Labwork: Tests, results, discoveries

Cl st. mp on block is +4. I’m not sure how much ground Gouken can cover in 1-2 frames if you decided to walk up on block, but that’s what Gouken would need to land the true block string.

not counting frames of forward movement after cl. st. mp is blocked

cr. lp - 3 frames (2 frame link // no need to move forward),
cr. mk - 4 frames (1 frame link)
cl. st. - mk 3 frames (2 frame link)
cl. st. hk 4 frames - (1 frame link).

For some reason I thought s.MP was +5 on block.

Well anyway, you don’t need it to be a true blockstring. s.MP hold forward 2f release s.MP is a 3 frame gap. Even a 4 frame gap is really good though.

Mp is very deep…, ibremember saying how it seemed like gouken had his own target combo , you either would go from dj.hp,cl.mp,cl.hk, and that seemed like a decent but not true frametrap back in like super but then walk his ass forward and now that cl.hk links from the cl.mp. Oh the subtlties…
Lol

i mean in close range like were discussing…and also the inverse I guess with that same button is try to trap them with far mp over and over.
Worked good on rog and Honda prior.

And aye…Rise 4 frames is decent huh…thats enuff to squeeze in a dp 3frames and a kongoshins 1 startup frame, so essentially there’s mind games in it too should they catch on…lol…eat kongo whores…

If anyone is mashing with an invincible attack and there is just a 1 frame gap you can get reversaled.

Granted, low hit/block stun allows for less time to input the reversal. Characters with reverse dp inputs actually have it better in this fashion b/c you can crouch block and to go down, down back pretty quick and mash the button. Either you’ll catch the open window or just end up blocking.

Far mp is a good button. One thing that I do in training from time to time, is to spend a few minutes just walking up and doing far st. mp and not trying to get over head. I helps with the neutral game and actually helps you develop the muscle memory to do far st mp > mp palm/hado/gf flip.

Last possible active frame : oh.mp>sweep on counter hit, works for omega and ultra gouken
http://youtu.be/bm6GJefOPII

I miss a few times but its there, works on Elena and akuma and others

So… Cl.mp. links to close hk? For the life of me I can’t get it… Don’t know if I’m walkining to far forward or not walking at all cause I’m hitting hk right away

Its hard to get used to at first cause you gotta stand close as possible, activate cl.mp and before the hit stun animation finishes is when you tap forward and cl hk. Try it on Poison works well on her.

http://youtu.be/2WJ6EM2n7AE

http://youtu.be/kyMvAem_LRY

I was on this shit since super, had some old vids from super thought id share. And I’m led to believe activating the CL hk on the right part of their reeling animation is half the battle as well.

Also works on gouken and others as rise mentioned above.

, here’s vs Rufus off jump in… Forgot if it works standing…

http://youtu.be/OEVhbaJNWYc

It’s not clear to me why you’d do it tho.

if you don’t have meter to burn, all you’ll get out of it after the cl.hk is cr.mp canceled to something risky.
if you do have the meter for cr.lk xx ex.tatsu, then why wouldn’t you spend that meter on cr.hp xx ex.palm?
I suppose you could do super after cl.hk, but why wouldn’t you do cr.hp xx palm xx super, or cr.hp xx lp.fb fadc cr.hp xx ex.palm for less meter, more stun, and a better setup?

After cl.hk even in blockstun an ex iat catches alot of people as they are waiting for that gap to make a move. The first one they sit and do nothing

Dont forget we have cl.hk>ex tatsu also…I see it as if I miss the link in getting a trap I can buffer kongo after. Situational of course.

But up close its great in your face pressure and os kongos can be set up following. Or even counter hit setups.

Best thing would be to practice it and see where it fits best in your playstyle. There is some characters it is great on poison and rolento

Better to have more options than not.

still not seeing how those are better options. “more options” is not the same as “more good options”.

In what specific aspect is cl.mp > cl.hk > ex.tatsu a better option than cl.mp > cr.hp x ex.palm > whatever?

iat would be ducked under by the time it gets there by anybody not just going yolo. And if they are doing that, you’d be better off waiting to punish their stupidity.

sorry man, just not seeing where it fits in at all.

I hear the reasoning. Using only optimized combos of course is the way to go.

Sometimes we just want to be right next to certain characters, no matter the terms. Maybe this look can surprise or intimidate some more than others. I’m pretty sure Proud, Raptor, shiine etc dont know it exists and for that I’m sure the rest of the world knows even less than that about gouken, so for now it benefits us more than hurts us imo.

I’m not gonna sit here and say throw everything away and use this instead. I’m saying if you need mix up/variety a new look to your up close game, a chip win from blockstun maybe, or just want to be proficient at all his linkable shit.

I tend to go for the ex iat , I can pull it off asap and use it after alot of standing normals. From that range I let it hover or move away from them. If they ex srk we win ,if they lp srk , we beat em right where we stand.

Gouken needs the random one offs, since we don’t have a complete character we need gimmicks or at least a good sized bag of tricks , packages , looks etc.

I think these are all just examples of this very fact…he Should be able to do more damage and get better results from what’s shown above there’s no arguments there.

CL.st.hk is a great tool to fuck with online lag shenanigans like backdashing or focusing during a block string. These clowns get away with that shit because of random lag frames making strings inconsistent. Other than that, cl.st.hk is 5frames instead of 6 for Cr.hp…
I rarely ever use it after mp. I’d rather just go to the hk point blank.

Yea, I use the 2 hit hk after a few jump ins its a shame the cr.mp link after it doesn’t cancel into anything that can combo besides ex tatsu, if you cancel into hado they have time to block even if the cr.mp Is a CH. Its nice frame trap that should have more follow up potential. I only use the cr.mp xx ex tatsu if I got 3 bars so I can cancel If need be. And if you do connect and get the fadc it’s a nice ultra combo. Same with cl.mp,far mp,cr.mp. xx ex tatsu

While I agree, don’t forget that standing strong links after cl.st.hk on some characters, and from that you can cancel into mp.palm for a high damage meterless combo.

I understand the reasoning. The reason why I like this is the following:

  • if the enemy backdashes in between st. mp and st. hp when you do st. mp, cr. hp xx ex palm, you get nothing. if you do the st. hk version, you hit the second part of the hk for a knockdown.
  • if the enemy blocks st. mp and gets ch by cr. hp, you can’t confirm that into ex palm or it’s very hard to do so. at that point you probably commited to a fireball. with st. hk, you can confirm into st. hk, cr. mp/st.mp/cr. lk xx lp palm on omega or super, ex tatsu on ultra. Also, st. hk into cr. mp is already more damage than cr. hp xx fb.
  • the motion to do this looks more like a grab attempt to me, but that’s just me.

I guess the culmination of all the points made collectively support my decision to use this …some I didnt recall until reading the posts…

Oh and the OS’s too…

Were on our way to having a full participant gouken discussion here folks…

Anyone been fucking with that dude vanilla gouken again?

I have here and there till I remember how much tatsu/counter overlap sucks and how much tatsu comes out from down back blocking into tatsu occurs. But I love and miss demon flip dive kick having to be blocked high

Couple omega findings:

(j. hk), st. hp, xx hp palm xx super = (616) 657 damage
st. lk, st. mp, cr. hp xx hp palm xx super = 546 damage
cr. mp, lp palm xx super = 550 damage. very scary hit confirm a la gen super?
(j.hk), stomp, st. mk, stomp, far st. mp xx lp palm xx super = (598)570 damage and builds about 80% of an ex bar
(j.hk), stomp, st. mp, cr. hp,xx hp palm xx super = (623)588 damage and builds about 80% of an ex bar

overhead xx super = 550 dmg.

now seriously, ill never use ex again with omega. this is too good.

i like what he offers, its just hard for me to adjust to NO kara fireball game, and the priority of the stomp over hado feels weird…and im way off balance with no knockdown vortex…

im gonna see how he develops for me tho I like a lot of his new combos