c.mp -> low palm works sometimes. I can’t seem to get consistently online though.

I’ve found it particularly useful in a few Gen matches as a quick reaction after blocking his flying kick.

1 frame links into gouken’s tatsu = suicide.
it isnt so bad if your opponent is tall and you can fadc tatsu off a crouch block.
i think you can do that against gief, sagat, rufus and balrog.

Hi guys. I was reading this short guide on footsies http://sonichurricane.com/?p=691.

In regards to footsie element 01 which describes the techique of moving into an opponents attack range then moving back to bait out a move. I was wondering if this is something anyone uses in their gouken game?

I was thinking perhaps a dash in dash out then expalm after whatever the oppenent throws out. It would be great if this would work somewhat concistenly but I am guessing that the recovery on the dash wouldn’t allow for anything except a painfull and embarrassing punish.

Before reading this my understanding of footies was really only confided to pokes.
Pokes have never been something I use much when playing Gouken. Occasionally i will try to move in and try poking with far MK or HK but that is basically it.

Also: How do you guys incorperate footies in your gouken game if at all? Vids would be nice.

The only footsie I do with Gouken is the typical one: c.lpx3 -> s.lk -> c.lk

I usually do it to get someone far from me, if I need space to do something. Also it does around 150 of damage, so I think its a good footsie.

The other one is: c.lpx2 or 3 -> c. mp -> Hadouken
It doesn’t link, but it can get the opponent off guard, if he is not a SRK spammer that is.

But yeah, Gouken doesn’t really have that much variety on his footsies, since his c.LK is basically a Shoto MK, but with less range/damage. So you are force to use c.LP to do footsies and s.LK.

cr.mp. Has more range than cr.lk.

Against people who aren’t mashers, i had a surprising amount of success tacking on a far st.hk after the cr.lp, st.lk, cr.lk string. If i remember, at that range it’s safe on block, and because of the timing it turned out to catch people off guard.

Haha, great response.

You guys aren’t using Gouken’s footsies? That’s a huge part of his game. He has great footsie normals in that they’re mostly fast, they almost all have good hitboxes that beat lots of things, and they all take up different spaces on the screen so you can tailor your footsie normals to the opponent’s character’s normals pretty well. They almost all have uses:

Far mp: useful as a fake fireball
Far fierce: beats lots of things around its hitbox
Far lk: quick little attack that deals with and baits low pokes well
Far mk: good range, good hitbox, deals with high things well, can’t be crouched by lots of characters, and doesn’t have a big vulnerable hitbox underneath like some other characters’ similar normals
Far rh: stuffs a lot of lower attacks, counter hits all the time in poke strings

Cr. mp: great low attack, good range, fast, very important because its one of his few cancelable far attacks
Cr. hp: kinda laggy if it whiffs, but comes out fast and cancels and takes up a good spot in footsies
Cr. lk: good range, pretty quick move, cancelable
Cr. rh: very fast, good recovery, one of the best sweeps in the game

Jab fb: fireballs are really important in footsies since they mean that you can poke from farther away than your opponent and can hit them with fbs when they’re trying to play footsie normal games

Dash: his toward dash is really fast, so if someone whiffs some big normal in footsies, he can dash up and toward/back throw or hit their recovery

Unfortunately he can’t really deal damage in footsies because he can’t actually combo at footsie range, and that’s a huge drawback. Even still, his footsie game is one of the better ones in the game imo.

this is the first time i have ever seen someone post this opinion on srk.
since i always want to fireball, i tend to ignore a lot of his normals (other than godlike c. hk.)
every fireball with gouken is a little mixup.
i wet my pants when i get someone to sit on hp. fireball.

Far s.MK kinda reminds me of Bisons s.HK. Same angle and can be used to stop people from leaving the ground if they try to jump. To bad it isn’t as fast. Which bugges the hell out of me.

It’s only a frame slower to come out, it has 1 fewer active frames, and it recovers a frame faster. It’s basically just as fast. It’s still not as good as Dictator’s stand roundhouse because it does way less damage and stun and doesn’t have quite as solid a hitbox, but it’s a good move on its own.

i never thought about it before, but i bet you can do lp. fireball in the corner linked to lk tatsu, since it starts at 6 frames.
it would be abnormal to get an fadc lk tatsu into ultra after a fireball!

edit - pfft, lk tatsu is 7 frames. crappy tatsu!

Don’t know if anyone knows this trick yet:
[media=youtube]Blg3A_tFhd4[/media]

Yeah we did, thanks anyways.

So I have been trying to do meaty df dive kicks on knockeddown opponents basiclly on every knockdown to see if it was any good. Occasionally I can hit a ryu or ken out of their DP but mostly Gouken gets his teeth punched in on his way down.

How are people faring with meaty df:s? Is it useful enough to spend time practicing?

Yeah, the dive is trash against anyone with an SRK. You can get away with it on Sagat with his 5 frame TU or Rog with his crappy headbutt. But unlike the shotos with crossup air tatsu, we just have nothing that beats out wakeup SRK.

Meaty slide is one of the few useful things we have, although it’s not as good as Akuma’s. You can’t get away with it too much unless they’re braindead or, again, have an SRK, but it’s another option to try and mix things up with.

A setup for a meaty dive kick that beats wakeup DP’s is normal throw, take a step forward and HK Demon Flip into dive kick. It’s all about understanding the correct spacing and the setups that lead into it.

Edit: Actually it might be a dash instead of a step, but it’s definitely one of them.

If you’re playing against people who don’t SRK everything on wakeup. Otherwise, same rule for it as for ex.senku into dash tatsu: it’s entirely possible, but not worth it for what happens if you make the slightest error in timing. And that’s really what it is rather than spacing, because the SRK doesn’t even have anything you CAN hit until after the startup invul.

http://img376.imageshack.us/img376/9858/sf4dpbox.jpg

Hollow red box is the active part, orange is vulnerable to hits, blue is vulnerable to throws (lol)

No, it will beat it out. It hits the behind. The only thing it won’t is crouch, wait for crossover, deep shoryu.

If you want an easier setup to test, set a Gouken dummy to land the Ultra then immediately HK Demon Flip into dive kick. Beats reversal DP.

Granted, it’s not a true meaty, but it can’t be DP’d or countered without knowing the counter outlined above. That’s pretty much enough for your opponent to reconsider their wakeup game.

Trick I’ve found.

Against Ryu (should work on Ken also, not tested), land an EX Palm, dash up and land cr.fierce on the earliest possible opportunity and cancel into roundhouse Demon Flip Slide. If it’s done right, Gouken will pass over ANY reversal DP Ryu does and does not autocorrect. This leaves you at even with jab DP at about sweep range., but can 100% punish on any other DP. Only thing he can do is crouch and jab, no biggy.

LP GoHadouken will combo into any of Gouken’s Crouching Normals in the corner, mind you this is only useful if the opponent gets hit by a raw GoHadouken without a prior combo. LP GoHadouken > cr.MP > HK Tastumaki Goransen, does nice damage, and looks nice to boot, but you’re never going to hit some with just GoHadouken in the corner. However, this combo: cs.HP > LP GoHadouken > cr.HK, scores you an untechable knock-down, and can be done off of a correctly spaced cross-up or deep jump-in. Might not work on a few characters, and I think the cr.HK is a 1, maybe 2-Frame link.

Works on everyone. You can do add a crouch fierce into fireball on bigger characters and then the sweep. Also on Fuerte.

Use an MP fireball instead of LP in the corner and it gives you more advantage to make the link easier.