iliane, yes it does beat it. basically if you demon flip kick any of those bastards in the back of the neck, it beats them. if you get the hard knockdown on throw, you can dash forward, then the same applies. whenever throwin out the demon flip kick aim for the back of the neck on shotos, looks like a cross up trajectory, but you do land in front.
lol this has happen to me so many times, but its not that risky, you recover on time to at least block.
Still that is why I keep saying in SSF4 request topic that we need a Stun bar, that thing would be really useful.
I second and third that motion
while practicing a lot of the information in this thread, i noticed something pretty useful.
when i forward throw, outside of a corner situation, i forward dash once, take a small step forward and then hk. demon flip to dive kick.
i have been using this to avoid reversals.
something that irritated me at first but i eventually saw the value in (i have been retarded about it for a while now) was that i kept crossing them up by accident.
it was irritating because i would hit and then get c.hp xx ex kongo.
a few days ago i realized that i was fucking crossing people up rather consistently with demon flip and i started doing c.hp xx ex palm in the other direction.
this crossup is sick!
i get really excited when i get forward throw now.
the spacing and timing is adjustable at various stages of the setup too, so you can do all sorts of things with it once you convince someone not to dp you.
outside of the right corner, this is the most consistent way i have landed a crossup with df dive kick.
This is what I been doing a lot now, I intentionally use HK Demon Flip to get behind them as they wake up with a reversal, then I just punish them for it. Work great too when they dash back, specially Chun-li players.
yeah it sure does. I’ve been using it to actually jump over thim to make them whiff the reversal srk if I have the momentum in the match. Also another on stuffing the srk on wake up with delaying the DF to hit them after their 3 frames… if you delay it enough to where they are getting up while you execute your DF you can also parry the srk and it will be a non reversal. Just something I found that was intresting, since it gives the impression to your opponent that they can reverse and it won’t LOL.
I hate Shotos MP DP, it destroys the “Vortex/Void/whatever” for Gouken.
It’s a “Poor Man’s Vortex” … my best way of dealing with the potential of herpderp reversals is to cancel a blockstring, or divekick follow-up with the EX demon flip to have the invincibility frames as a saving grace. If I’m lucky, then I can go for a DF-grab for a little damage.
His EX DF grab is imho, one of his most reliable moves.
okay…here’s a noob question…u ready for this? Dont beat me down with noob bashing please im just tryin to comprehend stuff…what is this HERDERP i keep reading? and do all the mix-ups and such work on every character?
“herpderp” is a way of saying something is stupid or retarded.
it makes people feel better to call the stuff that hits them or beats them retarded.
people call mashing out dragon punches during block strings “herpderp” or the player was “herpderp” playing on autopilot, mindlessly, mashing their stick and buttons like a noob.
realistically, getting hit by the same move repetitively is more “herpderp” than repeatedly hitting someone with the same move, no matter what the method of execution is.
The skill of the players involved shouldn’t downplay the advantages of what’s effectively an all-in-one-move (SRK, even Lariat depending on the matchup).
But to explain why some of us feel the way we do…
Gouken players have to carefully and continuously space themselves in fireball wars. They often need to make educated guesses about anti-air’ing (characters with unusual hitboxes), kongo’ing (high, low, armor breaking, if I’m being thrown or not, enough life left) or simply patiently block/tech (which is risky against characters with command throws). We don’t have jab strings, so much of our offense comes with a fairly large risk factor. (Do we even have +1, or even -2, “safe” moves outside of the fireball to abuse for pressure?)
They also have to consider in the recovery times of their specials (EX air tatsu escapes are easy to punish for example) , or whether or not they spaced their palm strike correctly (reversal special, or jab poke -> autopilot combo).
Throwing out a SRK (or SRK > FADC) handles a lot of these situations in a nice little package. Even the threat of the move is a lot in itself.
Factoring these thoughts, I don’t feel bad at all for calling the SRK in this game for what it is. Even if I don’t get hit by the move once during a match, it’s still a herpderp move in my eyes.
very well put.
I think its a great tool. If you’re an educated old-skooler “hd-ing” or “mashing” I feel is a skilled attempt at trying to fit an ultra or kongo inbetween anyones mis-timed combos. If your just randumbly slappin crap together, you will eventually mimic we the older wiser situational mashers. I love cracking open suckas combos with a nice ultra or super. Baleeeeeeedat homeboyyyyy!