It’s not even worth back dashing them. Fuerte only has to change his timing slightly, and hits Gouken’s massive hitbox with virtually any of his options. And if he meaties the tortilla throw, even if you backdash and avoid it, he can still punish with a sweep n your recovery.
It’s really not as cut and dry as you think it is, it’s all guesswork. There’s no “I can do this everytime, and get out”, because Gouken can’t.
is anyone from the gouken thread going to Final Round? If not I’m going to be one of if not the only Gouken repper there. Raun, kiaakelly and others, please help me train up on xbl soon
How do you get the crossup Demon Flip divekick consistently? I’m trying it on Ryu after forward throw or ultra and I only get it like 20%. It either whiffs or doesn’t hit crossup.
i dont get it consistently.
thats why i am always getting (df dive kick > c.hp xx ex counter) from the front.
but, since i dont know which side it will land on, neither do they.
i know the timing to make dp’s whiff, so i just start from there and try to cross up.
getting it after forward throw and after ultra is more consistent for me than getting it after (ex palm > c.hk).
gouken’s forward throw is deadly because of it.
characters with larger hit boxes are easier to land it on as well.
ryu is a pain.
geez raun, you are putting these up faster than I can find time to watch them. I wish I had a cam good enough to record anything more than a blurry smeary mess.
That’s why you option select with sweep. VORRRTEEXXXX!
Bitch can’t get away from Gouken, at all, once she’s knocked down.
Also, in answer to Raun’s question in the Shizza videos, instant overhead roundhouse is punishable by walkup > sweep on hit and block. From anywhere on the screen.
i have watched them a bunch of times now.
i think the main problem i had was giving him empty jump ultra a lot.
i poke at him effectively with c.hk, nj.hp and lk.df dive kick > c.lp string, but some s.mk and s.hp would have been good too.
many of those rounds were close, but i kept falling for his ultra setups.
When your cr.hp whiffed on IFC Zangief, that wasn’t Zangief’s hitbox being weird. Zangief has two different jump heights. He has a ‘short jump’ which is a jump that has a lower trajectory. He can use this to land right in front of you and avoid a lot of anti-airs. I think the best ways around this would be j.mp, far s.hp, or lk tatsu as anti-air. Otherwise you can’t anti-air Zangief consistently.