Now rise just add a fdash or bdash to the front of that lol .
and Rise I do agree w you but also see arti’s point on practicality and U2 doesnt seem to have as many applications(then again i dont use it)…and as youve stated off a jump in seems more practical, but i havent seen a vid yet showing hp kongo cancel to U anything yet
AND ODDLY ENOUGH IT IS AN OS, but kongo is weird in that negative edge thru my research also does weird triggering to OS’s in respect to kongoshin
Reipin where do i get the legend for that notation? ill start trying to decipher instructions on what ive shown above also if anyone wants it. (shit id like to see it myself in notation!)
downfall to u2 generally speaking when used as above is since its an os you basically wont get to charge it save maybe a few scenarios if an opponent does an fb then dashes behind it and then jumps at gouken you might get 5 hits out of it…damage is obvious better when cancelled from kongo so better than denjin by itself.
…the charge on denjin is lame( ive always felt ) too bad that cant be buffered also( the charging)…and if opponents like vega dudley yun yang and many others are at the end of kongos range then its game over for gouken as they can attack and retreat in looped fashion…we need to get in and open them up by baiting them into using BnB’s on us at closer proximity…by penetrating their pokes and using it against meatier attacks
Given that: ill stick it into my os labs and see if i cant get more out of it as an fdash>blah blah os u2 but i give him props for showing kongo cancel u2 i hadnt seen it done yet, and since i dont care much for it as i rarely pay attention to it(I know I shouldnt abandon any aspect of his game, so I will start labbing it! )
also trying to master fdash> kongo cancel ultra 1, and ways to use it to penetrate their zone, instead of at the edge of kongo range is my goal w this dash in shit
Fdash will absorb the poking light attack and as you penetrate their zone , most likely you will see it followed by a mid or heavy attack cancelled into a special as Gouken gets toe-to-toe with opponents.
Basically i see or anticipate cr lp or lk since im in footsie range , after i bypass that with an fdash opponents will likely go to mp>hado or lk>srk expecting to catch me in recovery after dash, but as i demonstrated fdash>kongo can be done right behind one another so basically …that ass is mine just gotta work out that muscle memory and execution …
SHIN SHO BABY!
edit: holy shit wait…how about double kongo cancel ultra…omffffffffffffffffffg…i must be bored…cant wiat to get off work
edit the 2nd: id actually take a nerf on kongo damage by 50 if they gave us damage equal to the attack were deflecting e.g. 100+40,60,80 for lights then mid and heavies OR WHATEVER
edit number C:
I was trying for fdash>fdash>kongo cancel ultra triggers in this playback loop
http://youtu.be/X3KpasuQLI0
trigger points can be dictated by negative edge on OS i believe, still not down to an exact science…for me it begs the question ,
whats the most optimal application for things like fdash>kcu 1, bdash>kcu1etc
where do i have to be , when do i release, how long do i drag the stick etc
http://youtu.be/r0XGxM7Yptw
more reasearch from that day
and below as well
http://youtu.be/pGOXC-EYe8E
different release points used in each as well as other differences