Labwork: Tests, results, discoveries

j.rh can ambig cross in perhaps the MOST deceptive way in the game. From far and near you can net both frontside and cross up jump-ins with proper spacing.

Id say its best to practice on crouching non-block dummy to get the “hang” of its properties. Then adhjust to standing and char specific elements. I had always suspected it had an unblockable setup because of JUST how ambig it can used in game. Its always about 80% effective as ambig for me , ading this extra layer will help also thx NEv.

Speaking of crossups. Anyone check the shit fuck hitbox on j hp? Anyone found a use for it? I feel like there can be an application of it besides an mediocre a2a

It can crossup gief , hakan , and honda if and when crouching.Others im sure too! Where theres crossups, there are unblockables

Probably not the most practical setup due to being unable to time the jump with normals. Though it does show you can do unblockables midscreen with Gouken.

So far it works on Cammy, C.Viper and El Fuerte. Wouldn’t surprise me if it could work with half the cast with different timing.

  1. Take a step forward so your feet is touching the opponents feet
  2. Pause slightly
  3. Jump foward mk

[media=youtube]6KqfmmuWwe8[/media]

Notes:

  • Extremely small window to hit the unblockable.
  • Very large window where you are safe from any reversals if you do miss the unblockable.
  • Will work with FB fadc into sweep
  • ex palm dash sweep I was unable to get it to work. Gouken was too far away to get into position.

^^^ VERY NICE! It’s like an infinite combo if you consistently get the timing right haha.

But seriously, This is something I feel like I could use regularly. I’m a stickler for manual timing.

Pixel walking at it’s finest!!! There is one after landing Shin Sho too. Dash forward Twice and pixel walk them.

Phunkism and Toof, you can time the jump in by setting the dummy to jump and hitting them in the middle. You will know if you did it right if you can barely tell which side you will land on and if they stay grounded when you hit them. Just make sure you hit deep and you’re golden.

Anyone notice that cross up j.mk, cl.st.mp, cr.hp, ex palm…the ex palm can be blocked on characters with big hit boxes? WTF is up with that? This should be the complete opposite. Why would it not connect on characters than you can hit EASIER? I think its wishy washy because it connects sporadically but when it doesnt connect, I’ve noticed that its on big characters. Zangief, Hawk, Abel, Hakan, and even Gouken sometimes. I play a really good Hakan and a really good Gief regularly and we all know how hard it is to land a simple crossup mk on Gief…so always to my surprise I land one and think “here comes the pain!!!” and then the EX palm gets blocked. So frustrating. And whats more frustrating is that normally if you’re a bigger character you have an SPD so when it gets blocked I go on the ride. Its so stupid…

Yea, they tried to fix that by giving cr hp more hitstun in 2012… it was one from a list of changes that was supposed to clean up a lot of aspects that they applied like shit to gouken. Still no good I’m guessing. “extended kongo hitbox” my ass.

You have to be fair, they probably couldn’t extend it so maximum cr.HP linked with EX.Palm or else the hitstun would be enough to get in another st.MP or some other normal.
Maybe they could have sped up travel speed of EX Palm?

It just feels like a careful line they had to tread when fixing that problem.

Yeah Amigo, still no good. I think they could have sped up the speed of EX Palm like you said Toof. When it misses it seems like its only by a frame, maybe two. 1 frame faster on EX Palm will not break anything else. Its just so backwards of an issue to begin with that it lands on someone like Ibuki but doesnt on Gief.

Here’s a setup for an unblockable for Makoto midscreen after a denjin hadoken.

Setup:

(Midscreen)

  • Combo into EX-palm
  • Level 2 Denjin
  • Backdash
  • Forward Dash
  • Sweep
  • HK Demonflip kick

[media=youtube]hKzwdWCLUug[/media]

The setup after the denjin is fairly easy to do. The hardest part is timing the denjin. Depending on when you release it gives you different amounts of advantage after it hits. If you do it too soon, your demonflip kick will whiff and leave you behind the opponent. If you do it as late as possible then your demonflip will land infront and it becomes a safejump. In the middle it becomes an unblockable. Ex-karakusa (command grab) beats the setup. EX-Fukiage (DP move) whiffs. I was only able to ex-fukiage out few times out a hundred tries. The setup really messes with your opponents forward inputs.

Hmm? I think you might be thinking of the wrong normal. Cr HP is -8 on block and -4 on hit. There’s not going to enough hitstun to do anything with another normal. There was already enough hitstun that it combos most specials.

Been doing it so long I get away with I keep forgetting how much trial and error went into this old man. It just feels like a journey. Which always teaches new lessons when you least e spectre it. Gouken evo2k13

I just had a thought and it’s really of little consequence, but I was playing a Ryu today with really good footsies and I thought that it would be so much better if I could walk up to him and do kongo in a fluid motion instead of stopping my forward movement to do it…in other words, how much would Gouken change if we had kongo as a forward srk motion and flipped it with palm so that palms would be reverse srk? I think it would make kongo a bit more dangerous on offense and would probably fit my style…well, just theory anyway. Flame away lol.

whiff punish would be way too easy. Knockdown every single time :\

Thats so crazy because I was thinking somewhere along those lines last week. I like playing “fireballers” because Its a zoning tool but people abuse it and I like fadc’ing through. So I said to myself that I’m gonna focus through the first one and if they throw another while I’m in sweep range, instead of sweeping I’m gonna try and kongo. Easier said than done. I can pull it off easily if I predict but I cant really pull it off using reaction. So I said if kongo was an easier motion, say reversed it would be toooo dangerous. We would never have to stop our forward motion and that would make people VERY afraid.

I’d like to cut in line here to give my vote for the opposite. I prefer it as a reverse SRK.
Guy’s a good example why, I’m crouch blocking his stuff waiting for an elbow drop, as soon as i see it I just waggle and HP.

If it was a srk motion I’d have to stop blocking to perform it.
This might just be a habit I’ve gotten in to because I’ve only played Gouken, but I find a normal SRK motion takes me longer and often get hit out of it when using Seth or someone.

hey guys, you do know that the foward back foward shortcut bug with kongo is still there right? (IIRC)

[media=youtube]2zXAKgIqx4k[/media]

Very practical unblockable setup against Sakura, Makoto and El Fuerte

[media=youtube]mpQ2z-b-T6Q[/media]

Setup:

(corner)

  • EX-Palm into lvl 2 Denjin
  • Hold the charge as late as possible and release as they’re about to touch the ground
  • Neutral jump
  • Backdash
  • Forward jump MK

Notes:

  • When testing out in training mode you should land infront of the opponent when done correctly
  • Easiest to do when you hold the Denjin charge as long as possible and release as late as possible
  • If you’re a visual person the denjin hitbox should be hitting the opponent as late as possible. So the tail end of the fireball should be touching the back of the opponent
  • It might work against guy, gen and balrog with different denjin timing. I’ll have to test it out later.

Damn, Makoto is starting to look free to gouken.

EDIT: lol, yea right. But one big punish leads pretty much to 50/50 of death.