Labwork: Tests, results, discoveries

Does Gouken’s overhead hit meaty on crouching elena?

Like can we combo from it? Doesn’t seem to work for me

OK. I asked because Yun’s overheat hits her on a later active frame, allowing him to combo.

I’ve been trying to see if overhead will hit on later active frames when I can remember to try but no luck so far. It is easier now to link cr.lp after after counterhit or meaty overhead though.

I will say this Goukens overhead hits meatiest on wakeups… which was true since perhaps super iirc after hard knockdown on wakeup non blocking…you should be able to find a couple options or combos from Cr.lp

I have used training dummy to research this in the past…first go set training dummy to no block , then sweep him, and before dummy wakesup set back to all block, he will wakeup and stand in no block mode, the last active frame will be as meaty as possible and u should be able to Cr.lp or at least Super after at the very least . That’s how I discovered cmd overhead obliterates roses u2 on startup.

updated 7.26

Discovery: Hah. Here we go. Posted in wrong thread lol. Well yeah I never knew this was possible. 470 stun and only uses 1 meter and it’s from max distance on the smallest character it’s the game. Shit i should have tried it on Blanka as well. Anyways, timing is virgin tight and your churning arm is going to get buff. Don’t think it’s practical, just sexy.
Cr. Hp <ex senku <LP. Hadou <u2
Damage: 474
Stun: 630

Add cl. St. Mp <Cr. Hp <ex senku <LP. Hadou <u2 you get
Damage: 545
Stun: 655

Now if you just cr.hp <ex senku and dash u2
Damage: 460
Stun: 630

And regular ex-senku<U2(5hits)
Damage:502
Stun: 700

Obviously we’d opt for the last one. I don’t spend much time in the lab learning gouken so just trying this out and it actually working tickles my balls.
[Gouken training lab: youtu.be/5ufhXS32wh8](Gouken training lab: http://youtu.be/5ufhXS32wh8)

Ahhhhhhhhhh (gouken voice at the beggining of the fight)

ok, running the numbers on u1/u2/uw

U1 503
Bt/u1 404

U2 300/400
Bt-j.mp-u2 291/380

UW1 381
Bt-UW1 306

UW2 227/260
Bt-j.mp-uW2 240/380

given that a backthrow to uw1 is only15 more damage but 380 less stun than a backthrow to u2, i’m not seeing any point whatsoever to choose UW.

thoughts?

Yeah I came to the same conclusion. UW is worthless for Gouken except against like* maybe *Balrog. But probably useless against him too.

I almost strictly use Shin Sho. I like that damage. Stun is secondary to me. However, there are so many times where Denjin has won me a match just because it can reach and punish things. UW is very useful for people who like options. It’s not always just about how much damage or how much stun, etc. It’s also about utility. Either ultra does okay damage even with UW, still worth using anyway. I actually think UW would be a poor choice if you are looking for Denjin opportunities. Just stick with U2.

But, if you run into me, you’ll probably be watching out for that Shin Sho!

considering that uw1only does usefully ‘more damage’ than u2 if you hit it raw, i’d like to know what matchup you are taking about where you are hitting u1 raw?

I exclusively use UW. Having both options has won many a match, and I almost never hit people with backthrow due to the frame window “fix”.

I have been exclusively running UW as well. There have been instances where not using UW would have netted me more damage and sealed the match, and that’s what has gone through my mind when then happens. However, there have been even more times where having the option to do either has worked out better for me and won the match. So, in my eyes damage isn’t everything, utility/options is what I need. I just need more time using U2 because I have been presented with MANY opportunities to use it but I don’t because I dont realize I can use U2 until its too late. I realized this after playing SUNSUNMCNASTY and Pvt Greedy who use U2 and have a good handle on when to use it. Maybe Ill switch out a bit to get more accustomed to using it.

I’m not saying that I hit raw U1 often, although I do hit jump ins and patterns enough. Usually, it’s off a juggle. I’m saying the usefulness and the perceived threat of UW is real. It’s like, if you choose only U1, but miss an opportunity where Denjin would have hit, then at that moment UW would have been better than not doing anything. BTW, I am not an Ultra crazy player by any means. If there were no ultras, I’d be fine with it. Too much emphasis on what seems designed to be the ultimate scrub comeback tool.

As much as I like the damage output of u1, I’ve stunned plenty of foes with u2 giving me wins and combats. U1 just likes to fuck me when I don’t want it.

most likely already common knowledge…

the start up + hitbox buff to ex tatsu was also quite a dmg buff for u2, as u2 - f.dash - ex tatsu works now midscreen (!) without charging. dmg 460, stun 560, but it’s pretty tight…

Fully churned Ultra 2? Really? Wow.

just testing it out, it seems very space dependent

i think i found someting interesting… maybe already known…

i poke a lot with far.lk chained in far.lk, long range, good hitbox, quick, safe, 2hit focus break and easy 80dmg. on max range and hit, a consecutive cr.mp would normally whiff. but if the opp sticks out a limp, the cr.mp hits the limp, mostly as counter hit, as far.lk is +3fr. now it becomes interesting. if, after far.lk on hit, the cr.mp hits the limb on counter hit (!), it combos into mp rush punch for 208dmg / 325 stun. if the opp does not press buttons its only a cr.mp whiff. so a long range buffer option. i have only tested it on ryu’s cr.mk so far. its new in usf due to the cr.mp buff. but what puzzles me, looking on the max start up frames of mp rush punch, this should not be possible…