Gouken Vortex... YEAH, I said it

Ex DP beats crs up tetsu, you can reversal AA demon without buffering into a cr.mk or sweep, so its not as godlike as people think, plus gouken can parry it.(1 frame)

his j.mk is the same as akumas, and so is his ambiguous j.lk set up

Another note here, all of the vortex options are unde rthe assumption of perfect timing, and I’m sorry, that doesn’t happen on EVERY SINGLE KNOCKDOWN… let alone the pressure of deciding on good mixup during 3 or 4 iterations of knockdown coupled with getting the distancing and timing right…
gouken has contingency for messed up attempts with more health and parry(s)

goukens DF options are the same as akumas, sans the mp cancels… so all the dash stuff works. …

also, gouken can flip from a cr.fp, fp, cr.lp, cr.lk and cr.mp
giving him similar options as above, except on a dodged flip where you have to either risk a parry, bkdash, poke, focusxx or tech.

Im still saying that in high level A rank matchup play his options coupled with health and Ultra set ups are better than akumas position in a lot of matchups(balrog, blanka, ryu, etc) on opponents wakeup

Again, less listing of Akuma’s options in his vortex…that is hammered out… let’s think of analogous gouken stuff.

who is this probable best gouken in the nation you speak of??

I second that …

Fuck Akuma and his vortex. He has low stamia.,… punish his ass

I was going to post something. . but then I saw you had posted this.

Thanks! :china:

yeah but read what poke choices he lists… no one pokes with cr.lk, and look at his frame data … his st.lk is faster, and even though he has a 4 frame(startup) jab, im sorry but unless you are mashign the fuck out of that button, in high level play, shit coming down to whos fucking lp comes out first is fucking retarded, and never really happens. People who harp on “fast” jabs are missing the forest for the trees.

It doesnt reeeealllly matter how fast a fucking jab is(Uhhhh balrog gets beat 24/7), or how flashy/ill/sick/lots of hits your combos/option selects/ over glorified bullshit that doesnt clinch matches. It’s a tool in a characters toolbox that fits their play style and enables a consistent style of play for that character… sooo

go back and watch any match from any tournament worth a shit…

what happens?

oh yeah… that son of a bitch who just did a srk and FADC>Ultra wins the day.

was that hard? no.
did he fucking do math trying to see if he has frame advantage while he mashes on jab on wakeup? no.
did he press buttons and move a joystick? yes.
did it win. yes.

ok.

so look ya’ll technical playing is one thing and good old fashion outthinking with spartan tools is another. gouken is the latter.

So, no more about his “shitty” pokes. They are adequete. It’s about slower timing and pacing, which is foreign to alot of gouki players(myself included at first).

Also, I love Akuma. Love love love love love. But man watch any ryu/balrog/sagat
match. Akuma fucking goes around the opponent all nimbly blimbly doing l33t shit, and just gets a fucking stRH to the head and loses. Simple, simple, spartan tools beat all the tech you want to do in SF4 at this stage in the game unfortunately…
I can fucking tsuji demon… do i give a fuck? no. because it isnt practical.
**So the question is what you wanna spend your time learning, and how much pay off in respect to the learning curve do you get. Then you focus on advanced nuanced play… thats what i wanna discuss here… not
OMG FUCKING GOUKENS JAB suxxxx AKUMMMMAAA SHUN GOKU SATSUUUUUUU!!!1!!1!!one
8:::::::::::D~~~~

**

I do appreciate criticism and discourse, but not like “Akuma is fucking balls to the wall fuck all awesome b/c…X thing”, more in context to this theoretical construct im proposing… so lets stick with gouken’s bag of tricks. Holler. church.

Any decent player will tech gouken’s back throw 90%+ of the time.

i guess this guy doesn’t exist afterall.

K took Gouken to the training mode after talking with a good friend and came up with about all the mixups I can for Gouken.

  1. Gouken’s Demonflip Kick IS an overhead unlike Akuma’s so you can get added mixup off this.
  2. Gouken’s Demonflip Kick has almost 0% chance of crossing up outside the corner
  3. Gouken’s Divekick if done properly on wake-up will safe-jump or beat every reversal in the game (more on that later).
  4. Gouken’s crossup game is udder dogshit except for a couple ok setups in the corner.
  5. Gouken outside of the corner has no viable frametraps except corner Fireball Traps.

K just like Akuma after an untechable knockdown Gouken has safe oki pressure against any character in the game. Unfortunately is just isn’t as potent cuz his crossup game sucks.

Sweep (max range)
This at max range (the range you should hit it anyways) allows for a awesome divekick setup.

  1. IMMEDIATELY do MK demon>kick as fast as possible against sagat and cammy this will give you a safe jump that will beat all their wake-up options and so much divekick hit stun you can actually do a st. FP and not be interrupted.
    Against non-Sagat and cammy you have to press it slower almost unnoticeably so, but isn’t difficult at all.

  2. Non-safe jumpable reversals (Shoto 3-frame Dp’s) luckily they have crappy hit box’s so what you do is do a very slight delay than go for a RH Demonflip into a late demon flip kick. Now the kick should hit MEATY if they don’t do a dp it will look like you hit in their knees, but if they reversal you either beat them or go under them. This one takes a few times of practice but once you realize how to do it, is pretty easy.

  3. Meaty a hadouken and than do jab rushpalm ASAP this will frametrap most responses and leave you far enough away that only Sagat TU and very long range/fast super can punish you.

EX Palm>Dash forward> Sweep
This combo actually sets up an even easier version of the above.
Above options still work but on the shoto DP’s the timing is much easier.

Gouken Resets
Personally I don’t like Gouken’s resets as unless someone mashes it rarely does any good. Also it doesn’t seem possible to do any truly safe setup against reversals with them like above.

Corner resets, however, are another story.

  1. Standard fireballs into st. FP>demonflip is solid in the corner and honestly probably his only “great” reset
  2. Another one he has is after the EX Palm do a jumping LK and you hold whatever direction you want to end up on and can actually meaty a cr. FP either way if you want very ambiguous if used right.

Back Throw
Generally if you have Ultra you want to do that but if you want to keep momentum and not do a RH Tatsu you have some good options.
My recommended followups are either Sweep or if you have the skills j. MP(1 hit)>Sweep.

  1. With this distance take a step forward and go for a j. MK this sets up a hella ambiguous crossup and can often beat some DP’s because of how you are right on top of them. This is probably the most likely mixup on wakeup to net you damage after you’ve trained someone to block on oki from safe divekicks.

  2. MK>safejump divekick still works

  3. RH against DP’s DOES NOT WORK you are to close to get this mixup to work without them being able to dash forward to get under or do a cr. DP to beat you.

Forward Throw
Dash Forward than the MK or RH demonflip options off sweep work HOWEVER the RH option is much tighter but after some practice still doable it seems you might have to walk forward a step or so and it makes it easier but need to work on it more to tell exactly what makes it work.

Some important strats I feel are important that i’ve found with Gouken

  1. cr. LK > RH Tatsu hits Sagat standing or crouching for 1 hit. This allows a hit confirmable cr. LK>RH Tatsu>FADC>ULTRA on Sagat that is much easier than vs other characters since you don’t have to confirm standing.
    2.MP Palm is amazing vs cr. Tigershots, Ryu, Akuma, Ken and Seth. In a fireball war just pause and see if they throw one this move makes winning fireball wars much easier just learn how to do it on REACTION not on anticipation (best used at range where shoto’s can make jumping hard to do on reaction FP is sometimes easier especially against fireballs with greater recovery like Ken/Seth)
  2. Some do this some don’t but anti-air counter FADC>Jab shoryu is a very good combo.
  3. st. MK is a good ground-ground poke against shoto’s when you are outside their cr. MK range. 1. They can’t advance into a low at this range without getting clogged and it is VERY fast recovery. 2. Beats any attempted fireballs or sweeps. 3. Did i mention it recovers insanely fast? Has some properties like Sagat st. RH but not to the same retarded extend.

Corner pressure with Gouken is amazing and essential for winning with him.
His fireball is +2 frame advantage so generally the corner game begins with a corner knockdown. You generally want to start off with a meaty fireball for safety. You than can pressure with a cr. MP, cr. MP>fireball>walk up cr. FP>fireball to reset the trap> or many other things. The guessing game here should be for him to try and jump a plain fireball, or reversal your normal>fireball. You should understand he’s looking to get out and implement plenty of baits to make sure escaping is hard to do. This is general knowledge I assume but throwing it out there.

Edit: Found out after doing EX Palm> FP Palm from within half screen of corner if you do a immediate RH Demonflip>into delayed divekick it beats all DP reversals (Akuma, Ken, Ryu, and Sagat) They have to quickstand for this to work and if they don’t do an early divekick instead to land outside of the corner.
Edit2: To original poster saying perfect timing doesn’t “always happen” no it doesn’t but generally most “good” setups leave enough room for error that any hope you have of him messing up are generally 0%. If your hitting Akuma out of shit good for you, go play a better Akuma. These setups with Gouken are all easy and not maining Gouken I hit them 99% of the time, but of course counting on those 1% of me messing up is worth you reversaling my safe jump setup … people like you who don’t respect the power of consistency are the people I can do the same safe shit 15 times and win cuz you think the consequence of Dp’ing and getting beat the last 14 times was “luck”.
Edit3: Guys name I play with is Ultimate Faust and he plays a lot of good players here in the midwest and does better than any other Gouken i’ve seen. Sanford’s Gouken is good cause Sanford is good but he let’s a lot of shit go since he just isn’t familiar enough with the character, but from things i’ve seen (again I haven’t seen all the Gouken’s in the US so i don’t know) no other player works Gouken’s tools to the fullest like this guy. Gouken unfortunately is lower-mid to mid-tier so against good ryu’s your going to have a nightmare of a match though these setups I found might make some of that change.

^ Good post.

I would however, like to see a video made of Gouken’s version of the vortex. And i agree with the original poster that we should avoid talking about Akuma in this thread. Gouken’s possibilities are not Akuma’s and vice-versa. I also think that because of the inherent nature of Gouken, his “vortex” will be much more character specific. A good Gouken player must always anticipate several options at all times. Even when other characters may have one or two options, Gouken may have three or four when put in the same scenario. This is why anticipation and weighing options for the Gouken player is paramount.

I would like to see if we can come up with a general “vortex” of sorts, and then possibly fit that in with all opponents but slightly modified to fit their possabilities/tendencies. Example: At a certain point of a vortex string, when fighting Abel a lk.df is the best option, while in the same place in the string when fighting Ryu, a hk.df is better because of reversal srk. Of course, the difference between the lk and hk DF means a totally different set of possabilities to continue the vortex.

This is why Goukens vortex is very character specific and thus more complicated, but i still think with all of our Gouken knowledge, we can put together these strings for all different types of characters.

Also a side note. These specific vortex strings should keep into account the SAFEST possible options. NOT the most damaging/rewarding. The reason i say this is because unlike Akuma, Gouken can punish mistakes gloriously especially when the opponent has been pushed to the corner. All vortex possibilites should keep in mind first and foremost pushing the opponent to the corner for max damage, and secondarily safe options to exploit mistakes. This includes being ready to tech at all times since baiting is paramount in Gouken’s game.

Indeed.

But if you suspect a SRK masher, you have the option of air-parry. Really, at least in my experience, if you get a back-toss in, and don’t [completely] wiff the j.:mp: (…or avoid it period if you prefer), the world is your oyster. The only variables after are: 1) reading your opponent’s limited options, and 2) your own execution.
There’s also the c.:lk: > :hk: Tatsu FADC (under… if you’re close enough) to start the process over from the other side. This usually puts the kibosh the SRK-er because the poor saps get confused! :looney:

Having said that however, there’s always the infamous auto turn-around/correction red herring that rears its scrub friendly head from time to time… :rolleyes:
I’ll let Crapcom field that one though. :coffee:

People keep mentioning air parry, but I think it’s actually quite useless in resets against DP characters.

Take Gouken’s corner combo ending with s.hp into demonflip reset. If your opponent is Ryu, and mashes jab DP, you’re pretty screwed because you just can’t hit it cleanly (and he can usually link ultra after with no FADC, yay). Air parry gets pwned because spam DP is a (ridiculously easy) reversal. You can only hope to avoid the DP via MK/HK demonflip, but then you can’t hit him at all, you’re just hoping he’ll do a DP and whiff, if he doesn’t you probably got hit and are now in the corner (Or he autocorrects and just hits you anyway!)

Against Ryu I really think the best option to end the corner combo is sweep… then you can try a demonflip/crossup that WILL beat jab DP.

Air parry is only good if (like said earlier) you do it in a situation where they can’t reverse… and even then it sucks balls against normal anti-airs because of the cooldown, and also against mult-hit moves because it’s just an air focus with laggy recovery.

can’t believe someone negged me for this, lol. Get a life dude and save that subscription money so you can get laid sometimes. incredible…

^ don’t sweat the negs. I think you’re right. :slight_smile:

OP here, thanks for all the help, and yeah, I’d like to set up a video with some different matchups, but no equipment :lame:
But i’ll get around to compiling all the tricks in a much more organized fashion with a lot of thought put into risk reward & character specific stuff. I’ll do sections with the safe options, and with all the bomb ass options he’s got and you guys throw at me… keep it comin
Oh, and props to Sephiroth73003’s post too… my original post was more defending the possibility of a gouken vortex, and he really got the ball rolling.

Thoughts:
I’ll start working on options to these… as I agree pretty much on his points.
4. Gouken’s crossup game is udder dogshit except for a couple ok setups in the corner.
5. Gouken outside of the corner has no viable frametraps except corner Fireball Traps.

I don’t know what corner resets you tried… but he has A LOT, and all of them involve at least 2 hits with fierces, fireballs or focus attacks before the reset hit, so you’re promised an alright damaging combo before the actual reset.

there’s i think like 2 more frametraps that work non-corner…and like 3 in corner.
I’ll work em out and post em.
I’ll also put in the damages of all his combos, and resets(w dmg before reset hit and after…)

Good job guys and keep it up.

Oh, and KillaKelly… we all know you’re the best gouken… hahaha

for real though. I’m coming for that title son. Protect ya neck.
:china:

oh, and also, just a note…cr.hp is better in resets, but worse in combos…

So I’ll be using that in the reset notations, but they’re are interchangable in combos and blockstrings.

Yeah, the set ups are easy with gouken, thus why I prefer him, and really if you look at the consequences of “messing up” the subtle distance and timing required for an air tight vortex series are often and given akuma’s disadvantages, I’m sorry to say that simple momochi/Isse/machi style play is superior to Ed ma style play.

Not saying Ed isn’t good, but at this stage in the play cycle of SF4, his shit isnt tippy top tier because another player who doesnt have the same technical prowess(in terms of input akuma is probably the hardest character to master and employ masterfully) in general can do high level flowchart game and win.

WATCH ANY MATCH WITH AMERICAN AKUMAS.

also, consistency isn’t nailing combos or reversals, or whatever… that shit should be a given. Akuma plays like “you get one poke, and that shit is a combo WITH OPTIONS”. Tear away “footsies” game, and landing combos, and you have where the game actually de-evolves… and you see that sf4 is a nuanced guessing game, and about mindplay and metagame. NONE OF THIS IS SAFE, and with the vortex being a METAGAME… it will never be safe. sorry.

Also, the way the vortex developed wasnt with every single character, and theres still a lot to be concreted in SF4. I see new shit every day.

It’s got nothing to do with consistency…it has to do with choices. I play a respectful game, but I do act on inconsistency, and since almost every good characters set ups are heavily distance dependent…(ever find yourself in queer ranges with people…) and the general air of unpredictability of a fighting game… there really is no such thing as true consistency…(in overall gameplay, not combos, ticks, whatever, “the things that make up the gameplay”).
Also, my counter to "safe attacks"
BLOCKING

lololololol.

Seriously though… valid points.

strunk & white: omit needless words

:coffee:

I know the distance has to be perfect, but a viable option mid-screen is to lp.hado directly into lp.palm. This shouldn’t be abused, but should be in the mix as an option in order to push an opponent toward the corner, where the magic and the bulk of the vortex should take place. The corner is where Gouken’s options shine. This should be the main focus of the vortex and everything else should have pushing the opponent to the corner first in mind.

The only distance however that i can think of that is perfect for this is after a 3-hit Ultra. Are there any other setups that put the opponent at this perfect distance?

Come to think of it, cr.mp > lp.hado > lp.palm puts the opponent at good distance for this as well.

Just something to keep in mind.

I’d argue that if you gauge the ‘uppercut brother’ to be wise to that mix-up (or that they’re simply mashing/spamming so furiously that all attempts at timing on your part get thrown out the window), after a launch, instead of (eg.) s.:hp: > DF […] you can c.:hp: > jab/strong Hado > jab palm > low Kongoshin… and if they’re near the corner, after a successful Kongo (provided you have Super stock), you can FADC into Ultra! (*They almost always low roundhouse or forward in desperation after a mix-up.)

I think the odds are in Gouken’s favor in regards the mix-up game as well as from range. I just think two elements in ‘IV’ conspire to make him fail more often than by all rights he should: 1) Gouken’s strict execution prerequisite (relating to wiffage) for his advanced stuff in the face of the game’s sloppy input mechanic, and 2) The scrub friendliness of said system, in particular in favor of the Shoto drones.

However I do hope they fix the reversal system somehow to filter out mashers. A reversal should take some skill/timing, given it’s meant to be a ‘technical’ aspect of the game. Having Ken-tards who clearly haven’t played a video game outside of Halo before picking ‘IV’ reverse Kongo after air-parry after Focus, forcing you to play ‘keep-away’, does limit the enjoyment of the game somewhat. :coffee: