Labwork: Tests, results, discoveries

yes, e.g. in baited punish situations (failed reversal reads happen on every skill level), anti focus (if predictable pattern), etc.
Baiting your opp in bigger mistakes is the bane of Gouken’s existance, but it certainly does not happen every match…

“Not to piss on your parade at all” … is this necessary?

fair enough. Maybe i’m missing some opportunities, especially with anti-focus. Usually with baits i’m close enough to paintrain.

hmm… I meant it as “not to be dismissive of your contribution”. Just making sure my thoughts aren’t taken too harshly. So I’m confused why you would call it out.

True, paintrain in U2.1 even gives about 50dmg more and considerably more stun. I just like hitting Denjin and wanted to share a new option which was seemingly not commonly known (yet).

Your other initial statement can be received quite hostile, particulary in such a forum. But nevermind, all good.

Hostile environment!!!

so…swapped my sanwa for a seimitsu in my 8arc …fuckin :

YYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS!!!

I currently play around with a sort of option select. I have really no idea yet if this will end up as an interesting option or just random bs…

F.MK is a larger part of my poking game, but if whiffed, it gets low poked quite a lot (e.g Ryu) usually on block as f.mk recovery is relatively quick. So i tried around in training mode and if I buffer an lp kongo into f.mk recovery, the kongo only comes out if the f.mk whiffs, but not on hit or block. timing is a bit iffy though. I assume the hit/block stop frames make the system to “forget” the lp kongo input. Is anybody already using something like this? Does it make sense or do i think in a wrong direction?

I like doing exactly this against Balrog players (with a mid parry). I do it with a lot of normals and f.MP.

The downsides are the normal downsides with Parry, being counter-hit if you guess the wrong region… that sort of thing. It’s a good choice, but Parry is always a commitment of course.

Interesting, certainly this sounds char specific, e.g. vs. Ryu low counter may be a safe bet…

So you do the input of lp kongo so it only comes out on whiff but not block/hit? I only just started, is it reliable for you in term of input (not meaning the kongo downsides in general)?

Yes, that’s what I do. It’s pretty easy. To test it, you can record Gouken hitting a training dummy with f.mp. At the end of the input, add a Kongo so that it doesn’t come out. Then walk the 1P side away and watch what Gouken does on whiff. If the Kongo comes out, you did it correctly.

This can be done with other normals that don’t cancel as well, like far HP.

I admit I think about this more in theory than I have done it in practice. The problem is that this is a very “online” sort of thing to do, perhaps… I doubt offline players miss their whiff punishes very often.

By the way, I read in another thread (maybe the video thread) that someone, maybe you, had some trouble with the palm strike FADC Ultra 2 combo. There’s an input I keep meaning to share but I keep forgetting to do it, so I guess now as as good a time as any:

Right before the palm strike connects, hold down MP and MK and do the QCs Forward. When you see Gouken dash forward, hit KKK. The two F inputs buffer out the dash cancel and you get it as soon as possible.

I fully agree, that’s what I meant with “ending up as random BS…”

On the other hand, in the case of far.mk, the move is pretty quick, 7fr start up, 2fr active, 13fr recovery = total 21frames. On that range only far normals with start ups of >5fr plus may reach to whiff punish, i.e. only <16fr to punish correctly… On the other hand, the counter whiff is also 32fr, so yeah, you are right maybe … just random online BS…

Thx anyway…

EDIT:
… was not me.

Don’t write it off so quickly. I think it’s a great choice against certain kinds of players, you know the ones…

I use it against Balrogs because they tend to be a little trigger happy on the jab button. Hitting them with that OS even once might make them think twice about mashing it out every time they see a button.

Against these kind of Rog players there is no OS necessary, just cr.lp on block and mp kongo, hits almost every fucking time (online!)… Particularly funny if fadced into U1 near to the corner.

I was explicit thinking of that far.mk as it does not hit crouch on most chars, the far range and relatively quick recovery. So sort of an footsie whiff trap. I do not know… will test a bit…

http://youtu.be/5_T04eYk7Y8

Kara ex tatsu?

It will kara when non-ex but is only noticeable with lk + hk, for some reason mk doesnt seem to do much , but I havent explored this thoroughly.

I remember from AE using kara+slide(input delay) then reg tatsu but never recorded it…i dont remember how effective it was…

but maybe since he gets the ex yellow flash I got distracted…nevertheless you can get it to go a bit farther by holding forward just a bit longer…

try it out its fun when you get it down…i still have alot of practicing to do with it

This is great. can you spell out the exact input for me?

NVM, read the description. Nice!

pretty deadly when in footsies as an os …its like come to poppa@@@@@@@@@!!!

same concept for gohadoukens and g flips! oh and fadc’s also thats where you see a noticeable gain in distance in slide kara…(forgive me for using that term but I liek it), together the input delay and karas from both mk and hk respectively add slight variations in distance but at best youre lookin at almost or slightly less distance than kens normal kara throw

re: cornered opponents and slide kara fb’s

goukens animation is what makes this unique I feel. like in old sf days …you can very lightly tap left and right over and over and over and he stays idle but still moves in response to your taps(duh right…lol i know)…this along with the distance hk can gain make him kinda tricky with it …his slow walk speed is what makes this not broken…in all you maybe gain about 3/4 of a square in training i think.

using it in ranges you know narrow arcs like chun blanka bison etc would normally hop a mp hado(poke range etc) …use this technique with a hp one instead and you shut off that lane now at a differnt angle of attack…also when you know theyd hop a hado your physically closer after throwing it ,so that when you decide to srkongo that jump in you in effect can push them farther back , into the corner lets say. or closer for denjin , u1, juggles etc

using it in zoning vs gief’s green hand is awesome because your release point changes and the invulnerable window he had before is now downstairs near his knees instead of where it used to be and you pop that fool in the forehead every time…they keep trying to clear them hados but they dont realize your moving forward throwing it taking a step back and chucking again…once they do they kind of freak out and just sit in the corner doing lariats…great way to run off with the life lead!!!

I literally went from being able to juggle an airborne opponent at max jump height in the corner by timing the fb at the right time of course. but went from a best 3 non ex, to 4 now thats from about max range with both angled fb’s used interchangeably …itd be like soft knockdown on wakeup they jump or your predict a jump…standing maybe about 3/4 screen distance away you throw a normal mp hado it hits them at at the top of their arc …then you do kara slide mp hado , after that one a hp hara slide fb… by that time your less than half screen…enter now with our buffed ex tatsu and the same technique and it should connect now…in fact im not busy …ima go to the dojo…lol

https://www.youtube.com/watch?v=FbEPGTreFBw
https://www.youtube.com/watch?v=XLUqjQ5KMbI

Gouken’s W-Ultra 2 bug explored thoroughly. Once Gouken is no longer in the “ultra2” script it stops scaling stun damage. This can actually be used outside of a fully charged U2. A trade U2 will result in getting A LOT more stun than a normal u2.

Hey! that’s very interesting! Amazing discovery.
I really think a trade Denjin is as rare as nun in a bikini. But maybe once in that blue moon?
Still nice find though :dizzy_face: