Nope. But I never use lk tatsu, only hk tatsu. I strictly use ex tatsu if I know it will end the round.
ok, here’s another attempt from me to try and help you guys out with ideas or what have you. so, just out of curiosity i wanted to see if, with how the juggling system works if i was able to hit two ex senku’s consecutively. not all four hits but just connecting two and here’s what i got:
[media=youtube]I7PaLhoxI5s[/media]
yeah, may seem like a waste of meter, and it’s best if you had full ultra meter. just thought i’d share what little things i find out. wish i could be like most of you guys here and help out 24/7.
ps. this was pretty decent on stun, though. the highest i got was 825 i think.
only works in the corner???
Yeah, just the corner.
*actually i lied. i just tried corner only. Almost home, gonna try it all over the field when i get situated.
Update*
the only way to hit it twice out of the corner is to fadc, waste of meter
Looks like you might be able to squeeze in a hp hado before the second launch.
Bro, ive tried so many times times to hit the seconr launcher but he doesnt bounce high enough after hp hadouken.
That sucks…I was hoping we could have something to break the game with lol.
I use HK like dek09. That’s as old school as it gets for Gouken corner combos. Good damage/stun. Set for wake up mix up. I switch it up with hp hado xx lp hado xx lp palm or hp hado xx lp palm xx dj.hk or denjin. Honestly don’t have much luck with the ex senku resets and usually end up in the corner on defense so I don’t do them much. Maybe I should make that a focus in training.
Results: I watched b-toof’s tutorial and I’m owning people’s soul right now. Any buyers?
I’ve been using the jf.hp left/right reset for the most part. But I’ll use fb fb sweep if i’m wanting to be safer.
The tatsu ending is only for ending rounds, as it leaves you too even at the end for my taste.
Test: [media=youtube]iwlz9TK1jMU[/media]
EDIT: i thought doing double kongo would just increase my grey damage taken but it eats away my HP after the first hit and eats up my grey recoverable damage…risky?. take another look. idk if i can die like dudley’s counter, though.
how you did that???
You ‘plink’ a normal parry into an EX one.
You can absorb a two hitting fireball using this technique.
If you look at his inputs you’ll see: parry notation - MP then MP/LP immediately after.
If I’m not mistaken, you only need to do the first kongo there, although the double looks cool. I’ve had a double kongo come out on accident (I mash sometimes…sue me) that for whatever reason allows the opponent to escape the kongo hit.
lol i aint gonna lie, this was by accident. it’s just what happens to my health and grey health during multiple kongos.
When the grey damage received is higher than actual non-grey health left, the leftover starts subtracting from your actual health. After the first Kongo, you didn’t have much health left, so lariat’s damage ate some of your actual health.
I’m pretty sure if you double kongoed when your HP was higher it would’ve been okay.
This is correct.
If your health was lower you’d have lost.
This is easily seen with Gens Ultra 2 (Mantis)
double kongo is an option select and will only activate on double hit moves(not blanka close mk, or ex green hand) or any 2 moves which are close enough together but not too close , i.e.: jump in attack followed by standing attack when the dbl kongo inputs are used vs a single hit move you will get the mysterious single hit kongo absorb, which by the way seems to have a frame or 2 advantage vs any strength of attack used against it in AE2012. It seems to recover faster when quicker moves are used, however Goukens lack of really fast normals does not let him take max advantage from such a unique move.
dbl kongo fadc denjin is great vs ex devils reverse for u U2 lovers.
ive tried for some time to get dbl kongo fadc, but I think they only let us have dbl ex kongo where he seems to use the hp kongo animation.
super was sick I used to just slide from pp>kk , I would love to have old style back only with teh low kongo on kicks the other 2 on punches.
[media=youtube]JWJVywIE9UQ[/media]
Discovery(it is for me):
[LIST]
[]CL.ST.LP<CL.ST.MK<super/tatsu
[/LIST]
difficult imo. think of it as the CL.ST.MP<CR.HP gouken had in vanilla super
[LIST]
[]ST.LPx3<super
[*]ST.LPx2<CR.LK<super
[/LIST]
Hey guys,
is there a compendium of all the “useful” set-ups from gouken? Similar to a sheet or list of all the standard stuff like regular safe jumps, anti srk safe jumps, resets, set-ups, corner set-ups, char. specific safe jumps and set-ups. Also a list of char specific combos.
So far I am watching so much youtube videos and looking here around, but having something collected like in some of the other char forums would be … sooooo helpful …
I feel that you guys here are doing more labwork than most of the other char forums but it is so splitted and hard to find. There is no stickied thread with a collection of the beginner set-ups and the advanced stuff like in a lot of other sub-forums …
I really love all the hard work you guys put into the lab, but hasnt someone put this all toghter in a master thread or something … would be sooooooooooooo much helpful …
Dropped Gouken for a while, but fall in love again … 8)