Gouken Vortex... YEAH, I said it

mk-lk.dfk crossup

Dunno if this has been talked about or if im just a plain idiot and you already know this but; When i play my Balrog friend he likes to go on long periods of time just sitting there blocking repeated dfk’s waiting for the opportunity to cr.fp or just plain waiting for his headbut charge to comeout.

But while he just holds back block, i come in with a blocked dfk and then proceed with a point blank mk canceled into a light dfk. If he does nothing but hold back like he has been for the last dfk, he will get crossed up into a free dfk-fp-ex.kongoshin-dash-hk.tatsu or fadc ultra

Point is if u get ur opponent blocking like a mad man this mk-lk.dfk crossup is free dmg. I’m pretty sure it works wether mk. hits or if it is blocked.

Of course ur vulnerable to Srk cr.fp or whatever but the point is to make sure hes gonna stay blocking

His cl.st MK is useful for some other sneaky stuff as well, if it is not cancelled into anything if pushes back both gouken and the opponent A LOT (in the same vein as clst.hk), making many reversals miss (if you do not crouch after it), BUT if the mk is cancelled into a special it pushes you back considerably less, so you can do a string such as ~

demon flip kick, clst.mk, gohado, cr.mp (barely reaches) cancelled into gohado or another demon flip, and if you choose the kick you will hit their shins with it.

clst mk, lk demon flip kick(crossup), clst mk, gohado, c.mp, lk demon flip kick(absolute max range, might wiff… dont know how viable this is)

If they are in the corner and you do clst.mk xx gohado you wont get pushed back at all, so you can use it for ticking or for another clst.mk xx demon flip, c.lp string or tick, or whatever.

It’s risky business but still I find it quite useful.

You can also go clst.mk/mp xx gohado, st.mk to catch neutral and forward jumps, but low attacks might beat it outright (shoto c.mk…)

This is probably old news though :slight_smile:

Yeah the DF cross up is good stuff, also If he is blocked repeated demon flips start grabbing him. DF grab also works on a crouching opponent, but the dive kick has to be blocked high, so if he’s crouching then go for the punish. He will then try to head butt you and you can parry that, or if you can catch him with meaty dive kicks on wake up it’s not shit he can do about it without a meter. Well he can back dash etc. but it’s still punishable.

i think goukens vortex is a bit meh. Its no where near as good as akumas considering the fact that goukens is alot slower, easier to counter, and hell of alot riskier.

Yeah, I play around with Akuma and you can DF set up at will b/c it’s so fast. With Gouken you have to be very very very careful.

it can give him a hand against sagat, who has a weakness to wake up pressure.
i dont think gouken’s pressure is comparable to his zoning, but safe pressure on wake up after his amazing c.hk is pretty important knowledge.
i watched a bunch of lordofultima’s videos (fantastic instructional video maker) and he describes the importance of pressuring your opponent after a hard knock down.
the person who is waking up has limited options compared to the person threatening them.
the disparity in available options between the two players should equal damage over time based on safe bets.
his tutorial was based on akuma, but i believe it applies to everyone.
walking away from a hard knockdown is like throwing away a safe bet.

I use it a lot against Shoto’s but I tend to safe jump more because of SRK.

Safe Jumps

Which safe jumps do u recommend for keeping this semi-vortex thing going?

I thought Shotos couldn’t be safe jumped because of 3 frame startup and 4 frame recovery on jumps?

I edited this b/c I don’t wanna give away too much, but the answer to beating wake up srk is at 4:46 (actually at 5:10). This only works on hard knock down [media=youtube]vTJ5srcjWiA[/media]

demon flip dive kick stuffs srks or makes them whiff when placed properly.

You can also Kongo > FADC > sweep to start Goukens vortex. I’m not quite sure if it is worth the EX meters unless you are playing someone with bad wake up and you are willing to risk it to mix it up on them.

Ok so there is no true safe jumping a shoto srk like I thought.

Just want to add, I’ve somehow stuffed a few SRK’s with his jumping roundhouse

Nah… only after hard knock down. Which kinda makes sense b/c if it wasn’t for that you could just srk every damn thing.

Even after hard knockdown you can’t. The video you linked even says as much saying the srk becomes active 1 frame earlier then you recover making these not true safe jumps. Think it was somewhere near the 5:40 to 6 mark.

I can’t go back and look cause the internet I’m using right now sucks unparalleled ass and it takes too long to load videos. I know you can stuff the srk on a hard knockdown with the demon flip to the back shoulder, but yeah, was hoping maybe someone figured out how to safe jump on a shoto or something :slight_smile:

depends on when and where you hit them. More than likely you hit them between active frames, (which I’m still trying to figure the hell out). I got the frame data and it says how many hits are active etc. but I’m not quite clear on the math.

For example Sagat is invincible his first few frames but after that you will either trade, lose, or beat him out depending on when you hit him and when he’s active. The first few frames of EX TU are really close so it destroys the air parry, but if you are hit by EX TU higher up you can absorb it.

That is for tech-able knock downs and when they are already standing, you can’t safe jump these srk will beat them out.

But if you sweep for the non-tech knock down, meaty safe kick you will beat it. Go to training mode and set Gouken as your dummy. Record yourself sweeping then jumping in for the meaty mk, then block. You yourself, use Ken or Ryu and try to reverse the jump in upon wake up. You will see that the screen says “reversal” but it will get blocked.

Or you can just set the dummy to repeat srk to do the same. Sweep them, then meaty safe mk or hp the srk on wake up.

Aye, I was a bit shocked the first time it happened. I thought I stumbled on a reliable tool, but the timing for stuffing it requires luck (imho)

I would but I’m in the middle of nowhere in Japan right now at my grandmother in laws. I saw that in the video also, but a safe jump would also force the person doing a SRK into blockstun should he choose not to SRK.

So basically, what that video shows me is that he can jump, attack, and land before Akuma can SRK. That’s all good and fine but what if instead of reversal SRK Akuma throws? Am I going to get a jump in attack hit or be forced to tech? A true safe jump will get me the jump in attack if he throws, put him into block stun if he blocks and all the while being safe from the srk reversal.

A pseudo safe jump, which that guy seems to be implying is what he is doing, can be thrown since your attack never actually hits him, it’s off by a frame.