Gouken Match-ups and Character Specifics

Watching that video is really disappointing…

First, he gets caught in fakes. an example of that is at 1:31 in the video, the mk to sweep is a funny little thing that works on most people. I use that too with gouken. It seems to work because people tend to react to the mk by blocking after they see it, but since the kick comes out kinda quick you can throw a sweep and you’ll tend to catch them.

Then after he lands a focus(1:48), he uses a regular palm when he could’ve used an EX-palm which could’ve giving him a chance to land his ultra or at least done more damage.

he’s a good player, but there are things he needs to work on. After fighting with daigo, i bet he’s busy trying to patch the holes in his game.

Ahhhhh!

If Ryu whiffs on U1, he eats a Full Raw Denjin, try it for yourself.

I’m pretty sure he’s looking back on the match seeing what he could have done different, I think we’ve all been dominated before if just wasn’t posted for everyone to see.

I’m glad that we are starting to see more videos of Gouken so we can keep learning from each other. GO BULLCAT!!!

i don’t think he was counting on landing that focus. otherwise i’m sure he would have dashed forward for the c.fp > ex-senku > hp. hado > ultra or some variation of it. then the problem with backdashing the focus is you lost time on the follow-up. i’m sure at one point or another, we’ve all experienced the weird hit properties of ex-senku after a mistimed (late) follow-up after focus crumple. iirc, and maybe i don’t, but if you throw ex-senku late after focus crumple, doesn’t the first hit reset your opponent and whiff the second hit? i’m sure bullcat just didn’t want to either 1) waste his ex meter because of it or 2) even worse, whiff the second hit of the ex-senku and let ryu recover faster than gouken.

i can see why bullcat’s game doesn’t look terribly impressive, but let’s remember he’s fighting daigo here. i’m sure daigo can make most of us look like 4 year olds playing street fighter. like iamthatiam said, i’m really interested in watching more of bullcat’s videos because i’m sure he didn’t get to having the highest bps for gouken by making stupid mistakes all the time.

under what conditions? i guess the only situation i can see gouken having enough time to charge up the whole denjin is if ryu does a wakeup metsu hadoken, but you have jumped over his head and are going to land behind him. which other situations does gouken have enough time to charge the entire denjin?

The scenario you presented will be the most likely one. You also have Ryu trying to meaty your wake up with U1 or U2 and you EX GF and parry or whiff throw out. A few times I’ve played a couple of Ryu’s who wanted to catch me using cr. Roundhouse or cr. fp ~ hado so they try to hit me with a random Ultra. It’s a great thing that the game engine doesn’t take your input when the screen flashes LOL. You just jump over buffer you Ultra and when you land let him have it.

It’s not something I would game plan around, but it’s definitely nice to know. Ken’s U2 is the same way (though it may not net you a full denjin).

Theres a few more than can net you a full Denjin, like Chuns U2, Kens U1, Rufus U2, C. Viper (Super and U1), Blanka U2, Dan U1 and U2, Seth Super and U2.

There are a lot of specials / ultras that have a long recoveries but won’t net you the full Denjin, but I think we need to keep in mind that the damage would be higher and the stun could be up to 800.

In any of those scenarios, they would have to somehow whiff for you to get the punish, just something to keep in mind, some times your opponent becomes desperate and throws out a random move in hopes that it will hit.

I’m still trying to figure out, what’s the fastest time someone can recover from being dizzy.

Backdash is safe with Gouken especially when opponent like Fei Long / Ryu / Ken, they do know when to mash uppercut when got 2 EX bars. I made mistakes, e.g. hitting with Lvl 3 Focus and then I backdash automatically, then only 1 sengokushoha can follow up. May be this is my pattern, or I am just not confident dashing in with his 4 frame cr. LP. There’s not many options after the dash in, just throw, or tick n throw… it seems not right because you are always in the disadvantage unlike Guy, Boxer, or any other character with a 3 frame punch -> big combo.

May be focus lvl 2 -> dash in -> EX GF, but I found people are not scared of EX GF anymore, they know its invincibility frames and they can just walk forward and punish Gouken. Best choice now for wake up is EX Tatsu (1-hit, he blocks), FADC backwards. Uses 3 EX bars. Its useful because basically your Kongo shuts them down from crossing you up, and their option up front is -> walk up throw / crouch LPs / tick n throw / straight jump. Unless they do SRK / EX SRK, Gouken is fine.

testing out some gouken on the stream with jibbo justin.tv/automattock check it out

A couple of videos of Shiine Gouken
against Juri: [media=youtube]gJYyD_Cx8n8[/media]
against Gen: [media=youtube]kUsKtPu9-D8[/media]

Vs. Hakan he can be crossed up with jab and fierce punches respectively. Gief also can be crossed up with fierce punch, shoulda tried jab but i gotta leave yall SOME homework to do.

Oops make that a cr. gief only, you gotta aim for that lil trapezoidal piece of back meat just beneath the shoulder

Video clips of endless battle between Pikachuakuma (Akuma) VS Shiine (Gouken)
Total 15 videos (i guess)

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vs Dudley:-

Below is what I experienced in playing against Dudley, they are fast, deadly in the corner but you can keep these things in mind in order to lead the round.

  • Their uppercut sucks standalone, no invincibility frames at all. You can jump over him all the time, but watch him doing EX (1-5 F invincible).
  • Their best AA normal is the st. MK, even you are almost crossing him up, you will get hit.
  • Fireball is very good, do less MP fireballs because they usually duck over/ random EX machine gun. Throw a LP 3/4 screen, they duck, you can do a sweep early and win everytime.
  • cross them up after knock down. Beware some Dudley do Cross Counter on reaction, and you got to know your timing when they can / cannot do Cross Counter on wake up. If they do, your option is empty jump cross up -> back throw
  • Watch their strings when you get cornered, you would probably get knock down 2-3 times before actually getting out. Best choice is WATCH for their ducking, and tech the throw immediately. Do not do anything or you would get countered by Dudley’s normals.
  • Jump up and EX Tatsu to get to other side of the screen. Their EX machine gun will not be able to chase that far.
  • When you block their normal Machine Gun Blow, I would do high Kongo. Although their choice could be a throw OR Short Swing Blow, but you are responsible to learn their strings. Each person is different.
  • After you block his Ultra 2 (Corkscrew) , you can do Shin Sho / Denjin. Or you could do st. far Roundhouse. I tried to walk up a bit and do cr. HP-> Sengokushoha.
  • If they are doing the following, do not try to jump because there’s advantage for them on block
    -> F+HP
    -> F+MK
  • Although Dudley’s F+HK is FAST, but you should watch carefully during close combat and do high Kongo on reaction. Practice
  • as iamthatiam suggested, st. far Roundhouse is your good friend. You can do this randomly as it really stops Dudley in its track / startup
  • cr.LK -> LP hadouken is what you should do in close / mid range.

I suggest you do HK Gouken Flip from a distance and throw them. Dudley have no reason to duck from afar, you just need to know your timing is perfect (from them getting in range <-> your Gouken Flip arrived)

something else I’d like to add to dudley is to prepare to block low/focus/ or low kongo in the corner, especially if dudley has meter/ultra he does a lot of damage there much like gouken and but its done by his crouching rh scoop or machine gun blow. something that lesser dudleys like to abuse is walk back machine gun blow, going for the the special as you start walking forward, don’t fall for that shit. This match is a really good block/tech practice, because good dudleys are sooo pringles with their offense, mixing in throws and really good at staying in. ex kongo is really good during pressure block strings.

[media=youtube]oE-k3uQI_ug[/media]
Here’s are some matches against dudley, got bodied something fierce in the 3rd match.

also a set against a really nice viper
[media=youtube]9mod4r3CHjw[/media]
[media=youtube]on-2L4EN2Y4[/media]

ViperRx188 and Imm0rt4l … Thanks and both added.

VS Dudley.

Not that Dudley should be doing this, but there is a good hit-confirm to counter any blank MGBs. Use st.fierce as a poke and buffer Senkugoshoha or Gouhadouken in with it. Controls a lot of space and if he does try to be cheeky and get in with MGB, more often than not the st.fierce will become a cl.fierce instead and the buffered move comes out, netting you a free combo.

vs Cody

Don’t underestimate him, all his strengths comes from his versatile block strings which I will list out below. If you want to beat him, learn to use him!

  • if you happen to be at full screen with Cody, do LP fireballs, which are a little bit faster than his rocks. Then bait another rock, while you do EX Gouken Flip
  • at 3/4 screen and Cody has EX, people will often bait you doing fireballs and they will did the EX slide kick on reaction.
  • at 3/4 screen, don’t jump forward, only use Gouken Flip because he has a few normals which can beat your far jump in right on.
  • when close, cross him up with MK and occasional LK. Follow up with st.HP and if he blocks, keep doing Light Gouken Flip
  • Watch people who like to use cr.MK to move /evade, Cody’s best tool against your Gouken Flips and late cross overs.
    • Your option select would be immediate cr. HK , although their cr.LP would be faster than you
  • Block Strings by Cody
    • cr.LP, cr.LP, cr.MP -> tornado move
    • cl.MP, cr.MP -> tornado
    • cl.HP, cr.LP -> tornado
    • cr.LP, cr.LP, cr.LK -> middle kick / tornado
  • The above are the most used by Cody users. Remember they can connect with Tornado and Up Kick combo easily after one cr.LP
  • They usually pushed you far after 2 -3 blocked attacks, and they will try to jump on you. Use st.LP to interrupt his jump early.
  • When you are knocked down and you see that they are not crossing you up, they are probably trying to do Straight Jump delay Air HP, your best friend is close st.HK.
  • Cody waking up and you are doing a GF Dive Kick, some smart Cody will use EX hold PP charge to escape. Very easy to watch him doing while you are still coming down to land, use cr.HK which chase his ending animations and beat him.
  • When you are knocked down and he does the EX Stone close range, remember it is +15 for Cody. Don’t move and let him finish all his EX / stones; pay attention to throws and sudden jump in, Kongo the latter.
  • Some Cody relies on U2, and if you happen to bait him doing so, You can do ShinSho or Denjin by mashing the inputs right after you blocked the “dust”, works all the time.
  • blocked tornado does not equal punish, see below :
    • blocked light tornado -5 for Cody , best choice is LP follow up LP hadouken; do not do cr.HK
    • blocked medium tornado -8 for Cody, if you are pretty far, go for cr.HK; otherwise, cr.HP -> EX Sengokushoha
    • blocked heavy/EX tornado -10/-11, do whatever you want
    • the startup for each of them is all 13 frames, but you can feel the blocked hits are more for heavier versions.

Seth:

  • His sonic boom has very slow recovery, his EX is even slower.
  • Try to stay on the ground, his j.mp will lead to a combo followed by mixups.
  • If you get him on the defensive, watch for the teleport. It is fairly easy to punish now.
  • Be mindful that he cannot Ultra1 while he has a sonic boom on screen.
  • Ultra2 does a ton of chip damage and Gouken cannot escape it if activated beside you.
  • If you get hit with Ultra1, watch for the lp sonic boom teleport behind. Getting hit will result in a BnB.

Against Cody another good thing to remember and I’ve done it a few times. If he throws out a close ultra 2 if you nuetral jump the dust you can punish for big damage since his active frames on the second half of the ultra are kinda late you can get away with this. I’ve also jump over the dust from half screen and did the same thing.

An interesting combo video I found on Eventhubs. It appears that if people can time and space themselves correctly, Gouken’s counter explosion can be Ultra-countered. You can see it in the video at around 2:24 with Fei Long. They didn’t show if Cammy could do something similar, and the odds of this happening all the time against a Fei / Cammy match-up are slim, but it’s still something worth noting I think.

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