Gouken Moveset and Attributes

Ahh, I was wondering who was inviting me to a match last night. I was in the middle of helping a friend with some things for Gouki.

note to self. find if there are any normals that gouken has that stands the op up on hit so the rh tatsu is guaranteed. specifically st.mp.

only the ex version of tatsu will combo off s.fp.

I posted this in another thread, but want to consolidate.

Block strings / links:

Gouken cannot link into high damage unfortunately, but he still has good options.

c.lp c.lp s.lp s.lk c.mp XX (hadou or demon flip)
– (c.mp does not combo) good pace for catching them with hadou nonsense. Omit the s.lp if they are crouching

c.lp c.lp s.lk c.hp xx (hadou or demon flip)
– (c.hp does not combo). Flip is great here because the c.hp baits them well. Might be possible to react by pressing p instead of k if you see the c.hp is going to hit (they start throwing out a poke right after the s.lk = the c.hp will hit). This will cancel into palm and combo.

c.lp s.lk kara throw
– pretty good when they’ve seen the above strings once or twice

c.lp s.lp s.lk c.lk c.hp
– (c.hp does not combo) i still have a hard time getting hte c.lk to combo - if it doesn’t hit you can get hit out of the c.hp which sucks.

I gotta practice these, I think the main problem with my play style is that I tend to use the heavy attacks all the time and don’t do any poking.

Got a question about Gouken’s air parry. (I think I asked this on another thread but I don’t think I got an answer) After he performs the parry is seems like he has a bit of recovery time when he lands. Does anyone know just how much time it takes him to recover after that?

I don’t know if its instant, but he recovers pretty fast really. I use it to get in on characters like Sim who can kick or chop me on the way in. I normally get my back throw off before they are even done with the attack that hit me.

Unfortunately it is rather slow, it’s extremely easy for them to sweep or something, and pretty easy to eat something a lot more damaging. If you do grab (lp+lk), you get the same motion, and you will recover MUCH faster once you hit the ground.

What attack do you guys use for Gouken as a safe jump-in meaty?

Usually MK or down+MK

Not sure if I understand what you mean by safe “jump-in meaty”, but I use c.MP, it’s fast, comboable with tatsu and LP palm (if close) and needs to be blocked low. Actually, I use c.MP a lot in many situations, it works very well.

wait, do you mean if you are jumping in or the opponent is jumping in?

Safe Jump ~ Jumping in as the opponent is recovering so that if your opponent reversals you’d be on the ground blocking already or if they don’t reversal then they’d be forced to block the hit.

Any version of his DP is punishable by Sagat. I barely touched him with the end of his hand and I was punished with HP Tiger Uppercut.

Be wary when attempting to DP through Sagats Fireball’s from a distance.

Last night someone jumped into my fully charged EX fireball and took all 4 hits. Then before they hit the ground I MP dash palmed them.

It was beautiful.

I just did some friendly matches with my friend. On the last match, I was one hit away from death and my friend had maybe about 30% health left. He tried to finish me with an EX Hadoken, but I managed to slip right past it using the EX Palm Strike and launch him. On the second palm strike hit, I FADC’ed forward and did a Shin Shoryuken which instantly killed him.

It was SO satisfying. I think that’s the best come-back I’ve made in weeks.

depending on the distance and timing, I prefer HK and MK. I’ll play with HP too, but risky.

heh. most satisfying win for me was against this sagat player. I had enough health to only withstand 2 chip damage. He had slightly more hp than me. I threw a lp fireball which he jumped over and on landing, did a tiger explosion (ultra). I immediately did an EX counter.

BAM!.. “AHHHHH!!”… “Winner is Gouken!”. :bgrin:

That’s an awesome win! I’ve tried to insta-parry Supers and Ultras several times with Gouken with very little success online. Most of those Supers and Ultras I’ve eaten were done when they were pretty close to me and the small time frame required to input the parry RIGHT when their move comes out along with the slight input delay that comes with certain matches only makes it harder.

I think out of say, 10 instances where I had the opportunity to insta-parry a Super / Ultra, I’ve successfully stopped maybe like, two of them… :bluu:

Normally it’s easier to parry the super/ultra if you just mash the command during the freeze-cinematic. On another note, I’ve seem to have better luck using the EX counter rather than regular counter, even though it does less damage.

Just a side note, sometimes you can punish a blocked ultra/super for more damage than if you were to counter, especially for characters like Chun-Li, so keep in mind if you want to counter to prevent chip or wait it out for maximum damage. Or if you want to counter just to LOL in your opponent’s face. In fact, that’s probably the biggest reason to counter an ultra.

^ Definitely, especially when you’re low on health. The guy pulls off and Ultra and you just stuff it with your parry like it was nothing. It gives people major “WTF!” vibes, and that’s mainly the incentive that makes me want to parry everything that I can possibly stop just so I can freak the other guy out.