Gouken Match-ups and Character Specifics

Why do airtight strings matter if you’re blocking?

Ok then, so that’s not a safe jump. A safe jump is a free jump in regardless what the opp does.

B/c you can interrupt block strings with Kongo, all you need is a 1 frame gap. Of course you can be grabbed out of kongo or if they can stop and do nothing and punish you.

But if you notice the opponent is doing unsafe strings, you can get them the hell up off of you and blow up their block strings (Normally with EX Kongo)

I don’t do it all the time, but after a couple of successful crouch techs on Goukens part, people will try to just block string you out or delay the attack a bit so they can catch your crouch tech with counter hit to punish you. Getting hit by a kongo while attempting that kinda makes them rethink that strategy and takes the pressure game off of Gouken a bit b/c they will either resort back to grabbing or using a 2 and 1 to get to safety and that normally pushes them back from Gouken.

Cammy also has 0 air tight block strings, so if she’s caught throwing two attacks in a row and you Kongo in between, she’s fucked. Same shit for a bunch of the cast.

It’s not a magic pill to solve all the issues Gouken has with match ups, but if some one is doing an unsafe string then… :slight_smile:

 I second this statement.  Like Iam stated before, this CAN work to take their pressure down a peg or two.  BUT, there will always be a few fighters who know Gouken's antics and "false weaknesses."  These guys who know OUR match-up definitely know how to bait out a kongo (ex as well), hence the double layered mind-games you will have to play with them.

 Think of it this way, you know Gouken the best right?  If you were going up against him, what would you do to effectively shut him down?  That is what they are thinking.  It comes down to YOU for adding yet another layer of mind-games.  What I like to do is pretend that I am a normal Gouken who likes to panic Kongo whenever I am being rushed down.  I do this by throwing out a Kongo (successful or not) to interrupt their attacks.  Once this is achieved, I will switch to a more traditional, none kongo style of play (instead of Kongo for anti-air use cr.fp, tech all throws, keep them away etc).       
 
 This keeps them guessing for when you will throw out a counter, or better yet, makes them afraid to rush you down because of that unknown 'timing'.  Then their kongo mind-fucked for that round and or match.  Keep this up and you will seem S-Class to them lol.

it’s still part of the safe flip setup though, just that you’re delaying the dive
besides, what was said was that you can’t safe jump an EX SPD, i just pointed out you can

Well my point is that, unless their airtight string is a low, if you try to kongo in between you’ll just get nothing instead of getting hit. Airtight strings provide for no mixup potential for the attacker, they’re usually in order to set up specific spacing for another mixup (Ken wants you at low/overhead/kara throw range etc). And everyone can do chains in order to make airtight blockstrings. Cammy can chain cr.lk’s.

If it’s airtight, you can’t kongo but they can’t hit you (unless you stand into a low).

I totally understand the value of Kongo during blockstrings, but the whole point of Kongo is that the threat essentially can take away their frame advantage and let you do stuff like throw them during their own blockstring, or get them with a backthrow when they try to throw you, or just hold up forwards and go for a crossup, or do cr.hk or cr.mp xx hado to push them out.

^ I guess you overlooked when I said normally EX Kongo.

Just b/c some one uses same attack to chain, if the shit is being blocked it doesn’t change the block stun. If that was true, then shit, every shoto I fight I’d just chain attack the shit out of them if they are blocking, so they can’t use DP. Why do you think mashing DP works??? It activates during the frame openings and if something is stuck out they get popped. Kongo works the same way, save you can get grabbed for trying it.

I use the short cut method when I’m inputting the kongo command or any dp motion during wake up or strings, so there isn’t a reason to stand at all, Gouken is crouching the entire time.

The whole point of kongo is to counter their shit, I’m not sure about any threats. And most people have +2 etc. for their block stun… who are you throwing out of block strings successfully with a -2 frame dis-advantage with out eating a counter hit?

Trying to jump out of block strings is dangerous as hell, and will more than likely get you hit confirmed into something else. vs. a good opponent, I can see doing that selectively vs. a command grabber, or if you KNOW the opponent is trying to grab, other than that you are asking for it IMO.

I really didn’t want to dive into a discussion about kongo though… I just wanted to compile a list of air tight block strings… I can understand if you don’t see the value in it. I’m ok with that.

It’s all apart of the same set up… but delaying the dive kick makes it what… UNSAFE. And I already said EX Throw couldn’t be safe jumped.

Gouken’s cr.lp chain is an airtight blockstring. Test it in training mode if you don’t believe me. If the cr.lp’s combo it’s an airtight blockstring. You CAN just push shotos out with cr.lp chains, the only risk is in the original cr.lp.

The point of me hitting stuff during blockstrings was after they start baiting the kongoshin. If I know they’re baiting I can frustrate them by hitting buttons.

The reason why I said you might get hit if it’s a low is if you do the normal reverse DP motion you stand during it so you might stand while you’re trying to kongo.

Edit: I used turbo to eliminate any flaws, and I can push them out until they hit max range, and then interrupt their block string. Funny enough, the reversal seems to only punish the whiff and not the actual chain, until they hit max range.

How in the hell did I over look that? Thanks for pointing that out.

I’m confused why we don’t see more of cr. lk into lp palm, specially on the opponents wake-up. Safe and pushes a shitload to the corner on hit. on the corner it links to both ultras( and it even doesn’t require fadc for denjin!).

EDIT: on ae I mean.

well its goin to take time for people to learn the new options and get used to doing it.

I started training again and I found this… If you are playing a Rufus who wants to repeatedly use instant triangle kick on you and you can recognize it. Use standing cl. hk to kick the shit out of him. It takes some good reaction to get used to it though.

Crouch teching can be effective in stopping the dive kicks too, but some Rufus’ I’ve played in the past just started delaying the dive kick and punishing me for it.

Just another option.

interesting, maybe that will also work on the twins?

Theoretically, it should im sure the hit boxes for their dive kicks is very similar. I haven’t played ae yet though, so im not 100% about the broken twins.

I still cannot wrap my mind around why they had to break them and fei long.

^ It is what it is. Just find what’s armor break and kongo the rest of that shit if you see it glow.

I use st. mp as a bait a lot and buffer all types of shit behind it at far range and the little grey area in case some one does something to go around a fireball etc. AND… EX Tatsu own’s almost every damn thing on the game Ultra’s and all types of shit.
And when I say everything, I mean Everything. And a lot of Gouken uers are over looking it.

Fei, Yung, and Yang also suffer from what I call “get safe jumped for free”, and Gouken actually has a true Vortex now, so I’m not worried at all. I’m actually looking forward to it, I wonder how frustrating it will be for them when I treat them in the same manner. It’s going to be very frustrating when I knock em down and just jump the hell in on em with no care for what they will do about it, or when they see st. mp after a few hado’s and think it’s a fire ball and light up only to see me EX Tatsu them right back over there b/c they forgot to pack their lunch. :rofl:

AND for the lovely price of 3 Bars you can get EX Tatsu > Ultra. It may even trade with lk tatsu for Ultra trade.

I think he’s perfect now, I have no complaints about him. The only way to compete in AE will be to have a good defensive AND offense plan with him. Just chucking plasma ain’t going to cut it. It can be an effective technique, but if some one has a way around then you better have a plan to either get him away or knock his ass down and go to work.

It’s time to level up folks. You’ve been warned.

IAM

cant deside who to spend more time with when ae drops gouken or oni. either way will be fun

I’m going to only use him in Endless until I’m comfortable with him.

When AE comes out, it will be the first time that i will mostly only doing ranked matches over a huge time. I want to check out how iam adapting to the overall changes of AE and i want to see how difficult it could get.

With the beginning of AE i want to get experience real quick. I already played against really good and also known players, but i want to get more of those opponents.

same here, i want that master title/rank gunna be a bitch to get though