Hmmm. Perhaps I am messed up in my timing of things then. I notice it especially against tall characters. If I hit high with the mk like in a cross up, I am sometimes not able to combo into cl.st.mp. It either gets blocked or I eat a reversal. Maybe I need to delay the kick a few frames?
I’ll hit you up later on this evening…Im one of the few at work this week T_T
Anybody notice that you cant anti-air dejin if after a lp. hado? I just noticed it yesterday. I was in training almost all day yesterday and could not pull it off. If someone jumps at you, you can Denjin without issue if its meaty but trying to zone? …throw a lp. hado and instead of cr.hp or tatsu’ing, try doing ultra two - every single time EX flip comes out. Hopefully someone proves me wrong. I even tried doing it late thinking that I was coming out of the hado animation and only the somehow EX flip was registering but nope. Somebody at home see if its only me? I’m one of the few at work today :o(
DEK09: I’ve heard, a long time ago, that’s not possible to have 2 fireball on screen at the same time.
Someone out there has noticed problems with EX tatsu… Seems like invincible frames has been reduced.
I got my head kicked by normal jumpings from abel and also got smoked by rufus EX messia kick.
Has anyone confirmed that already?
As
Fabio says, you can’t have two fireballs on the screen at once. They nerfed this in Super. Ryu used to be able to do reg fireball then do his super fireball to hit you on your way down from the neutral jump over the reg fireball. Seth had the same thing with his Ultra 1 and sonic boom.
I totally forgot about this until I tried to bait a TAP from boxer then Ultra his face with Denjin. Got EX flip instead since my fireball was still on screen. Noted that U1 is best for this matchup.
Awwww man. I thought Ultra’s were excluded from the two fireball rule. (Shrugs) Ah well…
No =[ Would be nice, but no. Try throwing an AA fireball and doing Denjin, same deal, EX flip.
Hypothetically speaking, if a Gouken player enters a lobby, sweeps it, and then leaves before rematches, is he a bad person?
No. Better than them counter picking with Blanka and making you look stupid.
Im not sure about blanka being a counterpick…
yeah, just wait for the hit and do it after., you def have enough time if you hit them high enough. If you hit them low, just palm, and you can try for fadc ultra if u have bar.
Also, whats the safe jump setup for after denjin?
Heh, we all have our weaknesses. Blanka’s froggy little nonsense just annoys me to no end.
When online, Blanka is a counterpick. Offline not so much.
Yeah, I was just saying for that guy to throw an an AA fireball so that he could see it wasn’t just lp fireball.
The only safe jump setup I have found after EX palm no fadc denjin is dash forward, lp palm, lk flip. 5 frame or worse (can safe jump sagat but not Yun).
To get the timing for Yun and 4 framers whiff st. hk and then use hk G Flip. That should put you in the general area that you would want to be for a faux safe jump, delay it another frame or so and you will get a safe jump.
When the opponent is hitting the ground, you can also dash forward twice and cross them up on the other side with j. mk and time it to hit safe or you can position it to hit in front as an ambig.
Whats the best AA option for gouken? I know he has cr.hp, st.mk, cl.hk but I struggle at the range past cr.hp and further cl.hk; meaning cr.hp is too slow tag at that range and cl.hk won’t trigger since its not too close. I hope this is sort of clear.
Is cr.mk an option for AA? Is his tatsu an option at any of those above ranges?
Thanks
All of those you mentioned are good. Cr mk is good, ex tatsu is super good, Kongo is great if they attack, and you can use jump back mp to clip them out of the air.
For distant jump-ins, if you have great reactions his tatsu is decent and don’t forget your fireball but that is not so great for fast jumpers. If you trade with tatsu you can follow with either ultra. On close jump-ins, cr.mk is better imho than cl.st.hk, better damage and more predictable (you always know it will be a cr.mk) but cl.st.hk has its merits and will hit things the other normals can’t. I find cr.mk better suited to handle shoto hk/mk jump ins. I rarely ever use plain st.mk for AA as I find it gets stuffed easily with its tiny hitbox.
Don’t dismiss st.mk, it’s great for Rufus and people jumping just outside of their own attack range.
For that matter, don’t dismiss any of Goukens buttons, I wubs them all <3
Winning with long distance hadouken chip dmg during a taunt. I love those.