That’s quite a discovery, Eternal!
This isn’t a “discovery” but I wanted to say that the old Ryu unblockable in AE (back throw, jump back, dash forward, heavy kick divekick) still works on normal wakeup.
The unblockable on Makoto (fthrow, dash forward, delayed ex divekick) also still works on normal wakeup.
How do you guys feel about meaty close standing HK?
After sweep:
Empty jump forward, standing heavy kick.
The second hit of the HK hits, giving enough frame advantage for a sweep at least. You can also do c.MP x EX Tatsu if you wish. It might be character specific because some characters are tiny, but it always works in the corner.
The awesome thing – and the reason I love it so much – is that it is visually indistinguishable from an empty jump throw. This counter-hits a 3-frame crouch tech, which would be the “instinctive” response to an empty jump. You can react to delayed wake up easily and back off or do something else. [
Downside is that HK is somewhat of a commitment, you can’t really option select a backdash. And like most meaties it is susceptible to an SRK. But, I have found a lot of success using this little trick against players who tech on wakeup. I use it like cammy might use her empty-jump-grab or EX divekick mixup.
If you can’t tell, I’m really hyped about this little find. It’s simple, effective, easy, useful against a common habit, and rewarding.
^ you are reading the frame data wrong, you can’t combine the crouching and standing frame data. i.e. you can 1 frame link cr mp after cl. st. hard kick if they are standing +5, but if they are crouching it won’t work +4. (unless its counter hit)
+5 if they are standing +3 on counter hit = 8 frames
+4 if they are crouching +3 on counter hit = 7 frames
I’d definitely like to see it in action if you are able to link U1 to it.
Maybe you’re find away to hit with the later active frames or something. Cl. st.hk hits twice, 1st hit 5 active frames (so you can get +4 extra frames at best if hit on the last active frame) and the second hit is 3 active frames (so you can get +2 extra frames at best if hit on las active frame).
Edit: I actually got it to work. And that’s what it is ^^
I knew someone would see it before I was able to remove it.
You’re right! I edited that part out already!
BTW, you can manual delay the s.HK on DWU if you want. It’s no more risky than doing it on standard WU and a lot of players grab on DWU anyway.
Note that if you’re trying it in training mode, the counter-hit on sweep makes the knockdown last a little longer, meaning you have to delay the setup a little bit.
^ yeah a lot of people automatically grab or press reversal on DWU and end up getting a surprise. lol
Can you do a video of it?
Tomorrow I can throw somethign short together
since super been one of my favorites back when i was studying trades vs reversal wakeups(using cl st hk similar as youve described)…with my timing either that or oh mp i can usually trade at worst(even when) using 1st hit of cl st hk…winning of course sends you into counter hit fun or just stuffs other shit overall
https://www.youtube.com/watch?v=CZuXPiLffXU&feature=youtu.be
This took longer than I thought because I needed to have a friend be my second person… for footage I didn’t use. There are also some editing problems (my cursor appears, I forgot to disable that in FRAPS).
I didn’t manage to talk about everything, like s.HK’s advantages over s.MP as a meaty… such as the fact that s.HK works better in canned set-ups, and has more active frames.
s.MP has 2 active frames and the later part of s.HK has 3. In addition, it requires frame perfection to get more than 10 frames on counter-hit and I couldn’t find any way to set that up. s.HK gets +9 easy and is useful in at least two additional meaty set-ups.
I wanted to do more but it was quickly becoming an educational video about a setup that takes 2 seconds to understand.
That’s a gd demo for peeps that haven’t stumbled across it yet, best part is that the first hit of cl hk also is powerful, its one of his most reliable tools. His normals are his most important weapons.
even if you trade off of first hit opponents still charge after a downed Gouken, most all even the pros from my observation will still rush after a trade.
Also risemix, this will catch a lot of backdashes for a reset instead if them getting out of jail for free.
I’ve done some EXTENSIVE lab work to figure out every which way Gouken could score a 100% health-depleting combo on the entire cast using only ONE reset, and with minimal Ex-meter. In the end, I’ve found 3 resets, and any of the 3 can be used, with very little Ex-meter, to instantly-kill ALL cast members. Check my Gouken guide to a 1-reset kill!
I love the denjin fireballs tatsu combos. I hadn’t thought to do that before.
been using the jab-chop mixup a bit. pretty spiffy. now i just need to remember to use it
Gootecks stated u can cross up w denjin…any input viper?
The hit box is rather small, so I don’t seem like it should be able to.
Messed w it in training on several characters, nothing doing. I did however about 3/4 screen away get an ex iat and denjin to do some dope shit.
if it did cross up I would have found it after last nights session. I had it passing thru deep as possible.
since gaku advised of scaling bug I been giving denjin alot more playtime via w ultra.
I have spent many lab hours trying to get Denjin to cross up and never could… if it’s possible then I haven’t figured out how to do it.
right i believe gootecks misspoke in his brief gouken days…it was in his old gogle doc and since i had been labbing with denjin iwanted to try that out …closest i got to it was having it hit just once and then pass thru the other side on cammy and rog w dummy set to playback holding 1direction only… would be a lil OP if it was possible on full charge hahaha
only thing i think thats real real cool is a normal speed denjin with an ex iat right behind it vs opponents wakeup , the ex iat can get right behind him before the denjin gets there…need to retest to see if i can make it unblockable, seems real doable