I think youll find it may depend on when and where you press RH. Early = frontside , late = backside.
That is a good setup esp if they have no meter and are looking to mash srk etc on wakeup , instead of cl.mp you could use kongo on the crossup side , should work like a charm.
FYI Gouken can kara-kongo thru 4 hit denjin and get hit only once.
The faster denjin travels the more likely Gouken can kongo thru it and escape unscathed.
In mirror matches when 1 Gouken is starting u2 , the other Gouken can release a fully charged 2 hit hado , the 2 fb’s will meet around midscreen and the 2nd Gouken can kongo thru the remaining 2 hits of denjin and escape unscathed.
EDIT:
So basically in a mirror match as 1 Gouken is charging a regular 4 hit Denjin the 2nd Gouken on reaction can start , fully charge and release a 2 hit hado, the 2 fb’s will meet about midscreen, the denjin will absorb the 2hit fb , then the 2nd Gouken can EX kara-kongo or double kongo to either avoid , bypass the last 2 hits of Denjin which is almost about to hit him at this point.
Non ultra 2 Gouken basically meets Denjin with a 2 hit fb followed by a kongo as described. Sorry if its vague.
Are you aware of the armour cancel bug? If not read the following first:
Spoiler
Any special move with Armour allows a bug so you can cancel into a different move if that moves input is complete on the exact frame that the first moves armour is activated. For Gouken the basic way is to do :rdp: and then plink 2 Punch buttons, you actually get that single DP motion to count for both the first and second kongo and the plink allows you to get the buttons in rapid succesion, causing to you cancel a regular kongos armour into ex kongo. Advantages of stuff like this getting 2 armour layers before the explosion happens(great vs people doing combinations of 2 hits on you to stuff kongo, like sim with his HP+fireball on wakeup
Here’s the situation he tried to describe, Gouken with denjin is on knockdown, oppossing Gouken goes for 2hit regular hadou charge to hit him on wakeup. Other Gouken gets up and denjins through it. The hadou will hit 2 hits away from the denjin leaving 2 and if other Gouken is recovered enough he can get 2 hits of armour with the Armour cancel. Ofcourse if you can kongo it’s probably better to just EX Flip and combo the other Gouken.
I meant pretty much Denjin Gouken starts u2 and charge hadou Gouken starts after the cinematic animation from opposite sides as per training mode, regular kara kongo can be used and reduce denjin to 1 hit in most cases at NO meter cost save of course grey damage. If you time it prefectly I believe you can escape cleanly same as kongo vs Ryu’s u1, Sagats HP & HK tiger shots, Guiles , Akumas etc etc.
Using the Double kongo will gurantee complete escape while giving greater leniency in timing. Someday you may be in this situation with no EX meter to spare vs Gouken or any other FB type character. Explore this in training mode to see who and when it can help you.
I figured someting out with backthrow with a lot of guts. Situation: You start out with a backthrow and you would reset them with any quick attack and I will use the standing light kick for example. Now after you reset him with st. Lk you would go for the back throw again and thats where you find out what type of player your opponent is by his reaction. Depending on the character for example a shoto. You know you have to respect the dp but if you have meter, you can anticipate it with ex demon flip to any direction you want to go and making the hesistate to use dp again and it can expand from there. I’m sorry for the long message but I believe that this is good info. And Im also a client. Lol And they can break the throw but thats ok because you can bait a throw and sweep instead and its a whole lot more to this setup. Please tell me what you all think about this.
This is perfectly valid, and one of his best mixups. Period. Try and put a bit of variety into it to keep them guessing; after a 1-hit j. mp, you can hit them with anything from a jab to a fierce, which also varies the distance they’ll be put at after the reset. Believe me, after screwing with them enough, watching them whiff a DP after a backthrow reset is quite fulfilling.