Yeah you’re right about the hk tatsu and the sweep. The damage difference isn’t as big in an EX Palm combo (although it’s still worth it to me if you EX Palm’d through a fireball because there’s no damage scaling).
But off a backthrow j.mp -> mk tatsu does more damage than just a hk tatsu. That one hit j.mp is something I think every Gouken should do off a backthrow. It’s entirely consistent on all characters as far as I know. It’s not punishable if you mess up the timing anyways. Just want to stress that the j.mp is worth learning, especially if you want to do a sweep for a hard knockdown. 50 damage is nothing to scoff at.
I’m probably gonna sound really mean here but I’m just trying to be brutally honest and help you improve.
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[]You know the biggest difference between Wax and you in this set? Wax can jump over your fireballs, you can’t jump over his. Like I was saying before, you need to EX Tatsu or Kongo when he jumps over your fireballs.
[]The way you use the mp/hp fireballs in footsies makes them a liability, not an asset. You can’t afford to throw those fireballs and get hit in the face with hadoukens or sweeps. Good opponents stop jumping into your fireballs. When this happens you need to start abusing Gouken’s lp fireball. When they get a certain distance away I can understand playing charge games with hp/lp fireballs. But when Ryu is at mid-screen don’t do that. Rely on kongo/EX Tatsu to punish people for jumping over fireballs. You had so many opportunities to do this. I mean, I’ll point out specific times if you want me to but there were a lot of them. You did a good job anti-airing him with cr.hp when you got the chance, but that doesn’t mean anything if he scares you into blocking when he jumps over a fireball.
The very occasional mp/hp fireball is good at mid-range but really they’re only good if you do them rarely. Also I know you can legitimately AA people with a hp fireball sometimes on reaction.
Gouken can make it so that every jump is punishable. Don’t let them get out of your fireball traps with something easy.
[]Stop jumping. You took so much damage from jumping at him. A lot of times you even jumped at him multiple times in a row! I know it’s easy to get frustrated versus Ryu but jumping at him is not the answer. Doing a demon flip over a fireball is good but like he showed you he can just jump back fierce to beat your demon flip if you do it raw. (Actually I’m pretty sure you can punish that too with parry -> sweep him on the way down.)
[]I have had a lot of success with EX Palm through fireballs and EX Demon flip -> throw to punish fireballs. These are the tools that help Gouken win the fireball game decisively. EX Palm doesn’t seem to get hit mid-way like the other versions.
[]Don’t be afraid of Ryu’s ultra. He has to almost be psychic with it to catch Gouken because his recovery is so good. Just don’t try charging fireballs when Ryu has ultra. And when you get Ryu in the corner you can do lp fireballs and then do cr.mp xx fireball. Very few people are going to ultra that. If they try to then they’re spending so much time buffering the ultra that you can walk up sweep, throw, or Demon Flip them.
[]Related to the above, when you get someone in the corner just throw lp fireballs. You can punish any way they want to jump out anyways so let them think that jumping is a viable option so that you can punish them for it with kongo/ex tatsu.
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All of Gouken’s strength as a character stems from his lp fireball, his anti-airs, and his ability to punish for massive damage. Everything else is gimmicks or situational.