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I don’t dismiss st.mk. I like it for certain things like corner traps, just rarely for stuffing a jump in.

I think you wanted to quote reipin there, not me :stuck_out_tongue:

My post was just about Goukens buttons in general, I think I have a significant use for all of them(some less frequent in certain matchups for sure).
I AA with s.MK usually at those distances where Tatsus that aren’t EX might drop people. Lots of people have this jump distance they use to empty jump SRKs and an SRK would indeed whiff. Where as Tatsu or MK can connect(except vs Guile, where the hell is that guys hitbox when he empty jumps?)

He seems like he can block in the air sometimes which I know he can’t but his recovery and hurtbox is good for sure.

What area Gouken’s safe jumps.I can’t seem to find them.

Safe jump set ups?

http://www.youtube.com/results?search_query=gouken+safe+jump+setups&oq=gouken+safe+jump+setups&aq=f&aqi=&aql=&gs_sm=e&gs_upl=1167l7618l0l18218l23l22l0l14l14l0l222l1073l1.6.1l8l0

Hey I heard from a guy at a weekly in my area that gouken has great frame traps. So I was wondering what they are if they exist.

+4 on blocked sc.mp, on hit st.mp and hit st.hp, which sets up counterhit sweep, cr.hp, cr.mp, cr.lk, etc
+3 on blocked cr.lp, which I follow with cr.mp to fireball or flip.
fireball is +2 on block which can be useful in the corner to follow with sc.mk to fireball or palm.

Those are the main ones I use, but I’m sure there’s some other obscure ones out there.

cr.LP is +0 on block, +3 on hit. Be wary when following up with flip as they have ages to air to air you or make up another approach. Fireball is also risky, but has the advantage that if the cr.mp counter hits the fireball combos.
Close Mp and Hadou are the main ones. There actually are no others on block without meaty as only far MP has a +1 and with all the 3f normals out there and our only 3f one being a close normal it’s not gonna happen.

Want to see being frame perfect?

[media=youtube]lmEhCDRvQKA[/media]

oops, ya, meant cr.lp on hit.

as for flip vs fb, I find that getting them used to the fb tends to keep them grounded long enough for flip to work when you need it.

as for other “obscure” ones, I was thinking of weird flip sweep or jump divekick setups. I imagine something could be found there, but I’m not going to do it

Does Gouken have a followup after an air-hit focus attack?

What do you mean by a followup? You land and do whatever you want. Best to see what they try to hit you with first.

He doesn’t mean air focus, he means hitting someone out of the air with a focus attack.

Edit: O wait, you’d like an answer huh.
lvl 1 FA as far as I know no. Maybe something out there can
lvl 2 FA whatever you feel like as long as it reaches and starts fast enough

Gotcha. Yeah it becomes like a free juggle. I’ve never done it but I bet you could level 3 and then Ultra in the corner.

Ya, What happens a lot is i’ll be focus fishing, and they backdash, and I catch them in the air of the backdash with a lvl2 or 3. I’ve never been able to hit them afterwords and I’m wondering if people have something they generally do in that case.

Sweep is my fav, but you can really do whatever as long as it’s lvl2 +

First time post here at srk. I’ve been maining Gouken since vanilla and combed srk for tips and strategy. So I want to thank all the posters here for making me a better player. First off, after playing AE 2012, I can say that this version is the best I’ve seen.

I think the modification to the denjin has really caught people off guard. I have not used denjin even when it was introduced. It just did not have the same threat and power of shinsho for most matches. However, since now you can vary it to lightning speed it has caught quite a few people off guard especially when they are jumping and land on a hp hadouken. And as another poster as said, it can make them think twice if they plan to jump it by varying the speed. I find now that most will try to block it either because they do not have time to dodge it or for fear of landing on a slow denjin (thus another way to land more stun). lol In addition, how many of you have dodged (using ex. hyakki shuu), seen someone whiff on an ultra (ie. Bison, Balrog) or not connect on a move that goes the full length of the screen (ie. Dudley’s machine gun blow)? Many times you could not really punish it before they recovered. Now with denjin at full speed, you can. Also, this is very doable but has tight timing. Totally practical in matches especially when you land a palm. I’ve only managed it 40% of the time on training. Any palm, fadc and denjin (lvl 3 speed). Approx. 375dmg, 520stun. I believe this is worth it to practise since you probably will land a palm in a round and can be difference maker in a match. If only I had Diago-like reflexes… Also, when they changed forbidden shoryuken to 3 frames instead of 11 it makes it much more viable to land frequently. I can’t tell you how it’s made me rethink my strategy. Before I just burned my bars on EX hyakki shuus and fadcs but now I can wait and pounce. Need a shoryuken to break a string? Use it. Need to include it in a combo? Use it. Expecting an attack and want to punish someone thoroughly? Kongo>Forbidden is extremely filthy and can win you the round.

Anyways, I’m loving the new Gouken but I have just a couple of questions.

(1) I know that they improved the cr.hp stun by 1 frame so that it will allow: cl.st.mp>cr.fp>palm to connect on all characters but has anyone else find it still whiffs depending on the distance you start the combo?

(2) Since the radical change to the denjin, how likely are you to use it in matches? For example, before AE 2012 it would be for me 95% shinsho, 5% denjin. Now, it’s 60% denjin, 40% shinsho.

Welcome man(well in a first post sense, sounds like you’ve been about a while Mr. Demonflip). Gouken is definitely in his best iteration right now(and one of the few characters who has improved in every version and before someone argues, super was better than vanilla G because everyone else was nerfed that badly. Except rose who was nightmarish)

yes it does, it just whiffs less often and I find I use that extra frame mostly to make sure regular palms hit. also some hitboxes are still annoying.

I am a 100% Shinsho fanboy since vanilla, I used it for everything except brushing mah teeth.

2012 Denjin has me using U2 100% of the time, it is just far too good now.I miss damage when I land a near corner ex palm, but hot damn, that untechable knockdown lasts for days, you can do whatever you damn well feel like after and they will be(often) panicky due to stun and stuff.

Not to mention the full screen punishes, I’ve been having fun practicing it vs hakans that full screen ex oil. Trying to get them just as invincibility ends and just before they can block is fun.

Thanks! It feels like I’ve been reading this board forever even though it’s my first post. However, I have faced a couple of you Goukens online most notibly Toomnyusername (sp.) and Neg0r. The latter, I have had some epic mirror matches with lately. I`ve been able to hold my own but I think most importantly we have taught each other some new tricks. :slight_smile: You can definately call me Mr. Demonflip because I do use Akuma as my secondary character. lol I really think this is his best incarnation. Of course, some would argue that his vanilla demon flip kick was boss back then. :slight_smile: Yeah Rose was quite a handful…still is too. I find good Rose players being difficult to handle with Gouken. Doing hyakki shuu too much can lead to a well timed Soul Throw if you know what I mean. lol

I find that if I do a nj.hp>cl.st.mp>cr.fp>palm, the palm can be blocked at times. It’s more reliable doing a forward jumping attack or a crossup mk to start that combo. In the meantime, I haven’t utilized that combo too often than I should. I’ve been choosing the cl.st.mp>cr.rh for the untechable knockdown. It just sets up my opponent to guess what I may do next.

Same here. Shinsho, I loved especially before they nerfed the damage on the backthrow. Even the threat of having it ready put fear into opponents. I don’t have to use it but I found that if I had it, opponents were very weary of it and that allowed me to do other things. Actually, I had gotten so addicted to NOT using shinsho. Shortly after vanilla, I generally do not use it because it forces me not to rely on it and consequently concentrate and build on Gouken’s other abilities. Thus when a backthrow>ultra presents itself I decline and use either dj.mp (one hit)>cr.fp>demonflip or dj.mp(one hit)>mk.tatsu/ex.tatsu., dj.mp>cr.hk.

Yeah, corner shinsho for the extra damage was fun…but I stopped using it and opted for hp hadouken>lp hadouken>cr.rh or a reset after lp hadouken>cr.fp>demonflip grab or kick. I’ve been trying to experiment with dj.fp after the ex.palm in the corner and then landing opposite side to do his bread and butter combo. It is devastating to see opponents confused at which side gouken will land on. By that time they are dizzy and eating a full denjin followed up by a palm or an ex.tatsu. Of course, most opponents are defeated before they reach that point. lol

I don’t face alot of Hakans but it’s good to know that I can punish that. Before the denjin, it was frustrating to see an opponent whiff a full screen attack and not being able to do much. Even Akuma has a nasty U1 demon readied for this. With Akuma, my favourite counter is when I see someone about to do a super/ultra, I teleport towards him and generally will land behind while his super/ultra is finishing it’s animation. While he’s on the other side attacking at air, I’ll generally have a zillion seconds to prep up the demon or I’ll do a demonflip palm>U1 to narrow the distance if he’s advanced further. One advice I can give for Gouken players playing against Akuma is not to use either denjin or shinsho on wakeup for chip/stun damage. An experienced Akuma player will likely teleport and give you a demon when you are vulnerable.

Getting back to Gouken, now it’s a denjin punish and depending on when your opponent’s animation ends, a fully charged denjin is entirely possible!

I do have one advice for players that are having difficulty with certain characters. I know you’ll most likely read the threads that will tell you how to prepare for certain manoevers and such but there is no substitute for actually playing the character you are having difficulty with. For example, there is a concensus that characters such as Akuma or Bison give Gouken many problems. While this maybe true because of some of Gouken’s shortcomings, it doesn’t have to be. If you’ve played the character, you’ll know how certain moves work and where and when they are most effective/vulnerable For example, Akuma’s gameplan is to give you an untechable knockdown and start his vortex. If you know his strategy and are familiar with the moves you will be better prepared. Anticipate, then counter with appropriate force. With Bison, he will be very reliant on his charging moves and his wakeup is not strong. Keep your distance and move back to prevent him from getting close. The moment he releases his charge to move forward towards you is the time to attack. Get in close with a ex.demonflip or a hk demonflip. Currently, those two do not really bother me as much as the characters I haven’t really played with or have faced. You know, the occasion expert Dan/Rose/T.Hawk/Dhalsim etc.

I have yet to see Bullcat use Denjin as his ultra. I’ve only seen him use shinsho…so hopefully he does make the switch so that I can see more of his awesomeness. :slight_smile:

When I hit people with it, they go flying backwards similar to how they go when they get hit with Palm. I don’t understand how you get to them fast enough to sweep. Anybody know of video of this working outside of the corner?