Gouken Match-ups and Character Specifics

I open this match with either hi or low kongo off top, then dash-dash gflip. Suddenly you have front row tickets to the greatest show on earth…oh and st. Jab kills his long rh. If I recall correctly. You can throw him outta his ultra 1 also. On gflips be sure to parry when he tries to st.rh absorb that shit then handle!

Also I’ve been finding vs sim’s 3/5 ths screen dist. makes plastic man real uneasy. But , watchout for U2 at this dist .they all seem to think this is their fierce, cr.fierce, mk, poke zone. Its far enough that you can still spot out that lo or hi kongo and have it waiting for the 2nd to last or final hit of that sad little block string.

For a while iwas doing some kind of jump back rh., then I would o.select to tatsu as that little ethiopian decideD to teleport and sure enough BAP! Tatsu right to the kisser!

I didn’t even think about that man. I think I was too concerned with kongo-ing fireball > teleport. I just need to kongo more, and record that bullshit poke zone in training mode.

I did see that palm can go through his cr. fp b/c of the invincibility frames, and I gave up way to many teleport punishes that I’d normally beat. Neutral jump FP can also beat his max range pokes.

You can space a demon flip sweep from far away (so that he can’t anti-air it) for a cheesy knockdown. As long as he doesn’t have super you’re not gonna get punished that hard.

Then if you condition him to block low when you demon flip like that you can just land and parry to recover (god damnit I miss fast demon flip throw recovery).

I think in the match up against Dhalsim, not letting him get away is one point. But as we always thinking of rushing down, Dhalsim can play the other way and teleport behind us, or Low short. As rauywnn says, the best best move is Gouken Flip, either doing it standalone, or after a knock down. The timing is best when the Gouken flip kick is done as meaty, so Sim cannot do low short to switch directions.

The option select (dive kick -> land -> lp palm) works great against Sim who like to back teleport when they feel pressure. What takinflight is good too, doing Kongo on start of round. Can also swap with a heavy Gouken Flip kick, which beats Sim’s back+rh. Swapping these two make Dhalsim think twice and will mind-fxxk him at the start of round. What Dhalsim fears most is Gouken’s cross up MK, try to do this as late as you can, and then see if Sim try to tech / back dash / back teleport. There’s a preference for every Sim, just memorize each of them.

Thanks for the input fellas. I updated the list.

i think gouken is the only character that can zone dhalsim.
i love it.

^ Denjin is good in this match up too. If he jumps backs and attacks he has to wait to land before he can do anything else. You can use a Denjin to catch him on his way down and that gives you the untech and the green light to rush his ass down.

anyone have any input on the deejay matchup? for some reason, fighting against deejay makes me want to rip my head off and pound it against the floor over and over again, regardless if i win or not. what’s really strange is that deejay is supposedly not a great character too. there is some info in the opening posts, but i don’t quite agree with some of these points, or at least my comprehension of how he works. i have no idea who posted these suggestions, so i’m just giving my input on why some of these don’t work for me, but not criticizing anyone specifically. if i’m wrong, please educate me because i really hate fighting against him.

other things i hate about deejay:

  • i don’t feel like i’m able to punish his sobat, machine gun upper, or ground slide at all. either normal or EX versions. i haven’t tested at all in training mode, but just by looking at the animations, it looks like that the active frames of these moves are really long, and just don’t have enough recovery frames for gouken to punish with bnb combos or sweep to start up a safejump routine (if even possible, depending on if he has EX or not). his ground slide almost feel like rose’s ground slide (c.mk) to me, except he gives a knockdown too!
  • his sobat feels like it has a lot of invinc frames, even non-EX. i can’t even normal (c.lp, c.lk) him out of it, but people on the deejay forum complain about he has some of the lowest priority normals and specials in the game.

anyway, i know i must be missing something from this matchup. maybe because fighting against deejay is quite rare, so i have less experience with these issues, so any advice will be great.

I’m starting to come across more and more chuns now since she has a motion Ultra now. I know right… the rich get richer. Anyway…

Low Counter beat’s the Hasanshu. I learned this and I’ve pretty much reduced her walk up pressure to grab or to just wait. I’ve been mixing it up with neutral jump and the occasional hado or cr. lk / cr. mp > hado, or focus attack to keep her honest. It’s almost pure hell trying to punish her after the Hasanshu b/c of legs.

If you are already blocking low and you are quick enough to press back to block it you might as well make her eat that shit and try working her way back from full screen.

So yea, was training with my freind who plays GUY. WAS GETTING MY ASS KICKED!! It was because hes just smart fighter and out wits me all the time. Guys air grab is CRAZY! Freaking BLANKET PROIRITY! I learned to start crouching the air grab making it wiff and then most people grab or start another block string to elbow drop.

My question is what do you guys do to GUY in this mixup. It scares me when they mix up the elbow drop with the air grab. The air grap has SO Much priority and it pretty much beats out all my means of attacking guy in the air. I just try my best to stay out the air with guy. But then they do the elbowdrop which can be kongo;d I know but I don’t like to konga all the time due to being baited by a wiff. I just need to work on my reaction time for starters >_>. Sometimes Cmk and rarely CHp due to spacing works but not all the time. Anyway I hate fighting guy he is one of my worst match ups with any character I play along with Bison balrog blanka. I REALLY HATE THOSE 4!! I JUST WANT TO TAKE THEM OUT THE GAME!!! lolol.

Ideas for AA, all theorycrafting:

[list]
[]close s.hk
[
]far s.mk (depending on distance)
[*]cr.lk xx tatsu: I think Guy’s elbow will whiff and you’ll catch him in a full tatsu.
[/list]

Hmmm sounds like a plan lol. Thanks for your input :slight_smile: Ill try this stuff out next time

I too was gettin done by Mista Klutch by the same throw, and yes it owns a standing and attacking Gouken. It is vulnerable to air tatsu at the right moment, as well as some other normals when met slightly after the zenith or prior. When I noticed myself failing repeatedly to this grab , I went to training . I discovered crouch is all we need to do. I felt like an idiot. I noticed when it whiffs it auto’s to the elbow, correct me if I’m wrong. As it changes to the elbow we have a couple of options in this minute window of opp. A quick cr. Jab, or from crouch a jump back or forward mp. can break this up, or op.tech throw. After a little training mode its all better now. So while still leaving some homework for ya , stay crouched and wait for the whiff then try all six buttons at separate instances then focus attack , and for kicks see if you can squeeeeze an ultra in there…wanna play a good GUY add Mista Klutch, tell em’ TFlight sent ya!!!

make sure you get in training mode for this. The elbow usually comes early and you can see it coming because the trajectory for the throw is different. For elbow, it suddenly dives straight down and it is easy to see. You can do this, crouch longer than usual and wait for your friend to do his flying move;
-> if its elbow, do the high kongo
-> but never stand up to block that
-> if you feel that your hands are not quick enough to pull it off, just do the cr.MK <- credit to SRK user… I forgot his name.

was supposed to play wolfkrone when he challenged, but we never got the fight done, even when we were both at EVO. Since then I had tried to play some high level vipers, and have come to realize just how difficult it can be. Got some advice from a friend and this is what we came up with.

Don’t flinch on seismo strings. On block strings some vipers like to cancel normals into feints then go for 50/50 bk setups which you should just counter. Concerning throws, don’t mash em! Especially if she has bar and ultra. Also if he lands a backthrow on you, never ever block crossup (this actually just a viper strat, it looks like a crossup but isn’t!) as you’d rather eat a burning kick instead of a full blown viper jump in. You have to eat 4 burning kicks (i.e. guess wrong FOUR times) to match the jump in combo damage. Pretty good odds.

Say he does land a burning kick on you, make sure to mix up whether your quick tech on knockdown or not. 9/10 times vipers base their bk mixups around people teching so if you don’t, she’ll just get a wasted jump and you’ll be out of the setup.

Main thing is to just keep your wits about and don’t stress. If you start panicking and start mashing throw and quick tech, then you’re going to die fast guaranteed.

good stuff, immort4l! Defending against viper from close range after bring knock down is seriously Gouken’s worst nightmare. I like to focus out of whenever she’s starting the flame kicks.

I say kongo …no?

guy destroys me too.
anyone with an air to ground throw is a pain in the ass for me.
just remember, if you hear “shinza!” fucking duck.
i think guy has an ex bushin drop setup similar to cammy’s that you cant duck on wakeup.
you might have to ex or backdash out of that one.

you have to be careful with wakeup kongos because she can do the delayed burn kicks and eat your lunch.
if your habit is to wakeup with kongo or tech like me, delayed burn kicks beat both.
if you wakeup with focus, burn kick is ineffectual.

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