Gouken Vortex... YEAH, I said it

ill have to give that a try, thx killakelly. i know that you can walk up and do standing mk after ex palm without even dashing, but you cant cancel into anything, maybe if i do the same with the mk i can cancell that?

was messing around and found this little nugget. dont know how valuble it is though.

ex palm, lp hadoken FADC, lp palm

it gives you more damage than the usual ex palm, mp palm. and only slightly less damage than ex palm, dash, tatsu (14 less damage when you inlucde jumping hp and hp before the ex palm) and it pushes the opponent further than the other two follow ups. only thing is you are burning meter. i guess it might be good for style points though.

it seems like a waste to burn 2 bars for an extra palm hit when gouken becomes so dangerous with full super.
gouken at midscreen with full super threatens hp. fireball > palm xx super, which turns his lp. fireball into a huge guess for jumpers.
even if they jump the lp. fireball he is threatening kongo xx super.
on top of that, he is threatening fireballers with mp. palm xx super on reaction to their fireballs.
i am not a proponent of frivolously burning meter with gouken.

Most of the cast you can do EX fireballxN>Sweep or cr. FP lol

If you can do an EX fireball in a corner combo it’s pretty good use of ex cuz his EX fireball 2 hit hurts like hell.

well, you burn a bar for an extra ~70 damage.
if i have ex palm in the corner i do (ultra) , (hp. fireball > lp. fireball > c.hp ~ throw) or (hp. fireball > j.mk ~ crossup c.hp xx ex palm).

If you have Ultra, its better to Charge EX Fireball a bit and release it, then do Ultra. It does more damage and well worth it IMO.

raw ultra in the corner off of ex palm can do more damage than ex palm > hp. fireball > ultra.
if you change that to ex palm > ex fireball > ultra you are only adding up to 70 damage while increasing the complexity of the timing and burning meter.
i am not saying do not do it.
i am saying that i choose not to do it.

Oh ok, no problem. Still it looks really flashy when it works nicely, I miss like 10% of the time only now, since I got the timing now. lol

yeah, i like really, really easy stuff.
like hit confirming palm into super.
holy crap you have a long time to press that button!

i find that in the corner ex palm into hp hado sets me up perfectly for the three hit ultra. if i go into the ultra without the hado, i will get the multi hit ultra for the most part

I think you will find that the ex-palm multi hit ultra does about the same amount of damage as the hp fb 3-hit ultra.

Might as well go for the ex-palm 3-hit ultra…

Anyway, it is somewhat worth it if you have ex meter to do ex-fb 3 hit ultra but the timing is character specific.

the three hit version does a considerable amount more than the multi-hit version whether you are following a fireball or not.
the only damage variation you are looking at is the extra -10% on the ultra output from the additional fireball.
the closer you are to 100% ultra, the more favorable the damage from raw ultra will be.
hp. fireball to 50% ultra does more damage than raw 50% ultra after ex palm.
the timing is not that hard on raw ultra because all characters have the same lazy float in the corner after ex palm.
you have a lot of time to land it.
the difference in damage between using the fireball and not using the fireball is very slight in either case.
it is around 12 either way if i remember correctly.

yea its negligible. i always do hp fireball > ultra for consistency’s sake. i’ve yet to mess that up and would like to keep it that way. 2 things ive learned this weekend playing against people…

  1. when NOT to do the ultra. specifically in damage scaling instances…say after a long combo in the corner ending in ex dash punch, i used to do the ultra out of habit until i paid more attention to how much damage it added on…not that much.
  2. against dp happy shotos, say after a back throw > st. mk xx demon flip whatever. instead of light demon, doing a medium or hard df will put you past there dp range, making them whiff a dp and you get free dmg.

im sure some of yall already have these in mind…anything to add?

Raun I have to say… What you say about super is very compelling for me. Out of some habit i ex.df alot on wake up, but imma try to ge used to block/tech in order to save some meter for super. You really are that much more dangerous on your connections if you have it.

I’m going to rework my game to include super. I always burn so much meter.


Supers are so great.
I want to rework my game.
Indestructible.
~Haiku~


gouken is very good at landing his super.
once he has super, his kongos and palms can all be lazily canceled into it after you see them hit.
i am trying to practice doing 2 qcf after every palm and kongo connection, just to be in the habit and ready to hit the button.
all you have to do to get someone with super is trick them into jumping into one fireball, go through a fireball with palm or kongo a jump in or close ground attack.

lol, nice haiku!

gouken is awesome
his pain train from ex palm
will make you dizzy

hmmm… counter hit st. fp links into cr.fp…

also, if i remember correctly, i got st.mp counterhit to link into cr.fp

gotta go try it again…i dont think im wrong on this.

I’ve been working on ch s.mp set ups and combos but sadly none of which can land you an ex palm strike. (might work on some only tested on ryu) but indeed it does connect to c.fp which can get you a lp palm strike after words.
But a s.mp will link to a c.mk regardless of counter hit and still gain you the palm strike.

st mp close links into cr mk (with or without a counter hit) which cancells into tatsu. it whiffs on some characters like ryu though. what i like about it, is that the link is slow enough that if you dont get the first or second hit to connect you dont have to release the tatsu and eat a punish.

im going to try to counter with st mp, cr mkxxlp hado, i know it isnt a combo, but it should work similar to cr mp xx lp hado.

Is there any specific reason as to why almost all of you recommend c.fp -> EX palm instead of s.fp -> EX palm?

5 less damage, 2 frames faster. Less likely to be interrupted by shoto spamming or get thrown.

8 frames versus 6.

Okay, thought so :slight_smile: Gotta re-train myself to use c.fp instead then :smiley: