Labwork: Tests, results, discoveries

And, the best punish if you’re pretending you have infinite frames to punish is st.hp to ex palm to reset land. Gouken has a bar of meter almost always. AND, hk tatsu gives you very weak followup options compared to a palm of any kind. So the word “best” is debatable. You are looking at this in 2 dimensions with no meta.

I just tested EX Palm -> EX Tatsu on the entire cast, it works on everyone mid screen.

NG1313, try different timings, you can’t just mash it out on some characters.

Please post a video as proof, because otherwise it’s just forum-spam to me. :expressionless:

Eh… :smiley:

If something is out of range, then you might as well include cr. HP to EX Palm, you motherfucking sucker. Take your yankee friends with you to jerk-town and jerk each other off.

Really stupid retort. You’re not worth my time anymore. I hope other people here don’t take your advice too seriously.

I put a useful list together, and you guys are shitting all over it, and another guy here is nonchalantly spreading falsities.

I can grab your head as if you’re a retard and forcibly make you look in this direction:

a) the topic is who cl. HP or cr. HP to HK Tatsu works on.
b) the “universal” best punish is cr. MP to HK Tatsu, because it works on all characters.
c) you start to jabber about being out of range?
d) is throwing also out of range?
e) maybe what you’re looking for is a 1 frame, entire-screen-hitbox punish?
f)
g)

Not even difficult, stop acting like a child and practice your execution.

Adon

Hugo

Lmao, nice video :slight_smile:

If there was a “love” button I would have clicked it.

I am sure loving me some this!!!

Mashing is exactly what you need to do, because apparently you dash in and input the EX Tatsu immediately, just like the HK Tatsu.

I’ve had EX Tatsu whiff on those occasions, because it’s 5-frames as opposed to 12 frames, so I was trying to walk forward after the dash, but maybe this changed in the 1.05 update.

In any case, now it’s cleared up. Thanks are due, even though you immediately start feeling yourself over 1 juggle on two characters…

LMAO

Guy 1 says: you can’t do x
GUY 2 says: yes you can and shows how and gives advice about abc
Guy 1 says: no you have to do abc (but couldn’t do x)…

@ng1313 I totally apologize for any and everything I’ve ever said to you. I always assumed you atleast had half a brain…but… You’re actually just plain old stupid/retarded and I feel sorry for you.

Thanks. I am a retard, so I don’t understand your sarcasm, and because of that, I don’t follow on your tale of events, either… sorry.

I may have been nasty, so I can apologize if I have.

The tale of events is the forum is straight up shit now and fighting everybody isn’t a good look. It’s old, cold, and any other word you want to pick to describe it.

There’s only a few people who post now and of that few, only a few really know what they are talking about… So fighting isn’t going to prove anything right now.

No ones perfect, everybody makes mistakes, and it’s perfectly human to have pride…

At this point no one wants to fight over absolutely nothing.

So let’s keep it chill and learn what you can… If you don’t care to hear or don’t want to know, then just ignore it.

I pray everything that has happened during SF4 doesn’t carry over to SF5 if they add Gouken.

I’m not mashing I’m dashing and using the second forward input for the beginning of a half circle, that’s how I think about it to make it easier instead of dashing and then doing a quarter circle motion.

Agreed. We have been fighting a lot…

I don’t think SF can have Akuma without Gouken from this point on, but then again you never know how ugly the truth might be.

Eh, so you use a joystick. That’s why it’s natural to go half-circle. So what? The timing can still be described as mashing, because you just do it as soon as possible. When you said you can’t mash it, I read that as that you needed to likely walk forward after dashing to get in range, thereby actually involving some sort of timing.

It’s besides the point, though, isn’t it?

I’m glad it works that easily. It’s good damage after EX Palm, when HK Tatsu is out. I mean since we’re playing Gouken, we should opt for the most damage since that’s his trademark. Juggling with HP Palm in casuals is fine, but if some of us are entering tournaments, then we need to collect all the damage that we can get, including like FADC to cl. HP if the match-up allows it. It’s 20 more damage, and nevermind Ryu but even freaking Sakura players have 1-frame links in their everyday-arsenal.

I know Palm can feel like it has better positioning afterwards, but personally I feel like I need a change of strategy, and that includes going for the Tatsu juggles, and just learning to handle the situation afterwards. There are exceptions, most notably HK Tatsu against Cody in the corner, and primarily with grapplers in the corner too, but with everone else, the biggest risk is eating a crouch-tech combo, but I feel like overall, Gouken has pretty much 50/ 50 chances of getting knocked down, whether he stays up close in the corner, or backs off and tries to zone. In a way, after like 6 years, I’m just tired of running away with Gouken, being the prey on the run.

Then Cobra Kai those bitches and fucking attack the wakeup and stay on offense.

Exactly.

@ng1313. I know I sound like a broken record but sometimes you have to sacrifice damage for the set up.

The damage is good don’t get me wrong, but you can literally pressure almost the entire cast for free on their wake… There are 1 or 2 exceptions but you can beast on most of them for free and between OS and Reversal stuff/whiffs you can shut all of their options down.

This is probably the only thing that I ever stressed here and have been willing to never back down on bc it works.

Now the new thing is people would try To dwu to counter but I found the answer to that day 1 of Ultra… Sadly we all continued to fight; so I stopped streak to helping and ultimately stopped posting here for a while.

but what I’m getting at is there is still room to grow with a slight change of perspective and willing to try something new/different.

So I was dicking around with max damage after a focus crumple and I’ve found that a back throw ->dj.mp-> ultra 2 gets you a pretty good damage for no ex meter. Is this optimal without ex meter?

Seems like damage scaling will kill your stun. Focus is 20%, back throw scales 10%, j mp scales 10%, and ultra scales 20%.

So you’re looking at scaling down to 40~50%.

What’s the total damage / stun output?

And how is it comparable to crumple:

Cl st mp > cr mp/hp xx Palm/Tatsu

Or for the set up cl st mp > lp hado > sweep. Then go for a set up to get a reset, full stun, or unscaled combo.

crumple > back throw > dj.mp > ultra 2 - 507 damage, 650 stun

crumple > cl.st.mp> cr.mp > hk.tatsu - 362 damage, 470 stun

cl.st.mp > cr.hp > hk.tatsu whiffs on Ryu at least

This is all off of level 3 focus crumple by the way.

I always palm to the corner whenever possible

This sort of thing changes often but my gameplan these days in terms of priority:

  1. Corner carry
  2. Hard knockdown
  3. Damage

I feel like ending combos with tatsu is kind of a waste unless you’re already in the corner or you’re going to kill the guy. The corner carry and positioning of palm is a tough act to follow.

Gouken has good meaty and corner pressure. He’s up there with yang in terms of his ability to control and convert in the corner… back throw->H Palm is better in most cases than H Tatsu or almost anything else, although backthrow->fireball->ex tatsu is pretty sweg.

I mean straight up… gouken isn’t the best character in neutral situations (although he is a monster whiff punisher) so maintaining control after getting it is really important, way way more important than an additional 25 or even 50 damage.

So it does Work or not? I’m confused…