Gouken Match-ups and Character Specifics

I see thanks for the info, I got couple more questions:

1- I saw gouken back throw is 5 frames while normal throws are 3 frames, so if we both try to throw at the same time I will lose probably?

2- Peeps always say to use lights attacks before they try to throw you, which leads me to 2 things (my guess)
Gouken lights attacks are too slow for this or there are some cases where is just not posible to avoid the throws like this?

Yes indeed. I have often joked about the backthrow having throw invincible properties, but its more likely opponents were just too far away and I grabbed their grab^^

These people are mostly wrong(or other people will be in to correct me a lot in a moment^^). Throws will beat light attacks unless the light attack goes active during or before the throws startup frames(of which there are only 2). Any tick throw is designed to have you in block stun/hitstun until the throw they press goes active ensuring any normal you pressed will get thrown here.

You might want to start looking into Goukens OS Tech(c.LP+c.LK+c.MK). One can do it without the c.MK of course, but it’s startup is 4f instead of c.LKs 5 and is overall a bit safer thanks to the extra speed. Downside is it doesn’t start a hit confirm like it can for many other characters OS tech. Upside is it is incredible vs Rufus :smiley:

few tidbits of info:

Adon: far st. mk beats all jaguar kicks clean ex the grounded ex, even air ex ones.

Ryu: after demon flp throw, another lk demon flip throw will go over shoryuken’s for a punish and if they stay you ca still grab them. They will have to time the shoryuken exactly as you grab, in which case if you cross-up they can’t auto correct and they might get grabbed on the ground frames of the lk shoryuken.

Guile: demon flip throw, if well timed, can beat flash kicks, not all of them except the ex.

Vs Cammy far s.mk is your best AA to deal with her divekick shenanigans.

Thanks man, I do know the OS Tech.

So I guess I will just have to use Forward Throw in those situations since all the other stuff is to slow.

btw, this might sound noobish but I’ve seen even desora and bullcat having trouble with this one:

how to stop fei long from doing repeated chicken wings up close?

Never underestimate the value of a well timed kongo on dive kick happy Cammy’s either!

I play a hyper aggressive fei long player who spams the hk CW. Depending on how close, s.MK or s.mp. Then again, if you have the Ultra, Shin Sho his ass.

if you crouch tech, your c.lk will go under spammed chicken wings and you can punish them from the other side.

Until he gets EX hado, is pretty free to do so try to see if you can use it to control the pace of the match up. He needs to get close and chicken wing w/o EX loses to hado. You basically want to bait a rekka and nj. a bit while you a throwing hado’s just to keep him honest. This beats his jump in and he’s rekka. If he rekkas into a n.j. hp either pain train him > zoning bs again or end with a vortex starter and then safe jump his wake up. If he has Ultra II either faux safe jump him > wait and see or grab, empty safe jump him > wait and see or grab, or Hyakki Gosai him, even if you whiff if he ignited Ultra II the punish is yours. If he has U1, keep on safe jumping him.

Mid-FAR Chicken Wings: Kongo all of them even the EX. Only the first hit has armor break, as the first hit doesn’t land you are good to go. You can also use cr. fp to knock him out of it if it’s telegraphed. Even the EX version.

Up Close Chicken Wings: cr. mk, and st. mp seem to either stop them or trade in your beneift. St. mp almost always beat them out. Kongo is useless against chicken wing at this range.
Rekka- You can kongo it if he’s predictable with it, but your main purpose isn’t to kongo telegraphed rekkas it’s go to n.j. pain train them. Save kongo for his block strings, until you catch the timing of his rekka.

If you stay right outside of his range or close and he does EX chicken wing use cr. lk and it will whiff and he will land right beside you and you can cr. roundhouse him > vortex. Depending on where he lands you may can grab him, but the knock down is a sure bet. Edit: Raun I guess we replied at the same time, didn’t mean to mention this twice.

The only normal he has that is an airtight block string is close mp > cl. lp. close mp is +3 frames on block, close lp has a 3 frame start up. Aside from that, you can interrupt any of his block strings with kongo during the frame gaps. You just don’t do it all the time b/c you’ll get grabbed so be tactful with it, mix this in with blocking and teching until you catch their rhythm.

Other than that, make it a bitch for him to get in close. Control the spacing with hado and st. mp (faux fake hado) to keep him honest, and when he get’s EX to jump through the fireballs kongo him.

if you knock him down and he doesn’t have Ultra II— Go Nuts! Pressure him into using the rising kick so you can punish, and if you feel as if you need to get the fuck out of there dive kick > cr. roundhouse to safety > controlling the space again, or use some other block string that ends with cr.lk./cr. mp > lp hado just in case he tries to focus attack.

Other than that, get the hell in when he’s knocked down, and keep knocking him to the other side of the screen to frustrate him or keep knocking him down rinse and repeat.

Most Agressive Fei’s will try to focus absorb to get in close. So keep them honest and off guard with charged Fireballs and cr. mp/lk > hado frame traps.

Though alot of this stuff is easier said than done b/c he’s fast, versatile, and very good, but when I win against Fei Long these are the things that have brought the most success.

Hope this helps,

i don’t know if it’s OLD but here is my setup anti shoryuken vs Ryu

[media=youtube]ITMSiIv-0Kw[/media]

Just wanted to add that against Balrog, after a blocked jump in, do two jabs and then a punch kongo. Most boxers forego crouch teching in favor of cr.lp. This will teach them to stop the cr.lp opening up opportunities for tick throws.

Regarding cross ups…

I am not sure if many of us Goukens know or not, but you can use certain attacks during your block/attack strings to have a higher chance of crossing them up vs. getting the ambiguous cross up.

For example, I always use st. fp > mk GF dive kick to cross Balrog up b/c cr. fp > mk GF dive kick doesn’t work to well against him, same for Sagat. Same specifics go for the rest of the cast. I’m not diving into the all the grit and specific right now, but a lot of this can be uncovered by spending a little time in training mode. Most of the variations would be St. FP, Cr. FP, St. Cl. MK, and Cr. Mk for close version (inter change with mk GF dive kick) and cr. lk and cr. mp for the far versions (interchange with mk and hk GF dive kick).

It’s a bit much to digest b/c of all the character specifics and timing, but it’s good stuff to know to have a better idea of which side Gouken will land on once perfected. So, basically there are character specific frame traps that can give you a better chance to cross them up.

And NO… I’m not posting the entire list.

Though I will say. Gouken’s cl. attacks allow you to access every thing in the inventory. It’s the most under used part of his game. It’s deadly now, but in AE lp palm included in his quick combo/safe block string/frame trap per lp palm. And, don’t forget you can hit confirm into > cr. roundhouse to continue to mix it up with all the shit you currently love to do now.

It will be many on the band wagon, but only a few will actually master the art. Those will be the ones with the constant questions. The ones who just don’t get it. The ones who try to Master “Gouken” instead of Mastering the game. For to be successful with Gouken, you must have already Mastered the “GAME” due to character specifics and game play knowledge. Yup, I’m talking frame data and all that shit.

I LOVE this characters design.

Forever,

I AM

^…what he said

Does everyone know ibukis ex knive can’t be kkongoed, but can be normaled? Cr.mk werx best at half screen and will take out the lower of the two. At full screen fierxce will cancel both. St.mk will also absorb one of them as well.

On ex wing, how come no one uses the. f. mp? Werx great at a smal distance. If I recal correctly

I use st. Mp and st. Mk at close quarters against Fei, against Adon if you stand just outside of his range, you can position gouken where st. Hk counter hits his jag. Kick. (ST. MK and mp works a little further out) His only option is rising jag, and without 2 ex > FADC the risk reward is in your favor. I’ve never paid attention to ex kunai.

Me much either…thought it didn’t do much. Then I was gonna get beat per chip and I thought hmmmm…I wonder, ifierced it standing from across screen , gflipped, he got grabbed the crossed the fuxx up! Then lost of course!

I hate fighting hondas. Any tips?

Use EX fireballs, instead of lone diagonal fireballs. Cross him up after a knock-down so that you avoid his reversal, and punish it with crouching LK and combo to hurricane kick.