Labwork: Tests, results, discoveries

OLD VID Vortexting off of Anti Air…

https://www.youtube.com/watch?v=DqyJOAaTsRE

https://www.youtube.com/watch?v=v4h09zYeQW8

E honda can be quite hard to attack when you use the same set up for normal and DWU… but here’s the code.

Once I get some time I will post the entire cast.

https://www.youtube.com/watch?v=v1I5dtfMdw0

You know what like too is the wiggle room we get after knockdowns, once someone thinks they catch on you just invert everything or make a small variation. Has the potential to nail the final nail in the coffin.

Back in vanilla when I was feeling around for my sf2 roots that was basically the first thing I could cling to; the neck kick … DJ.mk to sweep then either a slight walk forward or back and repeat.

You should always practice your hard knockdown setups in training and in game.

Iamthatiam, really appreciate the positive vibe you are injecting into this forum and that you’re back at schooling us, scrubs. all the thanks.

of course, the boy takinflight too

Appreciate it Djove. No scrubs here, all it takes is knowledge and practice (me included).

IMO Gouken needs a strong pressure game to force mistakes to compliment his fundamentally sound ground game plan.

The two questions I always asked myself is. “How do you pin down/dizzy people?” & “What is your strategy when you get down in the life lead?”

So it’s either keep them out or go all in. If you’re not doing either Gouken is probably losing.

https://youtu.be/2xFl7-ErVr0

old footage of gouken down by the river in the lab

Perhaps not the kind of lab work you guys want to see today, but we take the good with the bad.

GOUKEN IS VERY GOOD Episode I - cr.MP x Gohadoken, global warming, and dying alone

https://www.youtube.com/watch?v=0ZSOdebQUWw

I’m trying out a safe-jump after f.throw with jumping HP.

Just walk forward to get in range for a meaty MK flip throw, and do the jumping HP, and spam sweep to deny a back-dash.

Then, once they sit still after f.throw, switch to a nice meaty MK flip throw.***

They both have the same timing/ spacing - f.throw keep walking safe-jump with HP, and f.throw keep walking meaty MK flip throw.

Practice the flip throw against Chun-Li, because if it’s not meaty then she can simply duck under it.

*** this is actually a bad idea, because a DWU will allow them to just spam and connect jabs and shorts on their wake-up without us being able to block in time. Still I advise you all to work on timing the flip throw on the last possible moment to actually catch the crouchers, because it is possible albeit pretty fucking tricky, but sometimes you just have to make those hard reads as they can solve a situation for you, so we just need to have faith in the flip grab sometimes and not spazz out by immediately performing a blocked dive kick or by performing the throw too early to catch those who were crouching.

Gouken bnb Option Select:

, = link
~ = plink
x = cancel

cr.LP, st.MK~st.LP x QCB + HK~LP

Gives you an MK and cancels into HK Tatsu if you get the link
Gives you a jab chain if you are too early
Kills you if you are too late :dizzy:

Err on the early side and this is a pretty good trick

Best used after jump-ins where you need a really fast button (for example j.LK or j.MK which have kinda shitty blockstun and hitstun).

It’s just as Gouken’s front foot is about to land its second step.

After a corner-U2 juggle; input SRK-motion and press HK as they bounce and cross over you, parry to land and throw a fireball and it’ll be safe. The risk however is that you whiff a HK Tatsu.

Have you noticed how you land from a blocked jumping attack, perform an action but instead get hit by crouching shorts? If you learn to time your blocked setups better, you can turn these situations into counter-hit setups.

This works on the entire cast, with only 4 exceptions: Elena, Dhalsim, Blanka, Vega.

So it actually works on 40 out of the 44 characters.

It is manual timing, but this is the setup I’ll be using from now on. I’ve messed up the timing on safe dive-kicks before anyhow.

Elena wakes up too early for it to work, while Dhalsim, Blanka and Vega wake up too late.

If you do land the safe-jump, you’ll need to mash sweep to deny their backdash. Once they sit and block, you can mix it up however you like.

If they do DWU, then you need to watch for the “Technical” message on their side and prepare another approach.

look at the inputs…negative edge, you can buffer option select on top of the input commands either using negative edge or not.
Also, you can do this without negative edge…wait desk could probably do it without negative edge , shit is obscenely difficult to get down either way…my execution is ass anyways so its taken me about a couple years labbing and then in the last few months actually practicing this over and over to get it in game

…and i’ll add a mutha ufka so you ignant ziggns hear me…