except IAT is for shit and I swear that move is not consistent. I can put the dummy on record, get IAT, and then playback and the dummy is jumping around high kicking the butterflies above him. If you’re getting it every time, can you explain the motions. I swear with lag it’s damn near impossible.
our joystick inputs gotta be the same , whats different is maybe that I hold all kicks down when possible and sorta from left to right release my fingers 1.2.3 try that a couple times.
go from d,db,b,fu and release al kicks…means youll have to buffer em in there somehow, just make sure youre letting go as he leaves thre ground. its unorthodox i know but so am i and so is gouken
Height restriction on a move that has a 20 frame landing on the ground. smh
I think air tatsu should have 5 frames of landing lag and juggle potential 2 so you can combo to U1 in the corner… I said it. I want EX Palm, Air Tatsu, Ultra 1. Gimme.
^ maybe 5 frames for ex air tat, but normal tat shouldn’t be any less than 10 or so. It just needs to be adjusted to be in line with the other shotos and it would be fine.
like after it hits , he starts falling to the ground
A safe jump for 4 frame reversals after delayed wake-up:
fthrow->far stand MK->heavy kick demon flip divekick.
This is blown up by normal wake-up, but on DWU, it operates exactly like Gouken’s current canned divekick setup… on cammy It can only be blocked, focus backdashed, backdashed away from. All of your option selects work (EX tatsu vs Rose and Viper, for example). I have tested it so far vs. Cammy, Sagat, and Ken’s MP Shoryuken, but it seems like vs some characters it simply doesn’t hit them. That means while it can bait reversals and you’ll land in time to tech, it is only a true safejump setup vs a few characters.
Obviously this must be very tight. The MK must be done immediately and the HK demon flip and divekick must be done ASAP. If it trades or you are beaten, you were too slow. In training mode, you did it right if your HK divekick hits around the foot while you’re recording it with the dummy.
Since it only works vs. DWU, use it against opponents who spam DWU against Gouken. Plenty of high-level players do this because they don’t think he has any real set-up that can beat it (other than manual timing, which is subject to human error to a greater extent). At the very least it will force them to mix up their wake-ups after your fthrow a bit. Remember, this is unsafe against normal wake-up. Use carefully and with discretion.
If you don’t use the set up to catch both, just delay your dive kick when you see technical.
The set up that catches both it will beat the normal wake up and still safe jump the DWU.
I just found a setup that is like, fucking awesome. I tried it after someone posted on reddit about using taunts in setups:
After Denjin Hadoken (Ultra 2):
Dash forward, taunt, then ASAP medium demon flip kick divekick
It’s a reg wakeup safejump vs 4 frame uppercut reversals
This works with at least taunt 1 and 8, but I think all taunts have 43 frames before they can be cancelled
only some will cancel mid animation , I think from 1-4 cannot be interrupted mid animation, I will check . overall they all probably can be cancelled after 43 frames but 5-9 I think are the ones I use to cancel mid anitmation for baits
also will checkout that
New gouken links:
cr lp - close st lk - close st mk
works on:
El fuerte(standing)
Deejay(crouching)
Seth(crouching)
Sakura(crouching)
Dan(crouching)
Juri(crouching)
Wow, this is a really big deal
already had it in AE i thought. some character specific stuff may be new as far a standing and crouching however.
Yup I was wrong all other version weren’t as fast, I confused the shit out of myself too lol,bwas just doing these too the other day to see if after the cl mk>Cr mp, or cl mk>Cr lp, and other shit was possible
in the corner, sweep, immediate taunt and block. gouken cancels taunt into block right in time for incoming wake up 3fr reversal, pretty funny… next time cancel the taunt in low counter fadc to punish cr.tech… pretty risky but when it works it cries out maximum disrespect…
not recommended for serious play…
I discovered Gouken can hold forward for a small amount of time after doing s.MP to get new links and frame traps.
The best one is cs.MP, hold forward for a frames (you can just hold forward after s.MP), s.MK even against standing opponents. It’s easy and awesome against characters that you can’t do cs.MK, c.HP x HK Tatsu because it does 283 damage and works on most of them. You can do it with a tighter link to c.MK although you can do that a lot already to some characters.
Remarkably this only works on thinner characters, ie, cammy, yun, shotos. This is an excellent alternative meterless punish against those guys.
You can also use this as a block string of course, then do overhead immediately after.
You can also hold forward after s.MP to get some small gap frame traps, like:
cs.MP hold forward cs.HK
cs.MP hold forward cs.HP
If you walk forward after s.MP you can often do another s.MP on block or 2 s.MP to cs.MK. This is incredibly good. You can do like 3 s.MP on block in the corner vs some opponents even if they’re standing.
You can also do a frame trap/super tight block string of:
s.MP, walk forward 1 f, c.MK. You can cancel the c.MK to medium demon flip divekick for a crossup if they block.
I believe this can profoundly change how Gouken gets to play up close. Remember, Gouken has few block strings and frame traps, and this opens up a LOT of potential play there.
^ One of my secret reasons for wanting cl st mp not to push back so far.
same here…ive known about a lot of the hold forward after mp but using it after jump ins, say like dj hp> cl mp>hold forward a bit then cl mp > cl hk, but now im interested to see how much more utility we get out of it.
I thought this was understood. 7 frames gives time to creep in a bit…on block I don’t see how you are not going to get reversaled, risemix. It’s a frame trap but the gap is huge if you walk forward mp after a blocked mp, like 3 frames at least.
Less than that you wont even see him walk forward, or its very hard to tell to the untrained eye.
The amount of time it takes to move the stick forward after the mp and back to neutral before the next mp is going to be at least a few frames…