Gouken Match-ups and Character Specifics

I got a couple questions (warning some are n00bish)

1- How to Plink a Gouken Flip Dive Kick after down HK? or anyway to make sure its a safe.
2- After Forward throw, run, is best to use MK or LK Gouken Flip for safe dive kick?
3- How safe is the vortex after a jump in, s.mp?
4- I don`t understand option select, any practical example with gouken? (the only OS I use is against throws)

Thanks for any info.

  1. You can’t plink after down HK (I’m thinking you mean down and mk)… I guess you can plink down and mk using mk and lk for your input but that alone won’t make it safe. Safe jumping with command overhead is more dependent on when you decided to jump.

If you use GF dive kick, you can plink with any of the kick buttons to activate dive kick. Either press 2 kick buttons at the same time or just piano the shit out of them. If you are trying after cr. roundhouse you must input your dive kick motion as a buffer during the recovery of the cr. roundhouse and then activate the GF on the first or second frame after its’ recovery (it takes a lot of practice to get it consistently)

  1. Everyone does different, the most common is dash forward mk dive kick.

  2. It’s not. St. MP doesn’t have enough hit stun, the only thing safe you can do after st. mp is use cr. lp or cr. mk for a 1 frame link block string. If you leave a gap, you will get hit by any reversal they do.

  3. There are OS examples in posts 508 and 509, the most practical in post 509 with OS cr. roundhouse.

IN all honesty , if you could get 1 flip throw on Gief you could essentially use this attack plan for multiple flip throws, this works on grapplers , and will lead to bait situations vs dp chars… enjoy!!!

VS ZANGIEF
Try flip throw vs gief and have fun with this after hes on his back:

After he is grounded by the flip throw do another one with lk flip ASAP(their are some slight timing variations you can do here) and repeat:

…if he stands and does nothing or blocks the timing is so perfect that your lk flip throw will work
…if you see back dash let it slide out for the trip
…if he jumps air parry to st. cl. rh to hit him before he lands (will beat his nj headbutt)
…if he knows whats coming he may back dash into command throw, just parry land and jab palm

So please bear in mind on GIEF’S wakeup this is true vs Gflip throw:
his lariat loses as does his banishing flats ex and all , all normals lose as well, if he has U2 and does it on wakeup as you parry it at the right time you land and watch him startup U2 and he misses flying right by the old man, you can see gouken chillen in Giefs u2 animation background like"hahaha missed me dumb russian!"…try it let me know what ya think…
(this works great on command throwers and can also bait the DP chars into punishable situations)

IVE landed all these options a few times against a few giefs…dizzy by flip throw mixup PRICELESS!!!

How do you guys deal with Blanka now that LP palm can’t punish his balls? I thought the match was pretty even in the other games, but I’m at a loss now at how to deal with him.

i think dash sweep works.

@ takin flight i agree with that gouken vs gief on wakeup, i think its a pretty secure way of holding pressure on him

@darkbluesamurai, i dash up and block in order to get a feel for the opponent likes to do after they land from the ball. its not the safest solution but it is fun to unnerve them. the only down fall i’ve noticed is that you’ll take an ex blanka ball, or if your not quick enough, a normal ball.

Try the GF Grab on Makoto’s wake up. It grabs her out of all of her reversals as well, save Ultras. She either has to jump or back dash out or it’s curtains.

i picked up a dudley right out of a flash upper with it …i believe with the new flip throw vs. opp wakeup its the sleeper weapon…ive been using it after U1 for 2in a rows vs alot of opponents …

my advice use it more vs opponents wakeup …all shotos are like wtf right after a U1 no one expects it and for some reason all the bars in the world dont seem to matter they freeze up on it…im gonna check my replays to see just exactly what they are doing input wise

Jet Upper is pretty slow.

Not sure on the matchup, but I’d say it’s definitely in Feis favor. Ryu fei is 7-3, so I wouldn’t doubt Gouken having issues with him as well. It’s most definitely at least 6-4 in fei’s favor though.

Ok, so Blanka, seriously?

The only ball we can punish is rainbow roll and LP ball? What the fuck. Even if you block an up ball at point blank you can’t do dick.

LP Ball blocked standing = st.mk for punish.
MP = lol
HP = lol
UP ball = lol

Offline I tried dashing and punishing and nothing, I won’t even other online.

Also, I’m sure most of you know but Yangs rolling uppercut can be swept or low countered, EX and regular. Shit, if you are feeling especially swanky you can cr.hp into EX palm it, though the timing is way tighter. Just thought I’d throw that out there, lost two matches yesterday to chip from that thing.

yeah alot of people are spamming yangs roll i usually block and punish cr.hp EX palm but i never try to counter it good info.

It wasn’t the spam that was getting me, it’s just that some were doing it then FADC for an easy way to get in at the end when it was real tight. At least I know now if I bait it I don’t need to wait to see if he FADCs to punish. Ultra also works btw but you don’t get counterhit for some lame reason. All other punishes are CH.

Not sure on the matchup, but I’d say it’s definitely in Feis favor. Ryu fei is 7-3, so I wouldn’t doubt Gouken having issues with him as well. It’s most definitely at least 6-4 in fei’s favor though.

The main reason fei is such a bitch to ryu is the fb punish with rekka’s, and bam, you’re in the corner. He can’t do the same on gouken, but there are other places where he makes gouken’s life more complicated, so I’d say 6x4.

I should really take the time go get some option selects going for gouken in those match ups(fei, yun,yang). I really gotta spend some more time on the lab.

im not sure why fei is that difficult , some things we have going is cr rh ducks chicken wing as does cr lkn on wakeup crossup mk slashes all his shiit …just a thought

Takin, you up for some games in a few hours? like 3-4 from the time of this post?

sure thing

fuck, man, my bad, won’t be able to make it tonight, lets make it another day!

Walking forward a bit and then s.HK doesn’t work? I tried it in training mode from various ranges with HP Ball. Denjin seems also to work but the damage sucks.
I used the dummy on record with HP Ball and then holding d/b again.

I’ll try again

figures that i run into this last night and come here to see what the deal is, and you end up being the one who posted how to do it. good stuff - it was annoying, but i still got the W’s. :lol:

it seems like a bad gamble to set up since you only landed it twice(i think) in 5 rounds. and you took a lot of damage from AA lariats, u2, and nj headbutts in the process of going for it. not to mention being put in a bunch of knockdown situations.

if you ever want to try this out more and see what works against an ok at best gief player, set up a lobby and shoot me an invite.