This is the sort of thing I was expecting trial mode to teach us. Instead in trial mode we get virtually impossible and useless combos. In fact trial mode is a complete waste of time.
i beg to differ. I think gouken’s trial mode was 1 of the more useful ones. I didnt know abt the corner EX fireball into ultra combo before trial mode. Trial hard 4 showed the only possible combo gouken has off a light attack. 5 was a little impractical though.
That being said, there are other characters whose trial modes were just stupid… like ken.
As for Saridan’s video, i think i might try implement that c.HP->tatsu combo. Saves me 1 EX bar to pull an ultra out although if i went for the usual EX palm ->FADC-> ultra combo, it would do abt 100 more dmg? Guess its a matter of preference. Probably do the tatsu if the opponent has alot of health so that i have a spare EX bar to play with for the remainder of the match.
heh… yea. just edited my msg as u were posting. xD
Anyway, just played with my friend and he kept saying how lame Gouken’s demon flip into dive kick was cos u could combo a hp after that. I’ve never really used akuma so i dunno if his was any different. However, I was playing an akuma and i swear i blocked his dive kick with a low block. For Gouken, u definitely have to high block it. Might need to check this out again.
Akuma’s demon flip > punch move feels busted and useless in IV. I’m yet to figure out a practical use for it. The actual hitting frames are really small making it very difficult to land.
I believe (NOT CONFIRMED) that at certain ranges (land just far enough from the opponent - so that it hits their foot basically) gouken’s dive kick hits low.
hmm… very interesting find. Will have to look into this again. I know that i’ve done the dive kick pretty low before making it look like u should block low. But i’ve had a friend who told me that he tried blocking low but got hit.
Thats true could be going for low block expecting sweep. I’ve never given it a second thought, I just noticed that people seem to not block dive kicks hitting them in the toes. I never thought of contributing it to dive kick hitting low, but I’ll mess with it for a bit too.
Just been to training mode and basically found wat u guys mentioned. Put Ryu on “all block” and no matter how low I kicked, he always did a high block. However, it sure as hell looks deceiving especially if u can pull the dive kick really late. Only flip side is that u might eat an AA before u can even hit.
Found some other things regarding dive kick -> c.HP -> FADC -> ultra.
this combo does more than the ex palm FADC if u are like me and for some reason always do the ultra early such that u get the super lookalike version of it.
Again, if u are like me, and use the original dp motion for ex palm but sometimes end up doing the super instead. Then this combo works better in ur favor.
Beginning to like it alot. The only thing i dun like abt it is that u have to do it off a dive kick if ur opponent is crouching. Have to make a concious effort to remember that. Oh well, guess nothing is ever perfect.
if we’re both launching something like 10 fireballs in a row, then I can put very good odds that he will throw out an 11th fireball. If I guess correctly that he will throw out “just one more” fireball, I can punish it with Demon flip Dive kick, and take off a large chunk of his life - which is exactly what I do against the Sagat after him.
Good job SiYkO. Love it. Had a couple of laughs in it too with ur annotations. 2 things that i saw in the video that i’ve experienced and is of concern regarding Gouken’s game.
at 2:57, u did a EX demon flip to escape the pressure and as u put it u “picked a safe option”. However, the Ryu walked under u and to be honest, failed to punish u because he was a little too eager. I see this happening quite often in my matches and i often get punished because of the little delay after landing off the air parry. For example, he could have easily gone for a c.mk -> dp -> FADC -> ultra. Wouldn’t it be better to just let the demon flip go into the sweep so that u can get some distance? Flip side of this is the recovery from the sweep.
5:55 shows how pathetic the normal tatsu is for wakeup. xD
Question - how do your block strings fare against interruptions or reversals? I tend to do very similar strings as yourself, though I’ve been caught out a couple of times with the odd Shoryuken or Bison’s normals (which execute fast) for example.
I figure if the string is tight, the block stun keeps them pinned, but I’ve seen this break a few times. Have you encountered this? There is a fair chance I just get sloppy now and then which I assume is the case, though I’m curious as to whether this happens to yourself (and other Gouken players!) also.
Or, do you have a B&B blockstring for Gouken that reliably sustains block stun to perhaps prevent this?