Gouken Match-ups and Character Specifics

can we connect a kara fb after cr. hp?

It might make it work on more characters?

Will test asap.

I’m pretty sure you can’t kara anything in a combo. The way “kara” works is that you cancel the start up frames of a normal into a special. You are choosing the normal in question because it gives movement in the very first frames before being cancelled (due to leniency in the input system).

Knowing that, you would need to be able to cancel a cr.hp into a standing hk in order to kara the fireball.

Lol, I obviously didn’t think that through. Point there.

I got a couple of questions for goukens fellows:

1- What secure block strings there are for jumping in? (that cannot be mashed in between)
2- What to do versus peeps that likes to jump in with attack and then throw? I always struggle with that, low pokes do nothing to stop the throw.
3- Versus dictator any reliable way to stop his head stomp at mid range, long range?
4- What anti air to use for close jumps in like feilong lk? (c.hp, c,mk doesn`t seem to work that close)
5- versus blanka anyway to punish his electricity when he wakes up? sometimes I safe jump so I block it but I cannot get any hit on him after that.

Thanks for any info.

Jab jab only. Start baiting and punishing.

Uh, unless it’s on wakeup you should anti-air him with normals (cr.mk, cr.hp, far s.mk, close s.hk). Otherwise block and tech the throw.

Neutral jump fierce. Or just backdash for a full combo.

Jump back fierce, kongoshin, close s.hk.

Electricity is plus on block. However it has no lower body invincibility. Blanka’s wakeup timing is just weird. You can throw him out of it or meaty him out of it. Backthrow -> ultra ought to teach him. Also, Blanka has EX Up Ball so I don’t like to be close to him anyway.

So j.hp, s.hp is not safe ? I can be SRK after they block the j.hp?

j.hp, c.lp, c.lp = safe?

Oh jump-ins to normals can be safe. It depends on how deep the jump-in is. But if you try to follow up j.hp -> s.hp with cr.lp or cr.mp you can get uppercutted. If you’re dumb.

for info sake:

st. hp is safe.

cr. hp is not.

st. mp is plus on block.

cr. mk is not safe.

vs electricity try to tatsu over them and throw them from behind! hes way easier to grab that way.

Here’s something i picked up while fighting a lot of chun users a few nights ago.

Test them to see if they know how to deal with dive kicks after they get knocked down.

The dumb ones will do ex or regular bird kicks. Against them use close to medium range DF-dive kicks(aimed at the center of where her waist should be if chun was standing) to stop the bird kicks and then start adding DF-throws and sweeps when they start blocking the dive kicks. Don’t forget to DF-grab a bit late to grab them if they’re crouching.

Now the smart ones will start to neutral jump RH after 1 or 2 failed bird kicks. At that point start jumping in with fierce or else her RH will smack you out of the air. If timed right the jump-in fierce will stop her before the RH comes out during her neutral jump.

Once you neutralize their wake-up options(in their head) start applying gouken’s DF vortex.

Also, if the chun user tries to dash-in behind her fireball, parry it and stop their forward movement.

Better chuns will test goukens to see if they will do this to their fireballs. So, if you see a chun user that doesn’t get too close behind her fireball then don’t get parry happy or you’ll be eating a lot of her pokes. For that you would want to focus absorb and dash in for either a grab, if within range, or ex-kongo to punish any fast reaction on their part.

Just don’t focus absorb too much.

All very good points. I had to learn that the hard way lol. Once they noticed I parried too much they just started baiting it and punishing. Just wanted to add one more thing…whenever the bitch is in the air NEVER EVER focus absorb because she has the 2 hit attack in the air and on the ground. Congo does wonders cuz most chun users don’t like empty jumping. But again…like stated above do not go parry happy or else u will get punished.

yo, check out me playing EG Marn on the front page of SRK right now.
Shoryuken - Five Hours of Super Street Fighter 4 Arcade Edition from Arcade UFO - Featuring EG Marn

Im the gouken and one of the akuma players in parts one and 2 but…

Part 2 @ ~ 4 min you can see me play against his balrog, makoto, and C.Viper all in a row. I land some new stuff, so check it out.

Some Specifics I noticed for you guys some critiques of my gameplay, and thoughts on options in these matchups…

Makoto- I learned this from playing hsien’s makoto a lot with akuma and gouken
Her Ex command has hyper armor and should be option selected. An example would be after a combo like stcl:mp:–>cr:hk: and then follow up with a cross up :lk:. In this position if you try and just do a block string, she can rip EX command grab and get you. I say you should jab and buffer Ex tatsu to break the attack or just use a :mk: for the cross up instead. Just using meatier jump ins as well against makoto prevents eating an EX command grab into ultra.
If you Ex Flip to get out of a yomi’d command grab, REMEMBER THAT IT HITS CROSSUP. Follow up with desired combo.

Balrog- Just watch the video to see th interesting shit with Ex Flip divekick beating jabs.

Viper- PRAY. Fucking PRAY you never miss a combo like I did. cr :mp: is great to mess with her thunder knuckle pressure. Dont focus a lot, it’s not worth it.

That’s all i can think of for now. enjoy

good shit man. but i gotta ask why didn’t you parry balrog’s jump-ins?

i know u saw them cause you were blocking low and when marn jumped in you blocked high. is that one of your tactics in dealing with rogs? it’s not a bad idea. You don’t lose health from blocking and it might be a good idea to bust it out to end a match than to have them empty jumping the entire round.

LordMelchiahX, tell me you used Gouken at the HW tourney haha. I use to be one of two Goukens playing at casuals.

Im down for a shin sho session. Just let me know XBL or PSN.

Today, I am glad to say I completely corner fucked a bison player who had more than 10k Bp on me. I think he was in the 18k.

I got him in the corner and just.
f.mp, c.rh = knockdown.
c.rh = knockdown.
f.throw = knockdown.
c.rh = knockdown.
f.mp, f.mp, f.mp = stuffed a pscho crusher.
f.mp, c.rh = dead haha.

man this was so good. Wish I recorded it.

@USSBallsonchin
Oh gosh, this proves again how many people (like Marn) doesnt really know gouken. Someday this will be a fatal mistake.

It doesn’t,in fact, kara fireballin all the time can be bad. Take the round start distance for example…

If you kara fireball first thing in a round then their jump in is that much more safe, BUT if they do anything else you’ve just pushed them that much closer to the corner.

Kara fireballing is a great way to get closer to another fireball opponent and set up some palm pressure, a meaty jump in, focus dash mix ups, baiting jumps, and of course walking the opponent to the corner. It also has a psychological effect of making the opponent think you’re doing something hax to get in when he’s doing the fireball game just to preserve spacing.

Use it sparingly and you’ll be surprised at how well it helps his overall zoning game, and gives him some normal zoning pressure set ups, AND counter poke set ups usually reserved for characters like akuma with a faster walk speed.

The ability to gain ground while chucking a fireball which your opponent will block is akin to being able to dance around a poking zone in footsies using a character with good walk speed and using the new spacing to your advantage by punishing whiffed normals, specials, and reaction punishing jump ins, or just getting a jump in yourself and adding more pressure to the match, and getting him in that all important corner.
These are all the things i think about when i choose to kara fireball.

lol HELL YES BRUTHA!!! But honestly I was so fucking off that day I have no clue why. I mean simple ass bnb combos weren’t comin out. So I thought something was up with my controller then when i got home I started playing and everything was perfect O_o
I was confused…and I wasnt nervous so I just said whatever. It was fun tho man…so were u at the tourney too? U headin there for wednesday casuals? I will send you a friend request this morning when i get home so u can accept whenever and once we both are online we will hit it up for sure bro.

Good show

ps. I’m only on PSN.

Haha another pad Gouken? In the GTA? Awesome haha. Couldnt make it to the tourney cuz of other commitments and I havent been to casuals since December but I’ll be there tomorrow around 330. PM’d.

I need some tips against Bison and Balrog players.

For Bison I have a hard time dealing with their scissor loop and by the time I get their st. HK or cr. LK pattern down they start mixing it up with walk-in throws and whatnot. Is there any way to get out of EX head stomp chip damage once you’re in a corner by the way?

As for Balrog I really just poop myself due constant pressure and random Kongo’s that will never win the match. Any tip would help, but imagine like any Balrog player they go for a lot of jabs and can headbutt upon reaction for non safe jump ins.