Gouken Moveset and Attributes

Is it just me, or is the :dp: + :k:, :k: superior in almost every situation to the :d: + :mk:? Not only can you cross up very easily with this, it also allows you to play head games and hit :p: late instead and counter their parried attack with just about anything, and at a distance it’s a really good followup after a :lp: :qcf: (where you don’t hit a button and simply sweep them). The timing on :d: + :mk: seems extremely random as well. Even though you’re supposed to hit it at the “apex” it seems like I can only get it to function around 75% of the time, and I swear I’m not doing anything different.

Is there some priority issues I’m not aware of where :d: + :mk: will cleanly counter attacks the other move won’t?

I feel like the hit stun on :d:+:mk: is terrible, cant combo anything good after it.

counter

i could be making this up, but i think EX counter eats two hits. Also, the hitbox for the counter attack is MASSIVE.

high parry destroys almost all of bison’s attacks. the only moves that he can do without eating counter is ex headstomp, pscyho crusher, throw, and far j.rh (if it hits at its tip). Everything else gets owned by counter…on reaction, this include regular headstomp.

You can counter devil’s reverse by inputting the counter motion twice, so once to counter as he was doing headstomp, then do it again if he’s trying to hit you with a devil’s reverse.

Vs blanka the counter will hit Blanka out of slide, somethign most FAs, if not all, can’t do. I did an EX counter vs Blanka’s ultra, and I ate what i thought was two hits and hit him out of it. The reason I thought it was two hits is cause I had like 25-30% of my health as grey damage.

Vs sim if you counter the fireball, you will hit anything he tries to follow up with. st.fp, teleport behind, etc. Anything that there’s a hitbox, gouken will hit sim out of it. This is also great if someone is throwing close range fb’s for some reason. I also swore that sim did EX fb, and I countered and the second hit of the fb never hit me as i smacked the dude’s st.fp.

Vs chun it beats j.fp x2. chun gets smacked before the second fp comes out.

Things i want to test out with the counter:
Lariat,
Vega Rolling,
ex dp for ryu,
block first hit of low rh vs guile, counter the second hit.

Fireball
I have a feeling that the upwards fp can be used to juggle. gotta test it out later.

I’ll be testing it against Lariat also. Would love to hear if it works out for you well.
In regards to low rh vs guile, countering the 2nd hit definitely works.

Figured I would move your quote from the other thread to here, as to not get the other thread too sidetracked.

That’s another issue I’m having with counters. What exactly is considered a “low” attack if not a crouching kick? Is it not even really based on where the attack is actually coming from (high/low) but based more on the hitbox of the limb or projectile?

I’ve been able to counter a Tiger Kneee with a low counter, but it’s not a low attack, it’s a mid attack. I would think that maybe both low/high counters will work vs a mid level attack and you only need high for jump-ins and overhead and low for any sweep type moves, but that’s not right because I can’t counter a high Tiger Shot with a low counter.

You can cross them up with the dive kick, at least the one from the :dp: + :k: when they are in the corner in training anyway. *edit wall of text; Yes, the :hk: Tatsu is what you want to use for a FADC ultra. It seems to have the longest range of the three on startup, which is good because it’s very hard to not dash through them when doing the cancel otherwise.

I’m not too sure. I haven’t played too much with it yet. What I did try against shoto’s in training mode with record and playback was low countering crouch strong. Doesn’t work. It seems to me like it’s hit box of the limb. I could swear I did low counter ryu’s jab DP. So maybe its different against specials. Or it could just simply be there’s a counter box on Gouken and it all depends on where the hit hits gouken. I’m assuming DP hit box starts low to the ground, so that would be why it hit? If you look at Sagat’s crouch forward it’s above the ground like a shoto crouch strong.

Edit: You countered tiger knee? It’s an armor break move though. Is it only armor break at a certain point in the attack? =O

you can’t parry the second hit if you’re blocking the first hit (with the body), you can counter the 3rd hit if gief is moving towards you.

you can’t parry anything if you blocked the kick lariat.

but both lariats definitely hit slow enough for you to counter it.

Yes that reminds me, I have also low countered a Tiger Uppercut…which starts extremely low to the ground. Not a very intuitive setup and goes back to what I said before about needing to learn every single move of every other character in the game before you can truly rely on counters.

As for the Tiger Knee, yes. I countered it but I may actually have accidentally done an EX counter. It wasn’t just once though, so I’ll have to try it out some more and pay closer attention. You can also counter his Ultra…which I find extremely amusing.

You sir, are 100% correct, it will eat 2 hits, high or low. The trade off is you take more grey damage. Abotu twice as much as a normal counter.

Has anyone gotten Gouken frame data yet? Is it in the Prima Guide?

How is that not right? A high Tiger Shot should count as hitting high, but since no crouching character can be hit by a high tiger, its not technically an overhead. Its too bad they decided not to include hitboxes in training mode. That would have helped a lot.

So I’m not sure exactly what it was I kept countering that I thought was a Tiger Knee, but it was definitely NOT a TN, not even an EX counter will stop it. You can however stop Sagat’s Ultra with just a standard high counter. :lol:

Also, the counters do appear to be based on where the actual graphic of the move is, not necessarily whether or not it’s considered a “high” or “low” attack. Sagat’s :d: :mk: for example is for sure a low attack, but the graphic has it kicking you around the groin and you can stop it with a high counter. His :d: :lk: however must be stopped with a low counter.

It was robably sagats forward+LK command move. Where he walks forward a little and does a kick.

hmm, i’m not sure anymore…i tried to counter gief ex glove with ex counter, and i keep eating the second hit…

This may be true, but I have countered 2 hits before, might not count two hit specials though. Have to check.

Kongoshin?

Can we compile a list of character’s ultras that the Kongoshin can counter?

I know for a fact that Kongoshin > cammy’s super&ultra

i read somewhere her that, also, Kongoshin > sagat’s super&ultra

This was posted somewhere else on this forum, but I can’t seem to find the original post.

Some of the things Gouken can counter, [media=youtube]DbxSSPCT7Bg]part 1 and [url=http://www.youtube.com/watch?v=i3-mxaICYb8[/media]

So, I don’t know if this has been posted yet, but Goukens dash punch goes through C. Vipers Seismic pound move. It actually acts the same way as it does with fireballs. Where, if the ground pound hits you on startup youll get hit, but if she tries it while your dashing it wont hit you at all. So if you want to get in on her after a knockdown, using it is sort of effective at closing the distance relatively safely.

i have personally countered:

Dict Super/Ultra
Boxer Super/Ultra
Blanka Super/Ultra, though it was weird timing.

The counter properties are weird, I’ve countered Guile’s overhead with the low counter before…same with chun’s hcb+k overhead kick…

I finally got time to start updating shit, Im going over normals now. Anything that needs to be added let me know. WIP obviously.