I hadn’t played in a few days and I found myself still nailing dwu w gflip better than I could throw fbs…if im off my gflip game worst im doing so far is baiting reversals to whiff on dwu…more on point im stuffing em on wake if im point on point nailin em both!!!
My thinking about how Gouken will play now on the offensive after having the opportunity to play some Ultra SF4, someone please tell me if I’ve got the right idea:
I want to be thinking about using my focus attack in footsies like Dudley to pressure. On block, it’s +0. With gouken’s new jab, you can dash in and chain 2 jabs or a jab close stand light kick chain. You can hit-confirm this into another jab if you get a hit, or mix up between overhead or low MP if it’s blocked. The c.LP c.LK chain puts you in the correct range for a kara back throw! Overhead doesn’t lead to anything, but makes most reversals whiff (obviously matchup specific and spacing specific). If they block high, c.MP will lead to hadoken, and potentially huge damage with an FADC.
I really want to be thinking about trying to convert pressure strings into damage by using this high-low mix-up. I think that used intelligently it can be very dangerous. Gouken’s overhead is very fast and gets a surprisng amount of counter-hits due to the fact that it makes him reel back!
So I’ve been playing Gouken as my secondary for quite a while, but he finally feels really solid and scary now; been strongly considering maining him now. Definitely a contender for top 10
Has anyone experimented extensively with spacing out certain normals to get crossup divekicks? My buddy, a very good Yun player, showed me the best way to get consistent crossups for him is, outside of knockdown, to get close/pointblank (off a jump-in or something), do a certain pattern of normals then go forward. His crossup being buffed definitely makes that way easier now, but it made me think that most of the crossup setups I’ve seen for Gouken are based on knockdowns. If there was a semi-consistent setup you could get off just spacing certain normals up close, it seems like that would add a big factor to his rushdown game.
Only people who you have to vary the timing for is Blanka, Elf and Rog. I did personal testing some months ago. You have to delay the dive kick on the tall characters as well. Hawk, Gief, Seth, Gat and such
This isn’t ultra specific, but yall are talking crossup flip setups…
If you ever mess up a backthrow j.mp and get both hits when you only wanted one, you can immediately lk.flip and time the kick pretty much as late as possible to crossup a quickrise. since the flip kick is activated so late, you have plenty of time to confirm the quickrise, and if they don’t, then flip parry, nj asap and cross them up with a low mk air tatsu. I’m sure some characters have reversals and escapes, but it’s all so out of the ordinary that usually people just struggle with the blocking.
I really like how, with meter, it’s generally not a good idea to rush Gouken as much now. We can deal with jump ins and slides so well now. I’m afraid EXTAT is going to be the first thing they take away from when it’s finally time for Gouken to get “nerfed” haha!
Some more thoughts after breaking into top 20 for the first time (yeah I know it’s early).
GF parry seems to have a longer recovery, or peoples’ throw startups have been changed. When I used to be able to tech throw attempts after parry, I seem to get thrown EVERY time they don’t do anything.
I can count on one hand the number of times I’ve hit backthrow to Shinsho. Hence why I always use W-ultra every match because having the option to use either is more valuable based on situation.
Teching in general seems different both offensive and defensively. I seem to miss the tech window and also get blown up on the regular, and I get thrown more often than before when I seem to think I should have gotten a tech.
EX tatsu is disgusting. I have worsened my skill by mashing (sorry), and have won a lot of matches catching people trying to do anything on wakeup. Unfortunate result is I NEVER have meter anymore.
Seth’s crossup j.mk is a bitch and gives him even more options.
Some of the new characters wakeup/hitboxes are fucked. Hugo takes an hour to stand while dizzied. 2x and sometimes 1x c.lp wiffs on Elena for no reason! Her attacking hitboxes don’t even look like they connect with you (this is graphical only).
Poison can be a pain in the ass and some of her hitstun to throws seem lightning fast.
Decapre is almost as annoying as Cammy, but slightly less. Hard to punish on most of her specials, and there is no reason why her EX uppercuts should have the amount of range + invincibility they do. Can hardly punish her on wiffed Ultra.
I got wrecked on a plinked Kongo wiff in a match I should have won. Thanks for not fixing that Capcom.
All tatsus seem to drop on some occasions in abnormal initial/secondary hits, leading to quick rising and us getting punished on a successful hit (garbage).
All-in-all, I think, as expeted, EX-tatsu is a SRK gamechanger in terms of mashing, and you can steal matches with mashing and wakeup prayers because it hits EVERYTHING in front of you.
I’m kinda over it to be honest, I looked at the number of views and came to the conclusion that people don’t want to know or care to know… so why should I?
I’m not sure I get it, you’re saying that if you time the dive kick correctly it would hit them on normal wake up and delayed? And you’ll be reversal free?