doing st.hp with Seth right after you do a palm from full screen and watch yourself go through his outstretched arms and hit him. I’m not familiar with when Cammy is hittable or if she is only fireball immune or what when she is in the air during her spin knuckle, but I know you can EX tatsu or Ultra her when she does it so she defnitely does not have full attack invincibility.
Everyone but Akuma throw fireballs in one direction
This is Akuma’s only armor breaker. We have two. Granted st.hk and tatsu act as focus breakers by virtue of hitting twice but they won’t stop a kongo
I can understand that, but you’re really just being jealous of what other characters have without thinking why. I think people need to embrace his moveset and use it in the ways that are most effective. People are too quick to dismiss all his moves and trash them.
I think I’m going to start a preliminary draft of a new moveset thread for 2012 and also go really into detail on his moveset, or as in detail as I can anyway. Hopefully others will contribute tricks or unorthodox ways of using his moves as well.
I don’t plink this link. I went into training and just did it. Lots. If I did plink it, it would be with mp.
That’s the point of frame traps though. If you couldn’t do a late move to blow up crouch teching throw would be useless. We do the same thing with counter It’s just a matter of learning to deal with frame traps and throws and being patient. Remember, a throw is 150 or so damage, a combo by Cammy is way more…
Reipin-Cammy Spin Knuckle is not hit invincible as I bait this and punish with st.hp.
Akuma can also use ex air hado as a focus breaker.
I’ve been using Akuma more lately and his ability to keep up the pressure is impressive. I truly suck with the evil brother but as I get better I can see more about what Gouken is missing in his pressure game. Akuma can keep up pressure safely and has that teleport to get out of dangerous situations. He can change immediately from zone and chip to violent rushdown at any second. He has that FADC shoryuken for safety. His attacks except for his sweep are mostly safe. One st. hk > ex srk does 290 points of damage and sets up the vortex. Flip palm is safe and breaks armor and allows for a number of option selects. Even whiffing something like a lk. tatsu can be safe because it happens so fast and you recover so quickly.
However, Gouken’s flip is far superior for pressure as it feels more solid and stuffs more things. I also feel like the Gouken flip throw is easier to land and air parry is just awesome (usually). I feel like incorporating flips into your pressure works incredibly in Gouken’s favor, more than even Akuma because of the damage potential. The problem is that Gouken needs that flip pressure to keep rushing and a savvy opponent will figure out how to counter. Akuma does not “need” the flip, it is just another in a long set of great tools.
Yeah I know that, but what I meant was, while she is in the air, is she hit invincible, sort of like Gouken where he is only invincible during his movement frames. Cammy is incredibly easy to punish with EX tatsu or Ultra when she does spin knuckle.
Teching won’t change in 2012. I’ve come to accept (not enjoy) that teching is a bad joke online in this game. You need to realize this or you will lose your sanity. Better to try and stay out of situations where you have to try to tech every half a second. If the guy is throw happy, a Gouken neutral jump will teach them a 400 point lesson.
Capcam hates Gouken nothing new at all.
Capcom loves Gouken, but fear what he could become and know little of some of his errors.