Labwork: Tests, results, discoveries

I think he meant that on ultra, the combo you posted is only possible on omega.

I came into this thread thinking this was actually about real blood tests and stuff.

aaaaaaaaaaaaaaaaand I’m out.

NEW TECH!

Option select: close to ground air tatsu impossible to cancel into regular tatsu:

Have you ever tried to get an air tatsu close to the ground and got a regular tatsu by mistake and got killed for it? NOT ANYMORE!

By doing an air tatsu pressing mp+mk+hk, you will never have that problem. this is because the focus attack has priority over the EX tatsu on the ground. Worst case scenario, you will get a focus attack instead, and you will be able to backdash to safety and escape with minor scars instead of eating a focus attack level 3 into butt rape. I also noticed that you will often not get anything to come out, which is even better.

You can also do the same thing with the mk air tatsu using mp+hk to get some nifty cross ups from up close :slight_smile:

Here’s a video: https://www.youtube.com/watch?v=L5X3pRX_23Y

I like it, your in the zone…im very familiar with buffering OS inside of fadc’s…try this out…I think I noticed something cool to add from here…

When you land…

Hold the 3 buttons down and tap forward, then do an ex iat w negative edge and depending how you execute your tatsu if you end in an up diagonal he should either OS a dj hk or other stuff, for example if they backdash after this they eat tatsu…

it gets real deep here, the 3,4,5 button tech and negative edge OS we can get off of focus dashes…

If you let go of all 3 I think mpalm has pritority so you get alot of options wether you let go of one button over another… Give it a shot!

I’ll try to see what I come up with after landing with what uve shown

a few setups and discoveries:

  1. cross up air tatsu from sweep
    How to: sweep on hit (any range) , do a cr. lp, jump and wait until you’re close to the ground, any tatsu
  • also beats backdash. loses to dps and crouching.
  • you can mix up with empty jump or forward jump hk. in this scenario hk is safe versus slow reversals and catches backdash. empty jump is safe.
  • doesn’t work on the corner
  1. cross up air tatsu from forward throw
  • dash, jump forward, any tatsu.
  • you can mix up with empty jump or forward jump hk. in this scenario hk is safe versus slow reversals and catches backdash. empty jump is safe.
  • doesn’t work on the corner
  1. ex tatsu has a slightly lower height restriction

  2. doing overhead from max distance beats many dps, including: ex rising jaguar and cammy’s hk cannon spike.

Fadc iat fadc ex iat are my latest chip strats for kills these days…

I’ve used iat after fthrow in corners but you have to usually use a non ex iat and do it early so his hitbox rotates, this rotation opens perfectly for that reversal to whiff right thru after wakeup…

You’re labbing with iat vs wakeup post hard knockdown right?

I tried to grab u real quick to online training, but no worries maybe next time…we cam mess a round real quick with full bars

how do you execute iat? I’m labbing with regular air tatsu, not instant.

Dunno if you guys know this but you can always punish blanka ball (crouching too) with dash forward, EX Tatsu. There is no way to make it “safe” with this punish. This means you can walk forward and crouch block and still punish whatever he does.

Pray.

Kidding, but it’s hard. The best way to do it is to sort of do a quarter circle back, then hit up forward, let it return to neutral, and hit your kick. Don’t do the QCB too quickly and don’t hit K too fast.

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I learned by just doing dj hk until I got num to the animation frames… For some reason Gouken’s pre-jump frames aren’t as forgiving as other characters, and you can’t execute it until you hit that first horizontal line on the screen.

howling …my bad

the setups your using are dead on, just remember you can do em all without the canned setups too and that the startup of each air tatsu will make some setups not work whereas others will.

the best thing about air tatsus is the reach and timing of each strength available esp exiat.

its all slight variations and all work similarly but need to be used somewhat differently setup-wise to get similar results…

a setup which lk work hk tatsu may not and so on and so forth…it is a very strong tool

for EX iAT I do this d,db,b,uf - but on buttons I hold all 3…and let go lowest to mid to strong , 1…2…3…, letting go like that utilizes the negative edge which makes this max reliable because youre getting 3 shots all pretty quickly …if you’ve got meter ex comes out if not well you know which buttons you’ve released.

Gouken overhead anti cammy dp: http://youtu.be/8Xe-Hp8UYWc

Might work some other chars, gotta test

Gouken anti dp overhead os ex tatsu: http://youtu.be/Txah88iDhaQ

Also works on deejay

Yeah the over head stuffs all moves without invulnerability startup…

That was one of my last vids from super before AE came out.

Also you can option select ultras and palms or anything after overhead…good for setting up whiff baits. Also you can even link to super …or use counterhit overhead to sweep outside of corner especially…

Good to see other Goukens using this now! Keep it up!

With 13 frames of recovery, whiffed overhead option select is extremely risky.

im not sure i get it, can you give me one scenario where its risky?

at any rate, this is just some experiment.

in that 13 frames tho whats transpired tho…usually a lot of whiff animation…

if you os from oh mp in lab…you can actually tie in a lot of cool shit to it so Gouken can punish on whiff a lot of attacks… hes using mp to tatsu which is one of the best ones to use but mpalm and lpalm work great…

its hard to speculate the value if you haven’t labbed it for yourself, so I encourage any and all to try.

coolest things ive found after a couple years with this under my belt it is :

hit box movement on it is perfect for baiting srk’s and similar as extends and retracts gouken in and out of danger ad it active for OS triggering throughout ALL of the startup and active frames if im not mistaken…

in the case on oh OS to palms you just gotta check it out whit works good…also the OH os to ultras will beat out say like akumas dbl roundhouse if baited properly…(not sure if im sayin it right)

OH mP os will work great AT THE RIGHT DISTANCE for ex green hand too…

also Ive used oh mp baited the sweep or standing normal and launched gouken on a fierce offensive following a knockdown…

all in all ya gotta lab it to know it… , good work howling

os tatsues work great in footsie range and almost seem foolproof if used within the correct spacing!

heres a vid for what I was doing a horrible job of describing…

don’t worry I got a new TV! hahahah!

http://youtu.be/poBZ74h6N5A

I do like that overhead into something because it has a lot of time and you can visually is too…

Anything that is invincible on startup and less than 13 frames of start up will beat your option select. Off the top of my head, honda ex headbutt has 8 start up frames. He will hit you. Try it out.

Tiger Uppercut has some serious range as well

@howling‌ The way you have to space it out makes it semi-safe against moves that are more-so vertical and don’t have the necessary range. Moves that have a lot of horizontal movement will be the things that you want to be sure against.

Traditional safe jumps are set to beat everything with a 4/5 frame gap.

One of the things you might want to consider when you do your set up, is how much invincibility frames do the other moves have and if you can still hit them with the active frames when their invincibility frames wear off, if you space it out correctly.

Doing the attack meaty is going to give you a better advantage on block or hit though… but if it’s reversaled you’re just stuck with recovery frames.

Let me know what you find… I guess the easiest thing would be to check the frame data for start up and invincibility frames, and then check for horizontal movement.

If you pause your vid on :03 seconds, you’ll see that Gouken is still in recovery mode and Guy is almost at the apex of his EX Tatsu… in short… any move that has range and invincibility will tag him.