Here’s what I was talking about with a couple of follow ups you can do after landing GFlip Throw…
Reversals Whiff-
Pause on any of the below markers if you like
05 seconds - Sagat auto corrects w Tiger Uppgercut but Gouken stays behind him
10 seconds- Sagat auto corrects w Tiger Uppgercut but Gouken stays behind him
16 seconds- Sagat does a non reversal Tiger Uppercut to hit in front and it whiffs
21 seconds- Sagat does a non reversal Tiger Uppercut to hit in front and it whiffs
27 seconds- Sagat auto corrects but Gouken stays behind him
41 seconds- Sagat auto corrects but Gouken stays behind him
55 seconds - Ken is stuffed
1:07 seconds- Ken whiffs late dp
1:13 seconds- Ken whiffs late dp
1:19 seconds- Kens whiffs late dp
1:32 seconds- Ken autocorrects but Gouken stays behind him
1:37 seconds- Ken whiffs late dp
1:42 seconds- Ken whiffs late dp
1:49 seconds- Ken whiffs late dp
1:57 seconds- There’s a couple of layers to this one, obviously the dp whiffs… and it’s something else that it does…
I swear I been saying it the longest! it would be soooo sick too use flip and then cancel to every option he has in mid air except fbs maybe …I mean if you say ex flipped>iat to punish blanka upball or ex flip on wake to I at escaping pressure like a G!
exflip to jab bitch to poke the shit out of somoenes shit, or gflip to throw to battle guile midair
or grab gief after a whiffed u2
Any word on more changes? Or is there any footage from Japan showing the changes in action? Theory Fighter makes for good conversation but seeing the changes in actual use would be nice.
I dunno, a true vortex character needs a meaty set-up on wake-up that beats uppercuts+a follow-up on frame 1 after blockstun has ended, Gouken to me doesn’t meet that requirement and Ibuki and Akuma do. They are the only “true” Vortex characters in the game IMO, Elfuerte/Viper/Cammy etc are not. Rush-down, they are, vortex they are not.
If Akuma and Ibuki get a hard knockdown and start their vortex, the only option you really have is to block and then guess. The guess is** forced **because they have essentially extended your helpless state until a point where they have already entered a neutral state.
Gouken certainly has a strong mix-up game on hard knockdown but that isn’t really a vortex. He can’t even beat auto-correct uppercuts.
He definitely can beat auto corrects if you time/space correctly. Check the vid on the previous page of this thread. Best tools in my experience are dj mk and cmd dk. What I find better is not beating the reversal but making that shit whiff entirely…and Gouken can do this also. He can vortex although he’s not the best at it and his follow ups to being blocked are limited but he lands neutral or plus.
Hell, I was playing really tight yesterday and beating people I’ve never really had much success with before. I was in the zone hardcore, I guess. It was a mix of aggression, patience, and keeping them on the ground after knockdown with ambiguous, safe flips and footsie mix ups. I even “vortexed” (lol) a few times with hado > FADC > do whatever the hell I want. They had to block or do some unsafe reversal that I worked around to punish. Maybe that’s not vortex to some but it sure was to the opponent laying on the ground.
yes, if you are playing a person who tends to try for the auto correct reversal, do a command dive kick that starts on their front side but lands on their back side. With that, the only time it will autocorrect is after you land. The downside is that your followup is limited if they block. I tend to default to standing lp chains, which allows me to (slowly) react to the wiff and still punish. Of course, once that happens a few times, they’ll stop bother with the reversal and you can run your normal hitconfirm game.
An example of the vortex is when playing Akuma and after landing a neutral throw, you can dash twice and go for a cross up Hurricane Kick, Jump In Medium Kick, Empty Jump and go for a throw etc etc.
Another example is with Ibuki after landing a sweep or Neckbreaker. From here you can go in for a Super Jump Light Kunai, Jump In Light Kick Cross up or empty jump into throw among other things.
So, according to that definition Gouken is because he has similar moves like akuma, but unlike Akumas, our old man aren’t as effective as his!!! End of discussion.
I think I read somewhere that Capcom makes characters like Gouken to keep certain kinds of people interested in the game.
Akuma is made for people who want to win.
Gouken is made for people who want to play an unpopular character.
I’m surprised you spent half the video explaining something able to do a meaty hadoken off a backthrow. I’m still struggling to come up with application for this. So what if you can do that? Getting a lk out of a backthrow seem like a huge waste of damage potential?